For character modeling, the key program is Zbrush. If you’re good, you can land a job only knowing it, but you have to be really exceptional.
Then there’s retopology, hair simulation for viz (for games it’s different). Zbrush now has cloth simulation, so it’s possible to make it solely in Zbrush, but… something like Marvelous Designer might be beneficial.
Then if you want to add texturing, well, it gets more complicated. Unwrapping, Mari, Substance painter.
Character creation is not quite an entry-level modeling. Of course it depends on how well you can draw in the first place.
So I would advise concentrate on form and concept design first, getting good at Zbrush and drawing.
Tools matter a lot, because specialized tools add speed to workflow. They are better, because often they are standalone apps, so the whole computational power is crafted towards several tasks. For example, Zbrush way of rendering 3d models is very different from what Blender does. Zbrush uses hacks to achieve an ilusion of 3d models utilizing some kind of voxels.
Tools also evolve. So Vray today and 15 years ago are quite different. I can render with it what was available ony for Pixar proprietary tools back then on a renderfarm, like interactive rendering, on an old by today measures processor.
I would rate skills for character modeling by importance as following:
- Character concept design (silhouette, colors, tonal separation, anatomy, understanding of clothes basic sewing, and just the ability to draw cool characters).
- Organic modeling (Zbrush) - main forms and detailing, like wrinkles etc.
- Clothes modeling with believable folds (it’s not easy).
Well, this is enough, but you can add later:
4. Retopology using let’s say Topogun. (this is not too complex, might take you a week or two to learn)
5. Unwrapping with Uvlayout or any other specialized tool. (this is not too complex, might take you a week or two to learn)
6. Texturing with Mari and substance Painter.(this will take a month or two to learn the programs)
7. Hair modeling using some kind of a plugin. (this is not too complex, might take you a week or two to learn)
8. Basic rigging and skinning for collision and deformation evaluation. (this might take some time, but if you concentrate on skinning, using ready rigs, it might not be too long, maybe a month or two)
You can start from the upper skills, and with time move down.
The problem each skill also requires not only program knowing, but some theory comprehension. For example, topology, as it affects rigging, deformation, and the ease of unwrapping.
It’s doable, just don’t hurry.
About character generators, I would dissuade from using them until you learn. There’s this strange artifact happens, when a modeler uses the same basemesh for a head for example, all his heads look alike. It is very evident and apparent. You don’t want to look like a generic modeler. Learn making unique artistically rich characters. Then when you’re good, you can use shortcuts like re-susing some models.
Character generators is not a way to land a job. When there’s a generation, the competition will be fierce, and so are the biddings. People will generate those characters for 0.30$. The pie for artists is shrinking with those generators, but it happens it all areas. Technical things become easier to make.