3D Digital Sculpting
Bring complex characters, creatures, and assets to life with organic, detailed sculpting techniques. Master the art of digital sculpting to create high-poly models that push the boundaries of creativity. Learn to use industry-standard tools to sculpt, paint, and prepare your creations for animation, 3D printing, or game engines.
Create awesome 3D digitally sculpted assets in just 8 weeks
Throughout this program, you will master the entire digital sculpting pipeline. Learn to navigate the ZBrush interface to transform basic primitive shapes into complex forms using intuitive tools like Dynamesh and Sculptris Pro. We will dive deep into anatomical studies for characters, structural design for creatures, and surface texturing using Alpha brushes to add intricate details like skin pores, wrinkles, and armor plating. Furthermore, you will learn to utilize subdivision surfaces to maintain high fidelity while optimizing your workflow.
Finally, the course covers essential technical workflows to prepare your sculptures for the wider production pipeline. Discover how to effectively retopologize high-poly models for animation, generate normal maps for game engines, and prepare assets for high-quality 3D printing. By the end of this course, you will be able to take your concepts from rough sketches to production-ready masterpieces, showcasing your work with a stunning, professional-grade portfolio.
Course Outline
Week 1: Digital Clay – Interface & Dynamesh
Topic A: The 2.5D Canvas & Navigation
- The “LightBox”: Loading projects and tools.
- Navigation: Mastering Rotate, Zoom, and Pan (Right-click vs. Alt-click logic).
- The Canvas: Clearing the canvas (Ctrl+N) and dropping models into 3D mode (T).
Topic B: Dynamesh & Resolution
- The Concept: Why topology doesn’t matter (yet). Stretching clay infinitely.
- Resolution: Managing polygon counts for rough blocking vs. detailing.
- Symmetry: Activating and centring symmetry (X).
Topic C: The Primary Brushes
- Move: Manipulating large forms (The “Grab” tool).
- Clay Buildup: Adding volume and muscle mass.
- DamStandard: Cutting creases and sharp lines.
- Smooth: Relaxing the mesh (Shift).
Week 2: Subtools & Hard Surface Basics
Topic A: Subtools (The Layer System)
- Appending & Inserting: Adding eyes, teeth, or armour plates.
- Split & Merge: Separating parts of a mesh (e.g., cutting off a head).
- Gizmo 3D: Moving, scaling, and rotating individual subtools accurately.
Topic B: Masking & Selection
- Masking (Ctrl): Painting areas to protect them from sculpting.
- Polygroups: Grouping faces for easy selection (Ctrl+W).
- Clip & Trim Curves: Slicing through clay to create flat surfaces.
Topic C: ZRemesher (Basic)
- Auto-Retopology: Cleaning up messy Dynamesh geometry with one click for cleaner sculpting.
Week 3: Organic Anatomy – The Skull
Topic A: Primary Forms (The Block-out)
- Proportions: The “Rule of Thirds” for the face.
- Landmarks: Zygomatic arch (Cheekbone), Nasal cavity, and Mandible (Jaw).
Topic B: Secondary Forms (Muscles)
- Clay Tubes Brush: Layering muscle strips.
- Orbicularis Oculi/Oris: Understanding the muscles around the eyes and mouth.
Topic C: Refinement
- HPolish & TrimDynamic: Planar sculpting to define bone planes.
Week 4: ZModeler – The Hard Surface Machine
Topic A: ZModeler Brush
- QMesh: Extruding faces (similar to Maya/Blender Extrude).
- Bevel & Insert Loop: Adding support edges.
- Points, Edges, Polygons: Hover-based context actions.
Topic B: Dynamic Subdivision
- Creasing: Defining sharp edges that stay sharp when smoothed (Shift+D).
- Live Boolean: Combining shapes non-destructively (Add/Subtract).
Topic C: Primitives
- Initialise: Creating perfect cubes and cylinders with specific divisions.
Week 5: Advanced Detail – Alphas & Noise
Topic A: Alphas & Stencils
- DragRect: Placing specific details (e.g., a scar or button).
- Spray & Colour Spray: Randomising scatter for skin pores or dirt.
- Importing Alphas: Using custom black/white images as brushes.
Topic B: Surface Noise
- Noisemaker: Applying procedural noise (weave, concrete) to the entire model.
- Masking by Noise: Applying noise only to specific areas.
Topic C: Layers
- Non-Destructive Detail: Sculpting details on layers so they can be faded up/down (similar to Photoshop layers).
Week 6: Polypaint – Digital Painting
Topic A: RGB & Materials
- RGB Intensity: Controlling opacity.
- Material Fill: Filling the object with a base material (e.g., SkinShader or Metal).
- Standard Brush (RGB): Painting colour without sculpting height (ZAdd off).
Topic B: Painting Techniques
- Cavity Masking: Automatically masking the cracks to paint dirt in the crevices.
- Skin Variation: Painting “Zones of the Face” (Yellow forehead, Red cheeks, Blue chin).
Topic C: Texture Map Generation
- Creating Texture from Polypaint: Converting the painted vertex colour into a UV texture map.
Week 7: Optimization & The Pipeline
Topic A: ZRemesher (Advanced)
- Guides: Drawing curves to tell ZRemesher where to place edge loops (e.g., around the eyes).
- Polycount Targets: Reducing a 5 million poly sculpt to a 10k low-poly mesh.
Topic B: UV Master
- Unwrap: Automatically creating UVs inside ZBrush.
- Control Painting: Protecting the face from UV seams.
Topic C: Map Baking
- Normal Maps: Baking the high-detail sculpt onto the low-poly mesh.
- Displacement Maps: Exporting height data for rendering in Maya/Arnold.
Week 8: AI Workflow, Posing & Final Sprint
Topic A: Innovative AI Workflow (Using Gemini)
- The Concept Artist: Using Gemini to describe creatures or props to generate detailed text briefs for sculpting.
- Prompt Example: “Describe the anatomy of a Swamp Monster that is a hybrid between a man and a crocodile. Focus on the texture of the skin and the shape of the jaw.”
- Anatomy Reference: Asking Gemini for specific muscle attachments.
- Prompt Example: “Where does the Sternocleidomastoid muscle attach on the skull and clavicle?”
- Troubleshooting: Pasting ZBrush interface questions into Gemini.
Topic B: Transpose Master
- Posing: Moving the character from a T-Pose to a dynamic action pose without breaking the subtools.
Topic C: Turntable Render
- BPR (Best Preview Render): Creating high-quality renders inside ZBrush with shadows and ambient occlusion.
- Turntable Movie: Exporting a spinning video of the model.


