ZBrush Summit Events

ZBrush Summit 2016

The 2016 ZBrush Summit is open to the public and free to attend. It will take place in Hollywood, California at the Gnomon School facility.

Register

12:00

Anatomy Tools

  fri 12:00

With: Anatomy Tools, Andrew Cawrse

Opening presentation by Andrew Cawrse, founder and creative director of AnatomyTools, who will be sharing the company's new animal anatomy product line, all done in ZBrush by AnatomyTools' artists, including: VFX supervisor Vaughn Smith; modelers: Zac Berry, Tan Bi, Eidan Itchakov, Mohammad Modarres, Mark Newman, Corvo Rubio, Mike Silver, Tatiana Samoylova, Kevin Shaw, Jon Neil, James O'Shea III, Britni Rauch & Hao Zeng. ZBrush workflows, product design, anatomy training tips, & fast-tracks will be shared during the presentation.

Anatomy Tools



Summit Presenter

Workshop Instructor

AnatomyTools.com specializes in Educational products & Training for Artists, Surgeons & Physicians in the structure & aesthetics of Anatomy. Founded in San Francisco, the company is highly-regarded world-wide in the Visual Effects, Game & Medical Industries. As the sole designer of their own products, they use the latest in medical computer technology, combined with master artistry. All products are designed, proto-typed & assembled in the US.

www.anatomytools.com

Andrew Cawrse


Anatomy Tools

Summit Presenter

Workshop Instructor

Andrew Cawrse is one of the world's most sought after anatomy instructors, he teaches in both traditional and digital mediums, tutoring surgeons, physicians, fine art professionals and artists in the movie visual effects & game industries.

Established worldwide as an authority on artistic anatomy and instruction he is recognized as a creator of some of the world's most incredible anatomical sculptures & products for anatomy education. His Anatomical work has been shown on the BBC, The History channel, The Discovery Channel, Bravo, Mythbusters and a variety of forensic and educational programming worldwide.

Clients include: 20th Century Fox, Sony Entertainment, Nintendo, Lucasfilm ltd, BBC, IBM, Apple Inc., Industrial Light & Magic, Pixar, Blizzard Entertainment, Valve Corporation, Epic Games, American Academy of Cosmetic Surgeons, American Association of Clinical Anatomists, International Anaplastology Association, International Association of Medical Illustrators.

Andrew also has a distinguished background in movie VFX, with over 9 years at Industrial Light & Magic as a model supervisor & digital concept sculptor. His effects work has been featured in the films Avatar, The Spiderwick Chronicles, Van Helsing, Dreamcatcher, Star Wars Episode I & II, Mission to Mars & Galaxy Quest, & technical consultant on Pirates of The Carribean II, and The Avengers. Andrew left the entertainment industry to pursue his interest in Anatomy.

Andrew also is an accomplished figurative fine-art sculptor. His work has been shown in New York by the National Sculpture Society by award & invitation, and he is scheduled to release his private exhibition and collection of works in 2017. To join his private fine art mailing list, please visit: andrewcawrse.com

Close Event
1:30

Disney Animation

  fri 1:30

With: Disney Animation, Alena Wooten, Dylan Ekren, Sergi Caballer, Suzan Kim, Zack Petroc

ZACK PETROC
Zack Petroc will present a behind the scenes look at the iterative Disney development pipeline, and give insights into how the model department’s efforts are integrated.

DYLAN EKREN
Will discuss how we went about giving our animal characters a unique look and anatomy. How careful research and application of real world animal anatomy makes the character’s of Zootopia stand apart from other anthropomorphic animals.
SERGI CABALLER
Will review how we used different universal topologies according to the different species/body animal types.

ALENA WOOTEN
Will share how multiple people worked on the same characters, and reused the same topo. The shape language, how we remained consistent between different animal types. How ZBrush can speed up concept to final approval process. How we sculpt some expressions for by-off on characters, but keep in t-pose. How we worked with designers in ZBrush.

Disney Animation



Walt Disney Animation Studios brings imagination to life through traditional and computer animated films. Our crew is filled with diverse talent from all around the globe whose passion is to create beautiful and timeless films through the art of storytelling, the magic of animation and the science of cutting edge technology.

Alena Wooten


Disney Animation

Summit Presenter

Alena Wooten started her career at Blue sky studios in 2005 as a self taught clay sculptor. Her credits include: Horton Hears a Who, Ice Age: Dawn of the Dinosaurs, Continental Drift, Epic, and Rio 1 & 2. She has worked as a freelance artist with DC comics and contributed sculpts for many charity events including, the Totoro Forest Project and Beautiful Grim. Alena's sculptures have also appeared in Spectrum 14 & 17 Fantasy Art Books.

After 6 years of sculpting in clay at Blue Sky Studios, she embarked on her next adventure, digital sculpting and in 2012 Alena joined Disney Animation as a CG modeler. Her past Disney credits include: Frozen, Big Hero 6, Zootopia, Moana and the short film, Feast. She's currently working on the next film scheduled to be released early 2017.

artstation.com/artist/mumbojumbo

Dylan Ekren


Disney Animation

Summit Presenter

Dylan Ekren is currently working as a character modeling supervisor at Walt Disney Feature Animation. He has been a member of the team since 2010, working on animated feature classics like Wreck it Ralph, Frozen, Big Hero 6 and most recently Zootopia. Dylan is a serious artist and a respected adult.

http://sketchlab.net

Sergi Caballer


Disney Animation

Summit Presenter

Sergi Caballer is an experienced 3D Modeler & TD|Rigger who is working at Walt Disney Animation Studios as a 3D Modeler. Previously, he worked for some other studios such as Aardman Animations, Axis Animation, The SPA Studios and Kandor Graphics.

Some of his Disney credits include Zootopia and Moana, and he is currently working on the next Disney film scheduled to be released early 2017. Other credits on his career are 'The Pirates! In an adventure with scientist' and 'Justin and the Knights of Valour'.

www.sergicaballer.com

Suzan Kim


Disney Animation

Summit Presenter

Suzan Kim translates designs into appealing 3D characters. Suzan finds a lot of satisfaction collaborating with other departments and watching how they make her work come to life. While always being interested in art and animation, the film "Tangled" sparked her inspiration to focus on modeling at Disney Animation.

Born and raised in Los Angeles, Suzan attended Otis College of Art and Design and Gnomon School of Visual Effects. She joined Walt Disney Animation Studios in 2011 as a trainee where she worked on the short film "Tangled Ever After." Since then, she was nominated for a VES award for Vanellope on "Wreck-It Ralph" and most notably modeled young Elsa in "Frozen."

Zack Petroc


Disney Animation

Summit Presenter

Zack Petroc began his career as a Visual Effects Artist on the groundbreaking film, Sky Captain and the World of Tomorrow. His passion for story development lead him to Disney Animation Studios were his efforts and artistry have contributed to two Oscars for Best Animated Feature, a Golden Globe win for Best Animated Feature Film, and a Visual Effects Society award for his work on the character Baymax, from Big Hero 6. In 2005 he opened Zack Petroc Studios to focus on the development of unique new content and one of a kind training tools.

www.zackpetroc.com

Close Event
3:30

30 Min. Break

  fri 3:30

ZACK PETROC
Zack Petroc will present a behind the scenes look at the iterative Disney development pipeline, and give insights into how the model department’s efforts are integrated.

DYLAN EKREN
Will discuss how we went about giving our animal characters a unique look and anatomy. How careful research and application of real world animal anatomy makes the character’s of Zootopia stand apart from other anthropomorphic animals.
SERGI CABALLER
Will review how we used different universal topologies according to the different species/body animal types.

ALENA WOOTEN
Will share how multiple people worked on the same characters, and reused the same topo. The shape language, how we remained consistent between different animal types. How ZBrush can speed up concept to final approval process. How we sculpt some expressions for by-off on characters, but keep in t-pose. How we worked with designers in ZBrush.

Close Event
4:00

Square Enix

  fri 4:00

With: Square Enix, Mitsunobu Ochi, Yuichi Itoyama

We will go through the sculpt data for a character and prop models used in "KINGSGLAIVE FINAL FANTASY XV" (feature film) along with rendered images. Mainly, we are going to explain how we have actually been sculpting with ZBrush from artworks.

Square Enix Business Division 2

Square Enix



Summit Presenter

Square Enix Co., Ltd. develops, publishes, distributes and licenses SQUARE ENIX®, EIDOS® and TAITO® branded entertainment content around the world. The Square Enix group of companies includes a global network of leading development studios and boasts a valuable portfolio of intellectual property, including: FINAL FANTASY®, which has sold over 115 million units worldwide; and DRAGON QUEST®, which has sold over 68 million units worldwide; TOMB RAIDER®, which has sold over 45 million units worldwide; and the legendary SPACE INVADERS®. Square Enix Co., Ltd. is a Japan-based, wholly-owned subsidiary of Square Enix Holdings Co., Ltd.

Business Division 2: A superlative stage of high-end game development to "actualize sensation and surprise via outstanding craftsmanship." Our division is involved in the state-of-the-art technical development aiming to attain the highest evaluation and income through business focusing on the latest FF title 'FINAL FANTASY XV,' and "KINGSGLAIVE FINAL FANTASY XV". We proactively craft products by gathering team members with the most prominent engineering, art and planning skills in the industry.

More information on Square Enix Co., Ltd. can be found at http://www.jp.square-enix.com/

Mitsunobu Ochi


Square Enix

Summit Presenter

Mitsubobu was born in Ehime prefecture, Japan. When he was a teenager, he thought about working in a painting job. He joined SQUARE after learning painting in university, and earned experiences in CG through his works such as:
-FRONT MISSION series
-FINAL FANTASY series

He has worked on a number of videogames and movies. A self-taught ZBrush artist, he works mainly in modeling characters and props for the full-length CG movie “KINGSGLAIVE FINAL FANTASY XV”. Mitsunobu also does oil painting and hand-drawn/painted illustrations as his personal works.

Yuichi Itoyama


Square Enix

Summit Presenter

Born in Tokyo, Japan and grew up in Yokohama, Yuichi liked sports, insects, and drawing in his childhood. He became a CG artist after learning art in university, with his interests in drawing/painting and digital arts.

Joins Square Enix in 2006, and discovered ZBrush while seeking to portray more details of characters in his work. He has been working as a model and texture artist for the characters and monsters in videogames and movies.

He has contributed to:
-FINAL FANTASY series
-KINGDOM HEARTS series
-HITMAN, and more.

Yuichi supervises the characters and monsters in the full-length CG movie "KINGSGLAIVE FINAL FANTASY XV". He meticulously made the details for characters in this film with his soul.

Close Event
6:00

Naughty Dog

  fri 6:00

With: Naughty Dog, Adam Scott, Frank Tzeng, Colin Thomas, Yibing Jiang

The artists will be discussing their character pipeline for Uncharted 4 - A Thief's End. They will be showing the Shaders and Materials that were used on the characters as well as a preview of what they are working on for multi-player characters.

Naughty Dog



Summit Presenter

Although we have sometimes claimed to have started in 1984, we were just working on garage titles back then to be honest. Things really got started in 1994 when we began working on the inaugural title of what would become the wildly successful Crash Bandicoot franchise. We developed the four Crash titles- Crash Bandicoot, Crash Bandicoot 2: Cortex Strikes Back, Crash Bandicoot 3: Warped and Crash Team Racing-exclusively for the PS one game console. These four titles combined sold over 22 million copies worldwide and led to Naughty Dog being the most successful video game developer in the United States for that console generation.

Naughty Dog became a wholly owned subsidiary of Sony Computer Entertainment, publishers of our Crash franchise and creators of the PlayStation family of consoles, in 2001. We then moved on from Crash and spent days, and occasionally nights, working on our next project: the first Jak and Daxter title. Jak & Daxter: The Precursor Legacy, came to life over a period of two years, although some of the Naughty Dog team had spent up to three years on the game by the time it was released.

The first public appearance for Jak & Daxter was at E3 in May of 2001. Since then we have released Jak II, Jak 3 and Jak X: Combat Racing. We’re also proud that all four of our PlayStation 2 titles are now part of the "Greatest Hits" portfolio in North America.

Again, it was time for us to progress and start something new, especially with the PLAYSTATION 3 system on the horizon. We were very excited by the prospects of the new hardware and the potential of its unrivaled graphics, sound and processing capabilities. We took this as our cue to explore a more realistic direction in our games and started work our new franchise, the action adventure title Uncharted: Drake's Fortune. By the time the game was released globally towards the end of 2007, Uncharted had received critical acclaim for its engaging storyline, solid gameplay and compelling visuals. Uncharted: Drake's Fortune has started to follow in the footsteps of all our previous Naughty Dog franchises having recently been added to the "Greatest Hits" catalog in Europe.

In December 2008, we announced UNCHARTED 2: Among Thieves through a ton of magazine covers around the world and with a trailer that premiered live on the 2008 SPIKE Video Game Awards. It was released globally in October 2009 and went on to be the most critically acclaimed video game of 2009 receiving 41 perfect review scores and over 200 Game of the Year awards globally including multiple BAFTA awards and the overall game of the year award from the Academy of Interactive Arts and Sciences. The UNCHARTED 2: Among Thieves Game of the Year edition was released in October 2010. A dual pack featuring both Uncharted: Drake's Fortune and UNCHARTED 2: Among Thieves was made available in September 2011. Uncharted 3: Drake's Deception was revealed in December 2010 and released globally in November 2011. It has received universal acclaim and praise for its storytelling, graphics and cinematic quality.

In June 2013 we launched The Last of Us, a genre-defining experience blending survival and action elements to tell a character driven story about a population decimated by a modern plague. It has garnered over 200 Game of the Year awards, 10 awards at the 17th Annual AIAS/DICE Awards, 40 perfect scores, and has been hailed as a "masterpiece." The story chapter prequel The Last of Us: Left Behind released February 2014 and is currently the highest rated DLC for a PlayStation game ever. The Last of Us Remastered released in July for PS4 and has received widespread critical and commercial acclaim.

We are currently working on UNCHARTED: A Thief's End for the PS4.

Adam Scott


Naughty Dog

Summit Presenter

Adam has spent over ten years in the video game industry as a Character Artist. His credits include Uncharted 4: A Thief's End, The Last of Us and its expansion, Prototype 1 and 2, and The Bourne Conspiracy. Adam has a passion for games, and regularly enjoys both PS4 and tabletop games.

Frank Tzeng


Naughty Dog

Summit Presenter

Frank Tzeng is the Lead Character Artist at Naughty Dog, Inc., currently working on a AAA unannounced title. Originally from Taiwan, Frank moved to Los Angeles to work on a host of Triple-A titles, where he's also worked on Unchartered 4: A Thief's End and The Last of Us Remastered. Other titles in his credits include Killzone Shadow Fall, Puppeteer, MLB and many more.

As one of the community's favorite 3D character artists, Frank has received many top-row features, front-page mentions, interviews and awards from the likes of ArtStation, 3DTotal, Pixologic, CGHUB, CGfeedback, and Kotaku and more. In his free time, Frank likes to improve his digital sculpting and modeling skills, as well as create fan art of his favorite TV shows and films.

Colin Thomas


Naughty Dog

Summit Presenter

Hi! my name is Colin Thomas, Born and raised on the Island of Jamaica. I would later move to the United States where I'm currently working full-time as a character artist at Naughty Dog, Inc. in Santa Monica, Ca. I have 7+ years of industry experience in which I've contributed high quality character models for both cinematic sequences and AAA game projects.

During that time I've primarily been working in the game industry with character art credits on Resistance 3, Fuse, and Uncharted 4: A Thief's End. However, I've also had the privilege of working on some amazing short film projects, one of which was Project-2501 an homage to Ghost In The Shell which was a huge influence on me during my youth and has been one of the highlights of my career thus far.

The Leviathan Short was also a landmark for me as I got to work with Jordu Shell, one of the creature designers I've looked up to since i started my career.

In my free time I continue to practice and hone my craft by sculpting/modeling away on my personal projects and creating my own worlds, learning as much as I can along the way.

Yibing Jiang


Naughty Dog

Summit Presenter

Yibing Jiang is currently the Senior Shading Artist at Naughty Dog Inc, in charge of skin, hair, eyes, fabric and surface shading for all the characters in Uncharted 4. Her professional experience includes projects for Naughty Dog Inc, Pixar Animation Studios, Walt Disney Animation Studios, Ready at Dawn Studios.

Projects: Uncharted 4, The Order 1886, Wreck it Ralph, Monsters University and Cars 2.

Before that, she got her Master of Fine Arts from School of Visual Arts and Master of Engineering from Wuhan University of Technology.

Close Event
8:00

Pixologic Demo

  fri 8:00

With: Pixologic Inc, Paul Gaboury, Joseph Drust

Join the Pixologic team as they introduce the world to ZBrushCore, a streamlined version of ZBrush designed for all artists and enthusiasts of both traditional and digital art. During this time, the team will also be revealing what's coming next for ZBrush!

Pixologic Inc



Founded in 1997, Pixologic Incorporated develops and markets innovative software tools for the film and video, games, graphic design and illustration markets. ZBrush is a graphic application aimed at simplifying the science behind generating computer graphics. ZBrush appeals to a wide audience by providing empowering tools that give users intuitive and visual control over the digital images they create. By providing a unique synthesis of 2D and 3D capabilities in a single stand-alone tool, ZBrush collapses economic and ease-of-use barriers to creating stunning images.

Paul Gaboury


Pixologic, Inc.

Summit Presenter

Paul Gaboury is the Pixologic 3D Product Development Manager for Pixologic. He helps clients such as Pixar, Disney, Hasbro, Sideshow Collectibles, Weta Workshop, and others incorporate ZBrush in their pipeline and recommends features that will improve their efficiency and the quality of their projects. Paul is an accomplished digital sculptor and also travels the world to demonstrate ZBrush at studios and schools.

Joseph Drust


Pixologic, Inc.

Summit Presenter

Joseph Drust graduated from the Savannah College of Art and Design with a Bachelors of Fine Arts in Game Design. Joseph has over ten years of experience working in the video game industry as a character artist with a focus on modeling and sculpting. He has created character assets for games including Ghost Recon, Ghost Recon Advanced Warfighter, Splinter Cell: Pandora Tomorrow, Ben 10 Alien Force, and Earth Defense Force: Insect Armageddon.

Presently, Joseph is an Artist/Creative Development Manager for Pixologic. Currently In his free time Joseph teaches online classes for Uartsy.com, kitbashes vinyl toys, and experiments with 3D Rapid Prototyping and scanning technologies.

Close Event
10:00

Displacing the past and sculpting the future

  sat 10:00

With: Seth Thompson

Join Seth Thompson as he takes us on a journey into the pre-digital-sculpting past when cinematic environment models needed realistic displacement but ZBrush sculpting did not exist. In this panel Seth will showcase numerous never before seen images and models from the Blizzard Animation team gathered from over fifteen years of Blizzard cinematics.
Viewers will learn how Blizzard Animation artists evolved their pipeline throughout the years before and after ZBrush. Additionally, Seth will give a live ZBrush demo showcasing how these old-school techniques combined with new-school ZBrush sculpting can give you an edge when creating hyper-realistic environments.

Seth Thompson


Blizzard Entertainment

Summit Presenter

Seth Thompson has over 16 years of professional experience working in the video game industry as a cinematic artist for titles such as World of Warcraft, Warcraft 3, Starcraft 2, Diablo 3, Overwatch, Final Fantasy 12 and Final Fantasy: Advent Children.

Seth currently lives and works in Southern California where he is the "3D Environment Modeling Supervisor" on the award winning Blizzard Animation team.

When Seth isn't working on his art, he can be found surfing, cooking, playing video games and is even rumored to have an epic Aqua-man cosplay outfit!

facebook.com/SethThompsonArt
artstation.com/artist/seththompson

Close Event
11:30

Blizzard Entertainment

  sat 11:30

With: Blizzard Entertainment, Michael Vicente, Paul Warzecha, Shannon Thomas

Sculpting for Game Readability

Michael Vicente will show us how ZBrush has positively impacted the Heroes of the Storm environment pipeline and what rules his team developed to increase stylization and readability for a game viewed from a top view standpoint. Michael will then show ZBrush workflow and brush examples used to achieve clean, readable and stylized sculpts.

BirD will share ZBrush speed sculpting techniques he has developed and how they are used by the Diablo team to quickly block out heroes and villains within the foreboding world of Sanctuary.
Ace Up Your Sleeve: ZBrush is the Answer to Your Modeling Needs

In this presentation, Shannon will showcase various examples of ZBrush's use in the cinematic pipeline at Blizzard Animation. Whether for the creatures of Warcraft, the creation of promotional statues, or the stylized characters of Overwatch, ZBrush allows artists the freedom to create anything that comes their way.

Additionally, Shannon will showcase some personal projects he has worked on as well some tips and advice he has learned through the years on how to survive and thrive in this ever-growing, competitive and exciting industry.

Blizzard Entertainment



Summit Presenter

Best known for blockbuster hits including World of Warcraft and the Warcraft, StarCraft, Overwatch, Heroes of the Storm and Diablo franchises, Blizzard Entertainment is a premier developer and publisher of entertainment software renowned for creating some of the industry's most critically acclaimed games. Blizzard Entertainment’s track record includes nineteen #1 games and multiple Game of the Year awards.

Join us for a special presentation as three of Blizzard's top ZBrush artists discuss and demo a variety of ZBrush techniques and workflows they have developed to help create the Blizzard games and cinematic movies we have all grown to love. Whether you like to sculpt characters, environments, or are just a Blizzard fan, you don't want to miss this epic presentation!

Michael Vicente


Blizzard Entertainment

Summit Presenter

Michael Vicente also known as "Orb" is a French Senior environment artist working at Blizzard on the Heroes of the Storm team. In 2011, after his first ZBrushCentral top row submission for a Unity game entitled Crasher, Michael released a brush named "Orb cracks" that has been used by many people in the industry to help achieve stylized sculpting.

Soon thereafter Michael was hired by Blizzard to work on the "Titan project" and later transitioned to the Heroes of the Storm team where he has a lot of creative freedom to develop both character and environment models from all of Blizzard's game franchises.

http://orbfolio.blogspot.com/

Paul Warzecha


Blizzard Entertainment

Summit Presenter

Workshop Instructor

Raised on a steady diet of NES games and 80's action flicks Paul "BirD" Warzecha is a descendant of the great white North of Canada. He studied classical animation before entering the game industry but got hooked on modeling and concepting and now suffers far fewer drawing callouses. Before joining Blizzard Entertainment BirD worked with Stardock and Microsoft Ensemble Studios contributing to Gal Civ 2, the Age of Empire series, Halo Wars and several unannounced projects.

For the past nine years BirD has worked on the Diablo franchise leading the character team on Diablo 3 and Diablo 3 - Reaper of Souls and is currently locked away in Blizzard's darkest dungeons toiling away on a devilishly awesome unannounced project!

Shannon Thomas


Blizzard Entertainment

Summit Presenter

Shannon Thomas has over 10 years of experience working in the Film and Animation industry where he has contributed his talents to over 15 films at multiple Studios. His diverse career has led him across the globe and back where he’s worked on several Academy Award Winning Films and some of the largest blockbusters to date including: "Avatar," "The Hobbit," "Rise of the Planet of the Apes" "Happy Feet" and "How to Train Your Dragon 2." Whether he's working on characters, environments, muscle systems, statues or a theme park attraction, Shannon loves creating worlds and appealing characters to inhabit them.

In his previous career path, Shannon worked in the field of Veterinary Medicine and he appreciates all of the anatomy knowledge those years provided him.

In his free time Shannon enjoys playing golf and ice hockey, attending Film Festivals and writing his own short stories. He also enjoys teaching his online Character Modeling for Production class at CGTarian.com.

Currently Shannon is helping to bring the characters of Overwatch to life as a Senior Character Modeler at Blizzard Animation. He lives in Anaheim, CA with his beautiful wife (who also works at Blizzard), and their two rival kitty cats.

https://www.artstation.com/artist/shannonthomas http://www.imdb.com/name/nm2392808 https://www.linkedin.com/in/shannonthomas3d

Close Event
1:30

Laika Entertainment

  sat 1:30

With: Laika Entertainment, Chris Tran

More to be announced soon...

Laika Entertainment



Summit Presenter

Founded in 2005, LAIKA has grown to occupy a unique and distinctive place in American cinema by continuously expanding the boundaries of the 120-year-old technique of stop-motion animation. We are a community of storytellers, artists, inventors, technicians, and craftspeople from around the world, committed to fusing filmmaking's state-of-the-art technologies with a handmade animation tradition as old as film itself. Our mission is to bring to the screen the kinds of emotional, innovative, and exhilarating stories we as filmmakers loved growing up.

Our first feature film was 2009’s Oscar®-nominated Coraline, followed by the Oscar®- and BAFTA-nominated ParaNorman in 2012. The Boxtrolls hit theaters in 2014, garnering the studio its third straight Oscar® nomination. Our fourth film, Kubo and the Two Strings, will be released in the summer of 2016.

Chris Tran


Laika

Summit Presenter

Chris Tran is a digital sculptor and educator. He has been a CG Modeler at LAIKA for ten years working on features including Coraline, ParaNorman, The Boxtrolls and Kubo and the Two Strings. On Coraline, he was Lead Modeler in the Rapid Prototype Department where LAIKA employed 3D printing to pioneer the creation of replacement faces for stop-motion animation. Later he joined the VFX Department and has been building digital assets to expand the world in LAIKA's films. Previously he was at DNA Productions where he worked on Jimmy Neutron and The Ant Bully.

Close Event
3:30

30 Min. Break

  sat 3:30

More to be announced soon...

Close Event
4:00

Concept and Character Design

  sat 4:00

With: Peter Konig

I will be demonstrating my workflow using ZBrush, Keyshot and Photoshop to brainstorm and create the foundation for some of the 2D concept and character design work I do for film and game design.
Techniques shown will include rough character sculpting, hard surface and organic kit bashing using custom IMM brushes as well as image composition and rendering using ZBrush along with KeyShot. I will show, step by step how I use a mixture of simple techniques to create a finished piece of keyart.

Peter Konig


ArenaNet

Summit Presenter

Workshop Instructor

With nearly 30 years of entertainment industry work under his belt, Peter has worked on a wide range of projects in a number of different roles. His past job titles include Sculptor, Animator, Fabricator, Art Director and Concept Artist. He’s worked in various capacities on more than 50 films including Jurassic Park, Starship Troopers, Dragonheart, Cloverfield, Splice, Jupiter Ascending and the upcoming 2016 Denis Villenueve Sci Fi film The Story of Your Life. Other clients include Summit Entertainment, Disney, Warner Bros, The Weinstein Company, FilmNation, Sony Imageworks and more.

In 2004 Peter co-founded the game art studio Massive Black in San Francisco, an artist collective that acted as an art department for hire primarily for the games industry. Massive Black's client list included Acclaim Studios, Flagship, Ion Storm, Activision, Blizzard, Backbone, Entertainment, NCSoft Disney, Z-Axis, Neversoft, Factor 5, Guerilla, EA, Sega America, Perpetual, Stormfront Studio, Junction Point and more.

Since moving to the Seattle area in 2008, Peter has worked on several AAA games such as Left 4 Dead 2, Halo 4, Evolve and is currently a creature artist at ArenaNet making monsters for the Guild Wars franchise.

https://www.artstation.com/artist/peterkonig
http://www.theartofpeterkonig.com
www.gumroad.com/peterkonig

Close Event
5:30

Backwards workflow for printing jewelry

  sat 5:30

With: Tomas Wittelsbach

A discussion about using ZBrush in jewelry design and printing. Tomas will cover:
Ringmaster, calipermaster, and zscenemanager.
Prepping for decimation.
Projection to flipped normals for matching surfaces.

Tomas Wittelsbach


House of Wittelsbach

Summit Presenter

Workshop Instructor

After a distinguished career in Hollywood - where he worked for over a decade out of local 755 as a sculptor on films from Indian in the cupboard to Big Fish - Tomas Wittelsbach took his technical understanding of using form, motion, and tension to tell a story and began to create on a much smaller scale. In 2005, he launched his own line of jewelry, the House of Wittelsbach.

Hinged largely on traditional European iconography and translated with crypt-like skeletons resurrected from a dusty underworld, the House of Wittelsbach reimagined what fine jewelry could look like. Tomas created a one-of-a-kind collection called Ink Metal and designed William Henery Knives' jewelry line. Today he is creating furniture, sculpture objects and more fine jewelry. Tomas personally designs each piece in the exquisite line of ornately detailed jewelry - all reflective of his dark, countercultural aesthetic.

www.inkmetal.com
ZBrushCentral

Close Event
7:00

2nd Annual ZBrush Awards

  sat 7:00

With: Pixologic Inc

This year marks the second annual ZBrush Awards ceremony. The ZBrush Awards are given to artists that have been nominated by their peers at ZBrushCentral.com. Every post between June 15, 2015 and June 14, 2016 is eligible for an award.

See your Nominees

Pixologic Inc



Founded in 1997, Pixologic Incorporated develops and markets innovative software tools for the film and video, games, graphic design and illustration markets. ZBrush is a graphic application aimed at simplifying the science behind generating computer graphics. ZBrush appeals to a wide audience by providing empowering tools that give users intuitive and visual control over the digital images they create. By providing a unique synthesis of 2D and 3D capabilities in a single stand-alone tool, ZBrush collapses economic and ease-of-use barriers to creating stunning images.

Close Event
10:00

Bethesda Game Studios

  sun 10:00

With: Bethesda Studios, Dennis Mejillones, Lucas Hardi

Bethesda Game Studios artists Dennis Mejillones and Lucas Hardi will take a tour through the art of Fallout 4, showing the ZBrush work behind the game. BGS used ZBrush to make a majority of Fallout 4®'s hard surface assets such as the modular, destructible Sentry Bot. Dennis and Lucas will demo a variety of hard surface workflows incorporating Dynamesh and ZModeler, and show how ZBrush was used for concept design and high detail modeling.

Bethesda Studios



Summit Presenter

Workshop Instructor

Bethesda Game Studios® is the award-winning development team known around the world for their groundbreaking work on the The Elder Scrolls and Fallout series. Creators of the 2006 'Game of the Year', The Elder Scrolls IV: Oblivion®, the 2008 'Game of the Year', Fallout® 3, the 2011 'Game of the Year', The Elder Scrolls V: Skyrim®, and most recently, the 2015 'Game of the Year', the record-breaking Fallout® 4. Bethesda Game Studios has earned its reputation as one of the industry's most respected and accomplished game development studios.

Dennis Mejillones


Bethesda Game Studios

Summit Presenter

Workshop Instructor

LIVE Sculpt-Off Contestant

Starting his love affair with 3D art at 15 years old, Dennis Mejillones has cultivated his passion since then into a career designing and creating art for commercials and AAA games such as Borderlands, COD: Modern Warfare as well as The Elder Scrolls and Fallout franchises at Bethesda Games Studios.

Other interests involve casting, 3d printing and rapid prototyping... And killer robots...

www.DennisMejillones.com

Lucas Hardi


Bethesda Game Studios

Summit Presenter

Workshop Instructor

LIVE Sculpt-Off Contestant

Lucas is a Senior Artist at Bethesda Game Studios, having most recently worked on Fallout 4 (2015) and The Elder Scrolls V: Skyrim (2011). He originally studied as an engineer and does a wide spectrum of work in games, including concept art, character art, UI, and materials.

Lucas has spent his entire career around Washington DC, first at Mythic Entertainment (later EA Mythic) working on Dark Age of Camelot and Warhammer Online before joining BGS.

lucas.hardi.org

Close Event
12:00

The Art of Toy Design

  sun 12:00

With: Brian Baity

ZBrush and Keyshot, a perfect marriage for commercial work in the toys and collectible industry. Techniques on creating water-tight models. Thinking in a production frame of mind. Keeping 'em guessing: Creating fantastic 3D renders for production and sales tools.

Brian Baity


Creation Crib

Summit Presenter

Brian E Baity started off as a teen sculpting traditionally and grew a love for the underground garage kit world. Garage kits models were a gateway into toy design where Brian has been sculpting digitally ever since.

Brian is currently a Senior Digital Designer at Creata in Chicago where he has honed his digital sculpting skills while working alongside a team of extremely talented individuals on many toy related products over the years.

Although he found joy in going to work every day and doing what he loves for a living, he still enjoyed going home and creating what he wanted to create for himself to keep inspired. A few years back Brian formed his own studio The Creation Crib, where he has developed a district style all to himself.

https://www.instagram.com/creationcrib
https://www.facebook.com/TheCreationCrib

Close Event
1:30

30 Min. Break

  sun 1:30

ZBrush and Keyshot, a perfect marriage for commercial work in the toys and collectible industry. Techniques on creating water-tight models. Thinking in a production frame of mind. Keeping 'em guessing: Creating fantastic 3D renders for production and sales tools.

Close Event
2:00

ID Software

  sun 2:00

With: id Software, Bryan Wynia, Denzil Oneill, Jason Martin

The artists of Id Software will be covering their ZBrush pipeline for the creation of DOOM's iconic characters. Focusing on initial character ideation all the way through to game implementation.

id Software



Summit Presenter

Workshop Instructor

Innovation, Immersion, Intensity. We are a studio guided by the basic principle of making the most innovative and immersive worlds possible, powered by leading-edge technology, to deliver an intense gaming experience. Id Software is responsible for groundbreaking titles such as Doom, Quake, Rage, and Wolfenstein.

Bryan Wynia


ID Software

Summit Presenter

Workshop Instructor

Bryan was born in the 1980s and raised on a steady diet of creature features, video games, and Ecto-Cooler. He recently joined id Software as a Senior Character Artist. Previously he has created creatures and characters for Sony Santa Monica, Respawn Entertainment, Amalgamated Dynamics and Legacy Effects.

When he is not pretending to be a mad scientist and monster making he can be found spending time with his family and making pizzas.

To see more of Bryan's work visit: www.artstation.com/artist/bryanwynia

Denzil Oneill


ID Software

Summit Presenter

Workshop Instructor

Denzil O'Neill has over ten years of experience in the video game industry, formerly working at such places as Sega Studios and The Creative Assembly. Hailing from Brisbane, Australia he moved stateside to Dallas, TX where he joined the talented character team at id Software and spent the last two and a half years working on one of his childhood obsessions; DOOM!

You can find more of Denzil's work here:
www.artstation.com/artist/denziloneill

Jason Martin


ID Software

Summit Presenter

Workshop Instructor

Jason Martin, formerly of Blur Studio, has a deep background in AAA game development, game cinematics, trailers and commercials. Jason is currently employed at Id Software of Dallas, Texas as Lead Character Artist on the recently released Doom!

In his free time you can find Jason hunched over his cintiq creating random aberrationís, tinkering on old beat up motorcycles and spending time with his beautiful wife and daughter.

You can find more about Jason and his work at www.believerdeceiver.com

Close Event
4:00

Oculus

  sun 4:00

With: Oculus VR, Giovanni Nakpil

Strong sculptural forms are extremely important in achieving believability and presence with VR digital characters. We will demonstrate how ZBrush was used to create the characters of Oculus Dreamdeck and Farlands.

We will go through the steps to go from prototype to final high resolution model, focusing on the hierarchy of forms to achieve believable depth and readability of the real-time model. We will also touch on how ZBrush was used to create the creature's facial expressions for blend shape animation and how knowledge of form directly applies to it.

Oculus VR



Summit Presenter

Oculus wants to make it possible to experience anything, anywhere, through the power of virtual reality (VR) technology. The company's first product, the Oculus Rift Development Kit was released in 2013. The final consumer Rift experience launched March 28.

Rift is a head-mounted display for PC-based immersive virtual reality experiences. Whether you're stepping into your favorite game, watching a VR movie, jumping to an exotic destination, or just spending time with friends in VR, you'll feel like you're really there.

Oculus' first mobile product, Samsung Gear VR powered by Oculus, leverages Samsung smartphones to deliver the best mobile VR experience available today.

Giovanni Nakpil


Oculus

Summit Presenter

As a child growing up in Manila, Giovanni Nakpil was greatly influenced by the magic of sci-fi and horror films. After studying Computer Graphics in Toronto, his multidisciplinary career led him to Maryland, Texas, California, and Washington. As a digital model supervisor for Industrial Light and Magic, Giovanni worked on principal creatures for "Star Trek" and "The Avengers," amongst other notable Hollywood films. He then switched gears by designing and building video game assets for Valve Corporation.

Giovanni currently works at Oculus, where he is pushing himself even further, helping to define the look of VR.

www.gionakpil.com
www.artstation.com/artist/gionakpil

Close Event
5:30

Sculpting Secondary forms and analyzing references

  sun 5:30

With: Glauco Longhi

Glauco will be discussing the importance of adding the secondary forms and shapes before getting into fine details. Also, will be giving tips on how to analyze references and study.

Glauco Longhi


Sony Santa Monica

Summit Presenter

LIVE Sculpt-Off Contestant

Glauco Longhi is a traditional and digital sculptor, currently employed as a Senior Character Artist at Sony Santa Monica Studio. His latest project was Uncharted 4, by Naughty Dog.

Following a few years working in various games and advertising studios, Glauco started a company in Sao Paulo, Brazil, which ran from 2010 to 2013. During this time, he held various master classes for artists on traditional sculpting, both on-site and on location. He also traveled Brazil and worked on more than 40 projects for clients, from short films to feature movies, TV shows, commercials, collectibles, and more besides.

In 2014, he decided to take his career in a new direction, and into video games. With all the previous experiences and digital knowledge, he put up a new portfolio and moved to Santa Monica, California to work at Naughty Dog.

His passion for art is contagious, and his eagerness to stay on top of his skills – both in the traditional and digital fields – is nothing short of admirable. His skills speak for themselves, and they just keep getting better!

www.glaucolonghi.com

Close Event

Louie Tucci

Each presentation will be followed by a 30 minute interview with Louie Tucci.

More

Louie Tucci is a Canadian born artist and teacher working in Los Angeles. His teaching engagements include positions at the Gnomon School of Visual Effects, Los Angeles Academy of Figurative Art (LAAFA) and workshops with the Art Director's Guild of America.

Louie has worked professionally as an E-commerce manager with 3D Systems and spent years as the face of ZBrush in his role as Brand Manager for Pixologic Inc. Louie is credited as the Technical Editor for the Wiley Publications title, "Introducing ZBrush 3rd Edition" by author Eric Keller.

Louie Tucci continues to deliver keynote presentations and digital sculpting workshops at industry leading events like the ZBrush Summit, Trojan Horse Was A Unicorn, Creative Talent Network Animation Expo and the 3D Printer World Expo.

Louie is scheduled to complete his Master’s Degree in Teaching at the University of Southern California Rossier School of Education this fall.