• Creating Creatures for Spots and Features

    Method Studios’ Miguel Guerrero and Leo Krajden will take attendees through the fast-pass adaptive pipeline that they use to create creatures like Marvel Studios’ Groot, Netflix’s Okja, the CG robot in Justin Timberlake’s "Filthy" music video, the Farmers Insurance moose and more. They’ll share their ZBrush workflow that takes them from R&D to concept to model with super-fast turnarounds. And they’ll include some tips on artist self-care for good measure.

    Home to exceptional artists and technologists, Method, a Deluxe company, is an award-winning global VFX company working with top creators on features, episodics, advertising, and immersive experiences. Our network of integrated facilities provide a full range of services including conceptual design, pre-vis, look development, on-set supervision, 3D animation/CGI, motion graphics, matte painting, compositing, and finishing; and through Method EXP, end-to-end and a la carte AR and VR services.

    Model Texture Artist, Method Studios

    Leonardo is a senior-level 3D generalist and a creature artist enthusiast. Born and raised in Curitiba, Parana, Brazil he’s now many miles north of there, living in Vancouver. For most of his life he’s been interested in drawing, photography, comics, games, and cinema. After graduating with a Bachelor’s degree in Advertising he took the logical step of pursuing a career in computer graphics – first studying at Gnomon School of Visual Effects. In the past decade he’s worked on features including Thor Ragnarok, Fantastic Beasts and Where to Find Them, Insurgent, Tomorrowland, Warcraft, and Hunger Games Mockingjay Part 2. Prior to joining Method in 2016, he worked at Industrial Light & Magic and Blur Studios, and interned at The Mill.

    Miguel has had a lifelong fascination with movies that began when he saw The Terminator at 6 years old. The robots, future; of course the explosions blew him away. Fast forward to 1991 and the release of Terminator 2. The introduction of T-1000 was all it took to set 11-year-old Miguel on a quest to learn how such a creation was made. After many late nights of hard work and no sleep he has become a 3D Modeling Supervisor. He has worked on commercials, music videos, TV shows, theme park rides,

    and movies. In 2003, Miguel’s trip came full circle when he had the opportunity to work on the prequel to the movie that started it all: Terminator 3: Rise of the Machines. Some of his latest work can be seen in The Avengers: Infinity War, Black Panther, Beauty and the Beast , and Doctor Strange. He’s also worked at Digital Domain, Mass Market, Mirada, The Mill, Hydraulix and other top studios, & teaches classes at Gnomon. Miguel is a graduate of the Art Institute of Los Angeles.

  • ZBrush in Digic's Character Workflow

    In this presentation we'll demonstrate how DIGIC has been using ZBrush over the years to create the characters in our trailers.

    ZBrush has become one of the backbones of our character creation workflow, from initial concepts through the creation of nuanced facial blendshapes, to the creation of deformations in our final shots. We'll go through a brief history of DIGIC's projects and how we expanded the use of ZBrush.

    DIGIC Pictures is a high-end animation studio specializing in full 3D animation and visual effects for feature films, commercials and the video game industry.

    DIGIC is best known for creating fine details and realistic characters as well as world-class rendering in the animated shorts we produce. In filmmaking, we are leveraging next generation technology to provide entirely new visual experiences for the CG audiences. In the past few years, our team's game trailers and intro movies for our clients have earned DIGIC Pictures critical acclaim.

    Since 2006, almost all of our submitted works have garnered Siggraph Electronic Theater selections, and two of those won Siggraph Asia's prestigious “Best Technical Award”. Our movies have also won Animago's “Best Post-Production Award” four years in a row (2009-2012).

    In 2013 Watch Dogs Exposed has won Animago’s “Best Trailer/Opener Award" and also won the Animated Com Award’s “Technology Prize” at 21th International Trickfilm Festival of Animated Film of 2014 in Stuttgart, Germany.

    Our Assassin’s Creed Unity trailer has debuted at E3 2014 in Los Angeles and the “Arno Master Assassin" has debuted at Comic-Con International 2014 in San Diego.

    In 2014 Digic Pictures has had the honor of creating the CG cinematics for Activision Publishing's Call of Duty ®: Advanced Warfare video game, developed by Sledgehammer Games.

    In 2015 The Witcher 3 : Wild Hunt Launch Cinematic Trailer has won Animago's “Best Trailer/Opener Award" and in 2016 Assassin's Creed Revelations has won the Annyversary Prize 20 years of Animago Award.

    Daniel Molnar (born in 1989) is a character modeler at Digic Pictures, and for the past 2 years, he has also worked as a modeling lead at the Character Division (recently, he was the character modeling lead on the League of legends: Climb trailer) He is experienced in modeling, sculpting characters and creatures. When it comes to creatures, Daniel is not only enthusiastic about creating them, but about anything related to character design: evolving the existing pipeline, finding out new solut

    József Czakó is a Character Art Direcetor at DIGIC PICTURES. Fan of creatures, animals and drawing since childhood. He got his Master Degree as Industrial Designer at the Budapest University Of Technology And Economics in 2008. He joined the studio in 2011 to working on concept art, digital sculpting and texturing tasks on projects like Assassin's Creed Revelations and Mass Effect 3. As Character Art Director he debuted on the League of Legends 2018 Season Opener CLIMB cinematic trailer.

    Tamas Varga was born in Budapest, Hungary, in 1978, and from early childhood he was interested in building things - whether from Lego or from airplane model kits. Discovering computer graphics in the early '90s, he quickly realized that this was the career he wanted to pursue.

    After getting his first job in game development in 2000, he joined Digic Pictures in 2004 as a Character Modeler and worked on award-winning trailers and cinematics for games like Call of Duty, Assassin's Creed, Destiny, Mass Effect, and The Witcher; and also contributed to the CG animated feature Final Fantasy XV: Kingsglaive. Today, he's the Lead of Character Division at Digic, supervising all aspects of production, and also specializing in character modeling and facial rigging.

  • 30 Min. Break

  • Blur Studios

    Blur Studios will be discussing and demonstrating different aspects of the workflows for creating their iconic character models. They will go over sculpting techniques, including using ZBrush to aid in hair creation. They will also discuss mindset and what it takes to really up your artistic practice and ability. Followed by an in-depth Q&A.

    Blur Studio is an award-winning production company based in Culver City, California. Established in 1995, Blur is built upon a solid foundation of artistic excellence and technical ingenuity. Producing stunning live action, animation, visual effects and design for any platform is the heart and soul of our culture.

    Committed to our clients, our people and telling great stories, we continue to evolve as a go-to resource for studios, game developers and advertisers that demand standout visual content.

    I have been working in the CG industry for about 18 years. I started in an advertising company before moving to a game company about 11 years ago. I became a freelance artist working for Ubisoft, Crytek, Digic Pictures and Blur. I started to worked for Blur about 4 years ago and have been full time with them for more than 2 years now.

    I started off in CG about 12 years ago doing various advertising work before working as a Senior Character Artist for Activision/Sledgehammer. From there I went on to become a Lead Character Artist at EA DICE's L.A. studios. I have since been at Blur going on 2 years.

    Krystal has worked in the VFX industry for over 10 years. Her modeling, texturing and visual effects work can be seen in a broad range of blockbuster projects, including feature films, commercials, game cinematics and theme park experiences. Trained as a 3D generalist and a graduate of the Gnomon School, she now focuses her talents on character/creature modeling and texturing.

    She has contributed to many projects including "Avatar," "The Avengers," "2012," "Fast and Furious 6," the "Call of Duty: Ghosts" cinematic trailer and the "Game of War" ad campaign. Krystal currently works for Blur Studios as a Senior Character Artist.

  • Pushing Creatures through the PIPE

    Framestore will make a presentation on "Pushing Creatures through the PIPE" and the role of ZBrush within it.

    Our Artists will share their experience working on some of the character assets from movies and also their techniques using ZBrush.

    An Oscar-winning creative studio, we have worked with some of the greatest storytellers in film today. Collaborating with directors and producers across the complete filmmaking process to help design, plan and create beautiful images, we focus on finding innovative solutions to support their vision and reach new heights.

    Currently working as a Lead Modeler at Framestore London, I have been working in 3D for about 16 years with about 12 of those being in VFX. Over this time I have been involved in the production of commercials, documentaries, websites, retail installations and most recently, feature films. My recent projects at Framestore include "Guardians of the Galaxy 2," "Thor: Ragnarok" and the upcoming "Mowgli."

    He is currently working as a Senior VFX Creature Modeler with Framestore. He has more than 12 years of experience in VFX modeling and concepting and has contributed in multiple VFX Oscar-winning movies. His recent work includes "Avengers: Infinty War," "Guardians of the Galaxy 2" and the upcoming "Mowgli."

    His work has been featured on CG websites and magazines such as ZBrushCentral, Artstation, 3DTotal and 3DWorld. He holds a Bachelor of Applied Arts which has always helped him while making artistic decisions.

    Tamas Kurdi is a character/creature modeler, currently working at Framestore as a Senior Modeler. He has been involved in recent blockbuster movies like Fenris in "Thor Ragnarok" and the Erumpent in "Fantastic Beasts and Where to Find Them." Having studied sculpting and worked in CG for over eight years, Tamas has a strong interest in finding the similarities between traditional and digital arts, as well as in optimizing VFX workflows.

  • Pixologic

    Tune in for an exclusive first look into development with Pixologic Staff. Presented by Paul Gaboury and Joseph Drust.

    Founded in 1997, Pixologic develops, markets and supports innovative software that is opening new doors for creative expression. 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. Pixologic is privately owned and is located in California (offices in Los Angeles and the San Francisco Bay Area).

  • Kris Costa

    The beauty of ZBrush is that there are many ways to provide solutions for design and model challenges. Kris will be demonstrating how he personally approaches realistic portraiture, down to the pore level. Kris is on a personal quest to achieve realism without relying on ready-made textures or photos, so he will be demonstrating his artistic abilities as he details and paints his textures by hand and from scratch, in the same way he created his recent realistic portraits.

    Kris Costa is currently a Lead Creature Modeler at Industrial Light & Magic Ltd. Award winning Brazilian CG artist, Kris had participated in productions such: "Star Wars: The Force Awakens", "Kong: Skull Island", "Bumblebee", "The Avengers", "Warcraft: The Beginning", "Transformers", "Pacific Rim", "Rango", "Pan’s Labyrinth", among others. His tools of choice are ZBrush, Maya, Arnold Render and Photoshop.

    Kris had won the 3D Grand Prize in two of the CGTalk’s Challenges “MachineFlesh” and “Master and Servant”, the biggest online CG challenges of this kind. He used ZBrush extensively in both challenges. Kris “Antropus” Costa have his works, texts and interviews published in several websites, books and magazines. He had also created lots of free tutorials to help beginners and advanced users learning modeling, texturing, shading etc.

  • ZBrush Kaiju Creation for Pacific Rim: Uprising

    In this presentation DNEG will show how ZBrush formed a central role in the design, sculpting, modeling and texturing of the Kaiju antagonists for "Pacific Rim: Uprising." From the very early stages of production, concept artists from DNEG were using ZBrush to quickly create a variety of Kaiju designs. We will illustrate the creative workflow used in the art department by presenting creature turntables (from ZBrush and Clarisse) and concept paintings illustrating the evolution of the Kaiju designs from concept to final models.

    We will also show how ZBrush's unique hard surface modeling tools allowed us to create the signature "Ripper" creatures. By showing the evolution of the Rippers, Breacher Kaiju, and Mega Kaiju designs through ZBrush to Photoshop we will craft an exciting and informative view of the work DNEG created for this exciting project.

    We are one of the world's leading visual effects, animation and stereo conversion companies for feature film and television with studios in London, Vancouver, Mumbai, Los Angeles, Chennai, Montréal, Chandigarh, Hyderabad and Goa.

    Since the opening of our first studio in London in 1998 we've always focused on building close working relationships with filmmakers. We thrive on collaboration and the creative energy this provides, and we are dedicated to delivering excellence on every project we are involved with.

    We've brought home the Oscar for 'Best VFX' for three out of the last four years. In total, we've been honoured with 4 Academy Award wins, 4 BAFTA Awards and 8 Visual Effects Society Awards for our work on shows like 'Blade Runner 2049', 'Dunkirk', 'Ex Machina', 'Interstellar', 'Inception' and 'Harry Potter and The Deathly Hallows Part 2'.

    Lucas Cuenca is a Senior Creature Artist who specialise in creatures from concept design to final production model. He have been working for Films, Commercials, Cinematics, and 3d printing for the past 8 years, some of the companies he worked for are : Double Negative, Nike, Electric Theatre Collective, Blue Bolt, Union, and many more around the globe. He has serve as a concept designer, modelling and texturing artist at Double Negative for the last few years

    Some of the films he worked are : Pacific Rim Uprising, Assassin Creed, Star Trek Beyond, Justice League, Deadpool 2, Ant-Man and the Wasp, and others, also he has been training students and professionals in the arts of Zbrush. Now Lucas is based in Vancouver, Canada continuing his passion for creatures in the film industry.

    Madeleine Scott-Spencer has used ZBrush extensively for over 14 years as a visual effects concept artist as well as an instructor for The Gnomon Workshop. Maddie has worked with Weta, Double Negative, Pixologic, Gentle Giant Studios, Activision, Hasbro, and other major studios. She served as a designer at Weta Workshop on "The Hobbit" trilogy as well as working on design and textures at Weta Digital. Credits include: "Pacific Rim: Uprising," "The Hobbit" trilogy, "Rise of the Planet of the Apes," "Life" and "Wonder Woman."

    Madeleine has taught classes for Gnomon since 2006 and has produced numerous articles, video tutorials, and books. She is the author of "ZBrush Character Creation," "ZBrush Creature Design" and "ZBrush Digital Sculpting: Human Anatomy." She graduated from Savannah College of Art and Design in 2005, studied classical figurative sculpture at the Florence Academy of Art and performed cadaver lab studies in support of multiple artists' anatomy projects. She lives in London, England.

  • 30 Min. Break

  • Creating modular architectural assets using Zbrush

    In this presentation Nate, Glauco and Rafael will show the different ways ZBrush is used in the process of game art creation. Using the power and flexibility of ZBrush, a tiling decorative trim piece will be created using the Crease tools, ZModeler and new Live Boolean features. Maintaining clean topology, as well as creation of the low and high poly versions will be demonstrated and explained. We will also discuss game development best practices and strategies for characters and environments.

    Established in 1999, Santa Monica Studio became renowned for excellence in the action/adventure genre with the success of God of War® and its sequels. The God of War® series has won hundreds of awards around the world including ten awards and thirteen nominations from the AIAS (The Academy of Interactive Arts & Sciences), and three awards and seven nominations at the BAFTAs (The British Academy of Film and Television Arts).

    Building upon God of War team's commitment to excellence in presentation and core mechanics, Santa Monica Studio has also been a pioneer in innovation and mentoring new voices in gaming. Based on a model established with the widely acclaimed thatgamecompany (flOw, Flower, Journey), Santa Monica Studio has since acted as an incubator for the Giant Sparrow team (The Unfinished Swan) and SuperBot Entertainment (PlayStation All-Stars Battle Royale).

    The studio team has also been a leader in the downloadable space, publishing innovative and award-winning games for the PlayStation®Network, including flOw, Flower, Journey, Warhawk, Linger in Shadows, Everyday Shooter, Fat Princess, Escape Plan, Sound Shapes, The Unfinished Swan, the PixelJunk series, Hohokum and more.

    Glauco Longhi is a Lead Character Artist currently working at Sony Santa Monica Studio. He has more than 12 years of experience in both Digital and Traditional art. His career started back in 2006, working for advertising studios in Brazil. After a couple years, he decided to start his own studio but focused on traditional sculpture and makeup FX. After some years he migrated back to video games and digital art.

    His latest shipped projects include "God of War" and "Uncharted 4."

    Nate Stephens has been working in the video game industry over the past 18 years alongside some of the biggest studios such as Playstation Santa Monica Studio, Respawn Entertainment, Blizzard Entertainment, and Cryptic Studios. Nate has been a driving force behind many AAA titles, as is shown by his work on the latest "God of War," as well as "God of War 3," "God of War Ascension," "Titanfall," "God of War 2," and "City of Heroes."

    Currently Nate is a Principal Artist at Playstation Santa Monica Studio, and leads the Environment Art, Lighting, and Breakables teams. Nate also loves to teach and is an instructor at the Gnomon School of Visual Effects in Hollywood where he teaches the "Environment Art for Games" class. Additionally, Nate has produced videos for the Gnomon Workshop that cover modeling and sculpting in ZBrush and Maya.

    Character artist working on the movie, collectibles and game industry for the past 15 years, currently working as an Art Director at Santa Monica Studios on the God of War franchise

  • Make it happen in ZBrush - The workflow

    This demo will be a walkthrough of my entire workflow to produce a polished artwork in ZBrush, from concept to render. I’ll share my 3D sketching process, sculpting and texturing techniques, along with various methods to create custom resources. I will also share how I approach the compositing of ZBrush passes in Photoshop and show some tips on how I plan and manage a ZBrush project.

    Pablo is a concept and character artist running the ZBrushGuides.com website. His work involves visual development and sculpting in both 3D and traditional media. He also works as a 3D instructor at the Royal Melbourne Institute of Technology and has created multiple ZBrush training resources over the years.

    His ZBrush work has been published in various books about sculpting such as ZBrush Characters and Creatures, Sculpting from the Imagination ZBrush, and The Artist Guide to the Anatomy of the Human Head. Other author credits include industry publications such as 3D Artist and 3D Creative magazine.

  • Using ZBrush to Create Content for Story Pitches.

    Zack Petroc Studios, Inc. will be presenting several ZBrush techniques, approaches, and philosophies for creating content to help get funding and build a following for your projects.

    They will showcase specific topics that range from sculpting the stylized head of your main character to creating story-moments and 3D prints aimed at making your project more memorable for fans and potential investors.

    The Studio will also talk about Storymold.com including development plans aimed at our community of story creators and the artists that bring those stories to life.

    A sculpture major from Ohio cons his way into the film industry and accidentally earns two Oscars, two Golden Globes, one Visual Effects society Award (that lights up) and three ZBrush Top Row Statues - all while lurking in the shadows of Disney Animation, siphoning their powers of masterful story development.

    Zack is also the founder of storymold.com, a brand new community where storytellers and the artists that bring those stories to life can come together. It offers a platform for artists to develop their projects, build a following and get recurring funding. As an early contributing artist, you'll have the opportunity to work directly with our collaborating software developers to shape the site into an amazing tool on your journey to creative independence.

  • Fourth Annual ZBrush Awards

    This year marks the fourth 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, 2017 and June 14, 2018 is eligible for an award. Winners will be announced live at the Awards Ceremony on Saturday, September 29th, 2018.

    See your nominees

    Founded in 1997, Pixologic develops, markets and supports innovative software that is opening new doors for creative expression. 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. Pixologic is privately owned and is located in California (offices in Los Angeles and the San Francisco Bay Area).

  • The Art of ZBrush IV

    The Art of ZBrush IV exhibit at the Gnomon Gallery will feature works and art objects from leading ZBrush artists. Refreshments will be served. On-site only.

  • Using ZBrush to Facilitate Smarter Production

    Leverage the freedom and speed of ZBrush. Evaluate your work from concept to final game asset, letting ZBrush do the heavy lifting along the way!

    Certain Affinity (CA) was founded in 2006 as a bootstrap startup with the goal of creating innovative, top-quality action games. CA brings together an exceptionally experienced, unusually talented group to form the largest independent developer in Austin, Texas. The company’s 140+ full-time employees include veterans from dozens of successful game studios, with Max Hoberman, CA’s founder and former Multiplayer and Online lead for the Halo series, serving as President.

  • Fortnite

    Presentation is exclusive to on-site guests only, and will not be available online. Seating will be on a first-come first-served basis, be here early!

    Go behind the scenes with some of the character artists from the "Fortnite" team and do a deep dive on how ZBrush was used in the development of the characters for the game.

    Founded in 1991, Epic Games is the creator of Fortnite, Unreal, Gears of War, Shadow Complex, and the Infinity Blade series of games. Epic's Unreal Engine technology brings high-fidelity, interactive experiences to PC, console, mobile, AR, VR and the Web. Unreal Engine is freely available at http://unrealengine.com.

    Adam is a Senior 3D Character Artist currently living in Cary, North Carolina, working at Epic Games. He has had the privilege of working on The Order 1886 as Lead Character Artist, as well as on Uncharted 4: A Thief's End -- two of the most visually stunning games of this generation. At Epic Adam has contributed to next gen character development efforts in UE4 as was seen at Siggraph 2017 with the Meet Mike demo and the Siren Demo at GDC 2018. He is currently working with the Fortnite team creating a wide range of character ethnicities for FN Battle Royale.

    Ben began his professional career in 2006 as a character artist at 3D Realms working on Duke Nukem Forever. In 2016, after working on the Saint's Row franchise at Volition for six years, he joined the team at Epic Games to make a variety of characters for Fortnite.

    Vitaliy is a Lead Character artist at Epic Games. He has worked in the video game industry for over 14 years on such projects as "Rage," "Diablo 3: Reaper of Souls," "Overwatch" and "Fortnite." At Epic he spearheaded the development of the Fortnite character style and is continuing to work with a team of amazing artists to create characters that delight and inspire players all over the world.

  • Insomniac Games - How ZBrush Helped Build Spider-Man

    Members of the Character Art team on "Marvel's Spider-Man" will be discussing the use of ZBrush for look dev, proving out concepts to assist with art direction, hard surface and clothing pipelines, and the creation of your friendly neighborhood Spider-Man.

    Founded in 1994, Insomniac Games is an independent studio with a rich history of creating games in a wide variety of art styles and genres including Spyro the Dragon, Ratchet & Clank, Resistance, Sunset Overdrive, The Unspoken, and most recently Marvel's Spider-Man.

    Dustin began his career as a Character Artist in the games industry in 2011 at THQ San Diego to work on the "UFC Undisputed" franchise. He went on to work at Sony Worldwide Studio's Visual Arts Service Group, where he worked as an outsource Character Artist on first and second party PlayStation games, including "CounterSpy" and "Days Gone." He's now a Character Artist at Insomniac Games, where he helped develop "Marvel's Spider-Man."

    Gavin is currently the Lead Character Artist at Insomniac Games, currently working on "Spider-Man" for the PS4 and previously, "Sunset Overdrive" on the Xbox One. Prior to this, he was the Lead Character Artist on "Bioshock Infinite," Character Artist on Dead "Rising 2," "The Bigs 2," and "Damnation." He has also contributed to titles like "FEAR 2," "Dragon Age" and many independent projects.

    Jayson Fitch is a character artist working on "Marvel’s Spider-Man" at Insomniac Games. With a bachelor’s degree in Game Development from the Rochester Institute of Technology in New York, he began his career in 2015 as a Technical Artist for Darkwind Media working on the indie title "Wulverblade." He then joined Insomniac as an associate in 2016.

    Leroy has been working in the video game industry since 2006. In the early days, he participated in various projects including "Dragon Age" and "Mass Effect" over at BioWare Edmonton.

    He joined the team at insomniac in 2012 and has since worked on titles like "Sunset Overdrive." He is now working as a Senior Character Artist to help finish "Marvel's Spider-Man" for PS4.

  • Engineering Toys and Collectibles for Production

    The presentation will go over the basics of preparing a ZBrush model for use in manufacturing or 3D printing. It will also present an overview of my career as a toy and collectible sculptor and highlight how working in that business has changed over the years.

    Joe Menna is a classically trained digital sculptor working in the toy and collectible industry. Current and past clients include DC Collectibles, Diamond Select Toys, Sideshow Collectibles, and more.

  • Live ZBrush Sculpt-Off Belt Ceremony

    Join us live as we award the champions of the Live ZBrush Sculpt-Off, as well as the winners of our on-site Michelangelo Challenge.

    Founded in 1997, Pixologic develops, markets and supports innovative software that is opening new doors for creative expression. 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. Pixologic is privately owned and is located in California (offices in Los Angeles and the San Francisco Bay Area).

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