Whether you are interested in VFX for film, video game asset creation, character design or simply want to sharpen your ZBrush skills, you can learn from the best in the business with this special opportunity.
In this workshop I will cover the process of using ZBrush to create a model ready for 3D print.
Some of the topics that we will go over include:
-What you can and what you can't do.
- Best way to cut your model.
- Why and how to hollow out your model.
- Print size resolution and ZBrush details.
- Lots of useful tips to make sure you'll get the best 3D print out of ZBrush.
I'm really excited to see what you'll come up with during this workshop.
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.
In this hands-on workshop, students will develop a stylized character from a predefined 2D image, outlining each major step of the process in alignment with a production work environment. We will be covering a large amount of information, from basic terms and titles to advanced workflow techniques and production pipeline philosophies.
Topics include but are not limited to:
-Interpreting 2D drawings.
-Proportions and orientation of specific facial features.
-An in-depth look at rhythms created by the major muscle groups of the body.
-Form change and its impact on gesture.
-Straights and curves of the figure that balance the form.
-Mesh layout for animation.
-Finding appeal in the sculpt.
A full body, animation-ready mesh will be included with the class.
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.
The goal of this ZBrush workshop is simple: "Making it Happen." By that I mean that we’ll focus on producing a polished concept in ZBrush from scratch in a short amount of time. We’ll be using a wide range of features to explore ideas, validate a concept, block out shapes, sculpt details, texture and render -- all in ZBrush.
I’ll share my entire workflow and custom resources as well as some interesting compositing techniques in Photoshop to enhance the appeal of your images. I’ll also give you some tips on how I plan, organize and manage a creative project to deliver it within a tight deadline.
Click below for a video overview of the material covered by this workshop:
The ZBrush Guides website is a learning hub dedicated to helping digital artists and 3D professionals, to level-up their skills in ZBrush and other leading software in the games and VFX industries.
The ‘ZBGs’ is also a library of resources that helps artists speed up and refine their workflows with unique brushes, materials, projects, base meshes, alphas and a variety of instructional content like courses, video tutorials and quick guides.
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.
In this workshop we will look at methods of creative thinking and creature design in ZBrush. We will begin by addressing considerations in form, shape language, and silhouette which combine to help you create an iconic design. These are fundamental to the creation of memorable characters. We will then explore sketching and sculpting tools inside ZBrush. By using DynaMesh as well as Sculptris Pro mode we will examine methods for working quickly and effectively
to generate a compelling creature design. We will then further refine our base sculpture using a variety of ZBrush tools and techniques I have relied on for my own work on films like "The Hobbit" and "Pacific Rim: Uprising." Finally, we will see how to render and export passes to composite and paint in Photoshop to create a final presentation image. This workshop will give you all the tools you need to develop a solid workflow for creating a compelling creature design from start to end.
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'.
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.
In this workshop, Dylan Ekren will show you his process of creating stylized 3D characters, utilizing major design principles to translate appeal and life from flat 2D art to 3D model. Learn how to better read artwork to nail the caricature and style of the drawing you are working from. Approach sculpting characters by making deliberate, educated decisions, whether working from an existing design or creating your own.
During this workshop, participants will get a hands-on look at Dylan's methods, strategy and thoughts on creating a film-quality character for animation. Focusing on the face, participants will learn how to better interpret artwork as it applies to sculpting; taking away some insights and approaches to apply to any future models.
Assets will be provided, but snacks are on you.
We'll only email you with Summit information.