• 12:00 - 1:00

    Visualizing Biological Wonders -- ZBrush Workflow in Scientific Animation

    The Newt Studios team will present ZBrush approaches in their medical and scientific animation workflow. Newt Studios visualizes science stories for the healthcare and biotech industries, and ZBrush is essential to developing their accurate, beautiful, and highly detailed environments of living organisms -- from organ anatomy down to cell and protein levels.

    The Newt team will demonstrate ZBrush techniques for creating complex biological systems, and will showcase the sculpting process for a particularly enlightening micro-environment in the body.

    Newt Studios is a medical animation studio that produces leading-edge scientific visualizations and AR/VR experiences for the biomedical, healthcare and commercial industries. We are a creative body of 3D animators and trained medical illustrators, dedicated to the craft of illuminating life science stories.

    Newt Studios was co-founded by Alexey Kashpersky and Mike Moran.

    Alexey was born in 1986, graduated from the National Technical University in Poltava (Ukraine) and earned a degree as Master of Visual and Decorative and Applied Arts with honors.

    In 2012 he started research and work in the scientific visualization field. The same year he won an international competition with his Human Immunodeficiency Virus artwork.

    He is the recipient of numerous awards in the field of 3D graphics. Has been published in more than 30 international printed magazines and books.

    2007 - First artwork “Furian Legend" was created using ZBrush.
    2007 - Founded ARTTalk.ru website, the largest Russian-spoken digital art community. Closed in 2014 due to job offer and move to USA.
    2012 - Won an international competition with Human Immunodeficiency Virus artwork.
    2016 - Artwork "Reptile Queen" won the ZBrush "Image of the Year" Award in Hollywood, CA, USA.
    2017 - Together with business partner Mike Moran, started his own Medical Animation company – Newt Studios, where he continues to this day.

    Mike co-founded the creative organism Newt Studios with Alexey Kashpersky in 2017, building on his career as a medical animator and science storyteller. Mike earned his MSc in Biomedical Visualization from the University of Illinois at Chicago in 2009, where he alternated time dissecting organs in the gross anatomy lab and animating cell processes in the computer lab.

    Mike grew up exploring the highlands of the Hudson Valley NY and now calls the succulent city of San Francisco home.

  • 1:30 - 3:00

    UbiSoft - Montpellier France

    Started in 1994 as a graphics studio, Ubisoft Montpellier merged with Tiwak Studio and developed such critically acclaimed games as Beyond Good and Evil® and Rayman® Origins. The studio brought its technical and creative expertise to several projects, such as Peter Jackson’s King Kong, Tom Clancy's Ghost Recon® Advanced Warfighter, Rabbids Go Home®, Michael Jackson: The Experience, The Adventures of Tintin: The Secret of the Unicorn, and From Dust®. The release of ZombiU™ for the Nintendo Wii U™ console continued the studio’s upward trajectory. In 2013, Ubisoft Montpellier released a new opus, Rayman Legends, as part a new entry in one of the studio’s most beloved brands and an eternal fan-favorite.

    Using UbiArt Framework, an engine developed at Ubisoft Montpellier, the studio released Valiant Hearts: The Great War, awarded most innovative game at 2014's BAFTA awards. After working in collaboration with Ubisoft Montreal on Assassin's Creed® Unity, then with Ubisoft Quebec on Assassin's Creed® Syndicate, and finally with Ubisoft Paris on Tom Clancy's Ghost Recon® Wildlands and Tom Clancy's Ghost Recon® Breakpoint, the studio is now focusing on the recently launched Space Junkies (VR), as well as the highly anticipated game Beyond Good and Evil® 2.

    Anthony began his career in 2010 working for several mobile game studios in France as a 3D artist.

    Since starting at Ubisoft Montpellier studio in 2014, he has worked as a Character Artist on Ghost Recon Wildlands, Space Junkies and Steep. He is now working on Beyond Good and Evil 2.

    After having spent 10 years working as a 3D generalist artist, Pascal decided five years ago to specialize in character creation: modeling characters for CGI and real-time production, animation, look development, art direction and more.

    Pascal joined Ubisoft Montpellier Studio in 2015 and started working on creating NPCs for Assassin's Creed Syndicate.

    Today, Pascal is applying his skills to Beyond Good and Evil 2 as a Senior Character Artist. He is part of the team that has brought to life fantastic characters such as Knox, Jade and Pey’j.

    Sébastien has worked on numerous projects since he joined Ubisoft in 2002, notably as a Concept Artist on games such as Prince of Persia: The Two Thrones, From Dust, Rayman Origins and Rayman Legends.

    He started working on Beyond Good and Evil 2, first as a Senior Concept Artist and now as Character Art Director -- he ensures the artistic creation of all characters in the game.

  • 30 Min. Break

  • 6:00 - 7:00

    The beauty of the curves in digital sculpting

    In the presenting, Zhelong will explain how he draws inspiration from China and other cultures, and consider the beauty curves in these cultures while sculpting, and how to use these aesthetics to create unique digital sculptures.

    After graduating from JingDeZhen ceramic institute, Zhelong has been a 3D artist since 2001. Today he is one of the most famous 3D artists in China with over 130 thousand followers on Weibo. He has loved using ZBrush every day since he first learned it in 2009. He works in multiple fields including online education of CG knowledge, with various film and game companies as an art director and character designer, and produces high end Chinese-style collectible figures.

  • 7:30 - 8:30

    Pixologic Presents

    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).

  • 10:00 - 11:00

    A Sneak Peek Look at Sign's of Life, Griffith Observatory's New Planetarium Show

    A creative exploration of all things terrestrial and beyond using ZBrush to create Griffith Observatory's new 35 minute planetarium show, Signs of Life that premieres in May 2020.

    The Satellite Studio is a creation of a public-private partnership between Griffith Observatory and its non-profit support organization, Friends Of The Observatory (FOTO). The partners agreed to build and fund a full capacity production studio a few miles from Griffith Observatory.

    The mission of Griffith Observatory is to inspire everyone to observe, ponder and understand the sky. In support of this mission, The Satellite Studio was initially commissioned to produce Signs of Life, a new 35-minute planetarium show about the search for extraterrestrial life in the universe. The Satellite Studio opened in 2017, with a full-time staff of 8. Today, 25 team members collaborate under the supervision of the show's Executive Producers Dr. Ed Krupp, Mark Pine, Camille Lombardo and Rich Semler. Signs of Life will be projected in 8K at 60 fps, and will premiere in Griffith Observatory's Samuel Oschin Planetarium in May, 2020.

    Eric has been a professional CG artist for over 20 years and a devoted ZBrush user since 2004. He has authored numerous books and video series for The Gnomon Workshop, Lynda.com and Pixologic. He has taught ZBrush at the Gnomon School for 10 years. He has worked in scientific visualization and the entertainment industry. Projects include feature films, television, and interactive content. Film projects include Aquaman, John Wick 3, Star Trek: Beyond, Power Rangers, and 10 Cloverfield Lane.

    Eric has worked for Imaginary Forces, Bad Robot, Otoy Inc., Filmograph and Digizyme Inc. He has been a guest lecturer at Harvard Medical School and is currently working on "Signs of Life," the upcoming planetarium show at Griffith Observatory.

    Creative supervisor with over 20 years experience, Gee has a BFA in Computer Art and Illustration and started his CGI career at Blue Sky/VIFX working on films like FaceOff, Blade, Volcano, Fantasia 2000 and Titanic. At Academy Award-winning Rhythm & Hues, he worked on VFX for Harry Potter, Elf, X-Men 2. He also supervised Alvin and the Chipmunks, Evan Almighty, Superman Returns, and The Mummy 3. At Dreamworks Animation, Gee worked in visual development on feature films BOO and Turbo, followed by immersive content for the DreamLab VR team. From there, he art directed the Blu VR for WeVR, supervised Star Trek Beyond for Bad Robot and directed projects for Otoy Inc. and RumbleBox.

    Tom is a VFX Artist with 14 years experience in feature films, commercials, music videos, and planetarium shows. He spent 7 years at Rhythm & Hues as a Senior Look Development Artist working on films including Night at the Museum, The Golden Compass, The Incredible Hulk, X-Men: First Class, and Snow White and the Huntsman. His primary tools are Maya, Houdini, ZBrush, Substance, and Nuke.

  • 11:30 - 1:00

    The Lion King - Modeling, Sculpting and 3D concept in ZBrush

    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!



    This presentation will focus on three character concepts and modelling from The Lion King film: Rafiki, Simba Cub and Scar and a second part with environnements sculpting. We will cover our workflow, and demonstrate tips and tricks using the ZBrush files for each assets. Also, we will discuss the MPC pipeline in general, from the 3D concept to the final model.

    MPC Film has been one of the global leaders in VFX for over 25 years and counting, with industry-leading studios in London, Vancouver, Los Angeles, Bangalore and Montréal.

    They work on the spectacular scenes and stunning photoreal sequences that make movies truly mind-blowing. Animating everything from lifelike fur, to dynamic crowd scenes, to larger than life destruction sequences, they are scene builders - not just shot makers - with a direct line to the director's creative vision.

    MPC Film's recent movies include The Lion King, Godzilla: King of the Monsters and Detective Pikachu.

    A Modeller, Sculptor and Concept Artist, Damien is a French Artist working in London At MPC for the last 4 years. He specializes in Creatures, Animals and Characters with credits including The Lion King, Godzilla: King of the Monsters, Alien and Ghost in the Shell.

    A 3D Environment Artist currently working at MPC London, Marco has been in the industry for approximately the last 4 years. He has worked on films such as: Passengers, Transformers 5, Alien: Covenant, Justice League and the 2019 remake of The Lion King. For this last project he was honored to take part in the concept, design and sculpting of Pride Rock, the main environment asset for the movie.

    His main objective is to keep growing as an artist within the vfx industry.

  • 30 Min. Break

  • 2:00 - 3:30

    Keos Masons - Character Design and Production with Zbrush for the Industry

    Keos Masons will present how they use ZBrush for designing character concepts and also produce high resolution models for either the video-game, film or collectible industry. They will take you through the process of creating a stylized character for games akin to Fortnite, show you how the tools can be used to quickly and freely create character or creature designs of any kinds, and cram in a few tip and tricks on efficiency with hard surface modeling!

    Keos Masons is an outsourcing company so they deal many companies as much as they deal with freelancers. Maybe a good moment for asking questions about this particular interstice between two worlds?

    Keos Masons is an outsourcing company that provides character modeling and concept design services for the video game, movie and collectibles industries. The company was founded by Marco Plouffe and Cédric Séaut and, with the help of our team of skilled artists like Guillaume Tiberghien and many more, we are in a position to manage heavy workloads to a high level of quality and in a timely fashion.

    We have experience in many artistic styles and pipelines as we have worked on many projects over the years. We value good communication and reliability in order to consistently ensure the satisfaction of our clients.

    Passionate about cinema, comic books/manga, drawing and probably everything art related, Cedric decided to find his place in that industry by failing at school, practicing a lot and finally get a job for video games back in 2005.

    He then had the chance to work on many fun and cool projects with many studios around the world as a character artist, lead and art director. After a couple of years he needed a different challenge and decided to found Keos Masons with his good and talented friend Marc-Olivier Plouffe.

    The studio mainly provides characters for video games, cinematics and collectibles but creativity is their key point! They are constantly looking for new and fresh ideas and opportunities.

    Guillaume is a 3D Artist who has worked in the field since 2005. His experience includes having worked for some of the major video game companies in the world; namely Ubisoft, Eidos, Epic Games and Artillery in California. His work appears in popular game franchises such as Assassin's Creed, Fortnite, Far Cry, Rainbow Six, Shardbound, Splinter Cell, Thief and Deus Ex. He is currently working as a character artist and art manager at Keos Masons.

    From the time he was a kid Marco wanted to be an artist for video games. At the age of 21 he realized that he couldn't ignore this desire and quit his government job to learn 3D arts. He studied during a one year program at Campus Ubisoft in order to become a character artist.

    He worked days and nights, then was hired at THQ. There he worked days and nights before being hired at Bioware. This led to working days and nights before being hired at Eidos. Working there days and nights he then decided to create Keos Masons with Cédric Séaut where he worked days and night to see their company flourish

    He still works days and nights -- because he just likes it!

  • 4:00 - 5:00

    Bringing a character to life

    I'll walk through the process of designing a character using ZBrush and what it takes to take that character to completion and ready to be 3D printed. Also show different techniques I've been using and materials to speed up the process and make 3D printing more affordable

    Rafael is currently living in Santa Monica, California working at SONY Santa Monica on the God of War franchise. He has been with Sony for over 7 years, contributing to many titles including “Killzone: Shadow Fall,” “Infamous 3” and “The order 1886.”

    Rafael has already worked on 70+ projects for more than 15 companies in areas including Cinematic Production, Game Art, TV Projects, Printed Advertisement, Statue Design and Toy Design.

  • 5:30 - 6:30

    Introduction to the Character Figurine Workflow

    I'll introduce you the workflow which is required for the Anime and Game characters. What process is needed for the artwork, and what needs to be kept in mind when creating from a Japanese style of illustration, and how to apply some fixes when getting a feedback. Also, I'll be explaining what kind of feature I use for the hairs and cloths, and what feature is efficient when creating them.

    Kaoru Sakaki is a Figurine Sculptor from Wonderful Works and the author of the book, “ZBrush Textbook for Professional Model Sculptors.”

  • 7:00 - 8:00

    Fifth Annual ZBrush Awards

    This year marks the fifth 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, 2018 and June 14, 2019 is eligible for an award. Winners will be announced live at the Awards Ceremony on Saturday, September 28th, 2019.

    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).

  • 8:00 - 10:00

    The Art of ZBrush V

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

  • 10:30 - 11:30

    Organic sculpting

    I will share my ideas of what`s important in organic sculpting. With a focus on what ways you can learn to train yourself this skill. I will be highlighting specific ZBrush features and techniques that I use to execute my style and workflow to achieve a final piece.

    A self-educated character artist based in Moscow, Russia, Maria started to use ZBrush in 2011. Since then she has worked on a wide varity of projects in animation, games, cinematics and collectible figures production.

    Her client have included ArenaNet, Unity, Axis Studios, Sideshow Collectibles, Rascals and more.

    She has always had a passion for sculpting fantasy characters, creatures and animals. She also loves to continue developing her artistic skills and knowledge, as well as sharing it with the community.

  • 12:00 - 1:30

    Tippett Studios - Creating Creatures and Hard Surface

    Tippett modelers, Vaughn Smith, Tan Bi, and Jeanette Vera will be sharing their process creating photoreal animals, dragons, and fantasy hard surface armor. This will be in-depth look at using references, sculpting proportions and form, detailing with custom brushes, and using custom UIs.

    For over thirty years, Tippett Studio has continuously maintained its position as a leading animation and visual effects company by working collaboratively with clients to provide elite services in the areas of character animation, visual effects, environments and commercials. Simultaneously, we continue to innovate and keep pace with emerging forms of media such as mobile apps, virtual and augmented reality, and special venue projects such as theme park rides and large-scale media projection.

    Jeanette Vera earned her BA in Animation and Visual Effects in Emeryville, CA. Since 2010 she has been credited on several blockbuster films such as: 'Captain America: The First Avenger' (2011), 'Harry Potter and the Deathly Hallows pt.2,' and 'The Avengers' (2012) while working at Base Studio. Before coming to Tippett, Jeanette worked at Athena Studios modeling puppets for 3D printing and stop-motion animation.

    "I love modeling anything: characters, hard surfaces, props and sets. I've been using ZBrush for 5 years now and I think it is such a powerful tool for any VFX artist. It's helped bring so many of my creations to life."

    Tan Bi is a Digital sculptor/3D artist passionate about traditional art. He is currently working with TIPPETT studio, AnatomyTools, and teaching at the Academy of Art University. He has a deep understanding of human and animal anatomy. In the past few years he has focused on sculpting realistic characters and creatures for feature films and physical outputs.

    Vaughn Smith specializes in modeling and texturing photoreal characters featured in movies, TV, video games and theme park rides. His work can be seen on projects like Jurassic World, Kong: Skull Island, Tomorrowland, The Predator, Welcome to Marwen, Black Mirror, and CARNE y ARENA (VR). He currently works as the Model Department Supervisor at Tippett Studios. In his spare time he does freelance work for Ubisoft and Anatomy Tools, and teaches modeling classes at the Academy of Art University.

  • 2:00 - 3:00

    Concept Development for Public Art and Monumental Sculpture using ZBrush

    Generally considered 3x life scale or larger, monumental works of art are grounded in a rich tradition of hand sculpture beginning in stone and clay and are brought to life as a cast bronze and other alloys. Modernist sculptors, continue to push the boundaries of artistic expression, developing works in silicone, composite materials, light and dimensional steel. Many are embracing the world of ZBrush sculpture not only as a visualization tool but as an ever evolving production tool.

    Join Cameron Farn, of Carvel Creative, as he explores conceptual design for public art and the production pipeline which brings those works to life. He will also be revealing, his own, never before seen, monumental works designed for bronze.

    We are a full-service production studio working with independent and public artists, architects and designers. We specialize in concept development and model building, as well as the fabrication of monumental sculptures. As part of our commitment to artists, we offer project management, coordination, engineering and mechanical / fabrication design. Through each stage of the creative process we make every effort to preserve the artist's original intent, balancing engineering and artistic expression.

    The team of specialists at Carvel includes concept development artists, ZBrush sculptors, designers, master fabricators, and coatings experts. Supported by a crew of machinists and model makers, this ensemble boasts decades of experience, dedication to craftsmanship and a deep desire to evolve the fabrication of public works into the digital age.

    A Canadian sculptor born and raised in Calgary, Alberta, Cameron began his carrier as a traditional sculptor and illustrator before transitioning to digital in 2006 . He has been working in the art and entertainment industry for 22 years developing sculpture from 1:1 scale dinosaur reproductions, character and creature exploration, to public art and iconography.

    As a concept and consulting artist with Carvel Creative he assists in the development of artwork ranging in scale from the very small to the monumental for both national and international public artists. Cameron has been developing his own public art practice which relies heavily on the power of ZBrush. His works are designed to be manufactured using 3D milling as well as traditional foundry work in bronze, aluminum and composite materials.

  • 3:30 - 4:30

    Freelancing hand by hand with ZBrush

    Soren will be sharing how ZBrush played a major role in how he developed his professional career as a freelance artist. He will be sharing how he went from being a junior artist to now being involved in various projects from different creative fields such as Illustration, licensed Toys and Collectibles, 3D Concept Art for video games, movies and television shows. He will be sharing tips and his creative process from all of this various projects from these industries.

    A digital artist born in México, working as a professional since 2012. Gilberto has been involved in various projects around the world including companies like Blur Studio, Warner Brothers, DC, Disney, Marvel, Bandai, WarGaming, Legendo Entertainment, Geek X, Geek And Sundry and many more. His multi-field experience includes working as a 2D and 3D artist doing colors for graphic novels, 2D and 3D art for animated films, Art Directing a video game, and sculpting toys & collectibles.

  • 5:00 - 6:00

    The Art of Main Titles

    We will be giving an overview of how main titles are produced for several television series. We will be highlighting our specific workflow with in ZBrush. We will be talking in particular on ZBrush workflows for the following: Westworld Main Titles, Game of Thrones Main Titles and GOT Oreo Spot.

    Here at Elastic we work on anything from TV + Film, Games and Commercials to Main Titles and even our own short films. Recent projects include Pacific Rim Uprising, RIOT Games, and the Gears 5 E3 teaser. Our animation team brings a sense of wonder and boundless imagination to every project, drawing upon the entire range of techniques from traditional animation to stop motion and 3D.

    A captivating title sequence is an integral part of how the audience experiences a story. It’s an introduction to the world, the characters and the themes of the show. We’ve created some of the most iconic title sequences in the industry, including the Emmy Award-winning work for Game of Thrones and Westworld.

    Joe was born in South Central LA and began to draw at a young age. He went to the Art Institute college which helped him to get his dream career. In 2005 he began working at Eyetronics, where he learned ZBrush (version 2.0 at the time), which has helped him improve and grow as an artist. In 2010 he joined A52/Elastic where he was able to work on Game of Thrones, Ant-Man and the Wasp, The Crown, and Westworld. He has worked on movies, games, game cinematics, and commercials.

    He loves modeling and has been doing it for 15 years now while still finding new techniques to refine and better his craft.

    Jose works with the talented art teams at A52 VFX and Elastic. With seven years in the craft, he leads the Modeling team with the creation of CG characters and assets to be used for television, film, animation and game cinematics. He has had the opportunity to receive an Emmy and two nominations as CG Artist for The Man in the High Castle and Westworld main titles. His recent work can be seen on the Game of Thrones S8 main titles, Metro Exodus main title, and Gears 5 E3 teaser.

    Mike likes to joke that all the work he does now is basically one big "I told you so" to every grade school teacher that gave him detention for drawing X-men on his homework. What began in Detroit as one kid's creative addiction has blossomed into a career that has taken him all over the country. Since 2011 he been working in commercial visual effects, building environments and characters -- all with a grin from ear to ear.

  • 6:30 - 8:00

    The Lion King - Modeling, Sculpting and 3D concept in ZBrush

    Special Encore 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!

    MPC Film has been one of the global leaders in VFX for over 25 years and counting, with industry-leading studios in London, Vancouver, Los Angeles, Bangalore and Montréal.

    They work on the spectacular scenes and stunning photoreal sequences that make movies truly mind-blowing. Animating everything from lifelike fur, to dynamic crowd scenes, to larger than life destruction sequences, they are scene builders - not just shot makers - with a direct line to the director's creative vision.

    MPC Film's recent movies include The Lion King, Godzilla: King of the Monsters and Detective Pikachu.

    A Modeller, Sculptor and Concept Artist, Damien is a French Artist working in London At MPC for the last 4 years. He specializes in Creatures, Animals and Characters with credits including The Lion King, Godzilla: King of the Monsters, Alien and Ghost in the Shell.

    A 3D Environment Artist currently working at MPC London, Marco has been in the industry for approximately the last 4 years. He has worked on films such as: Passengers, Transformers 5, Alien: Covenant, Justice League and the 2019 remake of The Lion King. For this last project he was honored to take part in the concept, design and sculpting of Pride Rock, the main environment asset for the movie.

    His main objective is to keep growing as an artist within the vfx industry.

  • 8:30 - 9:30

    Sculpt-Off Winners Announcement & Closing Ceremony

    Join us live as we award the champions of the Live ZBrush Sculpt-Off.

    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).