
I use different approaches for different kinds of surfaces - dynamesh when sculpting organic forms, Zmodeler and Dynamic Subdiv for hard-surface. I can paint some details in Photoshop over the 3D blockout - switching between ZBrush and 2D software for refining some elements usually works faster for me. After finishing the big forms, I start to work on a middle level of details - groups of muscles, clothing, etc. Make sure that the model has an interesting and noticeable silhouette. It’s very important to find clear and bold shapes at the beginning. Then, I use ZBrush for sketching, working out big shapes, and defining the silhouette. I need to imagine clearly what I want to see as a result before I start to work. Usually, the work begins with an idea and reference search.

Eventually, I decided to concentrate on two directions: creature concept art and stylized characters (old school hand-painted and PBR). I love a lot of games with different styles and there are a lot of things I would like to try.

In this course, Stylized Forest Sculpting in Zbrush, you’ll learn how to Sculpt stylized rocks, trees, and organic natural props for video game development and animation. We will cover the best brushes, alphas, and techniques to use for best results when it comes to stylized nature.īeing able to quickly create environment assets is an important skill for any digital artist, but especially in games and animation to help complete a stylized, completed project. In this course, we will cover how to sculpt Stylized Rocks and Trees inside ZBrush. Title: Pluralsight – Stylized Forest Sculpting in ZBrush Duration 3h 15m Project Files Included MP4
