Concept Sculpting for Film and Games
Check out Chapter 2 of Concept Sculpting for Film and Games!
Make Awesome Characters
In Concept Sculpting for Film and Games, you’ll learn how to go from a rough base mesh to a refined concept sculpt, which can be used in the film industry and for games. We cover the entire process, where some chapters are real-time and others are sped up. Everything is properly narrated to make sure you get as much as possible out of it.
Presented by Senior Character Artists
The course is taught by Henning Sanden & Morten Jaeger who has long resumes of films under their belts. They have worked on some of the most hero creatures and characters out in the last few years, including Alien Covenant, Guardians of the Galaxy 2 and Pacific Rim: Uprising.
The techniques shown have been properly production tested and refined over many years.
Getting Clean Shapes
One of the key aspects of concept sculpting is really getting clean and solid shapes down early. We’ll spend a lot of time making sure our shapes are working well before moving onto finer details. Once you understand this process, everything you do will flow so much better.
Project Files Included
- ZTools for the various chapters
- Custom ZBrush Interface
- Generic Human Base Mesh
Total Running Time
- 4 Hours and 48 Minutes
- 01 Blockout
- 02 Refinement
- 03 Torso
- 04 Head
- 05 Arms
- 06 Legs
- 07 Zremeshing
- 08 Refinement
- 09 Head Refinement
- 10 Refinement
- 11 Posing
- ZBrush 2018
Want to learn to retopologize this character? Check out our full series How to Retopologize a Full Character which covers how to retopologize the sculpt done in this series.
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