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ZBrush for Concept & Iteration

A 6-week course on using Zbrush and integrating it as a powerful modeling tool; students will learn the skills to create models and problem solve for multiple areas of 3D asset creation

Course overview Course overview

Course Overview

Learn to use & problem solve with Zbrush

This high-intensity class will focus on getting you up and running in ZBrush in as little time as possible, while still giving you a comprehensive overview of everything you need to be proficient enough to begin using ZBrush as an integral part of your modeling tool set. Once you've completed the course, not only should you be comfortable in general ZBrush usage and terminology, you will have also learned skills that will allow you to create models and problem solve for multiple areas of 3D asset creation, from concept visualization to final production model techniques!


Course Format:   Standard
Lecture Type:   Pre-recorded
Feedback:   Individual recordings
Duration:   6 weeks
Assignment:   Deadlines each week
Q&A:   Once a week
Materials:   ZBrush
Skills level:   Beginner
Prerequisites:   Intro to ZBrush Part 1,2, & 3 from Michael Pavlovich (free on Youtube and for download on Gumroad)

ZBrush for Concept & Iteration WHAT YOU’LL LEARN

What you'll learn

The more you know, the better.

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Were going to hit this week running! First we're doing a comprehensive overview of insert mesh functionality, from the basics, to additive and subtractive dynamesh insert options, and finally the creation of your own custom insert brushes. From there we're going to dive right into base mesh creation techniques, to get you something to utilize through the rest of the course. We'll go over creating base meshes with dynamesh, insert mesh brushes, ZSpheres, ZSketching, and how to combine functionality of all 3 to get the base you want. We'll wrap up this week with an overview of ZRemesh functionality, with some optional videos if you want to really clean up your base mesh before we move on.
All about accessories! We'll start with doing quick concept sculpts to get your ideas down, splitting and refining as needed, then we'll begin to refine them even further through a number of techniques, including ZSphere retopology, extraction, extraction with zremesh cleanup, zremesh techniques as a quick and easy base mesh accessory solution, and finally finish up with shadowbox. A number of different ways to start fleshing out your creation with interesting bits and pieces!
By now you've probably got a number of subtools to organize, so we'll start by covering a few different ways to stay sane in the subtool list. Then, we're going to spend the rest of our time with the curve brushes--from curve brush basics, all the way through the tri curve brush, making our own custom brushes, both hard surface and organic!
We'll start out with a deep dive into groups loops and panel loops, then it's time to start detailing out our creations! We're going to cover a number of ways to generate custom alphas from within ZBrush, as well as settings to tweak to get the most out of the custom brushes you'll make with them.
We're getting close to wrapping up the modeling portion of the course! We'll cover UV Master, surface noise, noise maker, micro and nanomesh, and finally finish up with a few ways to pose your creation--ZSphere posing and Transpose Master.
Polishing off our creation with a beauty pass for presentation! We're going start with polypaint and spotlight, to give some color to our model. We'll then move on to a discussion on materials and lighting within ZBrush, using HDR images to light with BPR, saving your camera views, and exporting your render passes. We'll then take those render passes into Photoshop, and go over some compositing techniques to make our image really pop. We'll also discuss the option of doing stylized, pen-and-ink and pixel rendering in ZBrush as well! If you have the ZBrush to Keyshot Bridge, there will be a Keyshot walk-through to ensure you'll get the most out of your Keyshot renders. There will also be a bonus optional section, all about getting your models out of ZBrush and quickly into Substance Painter, so you can export your creation to your favorite renderer / engine of choice!

Your journey starts here

Lectures by Michael Pavlovich

Michael Pavlovich graduated from Ringling College of Art and Design in 2005 with a Bachelor of Fine Arts in Computer Animation. He started at Electronic Arts creating environment art on Madden NFL and NCAA Football and then brought comic books characters to life in DC Universe Online at Sony Online Entertainment. Currently, Michael creates character, weapon, and vehicle art, as well as specializes in 3D concept art pipelines for the top video game franchises including Halo, Call of Duty and DOOM at Certain Affinity in Austin.


July 21st!

winter TERM Registration

May 14, 2019 - Jul 23, 2019




July 21st!

Pricing & Schedule

Even though our courses are the most affordable for the quality of education.

These Finance Options allow you to focus on your goals instead of the barriers that keep you from reaching them.

Employer Reimbursement

Animation Guild CSATTF

Payment Plan

Companies that hire our students

  • Naughty Dog
  • Luma Pictures
  • Google
  • EA Games
  • DreamWorks Animation
  • Blizzard Entertainment

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