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ZBrush Forge : Character Sculpting, Texturing, Posing and Beyond!
August 13, 2023 @ 7:00 pm – 8:30 pm BST
John Haverkamp provides a new series of coaching classes improving your ZBrush sculpting skills so that you can create characters in dynamic poses, master texturing techniques, learn how to create reliefs from sculpts and pose your sculpted characters without the need for rigging!
John’s experience includes ZBrush as well as Substance Painter, World Machine, Unreal 5 and Modo so he’s open to including these other tools in this course’s workflow for students in the premium sessions.
Each class will comprise of a free 30 minute open workshop where John will begin the basic work of the session and expand the teaching with more detail in a premium session afterwards lasting up to one hour.
Benefits and Takeaways
By attending John’s ZBrush workshop series, you can expect transformative growth in your sculpting skills and creative process. This will equip you with the ability to:
Create characters in dynamic poses: You will gain proficiency in sculpting characters from references that exude movement, grace, and life.
Master texturing techniques: You’ll learn how to texture characters, giving them a realistic or fantastical look, depending on your artistic vision.
Unlock the power of relief sculpting: You will be able to turn your characters or scanned objects into impressive reliefs suitable for various applications like jewellery, detailing for 3D props , and more.
Harness the Anchor Points Brush: The introduction to ZBrush’s Anchor Points Brush will enable you to pose characters easily, without the complexity of traditional rigging.
Explore diverse applications: John has a wide background in working for professional clients; you will discover how Zbrush sculpting skills can be applied in fields like gaming, animation, 3D printing, and decorative arts.
Gain confidence and efficiency: This hands-on experience and in-depth demonstrations will boost your confidence in using ZBrush, making you a little more efficient and effective in your creative work!
By the end of the series, you’ll have the tools and knowledge to sculpt characters with fluid poses and captivating textures. You’ll be empowered to create extraordinary and visually compelling 3D characters and reliefs.
Curriculum
Session 1
Creating Dynamic Poses – The first session of the ZBrush Character Sculpting Masterclass will focus on creating characters from references in dynamic poses. Participants will be introduced to the ZBrush interface and tools, learn how to manipulate the mannequin to match the reference, and convert it into a mesh for sculpting. Two examples will be explored: a graceful Sylph and a cute cartoon baby dragon. By the end of this session, attendees will have a solid understanding of character setup and posing techniques.
Session 2
Texturing and Basic Relief – In the second session, participants will dive into texturing their sculpted characters. Basic texturing techniques will be covered, allowing artists to add realism or explore fantasy designs. Additionally, the process of turning the characters into a bas relief (low relief) using ZBrush’s new Bas Relief tool will be demonstrated. Attendees will learn how to apply this skill to other 3D content, such as architectural decorations, jewelry, and pottery.
Session 3
Advanced Relief Sculpting – The third session will delve deeper into relief sculpting techniques. Participants will learn to create detailed and intricate reliefs, using scanned objects or their previously sculpted characters as a base. This session will empower artists to design impressive ornamental pieces and decorations.
Session 4
Introduction to ZBrush’s Anchor Points Brush – The final session will introduce the game-changing feature in ZBrush – the Anchor Points Brush. Attendees will explore how to define anchor points along a character’s length, enabling easy manipulation of the geometry between those points. No complex rigging is required. The different modes of the Anchor Points Brush, such as Move, Rotate, Scale, Inflate, and Twist, will be demonstrated, offering artists a powerful tool to make their characters come to life without the need for traditional rigging.
Event Series Details
Date : Each Sunday at 19:00 BST (London) / 11:00 PDT (Los Angeles) / 14:00 EDT (New York)
Free session (30 minutes) followed by 1 hour premium session.
Official start date : Sunday the 13th of August at 19:00 BST, though we may have a recap episode on Sunday the 20th of August allowing for more onboarding of students.
Ticket Options
Free Ticket
- Entry to the first 30 minutes of each workshop
- Excludes recordings
Premium Ticket
- Entry to each whole session.
- HD searchable recordings of each session.
- Gain the model content created by John Haverkamp in the sessions
- The ZBrush Complete Library : Every Zbrush related tutorial we’ve produced in one giant searchable library (over 25 hours of teaching from John) on ZBrush, Substance Painter, 3D printing and more!
- How to sculpt a face (5 parts)
- Prototyping : Rapid Character Development from Artbreeder to DAZ Studio (2 parts)
- Sculpting and Texturing Spacecraft (4 parts)
- 3D printing
- ZBrush sculpting fan art
- Sculpt a helmet (1 part)
- ZBrush 4R7 (1 part)
- Substance painter (2 parts)
John Haverkamp
About John Haverkamp
John Haverkamp was born in Ohio and then moved to the pristine Blue Ridge Mountains of Virginia at a young age. There he spent a semi-isolated childhood re-enacting the Lord of the Rings and being corrupted by Dungeons and Dragons. Always with the fondness for the fantastical and medieval, Art school drove him deeper into Luddite territory by granting him the skills of a traditional metal-smith. This meant post-college jobs making copper fountains, welding and steel fabricating, casting and finishing bronze sculptures, and working for an architectural blacksmith throughout his twenties.
Digitally, John got sucked into cyberspace and the arcane mysteries of 3D studio max. The perfect software match for John was Zbrush discovered over 15 years ago. Now he teaches digital arts and ZBrush, constantly endeavouring to improve his craft as a digital-sculptor and visualizer through personal work, illustration and indie game projects. As part of his workflow he also uses Substance Painter, Modo and Unreal.
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