2. digital sculpting

24×120 minute-long lessons.

Original price: £ 2160


Special Lockdown PriceS



(paid in 6 installments)

£ 324×6

duos: 50% OFF

(paid in 6 installments)

£ 180×6 /student

trios: 66% OFF

(paid in 6 installments)

£ 120×6 /student

What is this module about?

From detailing models imported from other applications, to creating sculptures from the scratch, here you will be introduced to a plethora of tools ZBrush offers. You will learn how to use this incredible technique to create high quality artwork, and how to use ZBrush together with Maya.

What are the requirements for this module?

Completion of both Modelling and UV Mapping modules or a presentation of appropriate modelling and UV mapping skills is required for this module.

A decent Windows 10 Pro-based PC with a strong video card, or a Mac with a strong AMD card, at least 16 Mb RAM, a HD or UHD monitor, and a pen tablet (e.g. the Wacom Intuos series).

You will also need a ZBrush and a Maya  license.

Whom is it recommended for?

Digital sculpting is the next best thing after 3D modelling. It allows you to add incredible detail to your models, and create 3D concepts with tools that are not as technical as the traditional 3D toolset. It is perfect to create models for 3D printing, and is now becoming a standard part of every 3D modeller’s skillset.

Software we use


The ZBrush Interface

Navigation. Custom UI. Pen tablet setup. Projects, documents, and tools.

Object Manipulation

Edit mode. The Gizmo 3D. Hiding parts of the model. Inflation. Create primitives. Applying and modifying deformers.

Brush Basics

Brush palette. Standard. DamStandard. Clay brushes. Dynamic draw size. Remember dynamic mode. Move and Move Topological. Flatten. Inflate. SnakeHook. Backface masking. LazyMouse. Smooth brushes. Using alphas.

Multires Modelling

Subdivision levels and geometry resolution. Dynamic subdivisions. Creasing.


Project “plushie”—step one

Sculpt a plushie with multiple subdivision levels.

Insert Multimesh and Curve Brushes

IMM brushes and Z intensity. Creating IMM brushes. Curve mode. Curve brushes.

Masks and Polygroups

Manual masking. Generating masks. Creating and managing polygroups. Masking by topology. Splitting.


Append and delete. SubTool Master. MultiAppend. Split, merge, and mergedown. Extract. Live Booleans. DSDiv Boolean mesh. TPoseMesh & TPose|SubT.


project “plushie”—step two

Sculpt clothing and accessories for the plushie.

Basemeshes & Armatures

Primitives and Mannequins. Zspheres. ZSketch. Adaptive Skin & Polymesh 3D.

Dynamesh and Sculptris Pro

Dynamesh resolution and model size. DM booleans. Sculptris Pro: Move vs Snakehook. Adaptive size / Combined mode. The Snake brushes.


project “reptilian”—step one

Sculpt a hyper-realistic reptilian based on Zspheres in high detail.

Retopo and UV Mapping

ZRemesher 2018 & 2019. Projecting detail. UV Master. Morph UV. Polygroup-based UV layout. Control Painting. ZBrush/Maya workflow.

Materials, Textures, and Colour

Applying and locking materials. Painting materials. SubTool Master Fill. The Paint brush. Polypainting. Texture from polypaint, polypaint from texture. Clone and export textures. Spotlight basics. Noisemaker. Fibermesh. The Multi-Map Exporter.


project “reptilian”—step two

Assign materials and create textures for the reptilian. Optimise it for posing.


Posing with masks. Transpose Master. Lights. BPR and NPR. The Turntabler.