Sculpting Surfaces in 3D
Moving away from technical polygon modeling, this course embraces the artistic freedom of “Digital Clay.” Using software like ZBrush or Mudbox, students will learn to sculpt organic forms—creatures, characters, and environments. The curriculum focuses on anatomy, surface detail (skin pores, wrinkles), and the workflow of converting high-resolution sculptures into game-ready assets via retopology.
§ 01 By the end you can
- Master digital sculpting brushes, alphas, and masking techniques
- Understand human and creature anatomy (Muscle flow and bone structure)
- Sculpt high-frequency details (wrinkles, pores, scales)
- Execute "Retopology" to convert high-poly sculpts into usable animation meshes
- Generate and bake Normal and Displacement maps
§ 02 Sixteen sessions
The whole semester.
- 01Introduction to Digital Clay (ZBrush/Mudbox)
- 02Working with DynaMesh & Subdivisions
- 03Blocking Out Forms: Primary Shapes
- 04Anatomy Study: The Torso & Back
- 05Anatomy Study: Limbs & Extremities
- 06Secondary Forms: Muscle Definition
- 07Hard Surface Sculpting techniques
- 08 · MidtermMidterm Examination
- 09Sculpting the Head: Facial Anatomy
- 10Micro-Detailing: Pores & Skin Texture
- 11Polypainting: Adding Color to Sculpt
- 12Retopology Principles: Quad Draw
- 13UV Mapping the Retopologized Mesh
- 14Baking Maps: Normal & Displacement
- 15Posing the Sculpt for Presentation
- 16Final Project: The Creature/Character Bust
Midterm around session 8. Final project briefed at session 8 or 9 and developed in stages until the juries.
§ 03 Final project
Final Project: The Creature/Character Bust
Recommended reading
- Anatomy for Sculptors by Uldis Zarins
- ZBrush Digital Sculpting Human Anatomy by Scott Spencer
- Beginner's Guide to ZBrush by 3dtotal Publishing
- Digital Modeling by William Vaughan
- Scott Eaton’s Anatomy for Artists (Course/Reference)
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