Creature Concepting Mastery

Save over 20% with this combination of courses.


  • Creature Concepting in 2D with Carlos Huante
  • Creature Concepting in 3D with Ian Joyner

+ 10 Week Live Online Course with Carlos Huante

Starts December 12th at 10 AM Pacific / 1PM Eastern

Carlos Huante has worked for industry legends Rick Baker, Rob Bottin, Steven Spielberg, Guillermo Del Toro and the Chiodo Bros on such films as Men in Black I and II, Mighty Joe Young, Hellboy, War of the Worlds, The Spiderwick Chronicles and Alice in Wonderland.

Now, he's ready to work with you. This course gives you direct access to Carlos Huantes as he mentors you in the art of Creature Creation using 2D digital tools.

+ 10 Week Live Online Course with Ian Joyner

Starts Dec 9th, 1PM Pacific/ 4PM Eastern

See Ian's Curriculum Below:

Module 1: Introduction to Class

  • Intro on Creature Design - Pros and cons on designing in 3d or 2d.
  • Introduce Class Project – Designing an 'impossible' creature that feels like it could exist.
  • Reference Gathering – Key to a believable creature is great reference and understanding of the subject.
  • HOMEWORK – Thumbnails and rough sketches to figure out direction. At least 10

Module 2: 3d Sketching in zbrush

  • Demonstration on 3d sketching to begin to solve our design from many angles.
  • Explain Overall Process Of Creature Creation
  • HOMEWORK – From rough 2d sketch to form studies. Pick 3 of our previous sketches to do rough 3d form studies on.

Module 3: Taking the rough into Photoshop to define direction/variation

  • 3d Paintover. Focusing on black and white/value studies.
  • Breaking the 3d mold. Using 2d techniques to break away from the limits of 3d.
  • HOMEWORK – Pick our favorite design and take it into photoshop. Play with proportions using liquify/Puppet warp etc. Painting new ideas. 3 overpaints of our new direction.

Module 4: Review and Refinement

  • In class critique of choice projects depending on size of class.
  • Taking our favorite 2d overpaint and translating it to 3d. What matters and what is just extra detail to be done on final..
  • Taking our dynamesh and figuring out what needs to be a subtool.Examples include, eyeballs, teeth, sculpted hair or if the creature has costuming etc.
  • Splitting off parts from our core dyanmesh sculpt to be solo subtools
  • HOMEWORK – 1 Final dynamesh sculpture with multiple subtools.

Module 5: Retopology and why it matters for 3d creature design

  • Fixing issues in our dynamesh sculpt to have a better retop result
  • Using Zremesher and Zmodeler techniques to clean up and make a versatile final 3d sculpt.
  • HOMEWORK – Retop our creature and all subtools and project the details back onto our model

Module 6: Mid Term

  • In class critique of choice projects depending on size of class.
  • Make Changes Based On overpaints or new ideas.
  • HOMEWORK – Refine our sculpts based on class feedback. If need be, re-dynamesh and change your sculpt and remesh again based on class feedback.

Module 7: Final Sculpt Refinement and Basics of Polypaint

  • Adding final details to our sculpture. Icing on the cake phase.
  • Simple polypaint on our sculpt sculpt to do quick color ideas using photoshop

Module 8: Basics of Zbrush Rendering/Color

  • Simple Posing using subtool master, using Zbrush to make a final design comp.
  • Focusing on the head and picking a flattering angle to really show off your design.
  • HOMEWORK – 1 Final Polypainted sculpture with multiple subtools. Simple pose and render using Zbrush passes/Photoshop focus on head of creature.

Module 9: Rendering and Lighting

  • Dynamic posing to show off the best aspects of our complete creature.
  • Keyshot for our final 'walked on set' design pass.
  • Pros and Cons of keyshot over Zbrush for a final.
  • HOMEWORK – 2 final design renders from Keyshot painted over in photoshop.

Module 10: Final Review & Critique

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