Concept Design in 3D with Ian Joyner

We're Live! Concept Art Workshop has split out from UArtsy. Yeah! Over 100 students are already in classes focused entirely on the art and skills of Concept Art. Now its your turn.

10 Week Live Online Course with Ian Joyner

Starts Dec 16th, 1PM Pacific/ 4PM Eastern

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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