Best Sellers Rank: #203,877 in Books (See Top 100 in Books) #12 in 3D Graphic Design #29 in Digital Video Production (Books) #33 in Design & Graphics Software Books
Customer Reviews: 4.9 out of 5 stars 38Reviews
Product Information
From the Publisher
How has your experience helped you to write this book?
With a foundation in VFX, specializing in modeling creatures like giant snakes and dragons, I began my 3D journey around five years ago, which eventually led me to work on freelancing projects. Freelancing exposed me to diverse clients from various industries.
I've worked on projects including collectibles, 3D-printed toys, medical education, video games, TV shows, and digital portraits. This experience helped me select high-demand topics for the book that are particularly relevant to ZBrush users.
The workflows and techniques I present have been rigorously tested through professional application, ensuring they are both effective and reliable.
In what ways have you been part of the 3D sculpting community?
I have always been quite active on social media, sharing my practices and artwork to engage with the community. Additionally, I enjoy creating educational material in the form of videos and PDFs, and I plan to do more in this regard in the future.
I have earned recognition for my contributions to the Golden Globe-winning TV show "House of the Dragon," where I sculpted the show’s largest dragon, Vhagar.
What makes this book different from other books on 3D graphic design? Can you highlight some of the unique techniques covered in your book?
I have written this book to be a unique mix of both theoretical and technical knowledge of ZBrush and its tools, covering practical as well as design-related advice. It demonstrates how to effectively utilize these tools to create work that meets a high quality standard, appealing to a wide range of clients.
Two standout chapters are anatomy and portfolio building, which I consider particularly unique for this book, yet incredibly valuable. Chapter 8, Sculpting Human Anatomy, is my favorite as it's crucial for roles like Character Artist or Collectibles Sculptor. The last chapter, on portfolio building, shares tips for attracting job opportunities and building a following, making it immensely impactful.
In what ways does your book simplify the often complex process of sculpting in ZBrush?
The main concept of this book revolves around three practical projects that readers are encouraged to follow along with. Throughout these projects, ZBrush's tools and techniques are demonstrated as they are needed, making it easier for readers to understand how they fit into a workflow. This approach is more motivating and enjoyable than learning a multitude of tools that may not be immediately applicable or understood.
Of course, learning a new software like ZBrush is still going to be challenging, but creating your own sculpture alongside the learning process should make it feel less daunting and help make the required hard work more tolerable.