
Learn to create a dynamesh bust of a Lovecraftian creature by blocking with basic shapes, forming tentacles, and validating silhouette at low resolution before high-res detailing.
Explore building a Cthulhu-inspired bust in ZBrush using Dynamesh, starting from a sphere, applying masking, move, and clay buildup to shape eyes, tentacles, and a neck.
Learn to block in tentacles for a Cthulhu model in ZBrush by duplicating and rotating action lines, using symmetry off, and move, rotate, and scale with Dynamesh and clay buildup.
Continue shaping a squat face, pull it out for better proportions, and add eyes with spheres, symmetry, and masking to create an octopus-inspired creature in ZBrush.
Apply pushing and pulling to sculpt foundation forms for a creepy creature, using dynamesh and clay build up to create irregular shapes, tentacles, gills, and subtle crinkles.
Scale and move the torso using dynamesh to create a semi-human Cthulhu form, then add basic anatomy, tentacles, gullet, and barnacle-like details while refining with clay buildup and edge shaping.
Trim the Cthulhu bust torso with the clip curve brush to create clean edges, focus on the head, and place tentacles as placeholders; sculpt with clay buildup and orthogonal perspective.
Import a tentacle obj, duplicate and refine a base mesh, and sculpt three tentacle variants with suckers, pose them, and blend into the Cthulhu model.
Introduce advanced sculpting of a Cthulhu creature in ZBrush, detailing secondary forms, gills, and tentacles with standard, clay buildup, masking, and curve brush techniques.
Learn to sculpt secondary shapes and details on the cthulhu head in zbrush, switching from dynamesh to a clean polymesh, and add wrinkled edges, gill-inspired anatomy, and precise brushwork.
Use the Dam Standard to add age and wrinkles on a creature, apply layering, subtle inflating, and balance symmetry with natural asymmetry for a waterlogged look.
Explore adding asymmetry details to a Cthulhu bust in ZBrush, using masking, standard brush, and alpha 12 to create irregularities, wrinkles, buboes, and tentacles while balancing symmetry for realism.
Sculpt lifelike back wrinkling and gill details in ZBrush using inflate and standard brushes, masking, and edge cuts to build texture and prep tentacles for rendering.
Focus the torso to complement the head using alphas, layers, and inflate brush, while managing symmetry and perspective to avoid detracting from the head, aiming for an aged, wrinkled look.
Finalize torso details and pose the tentacles in ZBrush by refining curved masks, symmetry, and rotation across subdivisions.
Learn to place, duplicate, and sculpt tentacles on a Cthulhu bust in ZBrush, using template tentacles, scaling, mirroring, and timelapse workflows to create natural, varied curves and final details.
Explore beginning techniques for sculpting Cthulhu with ZBrush, starting with tentacles and torso, using alphas, layers, and variations to add details, muscles, and finalize the model.
Refine the big tentacles by reworking details with alphas, wrinkles, and muscle cues in ZBrush. Bring in Photoshop alphas, add pores, veins, and layered texture for realism.
Apply alphas to the torso and head in ZBrush to add pores and crustacean textures; preview with bpr, adjust asymmetry, and refine edges for subtle aquatic detail.
Apply alphas to create skin mottling and wrinkles in ZBrush, adjust pores, masking, and bake details for clean, readable edges. Use layers and symmetry to refine and preview with BPR.
Sculpt nodules and skin bump details on the Cthulhu model in ZBrush, adding irregular tentacle textures. Use snake hook, move, topological move, and alpha brushes, previewing with BPR to refine.
Finalize the larger tentacles and gill slits by refining alpha textures, masking areas, and adding wrinkles to enhance edge and detail, then render with bpr for a cosmic horror creature.
Sculpt the eyes of an octopoid creature in ZBrush, crafting stylized eyeballs with a sculptural, oceanic gaze using symmetry, subdivision, and polypaint.
In this course we jump into the worlds of ZBrush dynamesh sculpting and H.P. Lovecraft at the same time! We tackle the Old God, Cthulhu, by starting with a simple dynamesh sphere and using several techniques, we pull and push and sculpt a basic shape for Cthulhu's head and make a quick torso and temporary tentacles. We then expand our repertoire in creating more detail sculpting by using a variety of brushes, alphas, layers and some finesse to get a final fantastic sculpt of one of Lovecraft's faves: Cthulhu!
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Stephen Wells is an expert 3D modeler for characters, props, vehicles, weapons and environments and have created both high and low polygon assets for game productions. He has over 20 years experience in creating a variety of game assets for several different genres (fantasy, sci-fi, combat, superheroes, horror, etc) using 3ds Max, Maya, Photoshop, ZBrush, Mudbox, Topogun, and xNormal. As an enthusiastic instructor, he loves creating video tutorials on a wide variety of subjects to help students better their skillsets.