
Explore elder thing sculpting in ZBrush by forming quick base shapes with DynaMesh, shaping body and head, adding five tentacles, and drafting simple wings for multi-angle review.
Learn to sculpt the elder thing in ZBrush using dynamesh to form a barrel-bodied figure with five ridges and tentacle limbs, assembled from modular parts using insert multi mesh brush.
Learn to sculpt eye stalks for the elder thing in ZBrush by inflating forms, masking, blurring, and refining with move, defamation, and clay build up for a believable alien limb.
Create the elder thing’s cilia by sculpting tentacles with snake hook, refining with defomation, inflate, and clay buildup, then duplicate, rotate, mask, and merge for a multi-tentacle maquette.
Shorten the eye stalks with foreshortening and refine the elder thing's anatomy using clay buildup, rotation, and symmetry adjustments, while planning wing connections and edge details.
Sculpt feeding tubes and a mouth area into the alien creature in ZBrush, refining teeth and lips while adjusting scale and deformation, then save iterations and plan wing work.
Learn to sculpt five fan-like wings for Elder Thing using dynamesh and snake hook in zbrush. Refine membranes and ribs with move, inflate, and rotate adjustments.
Develop secondary detailing for the elder thing by shaping neck and body forms in ZBrush, adding top and bottom details, then render and compare to the original sketch.
Explore sculpting the elder thing’s head and neck in zbrush, employing DynaMesh and radial symmetry to build organic detail with clay buildup, wrinkling, and subtle skin texture.
Refine the head and neck by adding wrinkles, polyps, and segmentation using masking, inflate and standard brushes, while managing symmetry, back face masking, and BPR previews.
Expand the Elder Thing model by refining the body with remesh, subdivision, and organic detailing using move, clay buildup, and masking to sculpt realistic, non-uniform muscle and edge definition.
Learn to sculpt an elder creature in ZBrush with organic wrinkles, varied asymmetry, and controlled detailing, using masking, edges, and layers with alphas, gray and red wax previews.
Sculpt the elder thing’s body underside with nodules and lip-like features, exploring mouth variations and asymmetry. Use insert brush, inflate, and socket detail for feet to add texture.
Adjust neck and body proportions, reshape polyps, and balance the design for the elder thing. Compare larger wings and tentacles, merge components, and set a base for the next volume.
Learn to sculpt detailed limbs for the elder thing in ZBrush, detailing a tentacle foot and arms with elbows, wrists, and fingers, using subdivisions for action lines and poseability.
Create a low-poly tentacular foot using a pentagon base, duplicating and sculpting tentacles with clay buildup and subdivision, while exploring ridges, wrinkles, and underside patterns.
Enhance a tentacle-based creature by sculpting secondary details with the inflate brush, varying intensity, and adding wrinkles, ridges, and nodules using alphas and subdivision workflows in ZBrush.
Pose the elder thing tentacles in ZBrush by duplicating, adjusting pivot, and rotating to achieve organic angles; refine with inflate and clay buildup to create ridges.
Transform a tentacle into a multi-segmented arm in ZBrush, duplicating, inverting, and refining with clay build up, masking, and subdivision to achieve a cohesive, alien elder creature design.
Refines the Elder Thing's arm and fingers by adding structure, wrinkles, and clay buildup with inflate and alpha brushes, while managing subdivision and tentacle shaping.
Duplicate, rotate, and scale tentacle fingers to form a two-finger design, then merge and position components. Refine with subdivisions, masking, and inflation for a ready render.
Create ice stalks, feeding tubes, cilia, and wings in separate files, then insert them with the multi mesh brush and refine by copying, rotating, and duplicating for an elder thing.
Learn to sculpt an eyestalk using IMM brush workflows in ZBrush, duplicating primitives, masking, moving, and adding cilia, feeding tubes, and asymmetrical detailing.
Follow a step-by-step ZBrush workflow to finish the elder thing's eyestalk and cilia for the IMM brush, using snake hook, standard brush, clay buildup, and defamation palette for texture.
Sculpt a worm-like feeding tube for a creature in ZBrush using move brush, IMM brush, and clay buildup to create wrinkled anatomy.
Master IMM brush tweaks to add eyestalks by building an insert multi-mesh brush from ice stock, cilia, and a feeding tube, using radial symmetry.
Demonstrate using the IMM brush to insert feeding tubes at five junctures on elder thing parts, while adjusting symmetry, cilia placement, and group rotations for varied alien anatomy.
Insert the cilia with the IMM brush, adjust placement on the neck, then duplicate, rotate, and scale to create varied, natural-looking arrangements.
Create new wings for the elder thing by evaluating wing sizes, deleting old zones, and using DynaMesh, masking, and clay buildup to sculpt detailed wrinkles and edges.
Watch a timelapse of refining the elder thing's wing in ZBrush, shaping membranes, ribbing, and folds with the standard brush, Dynamesh, and alpha textures.
In this series, we take on one of the very oddest creatures of the Cthulhu pantheon: the Elder Thing! We'll be using Dynamesh for the entire alien entity but we're going to pull some "Frankensteining" - that is, we're going to be creating different parts of the creature in different files to refine and finesse them before adding them to a singular IMM brush so that we can 'sew' together all the different elements into one cohesive, yet awesomely monstrous creature! We'll be running the gamut for detailing using brushes, alphas, layers and the IMM brush to end up with a very unique entity that would make Lovecraft proud!
(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.