
Learn to design hard surface character panels in ZBrush by developing a concept through references and anatomy landmarks, with panels close to the body following major muscles.
Block out the character from a base mesh, prioritize silhouettes and key anatomy landmarks, and refine forms with masking, move, and standard brushes before Dynamesh.
Block out the torso in ZBrush with hard-surface panels, using clay buildup, H-Polish, and Inflate brush; focus on landmarks, symmetry, material separation, and emissive placeholders to prep for rigging.
Block out the lower leg and foot, shaping panels and the shoe to balance agility and mobility while deciding metal versus plastic, and refining symmetry, Dynamesh, masking, and hand posing.
Refine the blockout in ZBrush by masking and defining metal and plastic panels, while adjusting proportions and readability with trim dynamic for a production-ready hard surface.
Refine the upper body in ZBrush by reinforcing spine curves, ribcage landmarks, and deltoids, using damp standard, move, and clay buildup, with Dynamesh and masking for clean paneling.
Polish the lower body by blocking out panels, refining with move brush and damp standard, and maintain a lower-resolution dynamesh to build a production-ready surface for separation and retopology.
Master helmet cutouts in ZBrush by separating the helmet into subtools, masking with hard-surface panels, and building clean topologies with panel loops, creases, and dynamic subdivision.
Create a hard-surface helmet in ZBrush by building low-poly panels, using panel loops and inflate to craft crisp edges, then refine with dynamic subdivision, creases, and masking for alignment.
Master panel loop techniques in ZBrush to sculpt a fitment helmet with angled panels, using group by normals, creases, dynamic subdivision, masking, and macros.
Practice a neck cutout in a hard surface ZBrush workflow, duplicating reference, managing front and back panels, creating neck geometry with panel loops, trim dynamic, h-polish, and careful backups.
Master panel loops and hard-surface sculpting in ZBrush by refining topology, keeping a neat block out, and using move brush, inflate brush, damp standard and bridge to tighten fitment.
polish neck and helmet panels with move brush, balance gaps while preserving silhouettes, refine between low-poly preview and high-poly reality, add subtle grooves and neon detailing.
Master macro workflows in ZBrush to speed up hard surface body cutouts. Save, replay, and customize zero measure, panel loops, and dynamic polygroups for quick, precise sculpting.
Learn to speed up hard-surface arm detailing in ZBrush by using panel loops and inflate macros, balancing zero mesh results with manual tweaks for clean reference-aligned panels.
Learn how to fit upper arm panels with proper alignment and create forearm cutouts in ZBrush, filling gaps with Dynamesh and a cushion-like geometry for a watertight hard-surface armor.
Refine the wrist and lower arm in ZBrush using Dynamesh, panel loops, and creases to create panel-based cutouts, manage topology with polygroups and auto group, and practice iterative feedback.
Explore hard surface torso cutouts in ZBrush, separating panels with panel loops, back and front detailing, alphas, and brushes for tertiary detail, plus workflow tips for clean topology and polishing.
Master torso polishing in ZBrush by refining edge flow and panel topology, using Dynamesh, panel loops, and clean limb placeholders for a cohesive hard-surface sculpture.
Refine the torso by cleaning up artifacts, filling empty spaces with filler, and using plane changes to keep metal surfaces higher, then enhance neon details.
Learn to sculpt the legs cutout in zbrush, using masking, back-face control, tube brush, subdivision density, and paneling techniques to create clean hard-surface geometry with precise separations.
Refine the upper legs with panel loops in ZBrush, clean up floating geometry, align to reference, adjust creases, and prepare the hard surface model for the next lower section.
Explore building lower leg panel loops and fitments in ZBrush, filling gaps with cushiony pads, and refining panels via zero meshing, polygroups, crease, and subdivision.
Finalize the lower leg fitment by refining edge flows with zmodeler, extruding for symmetry, and mirroring parts into clean low‑poly geometry with panel loops, while checking for artifacts.
Redesign the lower leg by refining knee pads, adjusting panels and symmetry, and adding neon lines to achieve a clean, cohesive tibia silhouette.
Master hard-surface detailing in ZBrush by using inflate, polish, panel loops, and alphas to shape vents and bolts, while applying subdivision and masks for balanced head detail.
Detail the neck with alphas and surface noise in ZBrush, manage UV layouts with UV Master, and refine with H-Polish and the carve brush for harmonious panel detailing.
Detail the upper arm and forearm in ZBrush with splashes of alphas, add bolts and panels, refine with lazy mouse and symmetry for a cohesive mechanical look.
Detail the forearm in ZBrush by applying materials, creating clipping to the surface, and shaping panels with brushes like splash brush and damp standard, while planning UVs and final polishing.
Detail the torso by refining pectoralis armor, adjusting topology and mesh for a clearer form. Plan back lines with fabric patterns at higher subdivision and teres major and teres minor.
Detail the upper leg by refining panels, seams, and surface texture on the mesh, using alpha shapes and brush adjustments to guide the high-poly detail.
Refine the lower leg in ZBrush by iterating masks with lazy mouse, using H-polish and inflate, and balancing topology and symmetry with crease polygroups for final detailing.
Decimate the high-poly model from 19 million to about 800k using decimation master, merge by visible, export obj, then set up lighting and camera in marmoset and render alpha.
Many students struggle with creating clean, production-ready hard-surface elements for characters — dealing with messy topology, soft edges, unclear workflows, or models that simply don’t hold up in a professional pipeline. If you find yourself spending too much time fixing shapes instead of designing them, this course is designed to solve exactly those issues.
About Me:
My name is Farzin Izadyar and I have been a 3D character artist for about 8 years now. I have worked for AAA titles such as F1 2023, WRC 2023 and Batman Gotham Knight. Currently I’m working as a freelance character artist and 3D tutor.
By the End Of This Course, You Will Be Able To:
You'll be able to understand hard surface workflow
You will learn HardSurface tips and tricks as well as some insights on redesigning the concept.
You will be able to create HardSurface characters.
What You Will Learn:
Concept breakdown
Sculpting a blockout
Redesigning the concept
Cut out and panel loop
Production ready HardSurface creation
Adding details
Taking great renders for presentation
Who is This Course For?
Character artists and ZBrush users who struggle with creating clean, production-ready hard-surface elements for characters and want a clear, professional workflow.
Intermediate artists aim to improve speed, accuracy, and confidence when integrating hard-surface assets into a real production character pipeline.
Who is Not The Ideal Student For This Course?
This course requires basic anatomy knowledge. So if you are new to anatomy this is not ideal for you.
What Are The Requirements Or Prerequisites For Taking This Course?
You should have ZBrush installed on your computer.
Join Me Now:
Master a clean, efficient hard-surface workflow for character creation in ZBrush. Take your characters from rough shapes to production-ready results with confidence.