
Master human anatomy for 3D artists through box modeling in maya, zbrush studies, and écorché drawing to create anatomically accurate characters for game design and animation.
Master anatomy sculpting with industry-standard tools—Maya, ZBrush, and Photoshop—while exploring Maya Indie and Maya Creative options. Follow universal sculpting techniques that work across software, including Blender.
Invest in a Wacom tablet or Cintiq to elevate digital sculpting in ZBrush and digital art, leveraging pen pressure for natural control.
Three essential anatomy resources for 3D artists: Artistic Anatomy by Doctor Paul Rochet, Anatomy for Sculptors series, and the free Anatomy for Sculptors on Artstation.
Learn why anatomy empowers 3d artists to create expressive characters beyond 3d scanning and tools like metahuman, using polygon modeling and base mesh for precise proportions, adaptability, and artistic versatility.
Import reference images in Maya with image planes to guide proportionally accurate base mesh. Block body forms with polygon modeling and refine with subdivisions for a base ready for sculpting.
Set up a Maya project folder and image planes to build a block mesh of the human form, studying silhouette before sculpting in ZBrush for an Écorché study.
Set up Maya image planes to real-world six-foot height by changing units and scaling a unit cube. Align front, back, and side planes with layers for easy toggling.
Block out the human form by starting with a polygon cube, enabling world x symmetry, and extruding to shape pelvis, torso, shoulders, arms, and legs for a clean base topology.
Add edge loops and adjust vertices to refine the block out, enhancing torso and limb volume from multiple views, and ensure evenly squared quads for future sculpting.
Model the feet in three-dimensional modeling using toe placement, edge loops, and extrusions, aligning front, side, and back silhouettes while refining arch, heel, and toe topology for realistic anatomy.
Model the toes on a human base mesh in Maya, starting with big toe's angle, extruding two faces, using edge loops and scaling, then duplicate toe to form rest.
Learn to duplicate and weld toes in a foot model, disable symmetry, snap and weld vertices into sockets, and refine toe alignment for a cohesive foot ready for subdivision.
Mirror geometry in maya by deleting one half, snapping to the center axis, and using the merge threshold to fuse vertices across x axis, ensuring feet and hands stay mirrored.
Create the hand by establishing base topology with finger slots and a thumb, extruding sides, and shaping the palm using an image plane and symmetry.
Learn to model a thumb for a hand by extruding from palm and side faces, circularizing, and refining topology with edge loops and quads.
Model the index finger from the thumb by extruding faces, circularizing for joints, and adding edge loops to shape knuckles and proportions. Align with the hand and save iterations.
Duplicate and isolate the finger, adjust pivots and scale for proportion, then weld vertices to attach fingers to the hand. Finish by mirroring the palm for a complete hand.
Refine the hands by shaping the palm line, rounding edges, and emphasizing knuckle ridges, then mirror and finalize the model for the next step into ZBrush sculpting.
Block the head by defining the planes of the face, adding edge loops, and shaping the brow ridge, nasal ridge, and jaw to prepare for eyes and nose placement.
Block in the face by extruding the nose and brow planes to add volume. Refine the nasal ridge and eye sockets while establishing edge loops and clean topology.
Learn to build an eye socket and cavity by extruding and offsetting facial topology, adding eyelids, and placing a scalable eyeball for accurate eye geometry in a 3d character.
Block the mouth by extruding four mouth faces, shaping the lips, and building an inner mouth cavity with edge loops, prepping the model for nostrils.
Model the nostrils by selecting nose edge faces, extruding with offset for thickness, and refining inner walls, using x ray to check depth, then save iterations for future sculpting.
Refine the eyes by adding edge loops and shaping the eye socket, then smooth and align vertices to create a well rounded eyeball and natural eye area.
Refining the mouth uses targeted edge loops and topology adjustments to add volume and definition to lips, chin, and jaw, leveraging quad-based flow and radial topology for sculpting realism.
Add edge loops and triangles to steer nose topology, creating quad-based geometry and controllable nostril shaping, then refine the bridge and overall form for subdivision-ready detail.
Learn to model the nasolabial fold, or laugh line, by shaping topology with spin edge and edge loops, collapsing to quads, refining the nose and mouth for a base mesh.
Create a base mesh in Maya by extruding and shaping the ear, adjust the topology with eight edge loops, then prepare and export for ZBrush sculpting.
During the final model pass, adjust the feet so the toes stay level with the ground using select and grow and the move tool. Prepare for ZBrush.
Explore anatomy fundamentals through an écorché drawing that layers muscles over bone in two-dimensional format, analyzes skull to feet landmarks, and studies muscle origins and insertions for accurate 3D sculpting.
Master the skeleton for surface anatomy by learning bone types, key landmarks, joints, cartilage, and connective tissue to inform 3D character form.
Identify nine major masses of the skeleton—the ribcage, pelvis, upper and lower arms and legs, hands, feet, and head—and learn their head-length proportions for drawing and modeling.
Explore the vertebral column's anatomy from C1 atlas and C2 axis to C7 prominence, and learn the cervical, thoracic, and lumbar regions with sacrum and coccyx.
Explore the thorax anatomy, detailing the rib cage, sternum parts (manubrium, gladiolus, xiphoid), costal cartilage, true and false ribs, thoracic arch, scapula and clavicle landmarks.
Explore the pelvis as a major body mass, detailing the ilium, pubis, ischium, acetabulum, sacrum, and coccyx, with surface landmarks like ASIS and PSIS.
Explore the upper and lower leg bones—the femur, tibia, and fibula—along with landmarks like the greater trochanter and patella for 3D anatomy.
Learn the foot’s skeletal structure—26 bones in three groups (tarsals, metatarsals, phalanges)—and key landmarks like the calcaneus, talus, ball of the foot, and dorsal angle to inform accurate 3D silhouette.
Analyze the upper arm humerus, its ball-and-socket shoulder joint at the glenoid fossa, and features like the head, deltoid tuberosity, epicondyles, capitulum, and trochlea.
Explore the lower arm anatomy by detailing the radius and ulna, their landmarks such as the radial head and olecranon process, and explain pronation and supination at the elbow.
Understand the hand skeleton with 27 bones: carpals, metacarpals, and phalanges, including thumb differences and radius-ulna articulation, and apply subcutaneous landmarks for realistic three-dimensional hand modeling.
Explore the skull’s major structures—the cranium, maxilla, and mandible—and learn their bones, sutures, muscle attachments, and landmarks like the brow ridge, zygomatic arch, and mastoid process.
Explore the muscle system and major skeletal muscles shaping form for artists, detailing muscle belly, origin and insertion, contraction movements, and actions like flexion, extension, abduction, and adduction.
Study the temporalis, masseter, and sternocleidomastoid muscles of the head and neck, their origins and insertions, and sketch écorché on an anatomy chart for 3D art.
Explore the trunk and ribcage mass, detailing the sacrospinalis and major back muscles, along with the trapezius, latissimus dorsi, deltoid, pectoralis major, supraspinatus, infraspinatus, teres minor, and teres major.
Explore the rectus abdominis and external oblique anatomy, including origins, insertions, fascia, linea alba, tendinous intersections, and the serratus anterior with latissimus dorsi for 3d art.
Study the pelvic mass muscles, focusing on the tensor fasciae latae and iliotibial band, and explore the gluteus medius and maximus origins, insertions, and roles in hip and knee stability.
Explore the upper leg anatomy—the quadriceps, adductors, hamstrings, and sartorius—and learn their origins and insertions, including tibial tuberosity via the patellar ligament and the goose foot.
Identify knee insertions and major lower leg muscles shaping the leg form. Learn about the iliotibial band, patellar ligament, sartorius, hamstrings, gastrocnemius, and soleus.
Analyze the upper arm muscles, focusing on the biceps brachii with two heads, its scapular origins and radial tuberosity insertion, and the triceps brachii with three heads enabling elbow extension.
Identify the forearm’s flexor and extensor groups as extrinsic hand muscles, introduce brachioradialis, and outline medial and lateral humeral origins, tendon pathways across the wrist, and impact on the hand.
Study hand anatomy through bone landmarks like the distal radius and ulna heads, pisiform, scaphoid, trapezium, and metacarpal heads, plus intrinsic and extrinsic muscles and tendon webbing.
Explore the foot’s key bony landmarks, including medial and lateral malleoli, navicular tubercle, the ball of the foot, and the tendons, intrinsic muscles, and fat pads shaping its form.
Explore the key facial muscles, from orbicularis oculi to mentalis, and their three dimensional relationships to the skull and skin. This lecture guides 3D anatomy and sculpting for artists.
Create a personal anatomy reference board using Pureref or Giraph, collecting references from Artistic Anatomy and anatomy for sculptors to guide your 3D studies.
Prepare your Maya base mesh by setting up camera-based UVs to create distinct UV shells for major body groups, then clean history, freeze transforms, and export as obj for ZBrush.
Import a human base mesh into ZBrush, split out the eyes, store a morph target at the lowest subdivision, subdivide to a working level, and prepare polygroups for sculpting.
Optimize your ZBrush workflow by setting a flat gray background, disabling autosave, and using matte cap white or standard materials, then build a three point lighting setup to reveal form.
Master ZBrush basics: navigation with a Wacom tablet, orthographic and perspective views, and sculpting with z add, z sub, brush size, symmetry.
Explore ZBrush layers to safely record edits, control visibility and opacity, and create and rename or delete layers at the highest subdivision level.
Hide and isolate sections in ZBrush using control shift with click, or control shift alt to invert. Switch to select lasso or marquee for symmetrical isolation of arms with polygroups.
Master masking in ZBrush to isolate areas while sculpting with mask pen and marquee tool. Use control and alt to add or remove masks and work with polygroups for isolation.
Learn to color and separate muscle groups in ZBrush using polypaint, colorize, and RGB layers to visualize anatomy in 3D.
Import a mesh from Maya into ZBrush, study écorché anatomy, sculpt each muscle with origins and insertions, add superficial veins, organize with layers, and build an accurate 3D human form.
Block the major body masses with a Ram brush on a new layer, establishing landmarks from pectoralis to latissimus dorsi for a quick anatomy study.
Explore the back and shoulder anatomy, modeling trapezius, deltoid, latissimus dorsi, infraspinatus, teres minor and major, and the triangular depression, using blocking and clay buildup for accurate form.
Block in the pectoralis on the front torso, refine its connections to the deltoid, clavicle, and sternum, then shape the thoracic arch, serratus, and external oblique.
Block the gluteus region and upper leg, defining the greater trochanter, patella, and asis, then shape gluteus medius and maximus with ram brush and h polish.
Analyze the quadriceps anatomy by identifying the sartorius and the three heads—vastus lateralis, vastus medialis, and rectus femoris—and model their volume, transitions, and goosefoot attachments for the knee.
Fix issues with morph targets and sculpt layers by deleting and re-storing a morph target without layer data, then paint corrections with the morph brush and enable layer recording.
Master the hamstrings and adductor group on the back of the leg, detailing the two heads and sartorius interactions to achieve accurate 3D anatomy for artists.
Use the mask tool and smart résum to mirror details across subdivision levels, projecting symmetry from one side and refining color and anatomy in ZBrush.
Block and refine the lower leg anatomy by defining the patella, tibial tuberosity, goosefoot tendons, and sculpting the gastrocnemius, soleus, and Achilles tendon.
Block in the upper arm by building the bicep, brachialis, coracobrachialis, and triceps. Study the aponeurosis and deltoid to mirror anatomy charts for 3d artists.
Explore blocking the lower arm anatomy, elbow landmarks and the olecranon, then shape the front and back muscle groups, including brachioradialis, flexors, extensors, and pronator teres.
Explore the foot as a bone-driven form, detailing the ankles, arches, fat pads, tendons, and toenails, and learn ZBrush sculpting with Ram brush, H polish, and clay buildup.
Refine a base hand mesh by defining knuckles, palm lines, and tendons, then use masking, symmetry, and subdivision to shape and detail for a versatile 3d character.
Block in the skull and facial landmarks for 3d sculpture, focusing on the zygomatic region, brow ridge, temporalis, nasolabial fold, eyes, lips, and ear with anatomy references and sculpting techniques.
Define the lips, eyes, and nose by sharpening forms with Dam Standard to shape eyelids, tear ducts, and nasolabial folds, and refine with smooth, polish, and subdivision control.
Master the ear's anatomy and sculpt its forms from helix to earlobe, including antihelix, concha, tragus, and antitragus. Use dam standard, h polish, and subdivision techniques for clean, realistic results.
Master the anatomy of the head by detailing facial muscles and attachments, including zygomatic major, masseter, buccinator, temporalis, orbicularis oris, and orbicularis oculi.
Explore the neck’s superficial muscles, focusing on the platysma and sternocleidomastoid’s two heads with attachments to the sternum, clavicle, and mastoid process, and note trapezius and scalenus groups.
Explore how male and female fat deposits differ and how pectoral, gluteal, palpatine fat pads, love handles, and pubic fat shape the body, reflecting gravity in 3D anatomy.
Create a new skin layer and paint it white, then polish muscle forms with smooth brush and clay buildup during subdivision passes, preserving anatomy while prepping for vein detailing.
Explore the major superficial veins across the arms, legs, and head and neck, using a dedicated vein layer with symmetry and subtle adjustments to reveal form.
Refine eye and lip forms by shaping the brow ridge, nasolabial fold, and zygomatic arch, using dam standard, clay buildup, H polish, and backface mask to improve head anatomy.
Convert anatomy study into an animation-ready A pose, align palms for pronation, and prepare the model for rigging and retopology, then transition from ZBrush to Maya for animation.
Add a new navel layer and place the belly button on the lower abs, adjusting height for proper alignment while noting its small, upward-curved shape using the dam standard.
Understand read topology and why it's important for animation. Retopologize with Maya's make live tool paired with Quadra to create an animatable, efficient mesh with edge loops around joints.
Decimate the sculpt in ZBrush with decimation master to reduce from several million polys toward about 500k for Maya, then export for retopology and animation topology study.
Master Maya retopology with Quadra and Make Live, drawing quads on a live surface, adding edge loops, soft selecting, extruding with tab, and using welds and symmetry for efficient topology.
Examine topology theory and distinguish sculpting topology with even quads from animation topology optimized for movement and performance in games and film, including edge loops.
Set up radial topology for the eyes in maya, laying out top and bottom edge loops. Use quad draw and subdivision to shape a functional eye socket and eyelid.
Build the mouth with radial topology, starting at the lip corners and adding edge loops for smooth deformation. Shape the interior cavity with symmetry in mind for realistic lighting.
Create the face mask edge loop around the eyes, bridging the nose to the brow to support deformation, and refine the radial loop to link the nasolabial fold and mouth.
Explore the nasolabial fold as a topological landmark around the nose. Develop radial nostril topology, refine edges, and align with the laugh line for animation-ready realism.
Model the ear topology by capturing the ear silhouette with radial edge loops around the helix, refining the lobe, concha, and antihelix, and planning displacement maps for realism.
Master animation-ready head topology by connecting jaw, ear, and cranium with edge loops, radial topology, and helmet-style blocking; manage density and neck integration while avoiding musculature tracing.
Learn hand topology by converting a finger quad into a cube, adding edge loops for knuckles and joints, creating finger webbing, and linking the hand to the wrist for deformation.
Master foot topology for 3d artists: model toes, nails, and knuckles with quads, edge loops, and a shoe-like structure for clean deformation.
Discusses refining hand topology by deleting and reworking areas, creating a knuckle row for each finger, and using edge loop control and a redirector to achieve cleaner, better-connected hands.
Master leg topology from pelvis to knee using the underwear approach to shape the groin and gluteus. Use strategic edge loops and texture-based detail for deformation and sacrum guidance.
Master arm topology by building the upper arm, bicep, elbow, and hand with cylindrical forms and strategic edge loops for clean connections to the torso later.
Plan the shoulder topology with a radial edge loop that ties into the torso for lift and deformation, and manage edge density around the deltoid and bicep.
Block and refine the torso topology with edge loops, neck pit, and shoulder flow, then align the pectoral and back regions for a smooth, animation-ready base mesh.
Delete history and clean up maya mesh to fix ngons, lamina, non-manifold geometry, and zero-length edges, then mirror, save the final retopology, and prep for zbrush.
Learn to restore sculpt detail in retopology by projecting onto a low poly mesh and creating normal and displacement maps with UV mapping for animation-ready models.
Master camera-based UV projection, cutting and unfolding the head, torso, arms, legs, and feet, then layout and pack 1024 maps for normal and displacement textures.
Export the base mesh as an obj, import into ZBrush, project details from high to low topology with iterative subdivision, and save the final animation-ready topology.
Export tangent-space normal and displacement maps from ZBrush with Multi Map Exporter. Set 2048 maps with edge padding, flip V, 32-bit EXR for displacement, 1 to 1 scale in Maya.
Set up a normal map in Maya with a standard surface, switch to tangent space normals, load the human base normals, and render with Arnold lighting to reveal detail.
Learn to set up displacement maps in Maya by linking relief maps in Hypershade to the shape node, then render to compare with and without displacement.
Use the base mesh and layers to morph a human into fantasy characters like goblins. Adjust proportions with move and mask, and refine with symmetry for a stout goblin look.
Continue your anatomy education beyond this course by revisiting fundamentals, practicing regularly, and studying key books like Artistic Anatomy and Animal Anatomy for Artists to deepen form and proportion.
In "Mastering Human Anatomy for 3D Artists," you'll explore the fundamentals of human anatomy and its significance in the world of 3D art. Led by industry expert Andre Wahl, this course offers a comprehensive overview of anatomical principles and techniques tailored specifically for aspiring 3D artists. Whether you're a beginner or seasoned professional, this course provides valuable insights and practical knowledge to enhance your skills and understanding of human anatomy in the context of 3D modeling.
One of the key concepts covered in this course is the Ecorche approach, an artistic technique that involves depicting the human body without its skin and fat layers, allowing for a detailed examination of the underlying musculature. Through a series of hands-on exercises and demonstrations, you'll learn how to apply the Ecorche method to your 3D modeling process, gaining a deeper understanding of muscle anatomy and structure.
Additionally, this course explores the historical significance of anatomical studies in art, drawing inspiration from the practices of master artists who meticulously studied human anatomy to refine their craft. By incorporating traditional methodologies with modern tools like Maya and ZBrush, you'll learn how to create anatomically accurate 3D models that capture the essence of the human form.
Throughout the course, you'll have the opportunity to refine your skills in polygon modeling, sculpting, retopology, UV mapping, and texture projecting, all while gaining valuable insights into the principles of human anatomy. Whether you're interested in character design, animation, or medical visualization, "Mastering Human Anatomy for 3D Artists" provides the essential knowledge and techniques to excel in the world of 3D artistry. Join us today and unlock your creative potential with Vertmode!