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ZBrush workshop series

This workshop series introduces you to professional ZBrush workflows for Game Art and VFX.

6 live online sessions for Game Art & VFX — book the full series or join individual modules.

ZBrush Workshop Series: From Sculpt to Production-Ready Assets

This workshop series introduces professional ZBrush workflows used in modern Game Art and VFX pipelines. Across six focused sessions, you’ll learn how to turn sculpting ideas into production-ready assets — from high-poly sculpting and hard-surface blockouts to retopology, UVs, materials, trimsheets, and quick validation tests in Unreal Engine 5.

You can book the full workshop package to follow a complete end-to-end workflow, or choose individual sessions that match your interests and skill goals — whether you want to improve prop creation, explore tileable materials, expand your trimsheet workflow, or speed up your concepting process.

Modules & dates

  • Module 1 (06.06.2026 | 1–4 p.m.) — High-poly workflows for props (Session 1: making a game asset from scratch)
  • Module 2 (12.06.2026 | 6–9 p.m.) — High-poly workflows for props (Session 2: making a game asset from scratch)
  • Module 3 (19.06.2026 | 6–9 p.m.) — Game-ready workflows (making a game asset from scratch)
  • Module 4 (26.06.2026 | 6–9 p.m.) — Material sculpting workflows (ZBrush to Substance) (tileable wall/ground texture)
  • Module 5 (04.07.2026 | 1–4 p.m.) — Trim sheets (expanded workflows)
  • Module 6 (11.07.2026 | 1–4 p.m.) — Quick concepting & ideation (ZBrush to engine)

Who it’s for

Designed for participants with basic ZBrush knowledge who want to expand their skills in Game Art, 3D Asset Creation, or VFX. Basic familiarity with Substance Painter, Maya, and Unreal Engine 5 is helpful.

Rodolfo Silva

ZBrush Expert & Technical Artist at Maxon

Rodolfo is a ZBrush Expert and Technical Artist at Maxon, focused on real-time environment art for video games. Self-taught since 2010, he combines a strong fine-art foundation (classical drawing and oil painting) with modern production workflows.
After specialized ZBrush training with Paul Gaboury and Michael Pavlovich and a Master’s in Game Art (Escape Studios), he worked as an Unreal Engine Environment Technical Artist before joining Maxon in early 2024.
Today, he creates global ZBrush training content, collaborates on feature development, and supports workflows across Maxon One — including Cinema 4D and Cineware for Unreal Engine.

 
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