
GAME ART TUTORIALS
Explore my collection of ZBrush tutorials, created over years of professional experience to guide you from the fundamentals to advanced digital sculpting. These lessons go beyond software—blending technical mastery of ZBrush’s tools with timeless principles of sculpture, form, and design. Whether you’re a beginner building your first model or an experienced artist refining your craft, you’ll gain both the skills to work efficiently in ZBrush and the artistic insight to create truly compelling, expressive works.
UNREAL ZBRUSH NANITE AND RENDERING (BEGINNER)
In this project, you’ll gain hands-on experience with essential tools and workflows across three powerful platforms: Maya for basic modeling, ZBrush for digital sculpting, and Unreal Engine for scene assembly and rendering.
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We’ll begin by learning the block out process—establishing the foundation for your model—before refining it into a high-quality, professional asset. You’ll also explore Unreal Engine’s versatile Blueprint visual scripting system to create basic gameplay logic.
From there, we’ll cover camera setup for both still and animated shots, and learn how to capture high-resolution screenshots and render cinematic-quality movies.
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This series provides a strong, practical foundation for your future ZBrush and Unreal Engine projects, blending artistic skills with technical proficiency to help you create polished, production-ready work.
CANNON PROJECT (INTERMEDIATE)
n this project, we’ll create a fully realized cannon asset by following the complete production pipeline from concept to final render.
We’ll begin by gathering reference materials and determining the correct scale to ensure accuracy. From there, we’ll block out the primary forms and build a proxy mesh, verifying its suitability for integration with other departments.
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Next, we’ll develop a first-pass, game-resolution model—often called a “protomesh”—which will then be refined to a higher mesh density before moving into ZBrush for detailed, high-resolution sculpting.
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With the sculpt complete, we’ll finalize the in-game model through precise UV mapping. Both the game-res and high-res versions will then be prepared in Substance Painter for texture baking and material creation.
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Finally, we’ll assemble and render the asset in Unreal Engine, ensuring it is fully optimized, visually compelling, and ready for seamless use in a game environment.



