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ZBrush Course
More than 2 million students worldwide

ZBrush Course

This ZBrush course takes you from interface basics to a complete character production pipeline, covering sculpting, hard-surface modelling, retopology, texturing, and rendering. Every chapter builds practical, studio-relevant skills you can apply immediately to real projects. By the end, you'll have a portfolio-quality character and the technical foundation to work professionally in games, film, or concept art.

Dedika for businesses

What you will learn:

You'll start by mastering ZBrush's unique interface, navigation, and workspace customisation so you can work efficiently from day one. From there, you'll develop hands-on control of sculpting brushes, DynaMesh, and subdivision levels to build strong organic and hard-surface forms. You'll learn retopology techniques using ZRemesher and ZModeler to produce clean, game-ready meshes. Surface detailing, Polypaint, and UV-based texture export workflows will prepare your assets for any production pipeline. The course also covers BPR rendering, MatCap materials, and lighting setups to create professional portfolio presentations. Finally, you'll complete a full character from blockout to final render, integrating every skill into one cohesive project.

How you study in practice ZBrush Course

How you practise ZBrush Course

For companies looking to train their team

With Dedika for businesses, the course includes exercises and examples tailored to your own business and the specific needs of your company.

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Course content

8 Chapters • 34 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

ZBrush Interface and Navigation Fundamentals

  • Lesson 1 • Navigation and Camera Controls

    Teaches orbit, pan, zoom, and frame shortcuts using mouse and tablet. Efficient navigation is prerequisite to any sculpting or painting workflow.

  • Lesson 2 • Understanding the ZBrush Workspace

    Covers the canvas, lightbox, shelves, and palette layout unique to ZBrush. Establishes spatial awareness needed for all subsequent tool operations.

  • Lesson 3 • Working with ZBrush Documents

    Covers document size, resolution, and the difference between 2.5D and 3D modes. Students learn to set up documents correctly before beginning any project.

  • Lesson 4 • Customising the UI and Hotkeys

    Explains how to rearrange menus, assign hotkeys, and save custom UI configurations. A personalised workspace accelerates every task covered later in the course.

Chapter 2See details

Core Sculpting Tools and Brushes

  • Lesson 1 • Symmetry and Masking Basics

    Teaches X, Y, Z symmetry and radial symmetry alongside basic masking techniques. Symmetry and masking together enable efficient, controlled sculpting.

  • Lesson 2 • Introduction to ZSpheres and Primitives

    Introduces 3D primitives and ZSpheres as starting points for sculpts. Understanding base mesh creation is essential before applying any brush work.

  • Lesson 3 • Subdivision Levels and Dynamic Mesh

    Covers SDiv levels, DynaMesh, and ZRemesher for managing mesh resolution. Students learn when to increase detail vs. rebuild topology.

  • Lesson 4 • Essential Sculpting Brushes

    Covers Standard, Clay, ClayBuildup, Move, Inflate, and Smooth brushes in depth. Each brush is applied to a practice mesh to build muscle memory.

  • Lesson 5 • Brush Settings and Stroke Types

    Explains intensity, size, focal shift, and stroke type options that modify brush behaviour. Mastery of these settings gives precise control over surface quality.

Chapter 3See details

Topology and Retopology Workflows

  • Lesson 1 • Understanding Polygon Topology Principles

    Explains edge loops, poles, and quads vs. triangles in the context of deformation. Solid topology theory prevents downstream rigging and baking problems.

  • Lesson 2 • ZRemesher Advanced Controls

    Explores ZRemesher guides, target polygon count, and curve strength settings. Students direct automatic retopology to match intended deformation zones.

  • Lesson 3 • Decimation and Export Preparation

    Covers Decimation Master for reducing high-poly counts while preserving silhouette. Prepares meshes for export to external 3D applications.

  • Lesson 4 • Manual Retopology with ZModeler

    Teaches polygon insertion, edge bridging, and loop cuts using the ZModeler brush. Manual retopology gives full control over edge flow in critical areas.

Chapter 4See details

Hard-Surface Modelling in ZBrush

  • Lesson 1 • Live Boolean Workflow

    Explains additive, subtractive, and intersect boolean operations using Live Boolean mode. Boolean operations enable complex mechanical shapes without manual polygon editing.

  • Lesson 2 • Curve and Array Mesh Tools

    Uses ArrayMesh and Curve brushes to create repeating mechanical elements efficiently. Arrays and curves reduce manual duplication work on complex mechanical assets.

  • Lesson 3 • ZModeler Polygon Modelling Essentials

    Teaches extrude, bevel, bridge, and inset operations within the ZModeler brush. These operations replicate traditional box-modelling workflows inside ZBrush.

  • Lesson 4 • Hard-Surface Detailing and Finishing

    Applies panel loops, crease sets, and trim brushes to finalise mechanical surface quality. Finishing passes define the production-ready standard for hard-surface assets.

Chapter 5See details

Surface Detail and Texture Sculpting

  • Lesson 1 • Skin and Organic Surface Techniques

    Covers pore, wrinkle, and vein sculpting workflows using layer brushes and noise. Organic surface quality is the benchmark for character art production.

  • Lesson 2 • Surface Noise and Procedural Detail

    Uses the Surface Noise dialog to apply procedural displacement patterns globally or masked. Procedural noise accelerates detail passes on large surface areas.

  • Lesson 3 • Working with Alphas for Detail

    Explains how grayscale alpha images drive brush depth and shape. Alphas are the primary tool for stamping repeatable micro-surface detail efficiently.

  • Lesson 4 • Layers and Non-Destructive Detailing

    Introduces sculpt layers for storing and blending detail passes independently. Non-destructive layers allow iterative refinement without losing earlier work.

  • Lesson 5 • Hard-Surface Panel and Seam Details

    Teaches panel loops, trim brushes, and insert mesh brushes for mechanical detail. Hard-surface detailing requires different brush logic than organic sculpting.

Chapter 6See details

Polypaint and Texture Painting

  • Lesson 1 • Brush-Based Colour Painting Techniques

    Covers spray, freehand, and masked painting strokes for skin, fabric, and metal. Varied stroke types replicate traditional painting approaches within ZBrush.

  • Lesson 2 • Spotlight and Projection Painting

    Uses Spotlight to project photographic reference directly onto mesh surfaces. Projection painting dramatically speeds up realistic skin and material colour work.

  • Lesson 3 • Polypaint Fundamentals

    Explains vertex-based colour painting, colour picker, and fill object operations. Polypaint is ZBrush's native colour system and the foundation for all texture work.

  • Lesson 4 • Exporting Texture Maps from ZBrush

    Covers UV unwrapping with UV Master and baking Polypaint to diffuse texture maps. Exported maps integrate directly into external rendering and game engines.

Chapter 7See details

Rendering and Presentation in ZBrush

  • Lesson 1 • Lighting Setup for Renders

    Teaches light placement, colour, intensity, and shadow softness using the Light palette. Effective lighting reveals form and surface detail in final presentation images.

  • Lesson 2 • Compositing BPR Passes

    Exports individual BPR passes and composites them in an image editor for final output. Pass-based compositing gives full control over the final look of portfolio images.

  • Lesson 3 • MatCap and Material System

    Covers MatCap materials, material mixing, and the material library for display shading. Materials communicate surface quality and are essential for client-facing presentations.

  • Lesson 4 • BPR Render Settings and Passes

    Explains BPR shadows, ambient occlusion, subsurface scattering, and depth of field. BPR passes combine in post-production to create final composite renders.

Chapter 8See details

Full Character Production Pipeline

  • Lesson 1 • Character Blockout and Proportion

    Establishes overall silhouette and proportions using ZSpheres and DynaMesh blocking. Correct proportions at blockout prevent costly corrections in later detail passes.

  • Lesson 2 • Final Detail, Polish, and Render

    Applies micro-surface detail, Polypaint, and BPR lighting for the final portfolio render. This section integrates every skill from the course into one cohesive deliverable.

  • Lesson 3 • Clothing and Accessory Sculpting

    Creates fabric folds, straps, and armour pieces as separate subtools layered over the body. Clothing subtools require understanding of tension, compression, and gravity.

  • Lesson 4 • Anatomy and Secondary Form Refinement

    Sculpts muscles, fat planes, and bone landmarks using clay and move brushes. Secondary forms define believability and are the core skill of character sculpting.

Certification

Your valid completion certificate

This course is for you:

  • Aspiring game artists: keen to sculpt characters for real production pipelines.

  • Illustration students: wanting to translate 2D concept skills into 3D form.

  • Hobbyist 3D modelers: ready to move beyond basic polygon tools and primitives.

  • Graphic designers: looking to add dimensional character work to their creative output.

  • Career changers: pursuing a new path in games, film, or concept art industries.

  • Traditional sculptors: curious about translating physical sculpting instincts into digital tools.

What our students say

Your classes are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of my interest without needing to change platforms... I thank you for everything you do, I've already recommended you to other people...
Giulio Carlo
Giulio CarloDigital Marketing Student
I like how the lessons are straight to the point and how I can change chapters and skip content I don't need.
Mariana Ferres
Mariana FerresPhotography Student
I like the content and the way videos are presented and transcribed, which speeds up the process!
Luciana Alvarenga
Luciana AlvarengaNail Design Student
The platform is fast, simple to use. The diversity of content and complementary videos help a lot with learning.
André Felipe
André FelipePrompt Engineering Student

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