Creating flowers in zbrush – part 9 of the Centaur tutorial series

Tutorial / 06 October 2025


This is a Zbrush to Marmoset 3d sculpting tutorial, part 8 of a 12 video YouTube series on the creation of a Centaur from the lovely concept by Pauline Vob

Learn –

Creating flower and leaf brushes

Creating a vine

Populating in 3d space

Stylised hair in zbrush

Tutorial / 26 June 2025


Stylised hair in zbrush - part 8 of the Centaur tutorial series

This is part 8 of a series of 12 videos on the creation of a Centaur from the lovely concept by Pauline Vob, built in Zbrush.

Learn –

Creating a hair brush

Following form and flow

Hair population

Creating a stylised head in zbrush

Tutorial / 11 May 2025


Creating a stylised head in zbrush – part 7 of the Centaur tutorial series

This is a Zbrush to Marmoset 3d sculpting tutorial, part 7 of a 12 video YouTube series on the creation of a Centaur from the lovely concept by Pauline Vob

Learn –

Zbrush head sculpting

Sculpting from a plane

Quick hard surface techniques

Basic blackouts for things like hair

Sculpting from large to small details

Refining the pose in zbrush

Tutorial / 23 February 2025


Refining the pose in zbrush - part 5 of the Centaur tutorial series This is part 5 of a series of 12 videos on the creation of a Centaur from the lovely concept by Pauline Vob, built in Zbrush. Learn – 

Creating a back plate 

Using the save view tool 

Resculpting form after posing 

Referencing anatomy with flow 

Creating brushes

Posing in zbrush using the transpose tool - part 4 of the Centaur tutorial series

Tutorial / 28 January 2025


This is a posing in zbrush tutorial, part 4 of a series of 12 videos on the creation of a Centaur from the lovely concept by Pauline Vob, built in Zbrush. 

Learn – 

Using the transpose tool with masking

Following form

Posing with form in mind

Sculpting in Zbrush! - part 3 of the Centaur tutorial series

Tutorial / 16 December 2024

This is a Sculpting in Zbrush tutorial, part 3 of a series of 12 videos on the creation of a Centaur from the lovely concept by Pauline Vob, built in Zbrush.

 Learn – 

How to sculpt with flow 

How to sculpt with form 

Use reference while sculpting 

Use lighting to sculpt

 Landmarks 

Subtleties of anatomical form


Creating a 3D Centaur tutorial preview

Tutorial / 23 October 2024

This is a Zbrush to Marmoset 3d sculpting tutorial preview a 12 video YouTube series on the creation of a Centaur from the lovely concept by Pauline Vob 

Learn – 

The use of reference 

The tool Pure ref 

Blocking out the body with zspheres 

Sculpting using clay brushes 

Transpose master 

Create a custom fur alpha brush 

How to create a stylised head 

Create a custom stylised hair brush 

Create stylised flowers 

Importing to marmoset and rendering as a high detail model



Roman Part 9 - Baking in Marmoset Toolbag 4

Tutorial / 06 December 2020

Sorry about the sound issues and my nerves, if i do any more hopefully they will be better quality over time.  



Roman part 6 - test hair

Tutorial / 10 October 2020

Hi all,


                I created this hair using Mayas Xgen.  The eyelashes, eyebrows and short hair sections I will use for the low poly later.  But the long hair on the top of the head I will delete later and recreate using hair cards.  Which will also be textured to look even better.


                After the hair creation i import to zbrush, polygroup it into around 4 rough sections per hair subtool.  This I will later colour as shown below to be varying base colours, which will allow the use of varying hair strand colour and rough values on the low polygon. 



                I was aiming for a quite stark, worn, soldier look, who has seen many things and is tired of war.  Hopefully that aspect of the character im managing to convey even though I feel it could benefit from a small pass at retexturing later in substance when low poly.





                For now, here is the head in the base.  Note I feel the long top hair cards will need to be removable to allow for the helmet, but it isn’t that much of an issue and also allows the character to walk around helmet free if needed.


                Thank you, I hope so far you are learning a little of my process for AAA game characters. 

Roman part 5 - creating a head

Tutorial / 10 October 2020

Hi,

                Todays blog goes a little more technical into the process of head creation. 


                To begin I extract the head shape from the body blockout, and, choosing suitable reference, a combination of thin faced muscley men and worn torn soldiers, I firstly created a base ref to create from that I can set up on the floor planes, then sculpted the forms, until I was happy. 


                After I copied the mesh at lowest sub, uved, and used that as the base to place some texture xyz textures and displacements.  Below is a link to a full tutorial explaining the process.


texture xyz zwrap tutorial


                The texture edit software i used was substance painter, therefore allowing cloning of the base color, then the displacment and utility maps with the same setttings by dropping in the map to the base channel.  


Interesting to note, i made a morph of the face for the texture projection with mouth closed and eyes closed, which i opened again after.  I will in the end close the mouth after retopo, or high poly posing, but it simplifies the bake process.


I then polypainted the rest of the face and used pour alphas and micromaps (bought from texture xyz) to create and edit out the hair texture and add the neck details.  Added slight variations of color to the eyes and sculpting in more finer details.


                I did a similar process for the eyes, again using texture xyz maps, but extracting the pupil area as a mask then texture, that I used in photoshop to place the maps, which I imported back into zbrush for displacement and conversion to polypaint.


                These renders I created in keyshot. 

The next step is hair, as you can see hes very bald, even his eyelashes.  For this step I will use xgen and again will either give breakdowns of the process or show where I learnt the process myself, as above.