Chapter 8

Step into the world of high-concept creature design with industry veteran Jared Krichevsky as your guide. In Chapter 8, we leave the classical finish behind and dive headfirst into the cinematic side of ZBrush, where sculpting meets storytelling. You’ll follow Jared’s real-world workflow for designing an alien ambassador from the ground up, beginning with 2D ideation in Krita and moving through a dynamic sculpting process inside ZBrush. This chapter is more than a tutorial, it’s a window into how professional artists think, iterate, and collaborate under studio deadlines.

Whether you’re aiming to break into concept art for games or film, or just want to level up your design sensibility, this chapter delivers a complete roadmap from sketch to render. You’ll learn to build with intent, push and pull form with purpose, and ultimately present your creature with cinematic polish using KeyShot, Substance Painter, and Marmoset Toolbag. It's not just about making an alien, it’s about designing a character that feels alive. Ready to sculpt the unknown?


 
 

Jared Krichevsky


Chapter 8 – Sculpting an Alien Head

By Jared Krichevsky

Chapter OVERVIEW

  • Introduction to concept sculpting for film and games using ZBrush

  • How professional artists begin with sketches before entering 3D

  • The importance of silhouette, archetype, and form language in alien design

  • Jared’s step-by-step workflow from rough blockout to final renders

  • How to use feedback loops to guide creative decisions


 
 
 

 

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