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