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Workshop

Creature Sculpting with Dominic Qwek

A Workshop
by Dominic Qwek

ZBrush, Keyshot and Photoshop Techniques

intermediate
2h 26m 3s
11 Lessons
A Workshop
by Dominic Qwek
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In Creature Sculpting, Character Artist Dominic Qwek shares his workflow for creating a creature bust using ZBrush, KeyShot and Photoshop. He covers the initial design process and how to block out the primary and secondary forms and evolve the design in 3D. He then details the sculpt in multiple stages while covering the features in Sculptris Pro and talks about the various techniques he uses in each stage. Lastly, Dominic shows how to quickly setup lighting and rendering in KeyShot, then composite the render passes in Photoshop to create a realistic 3D creature concept for final presentation. For those interested in 3D creature design, this title offers valuable workflow and techniques from one of the industry’s leading artists.

11 Lessons

01IntroductionFree

This workshop sets out a comprehensive workflow for creating realistic 3D creature concepts, from sculpting to final presentation. Artists will learn practical techniques used in production environments, covering key features in ZBrush, rendering in KeyShot, and compositing in Photoshop.

Duration: 59s

Introduction
02ZBrush PrimerFree

This lesson explains how ZBrush’s Sculptris Pro system provides flexibility for organic sculpting, avoiding the need for constant remeshing. The ability to block out primary forms and add fine details later makes the sculpting process more efficient and flexible. While there are stability issues when using Sculptris Pro with extreme polygon counts, the feature redefines how artists approach digital sculpting, making it quicker and easier to explore design ideas.

Duration: 27m 4s

ZBrush Primer
03Primary Forms

This lesson showcases a professional approach to creature design that prioritizes experimentation, iteration, and constant evaluation. Dominic Qwek shows that great design comes from experimenting with multiple ideas, making mistakes, and knowing when to simplify. By combining the use of features like Sculptris Pro with an understanding of fundamental design principles, artists can create compelling, cohesive creature designs.

Duration: 17m 56s

Primary Forms
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04Secondary Forms

In this lesson, Dominic demonstrates an experimental approach to creature design. A willingness to make significant changes, combined with strategic placement of detail, and constant visual testing, results in a balanced design that naturally guides the viewer's eye around the design. A key takeaway is to remain flexible throughout the creative process, treating design as an evolving conversation rather than a linear progression.

Duration: 17m 39s

Secondary Forms
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05Using Curves

This lesson demonstrates how ZBrush’s CurveTube brush can help to create ornate, flowing decorative elements on 3D forms. Using a combination of curve modifiers, elastic/liquid adjustments, and smoothing provides artists with powerful methods for adding intricate details. Evaluating the design from all angles is key to creating successful ornamentation, ensuring that it complements rather than overwhelms the overall form.

Duration: 8m 31s

Using Curves
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06Tertiary Forms - Sculptris Pro

This lesson demonstrates how Sculptris Pro provides a powerful alternative to traditional subdivision modeling in ZBrush, allowing artists to achieve high-resolution results through dynamic tessellation. Dominic also emphasizes the need for strategic problem-solving for performance issues, and the need to maintain design integrity. Although Sculptris Pro has its benefits, traditional subdivision workflows still have significant advantages for certain applications.

Duration: 12m 33s

Tertiary Forms - Sculptris Pro
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07Tertiary Forms - Subdivision Levels

In this lesson, Dominic shares an approach to adding tertiary detail that balances realism with artistic control. The main lesson is maintaining restraint, knowing when enough detail has been added to enhance realism without obscuring the underlying forms that give the character its distinctive design.

Duration: 14m 58s

Tertiary Forms - Subdivision Levels
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08Posing

In this lesson, Dominic discusses how subtly posing a character or creature sculpt can significantly enhance realism and visual interest. Physical renderers like KeyShot provide essential visual feedback that sculpting software alone cannot, making the back-and-forth process crucial for achieving professional results.

Duration: 8m 43s

Posing
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09Lighting and Rendering

This lesson establishes a flexible approach to lighting and rendering. By establishing lighting with neutral materials first, adjusting the scene based on material responses, and finally rendering multiple material and lighting passes, Dominic creates a comprehensive library of render variations. This method allows for creative freedom during compositing, where different materials and lighting effects can be blended and adjusted to achieve the desired final look without re-rendering.

Duration: 15m 57s

Lighting and Rendering
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10Final Compositing

In this lesson, Dominic showcases a compositing workflow that transforms basic KeyShot material renders into a polished, photorealistic image. He creates believable results by layering multiple render passes and textures while using selective masking and blend modes to control their interaction. Rather than relying on a single render, this approach gives artists the ability to refine every aspect of the image until they achieve their desired look.

Duration: 20m 59s

Final Compositing
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11Conclusion

This lesson summarizes the workflow demonstrated throughout the workshop for sculpting a creature design suitable for the entertainment industry. Dominic encourages artists to implement these techniques in their own creative work, and directs viewers to downloadable resources on his website.

Duration: 44s

Conclusion
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Primary tools

For this workshop you’ll need:

KeyShot
ZBrush
Photoshop

* Note that these programs and materials will not be supplied with the course.

Skills Covered

Who’s this Workshop for?

This workshop is designed for intermediate to advanced 3D artists, character designers, and concept artists who want to enhance their creature creation skills. Artists with basic ZBrush knowledge looking to refine their sculpting workflow will also find this valuable.


Game developers, VFX artists, and entertainment industry professionals will also benefit from Dominic's techniques. The pipeline from initial design through final presentation makes this essential for anyone creating creatures for films, games, or concept work.

Learning Outcomes

By completing this workshop, artists will understand the complete creature sculpting pipeline, from initial blocking to final rendered presentation, using industry-standard tools.


Key skills include:

  • How to effectively block out primary and secondary forms.
  • How to evolve and refine creature designs organically.
  • How to utilize Sculptris Pro features for efficient detail work and surface refinement.
  • How to apply professional sculpting techniques across multiple development stages.
  • How to set up dramatic lighting and materials in KeyShot for creature presentations.
  • How to composite render passes in Photoshop to create polished final concept artwork.
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Workshop
Creature Sculpting with Dominic Qwek
ZBrush, Keyshot and Photoshop Techniques
A Workshop by Dominic QwekCharacter Artist
intermediate
2h 26m
11 Lessons
Instructor Dominic QwekCharacter Artist

Dominic Qwek is a Lead Character Artist at Bonfire Studios with over twenty years of experience in games, film, and collectibles. Inspired by classic sci-fi creatures, Dominic has built a career designing memorable characters and creatures for studios including Blizzard Entertainment and Guerrilla Games.


He has contributed to franchises such as Killzone 2, Starcraft II, Hearthstone, World of Warcraft, and Overwatch. In addition to his professional work, Dominic is known for his haunting and evocative personal sculptural art, producing limited-edition pieces celebrated by collectors and sculpture enthusiasts worldwide.

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  • Dominic is one of the best character artists in this industry. He has great design skills and with his experience and knowledge of the tools his creations are always amazing. He has one of the best pipelines I know of and it's great to be able to have access to it; I'm sure it will be useful even to the most experienced artist.

    - Rafael Grassetti
    Art Director at Naughty Dog

  • Dominic's work really flourished over the years. His creativity in regard of character and creature design is limitless. His workflow is simple and elegant which allows him to move quickly along his peers. I look forward in learning from his tutorial myself!

    - Jonathan Berube
    Head of Creative Operations at HELLO GIANT

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