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Workshop

3D Creature Design: Alien Rock Grubber

A Workshop
by Jerad S. Marantz

Concept, Model, Texture, Render with Jerad S. Marantz

intermediate
6h 19m 20s
21 Lessons
A Workshop
by Jerad S. Marantz
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In this lecture, Jerad Marantz shares his creature design techniques in an extensive lecture and demonstration. Beginning with a brief description of the creature, Jerad begins the design process with some loose sketches on paper. These are scanned as Jerad then discusses traditional and Photoshop techniques for executing a rough concept. From there the design is brought into ZBrush and the creature is sculpted using a wide range of tools and techniques for both blocking forms and detailing, all while Jerad shares his thoughts on how to effectively design a creature that is imbued with character while fulfilling its narrative role. Once the digital sculpture is completed, the creature is then textured and posed on a base. From there the tutorial moves on to getting highly realistic renders in Keyshot. The lecture also covers the importance of animated turntables and final Photoshop composites of the creature from multiple views for presentation to a client. Whether you are an industry professional or a student, this in-depth lecture covers Creature Design, Sculpting and Painting in ZBrush, Keyshot and Photoshop and will inspire your workflow as Jerad shares his talents and years of experience.

21 Lessons

01Defining the Creature and Working with ReferenceFree

In the first lesson of the workshop, Jerad Marantz explains why successful creature design requires anatomical knowledge and real-world references. To create believable, original creatures, artists must learn to analyze briefs, build comprehensive references, and design from the skeleton outward. The key is grounding fantastical designs in biological reality while combining elements from multiple sources to achieve something that audiences haven't seen before.

Duration: 15m 28s

Defining the Creature and Working with Reference
02Concepting the Creature: Paper and Photoshop

This lesson focuses on exploration within the creature design process, showing how rapid iteration through small, decisive sketches generates more creative options than laboring over a single detailed drawing. Jerad’s philosophy centers on grounding imaginative designs in real-world reference while maintaining flexibility for creative discovery later in production.

Duration: 49m 34s

Concepting the Creature: Paper and Photoshop
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03ZBrush and Working with Dynamesh

This lesson demonstrates that creature design in ZBrush relies on a disciplined workflow. By limiting brushes, starting with low resolution, and grounding designs in anatomical reality, artists can create believable creatures. DynaMesh revolutionizes the sculpting process by providing clay-like freedom to make changes at any stage, encouraging experimentation while maintaining the fundamental principle that all design choices should serve the creature's function and role in the story.

Duration: 46m 58s

ZBrush and Working with Dynamesh
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04Roughing out the Creature in Zsphere

This lesson demonstrates why ZSpheres provide a great foundation for creating complex character models in ZBrush, offering artists control over proportions and form during the blocking phase. By establishing proper topology early and using a low-to-high resolution workflow, artists can achieve cleaner, more professional results. This workflow guarantees that the geometry flows correctly and supports manipulation throughout all stages of character development.

Duration: 20m 43s

Roughing out the Creature in Zsphere
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05Finding the Form: Working with Low Geometry

This lesson demonstrates how, by maximizing what can be achieved with low-polygon geometry and basic tools, artists can establish strong forms more quickly and cleanly. This approach makes workflow more efficient and provides more artistic control, making it possible to make significant progress before moving to a higher polygon count or advanced detailing.

Duration: 10m 51s

Finding the Form: Working with Low Geometry
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06Sculpting with Sub-Divisions

This lesson demonstrates that spending significant time at low subdivision levels creates a stronger foundation with clear forms. By resisting the temptation to add resolution, instead maximizing what can be achieved with limited geometry, artists can create models that feel structured and anatomically grounded rather than gooey and shapeless, making the next stages of the sculpting process more successful.

Duration: 15m 36s

Sculpting with Sub-Divisions
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07Dynamesh and Refining the Anatomy

This lesson demonstrates that successful creature design requires balancing artistic freedom with anatomical logic. While DynaMesh enables exploratory sculpting without technical constraints, artists must keep in mind whether forms are believable and functional. The main point is knowing anatomy well enough to manipulate it, ensuring that even the strangest creatures feel like they could actually exist and move in their world.

Duration: 33m 32s

Dynamesh and Refining the Anatomy
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08Zremesh and Projection

In this lesson, Jerad demonstrates that by controlling mesh density through PolyPaint and projecting details across subdivision levels, artists can create a model that balances detail with the flexibility to make changes if needed. This approach allows for both high-resolution detailing in focal areas like the creature's head while maintaining efficient, workable geometry in the body and limbs.

Duration: 14m 38s

Zremesh and Projection
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09Detailing the Sculpt

This lesson demonstrates a professional creature design workflow that bridges creative sculpting with real-world production requirements. Marantz demonstrates how thoughtful organization, strategic tool selection, and an understanding of downstream processes result in efficient, high-quality creature designs.

Duration: 29m 47s

Detailing the Sculpt
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10Fast Uv’s

This lesson covers UV mapping: an essential technical step between modeling and texturing that ensures that painted details display correctly. ZBrush's UV Master tool makes this complex process easier, handling most calculations automatically while still allowing artists to verify quality through seam checking. With the UVs set up, the model is now ready for painting.

Duration: 4m 42s

Fast Uv’s
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11Polypainting the Rockgrubber

This lesson covers PolyPainting, using a layered process that balances technical knowledge with artistic observation of nature. By planning color schemes, working gradually across the entire model, and thoughtfully applying detail that complements the design’s complexity, artists can create believable organic creatures.

Duration: 29m 40s

Polypainting the Rockgrubber
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12Sculpting the Rock Base

This lesson demonstrates how DynaMesh and ZBrush’s masking tools provide tremendous creative freedom for building organic environmental bases for sculpts. Working on the base offers a refreshing break from character sculpting, allowing for experimentation and happy accidents. Jerad demonstrates efficient workflows that can be applied to both organic environments and hard-surface modeling, combining various brushes, masking techniques, and material substitution.

Duration: 6m 13s

Sculpting the Rock Base
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13Posing the Rockgubber

This lesson focuses on character posing. Effective positing requires an approach that balances technical precision with artistic vision. By working non-destructively with layers, making adjustments at low subdivision levels, and constantly evaluating the pose from different angles, artists can create dynamic, anatomically correct poses that bring their creatures to life. Every aspect of the pose must serve a purpose in communicating the character's nature and capabilities.

Duration: 15m 8s

Posing the Rockgubber
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14Lighting and Rendering in ZBrush

This lesson demonstrates an efficient approach to lighting and rendering in ZBrush, maintaining flexibility when refining the results during post-production. By testing lighting at lower quality settings, creating multiple render passes, and leveraging Photoshop's layer-masking capabilities, artists can quickly experiment on presentation-ready images. This combination of ZBrush's rendering capabilities and Photoshop compositing provides a powerful pipeline for both concept design development and client presentations.

Duration: 14m 39s

Lighting and Rendering in ZBrush
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15ZBrush Turntable

This lesson covers creating turntable animations in ZBrush. The key is to test angles without rendering, then enable BPR for the final high-quality output. This produces a client-ready presentation that showcases a 3D model from all angles. Multiple turntable passes can also be combined into a single movie file for a clearer model review.

Duration: 5m 28s

ZBrush Turntable
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16Importing and Keyshot

This lesson demonstrates why KeyShot provides a powerful rendering solution for ZBrush sculptors, offering an intuitive material system and real-time feedback. By exporting a sculpt from ZBrush and setting up procedural textures, bump maps, and HDRI lighting inside KeyShot, artists can create professional-quality renders without extensive post-processing.

Duration: 18m 31s

Importing and Keyshot
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17Keyshot Turntable

This lesson covers creating a professional turntable animation in KeyShot. The process requires careful planning and patience, especially when working with complex materials like translucent skin. While the setup process is straightforward, rendering can take a considerable amount of time.

Duration: 6m 41s

Keyshot Turntable
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18Keyshot Renders

This lesson demonstrates a multi-pass rendering strategy, providing maximum control during compositing. Creating individual renders for masking, lighting, and to control specularity offers more flexibility when refining the image in Photoshop, providing precise control over lighting, material properties and visual emphasis.

Duration: 9m 14s

Keyshot Renders
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19Compositing the Renders in Photoshop part 1

This lesson explores how to refine the image in Photoshop. By capturing multiple material passes during rendering, and by understanding Photoshop's layer blending modes and adjustment tools, artists can dramatically enhance their creature designs while working within the confines of the original render. The key is to work aggressively with effects and adjustments, then dial back the opacity to create natural-looking results that enhance rather than replace the foundational 3D work.

Duration: 18m 55s

Compositing the Renders in Photoshop part 1
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20Compositing the Renders in Photoshop part 2

Building on the previous lesson, this lesson demonstrates how strategic planning and layer management can dramatically improve the look of the creature. By resolving one detailed view first, artists can then apply the same techniques across multiple angles and poses, making adjustments for accuracy and composition. This approach balances efficiency with quality, allowing artists to maintain visual consistency across all views.

Duration: 4m 50s

Compositing the Renders in Photoshop part 2
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21Wrapping it up and Final Thoughts

The final lesson of the workshop reinforces the idea that while an understanding of modern tools like ZBrush and Photoshop is helpful, an artistic foundation is what determines whether concept art is successful. Jerad explains that careers in concept art are uniquely flexible, and that artists can shape their career trajectory through portfolio development, and should prioritize continuous learning, surrounding themselves with talented peers. The completed Alien Rock Grubber project demonstrates a complete professional pipeline, from sketch to final presentation-ready renders.

Duration: 8m 12s

Wrapping it up and Final Thoughts
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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 digital artists, concept artists, and creature designers seeking to explore a range of creature design techniques. Jerad Marantz's training is especially valuable for professionals in the entertainment industry aiming to elevate their creature design skills using industry-standard workflows.


Students pursuing careers in digital art, as well as established artists expanding into creature design, will also benefit from this workshop. Jerad’s comprehensive coverage of multiple software packages and professional presentation techniques makes this essential training for anyone serious about creature design and digital sculpting workflows.

Learning Outcomes

By completing this workshop, artists will have an understanding of the creature design pipeline from initial concept sketches through to final client presentation renders.


Key skills include:

  • How to develop initial creature concepts using traditional sketching and digital painting techniques.
  • How to translate 2D concepts into detailed 3D sculptures using ZBrush.
  • How to effectively block out forms and add surface details in digital sculpture.
  • How to texture and pose creatures on environmental bases for compelling presentations.
  • How to create photorealistic renders using Keyshot's lighting and material systems.
  • How to produce animated turntables that showcase creature designs from multiple angles.
  • How to composite final presentations in Photoshop for professional client delivery.
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Workshop
3D Creature Design: Alien Rock Grubber
Concept, Model, Texture, Render with Jerad S. Marantz
A Workshop by Jerad S. MarantzCreature / Character / Concept Artist
intermediate
6h 21m
21 Lessons
Instructor Jerad S. MarantzCreature / Character / Concept Artist

Jerad S. Marantz has worked in the film, game, and television industries for over 20 years. He began his career interning with special effects studios at an early age, exploring a variety of roles before focusing on character and creature design. His expertise in sculpture, painting, illustration, ZBrush, and Photoshop informs his distinctive design approach.


Jerad’s credits span major films and games, including Predator: Badlands, Marvel's Spider-Man 2, Callisto Protocol, Avengers: Endgame, Avengers: Infinity War, Spider-Man: Far From Home, Spider-Man: No Way Home, Shang-Chi and the Legend of the Ten Rings, Shazam!, Dune, Batman v Superman: Dawn of Justice, Justice League, Doctor Strange, Guardians of the Galaxy Vol. 1, Guardians of the Galaxy Vol. 2, Guardians of the Galaxy Vol. 3, Rise of the Planet of the Apes, Deadpool 2, and Gears of War, among many others.

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  • I always look forward to Jerad’s creatures. He’s got a unique and realistic design style that is a great balance between fantasy and function. You believe these creatures were alive at some point. He has a raw talent and understanding of imagination, mixed with that human touch that you don’t find in most creature designers. Jerad is a pure creature designer to the core, look at his sketches and you can see it there first.

    - Constantine Sekeris
    Concept Artist / Illustration / Creature Designer

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