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Workshop

3D Character Design

A Workshop
by Josh Herman

Sculpt, Model, Render with Josh Herman

intermediate
2h 13m 35s
11 Lessons
A Workshop
by Josh Herman
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In this tutorial, Josh Herman guides you through his creative process for redesigning an iconic character while keeping the original character at the heart of the design. To keep the design process fluid and evolving, Josh moves between ZBrush, Photoshop, Maya and Keyshot, using each program’s strengths to his advantage and to help overcome creative roadblocks. Starting in ZBrush to get the initial block-in and begin the design process, then moving to Keyshot and Photoshop, Josh shows how he is able to quickly define the look of the character. After the look is achieved, he retopologizes the sculpt in Maya to create clean geometry, then returns to Keyshot to keep the design process flowing into the later stages of modeling. Lastly, Josh uses Keyshot to create a series of final presentation renders, concluding in Photoshop where he adds the finishing touches. For those interested in the art of character design and character modeling, this titles offers an opportunity to watch how 3D tools can be used in an efficient, and effective, workflow.

11 Lessons

01IntroductionFree

Josh Herman introduces his workshop, which demonstrates a professional character redesign workflow that emphasizes iteration and flexibility between multiple software platforms. His approach demonstrates how 3D artists can tackle the challenge of reimagining iconic characters by combining digital sculpting, rendering, and traditional digital painting techniques in a cyclical process to achieve a satisfying final result.

Duration: 52s

Introduction
02ReferenceFree

Josh's redesign project demonstrates how to approach updating an iconic yet minimalist character by adding layers of complexity without losing the core identity. He successfully balances the challenge of making the Silver Surfer distinctive while respecting his essentially simple design through thoughtful integration of technological elements, elegant curves, and carefully chosen reference materials. His emphasis on maintaining instant visual recognition while introducing fresh design elements shows a sophisticated understanding of character design principles for comic book heroes.

Duration: 11m 58s

Reference
03ZBrush Sculpting Tools

Josh’s workflow demonstrates a streamlined approach to digital sculpting that prioritizes efficiency and creative flow over technical complexity. By keeping models unified and treating ZBrush sculpts as sketches rather than finished pieces, he shows how to iterate quickly and create flowing, organic forms without the burden of managing hundreds of sub-tools. His approach is particularly valuable for artists who want to move quickly from concept to final rendered piece.

Duration: 5m 21s

ZBrush Sculpting Tools
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04Sculpting

This Silver Surfer project demonstrates the importance of patience and iteration in character design, particularly when working with flowing, elegant forms. Josh's willingness to experiment with different techniques, continuously evaluate progress, and spend extra time on design rather than rushing to detail results in a cohesive character that successfully balances human anatomy with sleek, mechanical aesthetics. He explains why it's critical to maintain visual flow and rhythm across an entire character, which often requires more time and iteration than anticipated, but is essential for achieving a polished, professional result.

Duration: 36m 15s

Sculpting
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05Render Paint

This lesson demonstrates how rendering and post-production work together to create compelling character presentations. Josh emphasizes that lighting is as important as material selection when working with reflective surfaces and that experimentation with multiple renders provides valuable options for compositing. His process shows how technical rendering skills combined with painterly Photoshop techniques can transform a 3D sculpt into a finished concept piece, while also highlighting the importance of making design choices that maintain character uniqueness and avoid unwanted associations with existing intellectual properties.

Duration: 27m 36s

Render Paint
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06RetopTools

This lesson establishes an efficient retopology workflow in Maya that prioritizes speed and clarity during the initial blocking phase. By using visual aids such as custom materials and normal-based edge display, along with Maya's surface-constraint snapping tools, artists can quickly establish major topology flow without getting bogged down in premature optimization. Josh's pragmatic approach of allowing triangles early on enables faster iteration before refining to clean quad topology later.

Duration: 9m 5s

RetopTools
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07Retoping

This retopology lesson prioritizes clean quad topology and proper edge flow while maintaining artistic judgment about form and surface quality. Josh explains why treating high-resolution sculpts as guides rather than strict templates enables artists to refine geometry during retopology. By building connected elements as unified pieces before separation, the final model achieves better visual cohesion and more natural surface transitions.

Duration: 10m 19s

Retoping
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08Two Tone Painting

This lesson showcases Josh's iterative design process, where color and value are used strategically to enhance sculptural forms and guide viewer attention. His flexible workflow between 3D rendering software and 2D paintover techniques allows for rapid experimentation and decision-making. His approach demonstrates how graphic design principles can strengthen 3D character design by creating visual flow that complements the underlying form, while the paintover process simultaneously serves as both a presentation tool and a planning document for further development.

Duration: 8m 9s

Two Tone Painting
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09ZBrush Two Tone

This lesson demonstrates an efficient approach to creating material variation on a character model by using mesh separation rather than complex texturing. Josh's focus on visual flow and strategic color placement transforms the character design, demonstrating how a thoughtful two-tone scheme can enhance form definition and create cohesion across body parts. His method is particularly effective for metallic characters where shader properties matter more than detailed texture maps.

Duration: 11m 58s

ZBrush Two Tone
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10Final Renders

This lesson demonstrates the iterative nature of 3D rendering and compositing, showing how lighting setups must be tailored to specific camera angles and how extensive post-production work helps integrate rendered elements with photographic backgrounds. Josh's process emphasizes the importance of testing different compositions and using color-grading techniques to make separate elements feel cohesive within a final space-themed scene.

Duration: 11m 15s

Final Renders
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11Conclusion

In this final lesson, Josh recaps his process and invites continued connection through his website and social media profiles.

Duration: 47s

Conclusion
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Primary tools

For this workshop you’ll need:

KeyShot
Maya
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 intended for artists who want to design and refine characters using a flexible, multi-software workflow that supports both creativity and production needs. Artists with foundational knowledge of ZBrush, Maya, and Photoshop will gain the most from Josh Herman's integrated approach to character redesign.


Artists working in games, animation, or freelance character design will benefit from the emphasis on maintaining creative momentum while solving technical challenges. The workflow demonstrates how switching tools strategically can help unblock ideas, refine designs faster, and arrive at stronger visual results without getting stuck in a single application.

Learning Outcomes

On completing this workshop, artists will have mastered a professional multi-software workflow for character redesign that maximizes each program's unique strengths.


Key skills include:

  • How to establish initial character blocking and design foundations using ZBrush sculpting techniques.
  • How to utilize Keyshot and Photoshop integration for rapid visual development and look exploration.
  • How to create clean, production-ready geometry through efficient Maya retopology workflows for sculpted models.
  • How to maintain creative momentum by strategically switching between software tools during design phases.
  • How to overcome creative roadblocks using multi-software approaches that leverage each program's strengths.
  • How to produce professional presentation renders in Keyshot with polished Photoshop finishing touches.

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Workshop
3D Character Design
Sculpt, Model, Render with Josh Herman
A Workshop by Josh HermanCharacter Artist and Designer
intermediate
2h 08m
11 Lessons
Instructor Josh HermanCharacter Artist and Designer

Josh Herman was raised in Colorado and attended a local animation college before moving to Hollywood in 2008 to continue his studies at the Gnomon School of Visual Effects. After graduating, he began his career at Legacy Effects, working on projects including Real Steel, The Amazing Spider-Man, Total Recall, and The Avengers.


He then transitioned to games, contributing to Uncharted 3: Drake’s Deception at Naughty Dog. Later, Josh joined Marvel Studios, working on films including Iron Man 3, Thor: The Dark World, Captain America: The Winter Soldier, Guardians of the Galaxy, and Avengers: Age of Ultron. He is currently Head of World Building for Dungeons & Dragons at Wizards of the Coast.

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  • When he started at Legacy, Josh impressed me with this raw talent and ability. While working with him I watched that grow into a focused skill that allowed him to breathe life into his creations. From natural animal recreations to fantastic robot designs, his range was hard to miss. Since joining the team at Marvel, and pursuing his own projects, that ability has shown him to be one of the power houses in the industry.

    - Ian Joyner
    Visual Development Supervisor at Marvel Studios

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