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Workshop

Character Design and Sculpting for Concept

A Workshop
by Josh Herman

with Josh Herman

advanced
3h 36m 10s
11 Lessons
A Workshop
by Josh Herman
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In this class, Character Art Director Josh Herman covers his 3D character design and modeling process from an intial concept to a final rendered illustration. Beginning with an exploration in ZBrush and Photoshop as Josh develops the concept, he quickly explores ideas that allow him to arrive at a design direction. Returning to ZBrush to develop further, he discusses costume sculpting, posing and layout while using Keyshot to visualize the scene's lighting setup. Revisions are then made to the character's costume and head sculpt which lead to final posing. Marvelous Designer is then used to efficiently create realistic cloth details that are used in the final Keyshot Renders. As the final illustration takes shape, Josh then adds the finishing touches in Photoshop and shares his workflow for layering, blending, painting and color correction. For those interested in combining 2D and 3D techniques for quick concept illustration, this title offers an array of valuable insights by leading industry artist.

11 Lessons

01IntroductionFree

Josh Herman brings extensive cross-industry experience from major studios to this character concept art workshop. His iterative, multi-software approach reflects real-world production practices used in both film and gaming. He outlines how his workshop will offer practical insights from someone who has worked on some of the entertainment industry's biggest franchises, making it valuable for aspiring concept artists in both fields.

Duration: 3m 21s

Introduction
02Exploration and PaintoverFree

This lesson effectively demonstrates an exploratory, iterative approach to character design that prioritizes flexibility and frequent evaluation over linear progression. Josh's willingness to drastically change direction (from an elderly woman to a younger character, from witch-like to ceremonial cult leader) shows the value of keeping options open during early development. He explains why rough exploration through quick sculpts and paint-overs can efficiently establish mood, composition, and design direction without committing excessive time to any single idea, ultimately leading to stronger final concepts.

Duration: 35m 4s

Exploration and Paintover
03Costume Sculpting

This lesson emphasizes an efficient, concept-focused approach to character design in ZBrush. Josh prioritizes exploration and iteration over perfection, using techniques such as constant undo/redo comparison and material toggles to evaluate design choices. He explains why it's important to work smart by focusing effort where it matters most, while using time-saving techniques like mesh duplication for costume creation and limiting the brush palette to maintain workflow efficiency.

Duration: 41m 1s

Costume Sculpting
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04Pose and Layout

This lesson demonstrates the value of separating the posing, modeling, and composition phases when creating complex character illustrations. By using mannequins for pose exploration, layering costumes onto posed figures, and conducting regular lighting tests, Josh maintains flexibility and avoids committing too early to elements that may need revision. His approach emphasizes efficiency and iteration, which allows artists to make informed decisions about proportion, balance, and composition before investing time in final details.

Duration: 16m 38s

Pose and Layout
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05Keyshot Lighting Tests

This lesson showcases a practical problem-solving approach to 3D lighting and composition, emphasizing experimentation and iteration. Josh's willingness to troubleshoot, simplify his approach, and move between 3D software and Photoshop demonstrates a flexible workflow focused on achieving the desired visual result rather than adhering to a single method. His iterative process of rendering, compositing, and refining helps inform decisions about character presentation and prepares for the next phase of costume resculpting.

Duration: 5m 43s

Keyshot Lighting Tests
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06Costume and Head Revisions

This lesson demonstrates a comprehensive character design workflow that emphasizes exploration, frequent evaluation, and methodical refinement. Josh shows how sculpting is an iterative process that requires constant assessment of design choices, particularly when working without references. By establishing clear design intentions and polishing forms before breaking them into separate components, he demonstrates an efficient pipeline for the detailed work ahead.

Duration: 22m 28s

Costume and Head Revisions
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07Costume Cleanup

This lesson showcases how modern ZBrush tools have evolved to make hard-surface modeling faster and more intuitive than traditional methods. By combining panel loops, Z-Remesher, and ZModeler with sculpting techniques, artists can learn how to efficiently transform concept sculpts into clean, detailed components while maintaining creative flexibility throughout the process. Josh explains why the key lies in finding your preferred settings early and in maintaining organizational discipline to avoid the complexity that often plagues hard-surface work in ZBrush.

Duration: 20m 1s

Costume Cleanup
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08Final Posing

The final posing stage requires patience, anatomical knowledge, and a willingness to continuously refine rather than seeking perfection in a single adjustment. Josh's iterative approach of constantly toggling undo/redo, checking silhouettes, and making small tweaks demonstrates that successful character posing is as much about sculpting as it is about rotation and translation. By working gradually, especially on challenging poses like overhead arm positions, and maintaining flexibility about preserving original geometry, artists can learn how to achieve natural, balanced character poses that effectively convey weight, gesture, and personality.

Duration: 13m 41s

Final Posing
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09Marvelous Details

This lesson presents a practical hybrid workflow combining Marvelous Designer's cloth simulation capabilities with ZBrush's sculpting tools for concept art development. While Josh encounters several technical challenges, particularly with mesh complexity causing simulation issues, his demonstrated problem-solving approaches (DynaMesh, decimation, freezing elements) provide valuable lessons for working efficiently. He explains why, for concept work, perfect technical execution matters less than achieving visually appealing results quickly, and knowing how to blend procedural simulation with manual sculpting creates flexible, efficient workflows for adding realistic cloth elements to character designs.

Duration: 19m 35s

Marvelous Details
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10Final Keyshot Renders

This lesson showcases an iterative, experimental approach to 3D rendering that balances efficiency with creative exploration. By building on previous work while remaining open to testing new techniques, Josh demonstrates how familiarity with software tools enables faster decision-making without sacrificing quality. His multi-pass rendering strategy demonstrates a professional workflow that separates rendering from final compositing, enabling greater flexibility in post-production adjustments.

Duration: 11m 17s

Final Keyshot Renders
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11Photoshop Illustration

The final lesson showcases Josh's hybrid 3D-to-2D workflow that leverages the strengths of both rendering and digital painting. His key philosophy is that, once you have your renders, you should treat the image as a traditional painting, freely adjusting elements to achieve the best visual result rather than being constrained by 3D accuracy. His process is highly flexible — artists can stop at whatever stage matches their skills and deadlines, whether that's basic renders or extensively painted illustrations. By combining efficient techniques such as clown passes and layer masks with traditional painting fundamentals, artists can create polished concept art that is both technically solid and artistically expressive.

Duration: 27m 21s

Photoshop Illustration
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Primary tools

For this workshop you’ll need:

Marvelous Designer
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 focuses on sculpting characters for concept illustration using a hybrid 2D and 3D workflow, and is designed for intermediate to advanced 3D artists, character designers, and concept artists. Josh Herman's training is ideal for artists looking to strengthen the process of moving from early ideas to polished, presentation-ready images.


Game developers, animation professionals, and freelance artists seeking a more streamlined creative process will find great value in this workshop. It demonstrates how strategic switching between software tools can overcome creative blocks, making it essential for anyone aiming to build a fluid and efficient character development pipeline.

Learning Outcomes

On completing this workshop, artists will have mastered a comprehensive character art pipeline that seamlessly integrates concept development, 3D sculpting, and post-production techniques.


Key skills include:

  • How to develop initial character concepts efficiently using ZBrush and Photoshop exploration techniques.
  • How to sculpt detailed costume elements and refine character anatomy within ZBrush workflows.
  • How to pose characters effectively and establish compelling compositions for final presentations.
  • How to set up professional lighting scenarios using KeyShot for realistic character visualization.
  • How to create authentic cloth details and fabric textures using Marvelous Designer integration.
  • How to enhance final renders through advanced Photoshop layering, blending, and color correction.
  • How to establish an efficient 2D-3D hybrid workflow for rapid concept illustration development.

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Workshop
Character Design and Sculpting for Concept
with Josh Herman
A Workshop by Josh HermanCharacter Artist and Designer
advanced
3h 20m
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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