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Workshop

Sci-Fi Costume Design in ZBrush

A Workshop
by Luca Nemolato

with Luca Nemolato

intermediate
4h 49m 58s
17 Lessons
A Workshop
by Luca Nemolato
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In this lecture, Luca Nemolato shares his creative pipeline for the design of a futuristic sci-fi costume. Using the myriad techniques and software that he has learned during his career, Luca begins his concept in ZBrush, showing the power of designing in 3D and developing the idea while sculpting. This exercise teaches you to imagine your concepts in three dimensions from the start, making your workflow quicker and more efficient. Luca then poses the model as another phase of the design process, while still further developing the design. From there, the lecture focuses on how to present your 3D model to a client with basic rendering in Keyshot. Luca shares all of his realistic rendering techniques for the realization of the final concept. He then jumps into Photoshop where the final magic happens. All of the Keyshot renders get composited with Luca’s various tricks and tips, giving you the tools and techniques to realize your next costume design. This lecture covers a pipeline that includes sculpting and posing in ZBrush, Rendering in Keyshot, presenting your 3D model to a client and creating the final realistic concept art using Photoshop.

17 Lessons

01IntroductionFree

In this workshop, Luca teaches the full process of creating a sci-fi character costume in ZBrush, from sculpting to final renders. Along the way, he also shares practical advice on presenting work and managing clients, giving artists useful, industry-relevant insight into working as a concept artist in entertainment media.

Duration: 31s

Introduction
02Intro to hotkeys, brushes and custom interfaceFree

Before diving into ZBrush, Luca walks through his custom interface, highlighting the brushes, tools and hotkeys he uses most. By setting up the UI to surface key functions and assigning shortcuts to commonly used brushes, artists can spend less time navigating menus and more time making creative decisions. This setup is especially useful for the fast-paced concept sculpting that follows.

Duration: 6m 30s

Intro to hotkeys, brushes and custom interface
03Sculpting in ZBrush Part 1

In this lesson, Luca explains that sculpting in ZBrush is like sketching in 3D; it takes patience, experimentation, and lots of iteration. He focuses on creating interesting hard-surface shapes and clean cut lines while still respecting how the body moves. By combining solid brush control with thoughtful design choices and regularly checking the model from different angles, artists can create character armor that feels both believable and dynamic.

Duration: 19m 22s

Sculpting in ZBrush Part 1
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04Sculpting in ZBrush Part 2

In this lesson, Luca focuses on creating a cohesive design style, testing and refining elements, and removing anything that doesn’t serve the overall vision. He separates the costume from the base body and organizes materials and components for more dynamic results later. By working methodically with a limited brush set, maintaining proper subdivisions, and repeating design motifs, Luca turns basic shapes into a detailed, professional-looking character suit while keeping the mesh manageable and the design cohesive.

Duration: 27m 50s

Sculpting in ZBrush Part 2
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05Sculpting in ZBrush Part 3

In this lesson, Luca continues sculpting and refining the character costume, gradually adding more detail and complexity. He combines sculpting tools with design principles, like shape repetition and anatomical awareness, to experiment with the forms. Designers are encouraged to test multiple ideas and not hesitate to erase or restart elements that aren’t working, as this kind of exploration is key to creating compelling final designs.

Duration: 14m 48s

Sculpting in ZBrush Part 3
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06Detailing the 3D Model Part 1

With the overall design in place, Luca begins adding finer details to the character costume, focusing on visual impact while continuing to iterate rather than chasing perfection. He shows how to use custom alphas, place small pre-made objects, and apply practical masking techniques to quickly create complex hard-surface armor. This approach lets artists achieve strong visual results now, leaving technical cleanup and refinement for later stages.

Duration: 24m 42s

Detailing the 3D Model Part 1
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07Detailing the 3D Model Part 2

Still working to push the fine details, in this lesson Luca demonstrates how repeated application of a focused toolset (masking, alphas and specialized brushes) can create intricate, render-ready details across his complex sci-fi suit. At this stage, Luca aims to achieve compelling visual results that render well with lighting, pushing the geometry as far as it will go in the service of design.

Duration: 32m 12s

Detailing the 3D Model Part 2
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08Finalizing the 3D Model

In this lesson, Luca finalizes his character design, showing how a professional artist makes real-time decisions when creating complex sci-fi designs in ZBrush. He demonstrates how to move fluidly between large forms and fine details while keeping the overall design cohesive. By balancing artistic exploration with practical time management, and knowing when to simplify or adjust small elements, Luca illustrates a realistic, production-ready workflow for character design.

Duration: 23m 25s

Finalizing the 3D Model
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09Posing the Concept Base Model

In this lesson, Luca moves into posing the character in ZBrush, prioritizing the desired aesthetic over perfect geometry. He demonstrates that creative changes, like redesigning the feet mid-process, are part of the workflow, and shows how technical tools like remeshing and detail projection can fix most mesh issues caused by aggressive posing. The result is a dynamic, asymmetrical pose that effectively conveys the “cool and deadly hunter” look Luca intended.

Duration: 26m 33s

Posing the Concept Base Model
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10Fast Clean up

This lesson focuses on efficiently cleaning up the areas of the character model that were damaged by the posing process. Here, Luca uses duplication and mirroring techniques rather than complete re-sculpting, in order to save significant time while dealing with this commonly occurring issue. The approach recognizes that not every imperfection needs to be fixed in ZBrush when post-production tools like Photoshop are available.

Duration: 7m 53s

Fast Clean up
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11Designing the Gun

In this lesson, Luca demonstrates an efficient workflow for customizing 3D weapons and posing character hands in ZBrush. Starting with a placeholder weapon, he deletes, duplicates, and adds elements to create a unique energy weapon while keeping the style consistent. He then shows how careful masking and incremental adjustments in hand posing can create believable character-object interactions. The result is a distinctive pose that reinforces the character’s tough, hunter persona.

Duration: 12m 41s

Designing the Gun
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12Decimation, Keyshot Bridge and Rendering

In this lesson, Luca shows his workflow for taking a 3D character from ZBrush into KeyShot. He demonstrates how to optimize the mesh with decimation, use the ZBrush-to-KeyShot bridge for iterative updates, and set up strategic camera angles for professional client presentation. By framing shots effectively and generating alpha channels, artists can present designs clearly and make quick adjustments based on client feedback before producing final concept art renders.

Duration: 11m 43s

Decimation, Keyshot Bridge and Rendering
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13How to Present your 3D Concept to a Client

In this lesson, Luca walks through a post-production workflow in Photoshop, focusing on presenting 3D character designs to clients. He shows how to compose renders, sharpen details, and make subtle Z-depth adjustments, demonstrating professional techniques for polished presentation sheets. These initial renders provide a strong foundation for client feedback before moving on to more detailed, time-intensive final renders.

Duration: 12m 31s

How to Present your 3D Concept to a Client
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14Rendering for the Final Concept Art

Hopping back to KeyShot, Luca walks through his methodology for creating the multiple render passes necessary for professional 3D compositing. By rendering his model with different materials, HDRIs, and specialized passes (shadow, spec, rim, alpha, and texture) he can achieve maximum flexibility in his post-production phase. Keeping the light direction consistent and carefully documenting each pass, Luca can ensure that all elements will blend together with little effort in the final composite.

Duration: 9m 14s

Rendering for the Final Concept Art
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15Compositing in Photohop and Photobashing Part 1

In this lesson, Luca refines and polishes his composition. He uses photo-bashing, blending modes, and texture brushes to create complex, believable surfaces, while painting masks for different renders to combine them seamlessly. Adding hand-painted scratches and weathering gives the final touches that make the character design feel authentic and finished.

Duration: 26m 30s

Compositing in Photohop and Photobashing Part 1
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16Compositing in Photohop and Photobashing Part 2

In this lesson, Luca continues refining the final composite, emphasizing layering, photo-bashing, and the strategic use of blending modes. He adds atmospheric effects and lighting details, like rim lights and glows, to enhance realism. Through iterative adjustments, including grime, color tweaks and compositional choices such as cropping, Luca transforms the 3D render into a professional presentation.

Duration: 18m 58s

Compositing in Photohop and Photobashing Part 2
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17Compositing in Photohop and Photobashing Part 3

In this final lesson, Luca completes his composite, refining the sci-fi costume with layered textures, color adjustments, and atmospheric effects. He shows how multiple passes, from broad color changes to fine details, build depth and visual interest. With final lighting, weathering and careful color balance, the render is polished and ready for both client presentation and portfolio use.

Duration: 14m 35s

Compositing in Photohop and Photobashing Part 3
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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 character concept artists, costume designers, and 3D artists who want to streamline their creative pipeline. It's particularly valuable for both viewers getting their careers started and seasoned professionals working in film, gaming, or the entertainment industry who need to efficiently present polished concepts to clients.


These lessons provide the essential skills to work seamlessly between multiple software packages, allowing you to create more compelling work. The pipeline presented by Luca Nemolato also shows best practices for making quick iterations on production projects. All in all, these skills are guaranteed to benefit concept artists of all levels.

Learning Outcomes

By completing this workshop, artists will master a complete pipeline for creating professional sci-fi characters and costume concepts, from initial sculpting to final, presentation-ready artwork.


Key skills include:

  • How to design futuristic costumes directly in 3D using advanced ZBrush sculpting techniques.
  • How to develop and refine concepts while sculpting, maintaining creative flexibility throughout the process.
  • How to pose 3D models effectively as an integral part of the design development workflow.
  • How to create professional client presentations using realistic rendering techniques in KeyShot.
  • How to composite multiple renders in Photoshop for polished, presentation-ready concept art pieces.
  • How to integrate ZBrush, KeyShot, and Photoshop into one seamless, efficient creative pipeline.
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Workshop
Sci-Fi Costume Design in ZBrush
with Luca Nemolato
A Workshop by Luca NemolatoLead Concept Artist at Absurd Ventures & Freelance Senior Concept Artist
intermediate
4h 46m
17 Lessons
Instructor Luca NemolatoLead Concept Artist at Absurd Ventures & Freelance Senior Concept Artist

Luca Nemolato is an Italian Concept Artist currently working at Absurd Ventures, with professional experience across film, television, video games, and commercials in both Italy and the US.


Luca began his artistic education in Italy, studying fine art with a focus on painting and sculpting, graduating in 2010. He then moved to Los Angeles to continue his training under renowned concept artists such as Jerad Marantz and Aaron Sims, further honing his skills in world-building and visual storytelling.


He has contributed to a wide range of high-profile projects, including The Shape of Water, Tron: Ares, Jungle Cruise, Black Adam, HBO’s Westworld, and Middle-earth: Shadow of War, establishing a reputation for imaginative, cinematic, and immersive concept art.

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  • Luca’s design sense is exceptional, and it’s remarkable to see such mastery was there from a young age. His self-discipline and passion for design have shaped him into the artist he is today. In few years from now, Luca's creature will be in every film that you enjoyed.

    - Joshua Min
    Founder of Idle Productions INC.

  • Luca has always impressed me with his unique style in concept design. In his time at the Aaron Sims Company, I was consistently captivated by his designs and his exceedingly wide range of skills. He brought a distinct perspective to each project, and it was a pleasure to have him on our team. Luca is an adroit artist, and I look forward in seeing where his talent takes him.

    - Aaron Sims
    President of Aaron Sims Company

  • Luca Nemolato is one of the best. He embodies not only a mind for design but also one that works out the function of how everything works. His design sense is simple, bold, and graphic.

    - Constantine Sekeris
    Concept Artist / Illustrator / Creature Designer

  • Luca Nemolato is one of the best! I first met Luca when he took my Creature Design class at Gnomon School several years ago, and he was already pretty damn good. I’ve watched him grow into an incredible and highly in-demand artist and designer. He’s also one of my favorite coworkers! He’s a constant professional and generous collaborator. Can’t wait to see what he does next!

    - Jerad S Marantz
    Creature/Character Concept Artist/Designer

  • I first met Luca when he took my Creature Design class at Gnomon School several years ago, and he was already pretty damn good. I’ve watched him grow into an incredible and highly in-demand artist and designer. He’s also one of my favorite coworkers! He’s a constant professional and generous collaborator. Can’t wait to see what he does next.

    - Jerad Marantz
    Freelance Concept Artist / Creature Designer

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