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Workshop

Sculpting the Human Skull

From ZSphere to Final Render Using ZBrush & Maya With John William Crossland

beginner
3h 27m 52s
13 Lessons
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Learn how to sculpt a realistic human skull with this comprehensive workshop by Principal Character Artist John William Crossland. You’ll discover how to identify the differences between male and female skulls and seek out the critical, key landmarks of human skulls that can bring together a sculpt from ZSphere to the final render.


This 5-hour workshop is designed to enable you to take just a few of the basic tools in ZBrush and understand precisely how to use those foundational basics to manipulate and create a human skull as a project for your portfolio. Whether you’re a beginner or more intermediate ZBrush artist, this workshop will provide many helpful insights into navigating workflows and improving your creative sculpting skills. John also offers guidance for creating workable topology, starting with a basic sculpt and finishing up with impressive, complex geometry.


With the sculpt complete, John moves over to Maya where the lighting and rendering parts of his workflow are covered, using Arnold for the final render. To generate a portfolio-ready final artwork, the composite is taken into Photoshop for the final editing steps.


John’s ZTL file is provided with all the working steps, along with his Mayarenderscene and Photoshop PSD file detailing all the layers used for the final composite, for you to compare to your own project throughout the workshop.

13 Lessons

01Reference Gathering & Skull Anatomy BasicsFree

John William Crossland’s workshop demonstrates a methodical, research-intensive approach to sculpting anatomy, prioritizing understanding before execution. Artists learn that by studying anatomical differences and breaking down complex forms, a solid foundation is established for creating an accurate and visually compelling skull sculpture.

Duration: 8m 14s

Reference Gathering & Skull Anatomy Basics
02Setting up ZBrush

In this lesson, artists will learn an efficient ZBrush workflow focused on core sculpting tools rather than overwhelming beginners with excessive options. John shows that by mastering the Standard, Move, and Clay brushes, sculptors can handle most organic modeling tasks effectively.

Duration: 11m 10s

Setting up ZBrush
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03Initial Skull Blockout & DynaMesh Workflow

By using primitives, working at low resolution, and establishing key anatomical landmarks before refining, John creates a solid foundation for more detailed work. Artists will learn that the central focus on constantly checking proportions from multiple angles ensures a cohesive, anatomically accurate result.

Duration: 19m 49s

Initial Skull Blockout & DynaMesh Workflow
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04Using Boolean to Create SubTools & Boney Forms

John shows that by combining boolean operations for structural separation with traditional sculpting techniques, a foundation is created that respects anatomical landmarks while maintaining clean geometry. The methodical approach of blocking major forms first, then progressively adding detail, results in a scientifically accurate yet artistically compelling skull model.

Duration: 14m 50s

Using Boolean to Create SubTools & Boney Forms
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05Creating Teeth for the Skull

Throughout this lesson, artists will learn a workflow for creating anatomically accurate teeth in ZBrush for a skull model. Artists learn that the key is to start simple with one foundational element and build complexity through duplication while constantly referring to anatomical references.

Duration: 19m 47s

Creating Teeth for the Skull
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06Further Sculpting & Landmark Placement

This lesson provides a foundation for working iteratively, moving between large-scale form adjustments and detailed refinements while constantly checking proportions and angles. John maintains creative freedom to make significant adjustments throughout the process by deferring final topology creation until the major forms are well-established.

Duration: 19m 2s

Further Sculpting & Landmark Placement
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07Setup ZRemesher on DynaMesh SubTools

This lesson highlights an essential production technique for converting sculpted meshes into production-ready assets. John demonstrates how combining decimation, automated retopology, and detail projection transforms messy DynaMesh sculptures into clean, subdivision-ready models.

Duration: 11m 53s

Setup ZRemesher on DynaMesh SubTools
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08Finalizing the Skull Sculpt

John successfully balances technical accuracy with creative decision-making, using anatomical landmarks as guides while adding asymmetry and character details. Artists learn that the repetitive process of sculpting and self-critique ensures both anatomical correctness and compelling visual presentation.

Duration: 53m 35s

Finalizing the Skull Sculpt
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09PolyPainting & Exploring Passes

This polypainting technique shows an efficient bridge between sculpting and texturing, allowing artists to quickly develop detailed textures directly on high-resolution geometry. John explains how combining texture projection with manual painting produces organic, production-ready results suitable for concept art.

Duration: 10m 23s

PolyPainting & Exploring Passes
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10Preparing Meshes for Maya

In this lesson, artists will learn how to take sculpted assets from ZBrush through to rendering-ready meshes with proper textures. Artists learn that by leveraging poly paint conversion and mesh decimation, production-quality diffuse and normal maps can be generated without technical complexity.

Duration: 4m 57s

Preparing Meshes for Maya
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11Setting up the Lighting & Render Scene

This lesson provides a comprehensive workflow for transitioning from sculpted models to final rendered images using Maya and Arnold. John shows how technical skill and creative vision work together in 3D rendering by combining solid technical setup with artistic lighting choices.

Duration: 11m 40s

Setting up the Lighting & Render Scene
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12Final Render in Maya

Artists learn how combining multiple light sources, such as key lights and HDRIs, with careful material adjustments creates a compelling, realistic render. The real-time IPR rendering capability allows for efficient experimentation while continuously comparing against reference images.

Duration: 11m 33s

Final Render in Maya
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13Final Composite in Photoshop

This final lesson in John's workshop demonstrates how post-production compositing can transform a raw 3D render into polished artwork. John focuses on efficiency by rendering multiple variations simultaneously and working non-destructively throughout the process.

Duration: 10m 59s

Final Composite in Photoshop
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Primary tools

For this workshop you’ll need:

Arnold
Maya
ZBrush
Photoshop

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

Project Files

When you download the workshop files, you'll get access to a comprehensive skull modeling and texturing project with everything you need to follow along. Inside, you'll find:


  • 3D project files (.mb, .ztl) – Complete Maya scenes and ZBrush sculpts so you can see the exact modeling setup and techniques used
    - Photoshop texturing Files (.psd) - 15+ layered project files including normal maps, diffuse textures, and material breakdowns for the skull, teeth, and jaw components
    - Baking & rendering setup (.tbscene, .jpg) - Marmoset Toolbag scenes configured for proper normal map baking and final presentation renders
    - Reference materials (.pur) - High-quality HDRI environments, reference images, and organized texture files to support your workflow

Skills Covered

Who’s this Workshop for?

This workshop is designed for beginner to intermediate ZBrush artists that are looking to master foundational sculpting techniques. Character artists, concept artists, and 3D modelers seeking to improve their anatomical sculpting skills will find John William Crossland's workshop particularly valuable for portfolio development.


Game developers, film artists, and freelance sculptors will benefit from John's professional workflow insights. The complete pipeline coverage, from ZBrush sculpting through Maya rendering to Photoshop compositing, provides essential skills for creating industry-standard artwork and developing a competitive portfolio.

Learning Outcomes

When this workshop has been completed, artists will have mastered the complete pipeline for creating photo realistic skull sculptures from initial concept to final portfolio presentation.


Key skills include:

  • How to identify and sculpt anatomical differences between male and female skull structures.
  • How to locate and define critical landmarks that give human skulls realistic proportions.
  • How to efficiently use ZBrush's foundational tools for professional character sculpting workflows.
  • How to develop clean, workable topology from basic sculpts to complex final geometry.
  • How to set up professional lighting and rendering workflows using Maya and Arnold.
  • How to composite and enhance renders in Photoshop for portfolio-ready final artwork.
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Workshop
Sculpting the Human Skull
From ZSphere to Final Render Using ZBrush & Maya With John William Crossland
A Workshop by John William CrosslandLead & Principal Character Artist at Remedy Entertainment PLC
beginner
3h 27m
13 Lessons
Instructor John William CrosslandLead & Principal Character Artist at Remedy Entertainment PLC

John William Crossland is a Lead Principal Character Artist with over 13 years of experience in the games industry. A Fine Arts graduate with a background in Graphic Design, he currently works at Remedy Games as the Lead and Principal Character Artist on the Max Payne 1 and 2 remakes, as well as Alan Wake 2 and its subsequent DLCs. His previous credits include Watch Dogs: Legion, Quantum Break, and many other notable titles.

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  • Are you looking for rapid growth in your career in character creation? This course is definitely for you. John not only has the passion but also mastered cutting-edge knowledge of character creation. We are always amazed by his professional approach when working together in Ubisoft for many hero characters.

    - Kenny Lam
    Art Director - Ubisoft Toronto

  • John Crossland has always demonstrated in our Character team that the more you know about your crafting tools and process the more fearless you can be as a successful artist in this demanding industry. With the gravity always toward reaching best quality in the assets. John always set a great example for how the learning process itself can unlock more artist love for the craft.

    - Patrick “p@!” Ingoldsby
    Art Director Torn Banner Studios

  • John has always demonstrated in our Character team that the more you know about your crafting tools and process, the more fearless you can be as a successful artist in this demanding industry. John always set a great example for how the learning process itself can unlock more love for the craft itself.

    - Pat Ingoldsby
    Lab Professor at Sheridan College

  • Are you looking for rapid growth in your career in character creation? This course is definitely for you. John not only has the passion but has mastered cutting-edge knowledge of character creation. We are always amazed by his professional approach when working together in Ubisoft for many hero characters.

    - Po Yuen Kenny Lam
    Art Director at Tencent America

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