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Designing for Production in ZBrush

with Rafael Grassetti

Description

In this title, Art Director Rafael Grassetti demonstrates his entire process of designing and creating a character in ZBrush. He explores the different tools and techniques used to sketch concepts while keeping the mindset of later creating a character for production. Starting with the character blockout, Rafael creates the secondary shapes, refines the model, then moves on to sculpting the fine details and texturing the character. The final rendering is taken into Photoshop for compositing to illustrate the final character as a product that is ready to be taken through a game or cinematic production.


Duration: 2h 10m

Format: HD 1920x1080

Rafael Grassetti

Art Director at Sony Santa Monica on God of War

Rafael Grassetti is an Art Director at Naughty Dog with over twenty years of experience in games, cinematic, and collectible design. He began his career in 2004 at advertising studios in Brazil before moving into freelance character art for cinematics, advertising, and the toy industry, working with companies including Hasbro, Marvel, and Ubisoft.


In 2011, Rafael relocated to Canada to join BioWare (EA) as a Senior Character Artist, contributing to the Mass Effect and Dragon Age franchises. He moved to California in 2013 to work at Sony (VASG) as Character Art Supervisor on titles such as Killzone: Shadow Fall, Infamous 3, and The Order: 1886. He later joined Santa Monica Studio, where he advanced from Principal Artist to Studio Art Director on the God of War series, and eventually served as Art Director for Netflix projects.


Rafael has contributed to over 70 projects across 15+ companies, with expertise spanning traditional and digital sculpting, modeling, rigging, animation, rendering, and art direction for characters, environments, and effects.