
Don't miss out on watching past LIVE ZBrush Sculpt-Off competitors show off their skills with just 3 hours and ZBrush! We've invited the original Sculpt-Off artists back to celebrate our 25 years of creativity, community, and digital art. We've got an amazing lineup of past artists participating in this special event.
Check out the following artists as they showcase their incredible ZBrush talents:
Daniel Alderson Smith
Ashley Adams
Daniele Angelozzi
Stephen Anderson
Chris Baxter
Elliot Betancourt
Brendon Isaiah Bengtson
Tan Bi
Kyle Brown
Andrea Chiampo
Luis Carrasco
Christian Carranza
Igor Catto
Frederic D’Aoust
Ioan Dumitrescu
Cameron Farn
Justin Fields
Matthew Flesher
Sebastien Giroux
Ara Ghulijanyan
Lamarcus Harvey
Ulises Hernandez
Sam King
Ara Kermanikian
Ioannis Karathomas
Tony Leonard
Mickael Lelievre
Nikita Lebedev
Andrew Martin
Andre Martinez
David Masson San Gabriel
Karen McCarthy
Jaime McGough
Pablo Munoz
Eddie Munoz
Marlon Nunez
Rishikesh Nandlaskar
Jorge Norgaard
Shane Olson
Bernardo Cruzeiro Paschoal
Marquo Plouffe
Andrey Sarafanov
Hugo Sena
Vaughn Smith
Erick Sosa
Ashley Sparling
Steve Talkowski
Oscar Trejo
Christian Urdapilleta
Donna Urdinov
Sadan Vague
Kaloyan Valisev
Luis Vera
Bn Vichar
Layla Viscu
Maarten Verhoeven
Matias Zadicoff
Zhelong Xu
Maxon makes powerful, user-friendly software that artists and others working in a variety of industries use for 2D/3D design, 3D modeling, motion graphics, animation, filmmaking, digital sculpting, product and architectural visualization, editing, and rendering.
The LIVE ZBrush Sculpt-Off is a real-time digital sculpting competition that showcases top artists from around the world using ZBrush to create original 3D works under intense time pressure. Held live during the ZBrush Summit, the SCulpt-Off gives participants a limited window (three hours) to sculpt a themed concept from scratch while you can tune in to watch their creative process unfold.
Winners are determined by judge voting, celebrating both artistic skill and creative originality. The Sculpt-Off serves as a cornerstone celebration of ZBrush’s artistic community—combining technical mastery, creativity, and live entertainment into one high-energy event.
Maxon makes powerful, user-friendly software that artists and others working in a variety of industries use for 2D/3D design, 3D modeling, motion graphics, animation, filmmaking, digital sculpting, product and architectural visualization, editing, and rendering.
This session will explore Loot Studios’ creative process for producing miniatures designed specifically for 3D printing. From brainstorming and concept art through sculpting in ZBrush, we’ll share key considerations for readability at small scales, durability, and dynamic posing. Robson will also do a short live demo in ZBrush with practical tips for sculptors preparing their models for tabletop printing.
Robson has been part of Loot Studios since the very beginning, growing alongside the company and helping shape its artistic identity. From the first miniatures ever released to today’s most ambitious projects, Robson has been directly involved in sculpting some of the most iconic models and statues in Loot’s history. Now as 2D/3D Art Manager, he leads the art team through the entire creative pipeline, from concept to final print-ready miniatures, blending technical mastery with a passion for storytelling in miniature form.
In celebration of ZBrush’s 25th anniversary, Ryan Kingslien returns to the heart of digital sculpting: the ability to see like a sculptor. This session isn’t about copying reference or memorizing anatomy—it’s about gaining control. By learning to break the figure into simple, sculptural forms, artists unlock the ability to move beyond reference and make confident creative decisions. Ryan reveals the core anatomical structures that drive believable form, and shows how sculptors interpret—
not trace—reality to create living characters. Blending classical anatomy with modern production workflows, this talk gives artists a new lens for understanding volume, rhythm, and intent in every stroke. Whether you’re just starting or refining your craft, this session is designed to elevate the way you see, think, and create inside ZBrush.
Ryan Kingslien is a sculptor, educator, and founder of Vertex School, where he teaches Game Arts to artists worldwide. As an early member of the Pixologic development team, he helped build the Oscar-winning software ZBrush and later set up character pipelines at studios like ILM, EA, Ubisoft, and more. Known for merging classical training with cutting-edge tools, he has helped thousands of artists break into the game and film industries.
This is a rare glimpse behind the scenes of Daytoners work and how i use ZBrush in my workflow as a tool to create hard surface character models as a base to create concepts for games, movies and art toys. I will show on a few examples how my Zbrush models usually look from sketch concepting models to finished models that are produced as art toys, like Master9Eyes. After that i will show how i usually start my process and jump to some zbrush techniques that i use a lot during my process.
I am a Creative, and a learned product designer with a heavy background in car design. I worked in car design for about 20 years. Today I work for clients like Epic Games, Bungie, Archetype Entertainment, Blur Entertainment or companies like FIGURE Ai under my alias Daytoner (for entertainment projects) or as SolostudioLA (for more product and cardesign related projects. Projects I worked on are Robo Recall (Epic Games), Exodus (Archetype), Sonic 3, Bloodshot (Sony),
Figure 02 and 03 (Humanoid Robots). I am now working in the entertainment and design industry alike but I also have my own projects going on as “Daytoner” which is my more known alias. Over the past 5 years I created a art toy line called Master9Eyes – which is growing in figures and I will soon be launching a second articulated Art Toy line together with Purearts. I released my art book in January 2024 with Designstudio Press. It is called “Enslaving Humanity in Style”.
Showing you my way of turning chaos into your own unique creature design. How to not be afraid of making mistakes and to enjoy the process. Tips and tricks and how to be even faster when you are designing or sculpting creatures.
I'm a Creature Artist at Mundfish. I've been a part of the game industry since 2018 contributing to some amazing projects over the years. In my free time I also like exploring and pushing character quality both visually and technically within the constraints of real-time rendering. I see ZBrush as the best thing that’s ever happened to my creative journey.
I’ll be sharing how I use ZBrush to design tattoos directly in 3D, creating pieces that follow the body’s anatomy with precision and flow. My presentation will explore the creative process behind biomechanical and realism tattoo design — showing how digital sculpting can transform ideas into living art.
I’m Przemyslaw ‘Shamack’ Malachowski, but most people know me as Shamack. My passion is transforming ideas into living art through tattooing and 3D design. Using ZBrush, I sculpt each project to follow the body’s natural form — blending realism, biomechanics, and creativity to make every piece truly unique.
We will be presenting our work on various assets from season 2 of the Netflix show Wednesday.
Brandon is a creature artist at WeFX. He handles mainly texturing and lookdev, and occasionally modeling. His credits include From, Wednesday, 1923, and Guillermo del Toro's Cabinet of Curiosities.
I've been working for 13 years with 3D, I've had the opportunity to work with VFX/Collectibles. I work in project VFX Shows: Wednesday, From, 1923, Fubar, fall of the House of Usher and other. For 3D print licensed products from Gaming Head: Halo, Dragon Age, Dragon Born, Mass Effect and other.
Cesar Dacol Jr. is an award-winning creature artist and art director celebrated for bringing monsters and characters to life for over 30 years. Beginning in makeup effects before pioneering CG in the mid-’90s, he’s revered as a master ZBrush sculptor and educator, authoring for Gnomon, Phoenix Atelier, and the Stan Winston Character School.
His work spans acclaimed productions including Stranger Things, Midnight Mass, The Haunting of Hill House, Zombieland: Double Tap, The Umbrella Academy, and The Expanse. A frequent lecturer worldwide, including at the Academy of Motion Picture Arts and Sciences, Cesar is known for innovation and artistry that redefine creature creation from design to screen.
Mauro D'Elia Matheus is a Creature and Character Artist specializing in sculpting, texturing, and shot sculpt. He has recently contributed his skills to Wednesday Season 2
I began my career in 3D animation in the late ’90s before moving into motion graphics and visual effects in the early 2000s. Over the years, I’ve contributed to a wide range of projects—including commercials, TV shows, feature films, shorts, music videos, and documentaries. In the past decade, I’ve focused on VFX supervision for large-scale productions with clients such as Netflix and Amazon. Recent credits include The Old Guard 2, The Fall of the House of Usher, and Wednesday Season 2.
Maxon makes powerful, user-friendly software that artists and others working in a variety of industries use for 2D/3D design, 3D modeling, motion graphics, animation, filmmaking, digital sculpting, product and architectural visualization, editing, and rendering.
Over the years, some of my colleagues in the industry have called me a weirdo, and in this presentation, I’ll try to explain why. I’ll talk a bit about everything involved in my journey so far, working as a freelance artisan using ZBrush as my main production tool for product modeling and other creative purposes.
3D artisan "15 years crafting 3D models by natural intelligence".
A behind the scenes look at the use of ZBrush in the creation of iconic character designs.
Denzil O'Neill is a 3d character artist with over 20 years experience in the video game industry and working with Zbrush. He currently works for id Software & has worked on titles including DOOM (2016), Doom Eternal & Doom The Dark Ages.
Jason Martin is the Character Art Director at id Software, where he has led character work on DOOM (2016), DOOM Eternal, and the newly released DOOM: The Dark Ages. With two decades of industry experience, he is recognized for his ZBrush expertise in sculpting, anatomy, and the creation of iconic characters for AAA games.
Hi, my name Solomon Gaitan, I am game developer with a focus on character art. I've been in the game industry for 19 years and have contributed to titles such as Mortal Kombat 1, Mortal Kombat X, Injustice 2, Injustice: Gods Among Us, Doom Eternal: The Ancient Gods – Part Two, and Doom: The Dark Ages. I enjoy creating both realistic and stylized characters, paying close attention to anatomy, proportions, and details that help characters stand out.
Behind the scenes of Hasbro’s G.I. Joe Classified Series to see how iconic characters are developed through the power of ZBrush. This session shares insights into sculpting for toy engineering and manufacturing, maintaining a unified aesthetic, and advancing articulation and design across the line.
Matt is a 3D Product Designer specializing in the toy and collectibles industry and currently leads digital product & sculpt development for Hasbro's G.I. Joe Classified line. Bringing nearly a decade of experience, Matt is an expert in the toy design and production pipeline to include design for manufacturing, toy engineering, 3D printing/prototyping, and leveraging ZBrush for 3D sculpt/model development.
Every action figure starts with a vision—a moment of creativity captured digitally in ZBrush. But for toy photographer Mitchel Wu, that's just the beginning. In this visually dynamic presentation, we pull back the curtain on toy photography as a compelling storytelling medium. See how the sculpted detail and character you infuse into your models are magnified and given new narratives through dramatic lighting, amazing sets, and practical effects.
This session is a celebration of the creative cycle. We'll trace a figure's journey from the initial ZBrush file and Subtool to its starring role on a miniature set, featuring behind-the-scenes videos and some side-by-side comparisons of the digital sculpt with the final, striking photograph. Discover how this photographer’s lens gives a digital creation its "second life," bringing the character off the screen and into a breathtaking scene.
Based in Los Angeles, Mitchel is the founder of Mitchel Wu Toy Photography. He uses toys to create stories that are infused with motion and emotion. Clients include The Walt Disney Company, NBCUniversal, Marvel Entertainment, Crunchyroll, Nick Jr, Warner Bros, Boss Fight Studio, Hasbro, Mattel and others. His work has been featured extensively in print, online, on YouTube and on television.
With a degree in illustration from the California College of the Arts, Mitchel spent the first half of his career working as a product design and development lead for major entertainment companies. He has created products for The Walt Disney Company, Warner Bros, Sony Pictures, Lucasfilm, Cirque Du Soleil and others. His background in designing products within the pop culture sphere set the stage for what he would accomplish later in toy photography.
Patrick 4D is Patrick Foley, a 3D Artist based in Atlanta GA specializing in digital photorealism within the food and product space. Previously a Director of Photography in the commercial/film industry, Patrick leverages his knowledge in camera, lighting, and composition inside 3D programs such as ZBrush, Cinema 4D, and Octane to create photorealistic indulgences.
Join the development team at Maxon as they take you through the exciting features they've been working on, which will be released to you soon. Plus, get a sneak peek at what's in store for 2026. Don't miss out on this chance to see what the ZBrush team has in store for you! Looking forward to seeing you at the virtual ZBrush Summit.
Maxon makes powerful, user-friendly software that artists and others working in a variety of industries use for 2D/3D design, 3D modeling, motion graphics, animation, filmmaking, digital sculpting, product and architectural visualization, editing, and rendering.
Don't miss out on the excitement as we reveal the top finalists for this year's LIVE ZBrush Sculpt-Off! This year is extra special as we celebrate 25 years of ZBrush, with two groups competing for the top spot in the sculpting community. We'll unveil the winners from our public Sculpt-Off and the return of invited artists Sculp-Off. It's a fantastic chance to see the incredible creations our talented community put together in just 3 hours. Be sure to tune in!
Maxon makes powerful, user-friendly software that artists and others working in a variety of industries use for 2D/3D design, 3D modeling, motion graphics, animation, filmmaking, digital sculpting, product and architectural visualization, editing, and rendering.