14:00 – 15:50
Wacom Digital Lab
Live Demo
Beyond the Sculpt: Game Art & Production Workflows in ZBrush

Rodolfo Silva
Description
Creating game-ready assets is about more than sculpting high-resolution detail. It requires decisions about geometry, materials, UVs, texture space, Modularity, and optimization.
In this presentation, I’ll walk through a range of game and environment-art workflows in ZBrush, from hard-surface assets and organic forms to modular workflows, displacement, LODs, trim sheets, tileable materials, NanoMesh, ArrayMesh, Spotlight, and Live Boolean.
Along the way, I’ll demonstrate upcoming ZBrush 2027 features, including the new UV Editor, and explore how they can fit into modern game-art production pipelines.”