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Designing for Production in ZBrush

with Rafael Grassetti


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 is currently living in Santa Monica, California, working at Santa Monica Studio on the God of War franchise. He began his career in 2004, working for advertising studios in Brazil. After working as lead modeler for close to 3 years, he became a freelance character artist for cinematic, advertising productions and the toy industries, producing work for a great number of companies that include Hasbro, Marvel and Ubisoft. In 2011, he relocated to Canada to work at Bioware (EA) as a senior character artist on the Mass Effect and Dragon Age franchises. He moved to California in 2013 to work at SONY (VASG) as a character art supervisor, where he contributed to 6 titles, including, Killzone: Shadow Fall, Infamous 3 and The order:1886. After that, he was hired at Santa Monica Studio to work as a principal artist on the God of War series.

Rafael has worked on more than 70 projects and over 15 companies doing cinematic production, game art, TV projects, printed advertisement, statue collection design and toy design. He has professional experience with traditional and digital sculpting, modeling, rigging and facial pipeline, animation, rendering, as well as art direction for characters, environments, effects and animation.