


How to Make a Creature: Mastering Secondary and Tertiary Details
In this 6-hour workshop, Andrea Salvatori will take you deep into the crucial stage of detailing in creature creation. While primary forms establish the foundation, it is the secondary and tertiary details such as skin folds, scales, pores, scars, and surface irregularities that bring creatures to life.
Through live sculpting demonstrations, Andrea will showcase practical workflows inside ZBrush and Maya, sharing tips and production-tested techniques used in projects like House of the Dragon and Love, Death + Robots.
Participants will learn how to balance realism and design, when to exaggerate or simplify details, and how to prepare assets for texturing and rendering. This workshop is aimed at intermediate to advanced artists who want to refine their sculpting skills and understand how micro and macro details contribute to storytelling in creature design.