STATION · BLENDER
STATION · ZBRUSH
STATION · SUBSTANCE

Make 3D. WHAT!!

1:1 mentoring in the tools the industry runs on: Blender, ZBrush, Substance and more.

↓ see what comes out of it
Student work

What comes out the other side.

Every piece below was made by a student. In lessons. From nothing.Drag the seams, spin the turntables, click through the breakdowns — the distance travelled is the whole point.

01

Characters & creatures

High-detail sculpting: the work behind a hero character in a film or a AAA game, where nothing is holding you back except how much you can see.

Dan · capstone

The Druid

  • ZBrush
  • BPR passes
  • Photoshop composite

A forest king built from bark, bone and moss. Dan sculpted every plank of him in ZBrush, rendered the lighting as separate passes, and stacked them by hand into the final frames — the same way a film compositor would.

360° turntable
WHERE HE FINISHED
WHERE HE STARTEDWHERE HE FINISHED
Render breakdown

One frame, six lights.

ZBrush does not hand you a finished picture. It renders each light on its own — the key, the rims, the highlights — and the artist stacks them by hand afterwards. Click through to see what each one is doing.

Composite. Every pass below, stacked and graded in Photoshop. This is the frame that ends up in the portfolio.

“I am genuinely glad to be Moshe’s student! He is not only a talented artist but also a great teacher. A true professional who knows how to elevate your skills and bring them to the next level!”

Dan, ZBrush course
Fiodor

Dream Paradiso

  • From a 2D concept
  • Full figure
  • Turntable

In production you almost never model your own drawing — someone hands you a concept and you make it real. Fiodor worked from a finished illustration and rebuilt it in 3D: reading another artist's design, solving every part the drawing never shows you, and keeping the character's attitude intact all the way around.

Dream Paradiso concept art by Zeen Chin
The concept— “Dream Paradiso” by Zeen Chin
The concept rebuilt in 3D by Fiodor
The build — modelled by Fiodor
360° turntable

Concept art “Dream Paradiso” is the work of Zeen Chin and is shown here as the reference for a student study. The 3D model is Fiodor's.

Gil

Demon Bust

  • Sculpt
  • Polypaint
  • Lighting

Two heads that started identical and grey. The work was learning what skin does over bone, where to let colour bleed, and how a single warm rim turns a study into a character.

FINISHED
STUDYFINISHED

He always finds a simple way to explain things, and he shows me exactly where to improve and what to push next.

Gil, student
Zina

Ozone

  • Character study
  • ZBrush
  • Turnaround

The brief was to pick a character that already exists and rebuild it in 3D — which sounds easier than it is. A design someone else drew gives you nowhere to hide: the proportions are either right or they are not, and the attitude has to survive the trip into three dimensions. Her reference sits in the corner of the sheet so you can check her against it.

“Huge thanks to Moshe Kadosh for the guidance and feedback throughout this project. My first ZBrush project that I’m actually happy to share.”

Zina, student

Ozone is a character from The Secret Life of Pets; this is a student study after the original design.

Or

Creature Head

  • Anatomy rebuild
  • Form clean-up
  • Finish pass

Or wanted the forms to stop looking soft. We rebuilt the skull underneath, pushed the secondary shapes apart, and finished with a paint job that keeps the read from every angle.

Or's creature head study, grey turnaround
The study — every angle, still grey
Or's finished creature head
Finished — forms sharpened, colour on
Eliah

Bone Walker

  • Creature design
  • Full body

Not a human with horns bolted on — a body built around a different skeleton. Ribs that carry no flesh, legs jointed the wrong way on purpose, and a silhouette you would still recognise as a black shape at the end of a corridor.

Beginner · 1:1

Foundations

  • Stop fearing the interface and start driving it
  • Model your first clean, usable asset
  • Texture and render without the guesswork
BlenderModelingUVs
Book this →
02

Built to a budget

Game work is the opposite discipline: a fixed polygon count, textures that have to run on a phone, and a character that still has to read from every angle. The tri count is the brief.

Gil

Maiko

  • 25,321 tris
  • 4K texture set
  • Game ready

A full pipeline run at console scale: silhouette exploration, a clean low-poly build, UVs that do not waste space, and textures that hold up in an engine rather than only in a render.

FINISH
STARTFINISH
Prop work

Sidearm

  • Substance Painter
  • Materials

Characters get the attention, but a game is mostly props. This one is a materials exercise: worn gold against dark wood, edge wear where a hand would actually rub it, and a scratched-in note from whoever owned it.

Mobile characters

Under two thousand triangles.

Mobile is the tightest brief in games. These were built to run on a phone — a few hundred to a few thousand triangles each — where every polygon has to earn its place and charm has to come from shape, not detail. Pick a student to spin theirs.

360° turntable
Bar Yafe

Mushroom

626 tris

A mushroom scout with a leaf for a hat, built inside 626 triangles and lit like a storybook. The turnaround sheet is the real test: every angle has to work, not just the pretty one.

Intermediate · Workshop

Sculpt & Texture

  • High-to-low poly, done the right way
  • Bake maps that survive close-ups
  • A PBR pipeline you can repeat
ZBrushSubstanceBake
Book this →
03

He did not start there

The Druid is the last thing Dan made, not the first. This is the homework that came before it, in the order it was set — and it is the same order we would walk you through, at whatever pace your hands need.

  1. 01

    The skull

    Everything starts under the skin. Get the bone wrong and nothing you put on top of it will read.

  2. 02

    A head from life

    Real proportion, real planes, and the muscles that actually move a face.

  3. 03

    The whole figure

    Where the weight sits and how the masses connect once there is a body under the head.

  4. 04

    Horn and hard edge

    Cleaner surfaces and controlled detail — the discipline that keeps a close-up from turning to mush.

  5. 05

    First character of his own

    Anatomy bent on purpose. The rules from the first three steps are what let him break them and still hold.

  6. 06

    Heavier forms

    Bigger shapes, meaner read. Making a face land from across the room, not just up close.

  7. 07

    The Druid

    The capstone. Every rung above it, standing in one character.

Advanced · 1:1

Production Ready

  • Characters that ship in games and film
  • Rigs and deformation that truly move
  • A reel that gets you hired
RiggingPipelinePortfolio
Book this →
04

What an hour actually looks like

Screen recordings from real sessions — unedited, no script. A model on the screen, the shapes being talked through, and corrections made while you watch. This is the part nobody shows you before you sign up, so here it is.

Tape 01 / 02

Blocking the figure

The whole body roughed in first — where the mass sits, before a single detail is allowed in.

0:37 · silent capture

The drills

Before anyone sculpts a face, they sculpt the parts of one — over and over, flat on a plane, until the shapes are in the hands and not just in the eye.

NosesThe bridge, the wings, the underside — sculpted flat before it ever goes on a head.
EarsThe part everyone fakes. Get it wrong and a portrait reads as a mask.
MouthsLips over teeth over jaw, in that order, or the expression never sits right.

From a person to a monster

Creature design taught the useful way round: sculpt a believable human head first, then break it. The anatomy underneath is what stops the monster looking like a costume.

Heads sculpted in class

Anatomy studies from these sessions, taken through to skin and materials.

Your work could be the next one on this page.

Start lessons →

We don't teach software.
We teach you how to think.

Our artists stay current with every new tool and every new model, AI included — and we teach you to use them as a creator, not a simple executor. That is the one skill that will always matter.

STATION · BLENDER
STATION · ZBRUSH
STATION · SUBSTANCE

Your turn.

Three ways in, depending on how far along you already are.

↓ book it
Lesson demo

Sit in on a 3D mentoring session

A real session, screen-recorded: your file open, the shapes talked through, fixes made while you watch.

A recorded ZBrush mentoring session
Booking now

Book a mentoring session.

Tell us your level, your software and your goals. We'll map a plan.

Get in touch →

Learn 3D one on one, on your own file

The Education Lab is one on one 3D mentoring from a working studio in Tel Aviv, in person or remote anywhere in the world. No pre recorded courses: you bring your file, we sit on it together, and you leave every session with fixes you watched happen live.

Lessons cover Blender, ZBrush, Substance Painter and Unreal, from your first clean asset to portfolio characters that ship in games and film. We map a plan to your level and your goals, whether you are starting out, switching careers, or polishing a showreel.

We build our own tools, we stay current with new tech and AI, and we teach you to use them as a creator rather than an operator.

Curious how deep the craft goes? See what we build ourselves on the character page, then get in touch with your level and software and we will map your plan.

FRAME 000 / 300 · SCROLL 0%
SCENE · INTRO