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SCULPTING
MINATURES
WITH BOB PLOCIENNIK
STUDENT WORK BY MIKKEL ARILDSEN
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Learn more about Bob Plociennik:
https://www.artstation.com/bob
MODEL BY BOB PLOCIENNIK
SCULPTING
MINIATURES
I've been fascinated with sculpting
miniatures since I first started
working at pixel logic in 2008.
However, It wasn’t until I met Bob
Plociennik that I begin to see the
beauty of its workflows. In fact, it’s
the closest career you can get to
pure sculpting.
In this small e-book, my goal is to
document Bob Plociennik's
amazing teachings and his student's
incredible artwork.
Much of the imagery that you see
here comes directly from Bob’s
students at Vertex who continue to
be a source of inspiration to me and
the entire team here. The quality of
their work is a real testament to
Bob.
One of the most popular miniatures
Kickstarter, created by Reaper
Miniatures, shows us the potential
of this industry by bringing in
roughly $3.5 million in just one
Kickstarter alone. Tainted Grail:
The Fall Of Avalon brought in over
$6 million for its Kickstarter
involving miniatures.
While those Kickstarters were a few
years ago the trend doesn't seem to
be declining. In 2020, Blacklist
Miniatures was able to raise over $1
million for their miniatures project.
In fact, Bob himself has been
involved in projects they got
hundreds of thousand of dollars in
funding on Kickstarter.
If you’re looking to learn more
about this innovative career then
make sure to read through this ebook and check out Bob’s class at
Vertex.
We'll start this conversation up by
introducing you to two of Bob's
students, Eamon Rilley and Mikkel
Arildsen. Their projects are a great
introduction to the five basic steps
of sculpting miniatures:
Sculpting the body
Sculpting the equipment
Posing
Sculpting clothing
Cutting and keying for 3-D
printing
I hope you enjoy this, and make
sure to follow me at the links below
to stay up-to-date on my efforts
with creative tech and careers for
artists.
-Ryan Kingslien
EAMON REILLY
DEMONSTRATES
THE PROCESS
Eamon, in the series of images and steps below, demonstrates Bob’s
workflow 100%. Check it out.
BODY
The first step is to create
a simple body using the
maquette sculpting
approach in ZBrush. The
purpose of the body is
the establish the
proportions and provide
a base for the equipment
and clothing.
EQUIPMENT
The second step is to
build the equipment
Using really simple
sculpting workflows.
Because of the size of
miniatures there’s not a
lot of detail to put into
the model in the shapes
have to read well so the
primary focus is on big
blocky shapes.
POSE
The third step is to pose
your model. This is
usually done before
creating the clothing so
that the clothing can be
done in pose. Usually
this is done entirely
inside of ZBrush using
The gizmo and it’s Multi
Select feature.
CLOTHING
The fourth step is to
create the clothing.
Again, you use very
simple geometry so that
the big shapes read first.
CUTTING
In step five you cut the
model into separate parts
for 3-D printing and
make sure that you build
keys so that they fit
snugly together later. For
example, the arms are
usually cut from the body
and then re-assembled by
the customer.
MIKKEL ARILDSEN
DEMONSTRATES
THE PROCESS
Mikkel Arildsen’s model used a slightly different approach. In his case he sculpted
all of the clothing in the default pose and then spent time re-positioning and
adjusting it. This is 100% acceptable as you may have your miniature in many
different poses.
BODY
In step one, he creates
the body. Notice the
proportions and the
thickness of the hips,
legs, and knee. This has
to be printed so we don’t
want to have realistic
shapes that are too thin
and will break.
EQUIPMENT
In this step, Mikkel
creates the equipment
and the clothing so that
he’s free to make many
different poses. The
same sculpting
workflows are used and
you’ll learn about those
shortly.
POSE, CLOTHS & FUR
In step three, he poses the
clothing, the character,
and all of the equipment.
Mikkel's example is one
of the best that’s been
produced in this course.
Notice how much detail
there is in the fur mantle
on the shoulder, as well as
around the waist. The
diversity of shape in the
fur around the boots is, I
think, a fantastic example.
The silhouette is engaging
while the sculpting never
really repeats. Also, the
shapes are very easy to
read from a distance or at
the scale of miniatures.
CUTTING
Step four shows where
Mikkel cut the model for
3-D printing and
assembly on the base.
We won’t get much into
the cutting phase in this
e-book but it's not as
complicated as you
might think.
BODY
Let’s talk about the body now.
Remember, this is designed to
be a base for your model so it’s
important not to take it too
far.
Also, remember that you are 3D printing something that
might be 2 inches tall or less.
Just like how the size of
Michelangelos David required
him to increase the size of the
head so does our smaller scale
require us to increase certain
parts.
In the image sequence below you
can see how humans model
progresses from the base body to
the pose with the equipment to the
final sculpt with clothing. This is a
reminder that it’s super important
not to get too caught up on
anatomical landmarks but to keep
your forms accurate yet simple.
Another thing to note from
Eamon's sculpt is the size of the
hands. If these were realistically
proportioned, they would basically
break off at 3-D printing or once
the customer got them. Also, notice
how the hands are sculpted almost
closed, like they’re grabbing
something. That’s a pretty normal
way to do hands.
MODEL BY EAMON REILLY
In Mikkel's example below,
you can see that he took the
body a little bit further but
the anatomy remains
simple.
For example, look at the
knee. There is a slight
indication of the patella
though it's minor. One note
of caution in the space
model is that the ankles are
too small and likely to
break.
they bring.
Also, I mentioned this before
but I think this is a great
example of how to sculpt
detail like the fur without
getting too much repetition.
These bits are sculpted with
VDM brushes in ZBrush and
you can learn more about
that powerful workflow
HERE.
In his final sculpt this is
mitigated by the size of the
boots and the thickness that
ARTWORK BY MIKKEL ARILDSEN
MAQUETTE
WORKFLOW
Miniature sculpting is as close to pure sculpting as you can
get in terms of a job. The workflows are simple. The shapes,
while accurate, usually remain simple. In the next few pages
we'll show you the simple maquette process that we use. This
is not limited to miniature sculpting. it just works incredibly
well for us.
STEP ONE
The first step is to insert
basic shapes using
ZBrushes Insert
Primitives brush. In the
image to the right, Bob
has inserted separate
cylinders for the upper
arm and lower arm.
STEP TWO
The second step is to
make sure that they
represent the general
shape that they’re
intended to. In this
example the forms are
stretched out beyond the
silhouette of the upper
arm to mimic the
structure better.
STEP THREE
In step three, we merge
the two primitives
together. First, there
Dynameshed together to
integrate them and then
we use the ZRemesh to
create better topology.
STEP FOUR
In step four, you want to
establish the basic
shapes. For example, the
bicep vs the forearm can
be sculpted more clearly
at this stage.
STEP FIVE
This is a continuation of
step four. We put this in
here just to give you an
example of what a
finished sculpt might
look like. Note how each
section is separated from
the other.
ANOTHER EXAMPLE
In this example we are going to look at how you can use the Maquette
workflow to simplify something that might seem complicated in the
beginning like hands...
STEP ONE
Add a sphere as a
SubTool and adjust its
size and position using
the gizmo. This is
standard Maquette
operating procedure.
STEP TWO
Using the gizmo, you
can flatten the sides of
the sphere to help you
create the primary block
of the hand. Press CTRL,
click on the scale button,
and move left or right.
STEP THREE
Add a sphere as another
SubTool and sculpt it
into a small cylinder that
might represent one
segment of your finger.
STEP FOUR
Duplicate that sphere on
itself to create the
remaining three sections
of your finger by
pressing control and
clicking on the gizmo's
transform arrows.
STEP FIVE
Repeat that process for
each finger and the
thumb. Then sculpt
them a little bit, keeping
in mind that you don’t
want any space between
them.
STEP SIX
Dynamesh them at a
relatively high level and
continue sculpting.
Notice how the hands
are partially closed as
though they’re grasping
something.
SUMMARY
The Maquette sculpting workflow's basic
approach is to add a primitive shape
such as a sphere, cylinder, cube and then
modify that primitive to create the
shape we need.
Once you’ve established the basic shape
you will then Dynamesh them and
ZRemesh to make them easier to work
with.
So again, the steps are relatively simple.
Add a primitive shape
Adjust and sculpt the primitive shape
Dynamesh and ZRemesh to create
better topology
Continue sculpting
The biggest point of contention when
doing this is knowing what parts of the
body to combine and what parts to keep
separate. So I’ve included a few more
examples below and to the right to help
you.
The best practice goes as follows.
Head
Torso and neck
Shoulders
Arms and hands
Legs and feet
Remember, that this stage of the body
isn’t about 3-D printing it’s about
providing a poseable base for us to build
on. That explains why the shoulders are
their own entity.
ARTWORK BY BEVERLY CROCK
ARTWORK
ARTWORK BY
BY BOB
BOB PLOCIENNIK,
PLOCIENNIK, AKSELI
AKSELI VARG,
VARG, EAMON
EAMON REILLY,
REILLY, (CLOCKWISE)
(CLOCKWISE)
EQUIPMENT
In the section where to walk through
a relatively simple example of a
shield. One of the things that's really
important to remember about
sculpting miniatures as opposed to,
for example, sculpting for games is
that it’s not realistic...
If you sculpt a shield that has straps
for somebody to put their arms in,
for example, you don’t sculpt a
realistic strap with a realistic level of
thickness. That simply won’t print
or, if it does, it will break.
Instead, you sculpt a thick strap
that interpenetrates with the shield
itself and interpenetrates with the
arm to create a fully printable
mesh.
One of the most common
workflows for Bob Plociennik is to
simply duplicate the mesh he’s on,
trim it to the basic shape, and then
merge them together.
Let’s take a high-level look at this
process. You might have questions
after this, but hopefully this will
give you a birds-eye view on how
miniature sculptors keep it simple.
ARTWORK BY URKO GALDONA
SHIELD
STEP ONE
The first step in building
a shield is to create a
series of 3D cubes and
transform to look like
planks. Keep them a
little bit apart from each
other. We will add a
filler later.
STEP TWO
Sculpt simple wood
grain lines in using the
standard brush or the
dam_standard brush.
STEP THREE
Continue sculpting and
offset the planks a little
bit from each other just
to create more variation
and remove any bias.
SHIELD CONT'D
STEP FOUR
Add a cylinder as a
SubTool so that you use
Live Boolean to cut the
planks into a circular
shield. To learn more
about Booleans, go
HERE.
STEP FIVE
Double check the result
did mesh from Booleans,
and make sure it’s what
you want. This is when
you might need to resculpt areas.
STEP SIX
Insert a filler between
the boards using a
cylinder. You can
append a cylinder as a
SubTool and then use
the gizmo to scale it and
place it.
STEP SEVEN
Add an edge to your
shield by adding in a
Taurus primitive and
Using the gizmo to
flatten the front and the
back.
STEP EIGHT
Append a simple box
and scale it to roughly
the size of the straps.
It's a box, don't overthink this step... hop to
it.
STEP NINE
Use the trim curve brush to
establish the basic profile
of the strap. Be mindful
that we’re only doing the
outer profile. We want the
geometry to stretch and
intersect with the shield
itself.
STEP TEN
Sculpt the individual
straps a bit and use the
Insert Primitives brush
to add small cylindrical
shapes that look like
rivets.
ARTWORK
ARTWORK BY
BY MARCO
MARCO ROBERTO
ROBERTO SASSI,
SASSI, JASON
JASON NADEAU,
NADEAU, STUART
STUART MILLAR,
MILLAR,
SCOTT
SCOTT SLEETER
SLEETER (CLOCKWISE)
(CLOCKWISE)
MODEL BY BEVERLY CROCK
HOW TO POSE
A MODEL
One of the things that you’ll
note is that while posing your
character they are essentially
nude but with their
equipment. Basically, they are
on their way to burning man.
When posing always start with
the torso. One of the common
mistakes people make is to
not tilt the figure first. Make
sure you do that first step so
that you’ll have a proper
offset from your pelvic
structure to your rib cage.
One of the big areas of
confusion here is:
How do I pose all of my
SubTools?!
The answer is in a relatively
new feature of the ZBrush's
gizmo called Multi-Select. You
can learn more about it HERE.
MODEL BY BOB PLOCIENNIK
THE STEPS
MERGE THE BODY PARTS
In this first step, you
want to merge the entire
body into one mesh. The
head, the neck, torso,
the arms, legs. Trust us,
it makes posing much
easier.
TWO BODIES
Once combined,
Dynamesh the model,
duplicate it as a
SubTool, and then
ZRemesh the duplicate
to a lower level of
geometry.
BUILD RESOLUTION
LEVELS
Divide the ZRemeshed
model several times and,
with the Dynameshed
version visible, click
Project All in the
SubTool sub-palette.
This is what you'll pose.
HOW TO POSE CONT'D
TILT THE FIGURE
Go to the lowest
subdivision level, select
all the SubTools and
rotate the model off
axis. This is one of the
most important stages to
the process.
USE MULTI-SELECT
Select just the subtools
that connect to the
chest, arms and head.
Learn more how to
Multi-Select HERE.
CREATE MASK
Create a mask that stops
above the pelvic area by
pressing CTRL, clicking
on the pelvic area, and
dragging upwards
towards the chest.
ROTATE PARTS
Position the 3D gizmo
and rotate the chest.
With Multi-Select on, all
the other parts will
move as well. The goal is
to get the slight bend of
a contrapposto pose. You
can push it later.
CONTINUE WITH ARMS
Continue selecting the
SubTools, masking the
mesh and rotating the
mesh. In this case, you’re
going to work with the
arms. It’s wise to start with
the forearm, then do the
shoulders.
CONTINUE WITH LEGS
In the legs, it’s usually
wise to rotate at the hip
and then rotate the
lower leg. Follow the
same procedure of
selecting the SubTools,
masking the mesh,
rotating the part.
HOW TO POSE CONT'D
THE OTHER LEG
Make sure your legs are
positioned so that the
model can stand on a
base. I’d like to turn
perspective off and look
at it in a sideview to
make sure they're
planted.
RESCULPT
Sculpt the boots so that
their band works
correctly and wrinkles
the leather and fine tune
the rest of the model.
MODEL BY BOB PLOCIENNIK
ARTWORK BY URKO GALDONA, SCOTT SLEETER, CAILON EARL (CLOCKWISE)
CLOTHS & FUR
Sculpting the clothing for
miniatures one of the first
things I learned that really
opened my eyes to the
powerful but simple sculpting
approaches of this industry. As
a production artist, I often
think about sculpting things
like shirts and arm bracers in
extraordinary detail... thinking
about how the straps
underneath the arm bracer
would connect and whether
they were sewen or riveted
together.
In miniatures, an arm brace is
basically a cylinder that
interpenetrates with the arm. It
has to. 3-D Printing at that
scale doesn’t allow for any
space between the arm brace
and the arm itself. It needs to
be watertight.
There are so many really
awesome examples I want to
show you from Bob’s class but
we’re gonna have to focus on
just a few so we can get this
publication out to you.
In this section, we’re going to
look at first how you sculpt
pants. Then we’re look at
sculpting a loincloth, a cape,
the fur mantle and a brief
look at Chainmail.
Just a few things.
Remember, there are three
basic approaches:
Duplicate a SubTool and
sculpt on that.
Add geometry either as a
SubTool or using Insert
Mesh and then sculpting
on that.
Use Dynamesh or a
ZRemesh for repetitive
forms.
Remember, the key to
miniatures sculpting is to
focus on the big forms and
make sure that everything is
very readable at a small
scale. One tip, scale your
model down on the canvas to
see how it reads.
MODEL BY MIKKEL ARILDSEN
STEPS
DUPLICATE BODY
To sculpt the pants, we
duplicate the bodies
SubTool. Then we can
delete parts of the torso
and the feet using the
Trim Curve brush. You
may need to delete
subdivision levels to
achieve this.
SCULPT
Once you’ve created a
base shape, then start
sculpting with Clay Tubes
brush to establish the folds
and characteristics of the
clothing. Remember,
leather will create
different folds than
cotton.
ADD LOIN CLOTH
GEOMETRY
To sculpt the loincloth,
it is easier to just add a
cube as either a SubTool
or with Insert Mesh and
sculpt it into the shape.
Remember to focus on
big movements.
ADD CAPE GEOMETRY
To create the cape
simply add a 3-D plane
to your model. Make
sure this is not a box.
You do not want any
depth at this stage or it
will be painful when you
start sculpting.
USE DEFORMERS
If you have the Cape
draped over the
shoulder, it’s easiest to
use the Bend Arc
deformer. Learn more
about the deformers
HERE.
SCULPT IT
Use the standard brush
to sculpt the long
flowing lines that you
think might result from
the pose. Use the Move
brush to sweep the 3D
plane into action as well
STEPS
ADD THICKNESS
Use ZModeler to extrude
all the polygons of the
cape and build thickness.
make sure you've
sculpted all your forms
first. It's painful to
sculpt thin surfaces.
ADD GEOMETRY FOR
FUR MANTLE
Our barbarian has a
short fur cape around
his neck. To start that,
we insert a 3-D sphere
and just rough it up to
the general shape we
want using Clay Tubes.
CREATE VDM BRUSH
FOR FUR
To sculpt the fur, we use
VDM brushes. First, of
course, you’ve got to
create your own brush
or download one. To
learn more about how to
create your own go
HERE.
SCULPT IT
Once you have your
brush, start adding hair
clumps at irregular
intervals all over the
model. Note, it’s wise to
have many different hair
clumps in your VDM
brush.
ADD GEOMETRY FOR
CHEST ARMOUR
To create the chain mail
on the chest, we start
with a simple cylindrical
shape that sculpted to
the general shape of the
body.
CREATE CHAIN MAIL
MESH
Start with a poly plane and
add a Ring 3D as a
SubTool. Duplicate and
position the Ring 3D until
you create a basic
repetitive chain mail
pattern like you see on the
left.
STEPS
CREATE CHAIN MAIL
NANOMESH BRUSH
Select the chain mail mesh
in the SubTool list. Then,
in the Brush palette, under
the Create sub-pallet, press
Create InsertMesh. Select
New from the pop-up.
Finally, press Create
NanoMesh Brush.
ADD NANOMESH TO
CHEST ARMOUR
Select the NanoMesh brush
you just created and hover
over a polygon face. Press
the SPACEBAR and select
NanoMesh and All
Polygons. Then click on the
polygon face and drag out
your NanoMesh.
REPOSITION CHAIN
LINKS
Convert NanoMesh to
geometry. Then use the
Move brush with Mask By
Polygroup on to adjust the
position of the links.
CRY HAVOC!
Have fun rotating the
model around and
checking out all the cool
angles and take a break
before you get into the
3-D printing and cutting
phase of that, which
we'll probably put in
another e-book.
We did it!
Next up...
3D Printing!
SUMMARY
Our goal in this publication was to
introduce you to some of the
simple workflows and give you a
chance to assess whether or not this
is something you think you could
do or want to learn.
If you’re looking for a career where
you just get to sculpt and don’t have
to worry about texturing and
rendering or dealing with crazy
details then consider miniatures.
Techniques like duplicating your
model and sculpting the pants.
Techniques like adding in a simple
block for a loincloth and then
sculpting that block. Techniques like
building your character's body from
simple primitive cylinders.
Hopefully though, we’ve been able
to inspire you just a little bit with
Bob’s amazing teachings And the
results of his amazing students.
If you’re thinking of starting a
career in games then you might also
want to consider miniatures as a
starting off point. I’ve known
several game artist who started their
careers by sculpting miniatures. It’s
a great way to learn how to work on
deadline as well as working towards
specific specs.
Of course, there is a lot more to this
and we are giving you a very highlevel perspective so if this is
something you want to learn more
about then consider Bob’s class and
we'll see you there.
Often, when we are on our own
learning and developing our skills
we can get sidelined by unrealistic
expectations or just not having a
clear sense of what the final product
actually needs to look like.
Learn more about the course at:
https://www.vertexschool.com
In this e-book we’ve looked at the
simple sculpting techniques.
Much love,
Ryan
Learn more about Bob Plociennik at:
https://www.artstation.com/bob
P.S. Check out more of Bob's
incredible work in the following
pages.
MODEL BY BOB PLOCIENNIK
MODELS BY BOB PLOCIENNIK
MODELS BY BOB PLOCIENNIK
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