Glauco Longhi
Art Director for Videogames and Educator
Character Director @santamonicastudio
👇 Longhi Academy of Visual Arts 👇

#tbt to some of my work on God of War.
It’s crazy to think that it’s been a year already since we shipped it.
One of the best professionals experiences I’ve had, so thanks to @santamonicastudio and everyone involved.
-concept art by @vancekovacs , @yefim_kligerman , @dlongfish and @stephen.oakley .
If you played the game, which creature was your favorite?
-
(Check out my feed for more gow work)
.
#godofwar #zbrush #digitalsculpting #gamedev #creature

#tbt to some of my work on God of War.
It’s crazy to think that it’s been a year already since we shipped it.
One of the best professionals experiences I’ve had, so thanks to @santamonicastudio and everyone involved.
-concept art by @vancekovacs , @yefim_kligerman , @dlongfish and @stephen.oakley .
If you played the game, which creature was your favorite?
-
(Check out my feed for more gow work)
.
#godofwar #zbrush #digitalsculpting #gamedev #creature

#tbt to some of my work on God of War.
It’s crazy to think that it’s been a year already since we shipped it.
One of the best professionals experiences I’ve had, so thanks to @santamonicastudio and everyone involved.
-concept art by @vancekovacs , @yefim_kligerman , @dlongfish and @stephen.oakley .
If you played the game, which creature was your favorite?
-
(Check out my feed for more gow work)
.
#godofwar #zbrush #digitalsculpting #gamedev #creature

#tbt to some of my work on God of War.
It’s crazy to think that it’s been a year already since we shipped it.
One of the best professionals experiences I’ve had, so thanks to @santamonicastudio and everyone involved.
-concept art by @vancekovacs , @yefim_kligerman , @dlongfish and @stephen.oakley .
If you played the game, which creature was your favorite?
-
(Check out my feed for more gow work)
.
#godofwar #zbrush #digitalsculpting #gamedev #creature

Another pic of the bust I'm sculpting to showcase tomorrow during my presentation at @gnomon_school . Join us there! The event will be livestreamed as well. Link in my bio. #gnomon #presentation #oldman #sculpture #bust #monsterclay #traditional

Starting the art blast with Our main character. The credit list is huge on this one and a ton of people worked on this asset or around him, so the best thing is to acknowlegde the work that was put into it. From Concept Art, To Modeling, Rigging, Animation, Engineering, Rendering, Texturing, Lighting. Design. You name it. Everybody touches one way or the other the main character. It is the most important character in the game and the asset that gets passed the most. I truly love that collab.
I do want to highlight main contributors to this one. Robin Chyo, Jesse Lee, Carlo Balassu with Concept art, Csaba Molnar, building the prisoner suit, working on the space suit and doing a texture/beauty pass on his face, Siamak and Carter collabing on Suit/Helmet, Martin Contel for a lot of technical and artistic work around matching his face with the scans, working on eyes, textures, wrinkle maps, beard, hair.
John Lee for owning the entire rig and technical art, alongside with Jon Robins, Kelvin Chu, Snappers for working with us on the facial rig, Airship for delivering a very solid hair card base that we modified and adjusted as needed. Jorge Jimenez and the entire rendering team on pushing technology that allowed us to get these realtime results, in game. All of these images are taken directly from the editor, running at frame.
My responsability was to direct and coordinate the entire effort. I sculpted, worked on hair, prototypes, proportions, blood, sweat, shaders, materials, technology, cinematics. Did some lighting, work on key art, posters, and so on.
Jorge Jimenez was responsible for pushing the entire digiDouble pipeline on the rendering side.
3DScanLa helped us scanning the clothing, and yours truly was wearing them.
Me and Jorge Jimenez will be presenting at GDC in March this year (2023) about the Rendering Art for Characters and we will go in-depth on a lot of the challenges and techniques, and mostly important, the mindset that allowed us to break new grounds when it comes to art directable digi doubles for videogames.
Jacob has been nominated for VES - OUTSTANDING ANIMATED CHARACTER IN AN EPISODE, COMMERCIAL OR REAL-TIME PROJECT
#CallistoProtocol

Starting the art blast with Our main character. The credit list is huge on this one and a ton of people worked on this asset or around him, so the best thing is to acknowlegde the work that was put into it. From Concept Art, To Modeling, Rigging, Animation, Engineering, Rendering, Texturing, Lighting. Design. You name it. Everybody touches one way or the other the main character. It is the most important character in the game and the asset that gets passed the most. I truly love that collab.
I do want to highlight main contributors to this one. Robin Chyo, Jesse Lee, Carlo Balassu with Concept art, Csaba Molnar, building the prisoner suit, working on the space suit and doing a texture/beauty pass on his face, Siamak and Carter collabing on Suit/Helmet, Martin Contel for a lot of technical and artistic work around matching his face with the scans, working on eyes, textures, wrinkle maps, beard, hair.
John Lee for owning the entire rig and technical art, alongside with Jon Robins, Kelvin Chu, Snappers for working with us on the facial rig, Airship for delivering a very solid hair card base that we modified and adjusted as needed. Jorge Jimenez and the entire rendering team on pushing technology that allowed us to get these realtime results, in game. All of these images are taken directly from the editor, running at frame.
My responsability was to direct and coordinate the entire effort. I sculpted, worked on hair, prototypes, proportions, blood, sweat, shaders, materials, technology, cinematics. Did some lighting, work on key art, posters, and so on.
Jorge Jimenez was responsible for pushing the entire digiDouble pipeline on the rendering side.
3DScanLa helped us scanning the clothing, and yours truly was wearing them.
Me and Jorge Jimenez will be presenting at GDC in March this year (2023) about the Rendering Art for Characters and we will go in-depth on a lot of the challenges and techniques, and mostly important, the mindset that allowed us to break new grounds when it comes to art directable digi doubles for videogames.
Jacob has been nominated for VES - OUTSTANDING ANIMATED CHARACTER IN AN EPISODE, COMMERCIAL OR REAL-TIME PROJECT
#CallistoProtocol

Starting the art blast with Our main character. The credit list is huge on this one and a ton of people worked on this asset or around him, so the best thing is to acknowlegde the work that was put into it. From Concept Art, To Modeling, Rigging, Animation, Engineering, Rendering, Texturing, Lighting. Design. You name it. Everybody touches one way or the other the main character. It is the most important character in the game and the asset that gets passed the most. I truly love that collab.
I do want to highlight main contributors to this one. Robin Chyo, Jesse Lee, Carlo Balassu with Concept art, Csaba Molnar, building the prisoner suit, working on the space suit and doing a texture/beauty pass on his face, Siamak and Carter collabing on Suit/Helmet, Martin Contel for a lot of technical and artistic work around matching his face with the scans, working on eyes, textures, wrinkle maps, beard, hair.
John Lee for owning the entire rig and technical art, alongside with Jon Robins, Kelvin Chu, Snappers for working with us on the facial rig, Airship for delivering a very solid hair card base that we modified and adjusted as needed. Jorge Jimenez and the entire rendering team on pushing technology that allowed us to get these realtime results, in game. All of these images are taken directly from the editor, running at frame.
My responsability was to direct and coordinate the entire effort. I sculpted, worked on hair, prototypes, proportions, blood, sweat, shaders, materials, technology, cinematics. Did some lighting, work on key art, posters, and so on.
Jorge Jimenez was responsible for pushing the entire digiDouble pipeline on the rendering side.
3DScanLa helped us scanning the clothing, and yours truly was wearing them.
Me and Jorge Jimenez will be presenting at GDC in March this year (2023) about the Rendering Art for Characters and we will go in-depth on a lot of the challenges and techniques, and mostly important, the mindset that allowed us to break new grounds when it comes to art directable digi doubles for videogames.
Jacob has been nominated for VES - OUTSTANDING ANIMATED CHARACTER IN AN EPISODE, COMMERCIAL OR REAL-TIME PROJECT
#CallistoProtocol

Starting the art blast with Our main character. The credit list is huge on this one and a ton of people worked on this asset or around him, so the best thing is to acknowlegde the work that was put into it. From Concept Art, To Modeling, Rigging, Animation, Engineering, Rendering, Texturing, Lighting. Design. You name it. Everybody touches one way or the other the main character. It is the most important character in the game and the asset that gets passed the most. I truly love that collab.
I do want to highlight main contributors to this one. Robin Chyo, Jesse Lee, Carlo Balassu with Concept art, Csaba Molnar, building the prisoner suit, working on the space suit and doing a texture/beauty pass on his face, Siamak and Carter collabing on Suit/Helmet, Martin Contel for a lot of technical and artistic work around matching his face with the scans, working on eyes, textures, wrinkle maps, beard, hair.
John Lee for owning the entire rig and technical art, alongside with Jon Robins, Kelvin Chu, Snappers for working with us on the facial rig, Airship for delivering a very solid hair card base that we modified and adjusted as needed. Jorge Jimenez and the entire rendering team on pushing technology that allowed us to get these realtime results, in game. All of these images are taken directly from the editor, running at frame.
My responsability was to direct and coordinate the entire effort. I sculpted, worked on hair, prototypes, proportions, blood, sweat, shaders, materials, technology, cinematics. Did some lighting, work on key art, posters, and so on.
Jorge Jimenez was responsible for pushing the entire digiDouble pipeline on the rendering side.
3DScanLa helped us scanning the clothing, and yours truly was wearing them.
Me and Jorge Jimenez will be presenting at GDC in March this year (2023) about the Rendering Art for Characters and we will go in-depth on a lot of the challenges and techniques, and mostly important, the mindset that allowed us to break new grounds when it comes to art directable digi doubles for videogames.
Jacob has been nominated for VES - OUTSTANDING ANIMATED CHARACTER IN AN EPISODE, COMMERCIAL OR REAL-TIME PROJECT
#CallistoProtocol

Starting the art blast with Our main character. The credit list is huge on this one and a ton of people worked on this asset or around him, so the best thing is to acknowlegde the work that was put into it. From Concept Art, To Modeling, Rigging, Animation, Engineering, Rendering, Texturing, Lighting. Design. You name it. Everybody touches one way or the other the main character. It is the most important character in the game and the asset that gets passed the most. I truly love that collab.
I do want to highlight main contributors to this one. Robin Chyo, Jesse Lee, Carlo Balassu with Concept art, Csaba Molnar, building the prisoner suit, working on the space suit and doing a texture/beauty pass on his face, Siamak and Carter collabing on Suit/Helmet, Martin Contel for a lot of technical and artistic work around matching his face with the scans, working on eyes, textures, wrinkle maps, beard, hair.
John Lee for owning the entire rig and technical art, alongside with Jon Robins, Kelvin Chu, Snappers for working with us on the facial rig, Airship for delivering a very solid hair card base that we modified and adjusted as needed. Jorge Jimenez and the entire rendering team on pushing technology that allowed us to get these realtime results, in game. All of these images are taken directly from the editor, running at frame.
My responsability was to direct and coordinate the entire effort. I sculpted, worked on hair, prototypes, proportions, blood, sweat, shaders, materials, technology, cinematics. Did some lighting, work on key art, posters, and so on.
Jorge Jimenez was responsible for pushing the entire digiDouble pipeline on the rendering side.
3DScanLa helped us scanning the clothing, and yours truly was wearing them.
Me and Jorge Jimenez will be presenting at GDC in March this year (2023) about the Rendering Art for Characters and we will go in-depth on a lot of the challenges and techniques, and mostly important, the mindset that allowed us to break new grounds when it comes to art directable digi doubles for videogames.
Jacob has been nominated for VES - OUTSTANDING ANIMATED CHARACTER IN AN EPISODE, COMMERCIAL OR REAL-TIME PROJECT
#CallistoProtocol

Starting the art blast with Our main character. The credit list is huge on this one and a ton of people worked on this asset or around him, so the best thing is to acknowlegde the work that was put into it. From Concept Art, To Modeling, Rigging, Animation, Engineering, Rendering, Texturing, Lighting. Design. You name it. Everybody touches one way or the other the main character. It is the most important character in the game and the asset that gets passed the most. I truly love that collab.
I do want to highlight main contributors to this one. Robin Chyo, Jesse Lee, Carlo Balassu with Concept art, Csaba Molnar, building the prisoner suit, working on the space suit and doing a texture/beauty pass on his face, Siamak and Carter collabing on Suit/Helmet, Martin Contel for a lot of technical and artistic work around matching his face with the scans, working on eyes, textures, wrinkle maps, beard, hair.
John Lee for owning the entire rig and technical art, alongside with Jon Robins, Kelvin Chu, Snappers for working with us on the facial rig, Airship for delivering a very solid hair card base that we modified and adjusted as needed. Jorge Jimenez and the entire rendering team on pushing technology that allowed us to get these realtime results, in game. All of these images are taken directly from the editor, running at frame.
My responsability was to direct and coordinate the entire effort. I sculpted, worked on hair, prototypes, proportions, blood, sweat, shaders, materials, technology, cinematics. Did some lighting, work on key art, posters, and so on.
Jorge Jimenez was responsible for pushing the entire digiDouble pipeline on the rendering side.
3DScanLa helped us scanning the clothing, and yours truly was wearing them.
Me and Jorge Jimenez will be presenting at GDC in March this year (2023) about the Rendering Art for Characters and we will go in-depth on a lot of the challenges and techniques, and mostly important, the mindset that allowed us to break new grounds when it comes to art directable digi doubles for videogames.
Jacob has been nominated for VES - OUTSTANDING ANIMATED CHARACTER IN AN EPISODE, COMMERCIAL OR REAL-TIME PROJECT
#CallistoProtocol

Starting the art blast with Our main character. The credit list is huge on this one and a ton of people worked on this asset or around him, so the best thing is to acknowlegde the work that was put into it. From Concept Art, To Modeling, Rigging, Animation, Engineering, Rendering, Texturing, Lighting. Design. You name it. Everybody touches one way or the other the main character. It is the most important character in the game and the asset that gets passed the most. I truly love that collab.
I do want to highlight main contributors to this one. Robin Chyo, Jesse Lee, Carlo Balassu with Concept art, Csaba Molnar, building the prisoner suit, working on the space suit and doing a texture/beauty pass on his face, Siamak and Carter collabing on Suit/Helmet, Martin Contel for a lot of technical and artistic work around matching his face with the scans, working on eyes, textures, wrinkle maps, beard, hair.
John Lee for owning the entire rig and technical art, alongside with Jon Robins, Kelvin Chu, Snappers for working with us on the facial rig, Airship for delivering a very solid hair card base that we modified and adjusted as needed. Jorge Jimenez and the entire rendering team on pushing technology that allowed us to get these realtime results, in game. All of these images are taken directly from the editor, running at frame.
My responsability was to direct and coordinate the entire effort. I sculpted, worked on hair, prototypes, proportions, blood, sweat, shaders, materials, technology, cinematics. Did some lighting, work on key art, posters, and so on.
Jorge Jimenez was responsible for pushing the entire digiDouble pipeline on the rendering side.
3DScanLa helped us scanning the clothing, and yours truly was wearing them.
Me and Jorge Jimenez will be presenting at GDC in March this year (2023) about the Rendering Art for Characters and we will go in-depth on a lot of the challenges and techniques, and mostly important, the mindset that allowed us to break new grounds when it comes to art directable digi doubles for videogames.
Jacob has been nominated for VES - OUTSTANDING ANIMATED CHARACTER IN AN EPISODE, COMMERCIAL OR REAL-TIME PROJECT
#CallistoProtocol

It’s that time of the year here for us and my study of the week was done after the famous santa originally painted by Sundblom for Coca Cola.
Learned a lot on this quick study. I wish you all happy holidays!
I’m back at painting almost daily at this point again and continuously learning a bit by bit, but mostly importantly, enjoying the ride.
#oilpainting #santa #sundblom #mastercopy

It’s that time of the year here for us and my study of the week was done after the famous santa originally painted by Sundblom for Coca Cola.
Learned a lot on this quick study. I wish you all happy holidays!
I’m back at painting almost daily at this point again and continuously learning a bit by bit, but mostly importantly, enjoying the ride.
#oilpainting #santa #sundblom #mastercopy

It’s that time of the year here for us and my study of the week was done after the famous santa originally painted by Sundblom for Coca Cola.
Learned a lot on this quick study. I wish you all happy holidays!
I’m back at painting almost daily at this point again and continuously learning a bit by bit, but mostly importantly, enjoying the ride.
#oilpainting #santa #sundblom #mastercopy

It’s that time of the year here for us and my study of the week was done after the famous santa originally painted by Sundblom for Coca Cola.
Learned a lot on this quick study. I wish you all happy holidays!
I’m back at painting almost daily at this point again and continuously learning a bit by bit, but mostly importantly, enjoying the ride.
#oilpainting #santa #sundblom #mastercopy

It’s that time of the year here for us and my study of the week was done after the famous santa originally painted by Sundblom for Coca Cola.
Learned a lot on this quick study. I wish you all happy holidays!
I’m back at painting almost daily at this point again and continuously learning a bit by bit, but mostly importantly, enjoying the ride.
#oilpainting #santa #sundblom #mastercopy

It’s that time of the year here for us and my study of the week was done after the famous santa originally painted by Sundblom for Coca Cola.
Learned a lot on this quick study. I wish you all happy holidays!
I’m back at painting almost daily at this point again and continuously learning a bit by bit, but mostly importantly, enjoying the ride.
#oilpainting #santa #sundblom #mastercopy
@glaucolonghi is confirmed for THU 2026! 🙌
👉 Glauco has contributed to major titles including God of War Ragnarök, God of War (2018), The Callisto Protocol, and Uncharted 4. Beginning his career in 2006, Glauco has worked across film, games, advertising, and collectibles and has taught master classes in traditional sculpting.
🎟️ Check out the lineup so far and save your spot for THU 2026 (link in bio).
#THUMainEvent #THU2026 #DigitalEntretainment

@glaucolonghi is confirmed for THU 2026! 🙌
👉 Glauco has contributed to major titles including God of War Ragnarök, God of War (2018), The Callisto Protocol, and Uncharted 4. Beginning his career in 2006, Glauco has worked across film, games, advertising, and collectibles and has taught master classes in traditional sculpting.
🎟️ Check out the lineup so far and save your spot for THU 2026 (link in bio).
#THUMainEvent #THU2026 #DigitalEntretainment

@glaucolonghi is confirmed for THU 2026! 🙌
👉 Glauco has contributed to major titles including God of War Ragnarök, God of War (2018), The Callisto Protocol, and Uncharted 4. Beginning his career in 2006, Glauco has worked across film, games, advertising, and collectibles and has taught master classes in traditional sculpting.
🎟️ Check out the lineup so far and save your spot for THU 2026 (link in bio).
#THUMainEvent #THU2026 #DigitalEntretainment

@glaucolonghi is confirmed for THU 2026! 🙌
👉 Glauco has contributed to major titles including God of War Ragnarök, God of War (2018), The Callisto Protocol, and Uncharted 4. Beginning his career in 2006, Glauco has worked across film, games, advertising, and collectibles and has taught master classes in traditional sculpting.
🎟️ Check out the lineup so far and save your spot for THU 2026 (link in bio).
#THUMainEvent #THU2026 #DigitalEntretainment

@glaucolonghi is confirmed for THU 2026! 🙌
👉 Glauco has contributed to major titles including God of War Ragnarök, God of War (2018), The Callisto Protocol, and Uncharted 4. Beginning his career in 2006, Glauco has worked across film, games, advertising, and collectibles and has taught master classes in traditional sculpting.
🎟️ Check out the lineup so far and save your spot for THU 2026 (link in bio).
#THUMainEvent #THU2026 #DigitalEntretainment

@glaucolonghi is confirmed for THU 2026! 🙌
👉 Glauco has contributed to major titles including God of War Ragnarök, God of War (2018), The Callisto Protocol, and Uncharted 4. Beginning his career in 2006, Glauco has worked across film, games, advertising, and collectibles and has taught master classes in traditional sculpting.
🎟️ Check out the lineup so far and save your spot for THU 2026 (link in bio).
#THUMainEvent #THU2026 #DigitalEntretainment
A new episode of The Sketchbook Series is out! ✍️
Explore the art of Glauco Longhi, sculptor, art director, and visual storyteller who builds incredible characters. With a career rooted in film and AAA games, his creations are as technically masterful as they are hauntingly human.
🎥 Unlock the stories hidden in his sketchbook. Watch it first on THU Platform. (Link in bio)
#THUSketchbookSeries #SketchbookSeries #Sketchbook #CreativeStories #DigitalEntretainment #Artist

NEW WORKSHOP
Me and @longhiacademy have been working hard on this new workshop, focused on the Human Head Study.
Are you ready to take your head sculpting skills to the next level ?
More info coming soon, but the waiting list is currently open.
Head over to the website or comment “head” to receive the link.
Hope to see you all there soon!

NEW WORKSHOP
Me and @longhiacademy have been working hard on this new workshop, focused on the Human Head Study.
Are you ready to take your head sculpting skills to the next level ?
More info coming soon, but the waiting list is currently open.
Head over to the website or comment “head” to receive the link.
Hope to see you all there soon!

NEW WORKSHOP
Me and @longhiacademy have been working hard on this new workshop, focused on the Human Head Study.
Are you ready to take your head sculpting skills to the next level ?
More info coming soon, but the waiting list is currently open.
Head over to the website or comment “head” to receive the link.
Hope to see you all there soon!

NEW WORKSHOP
Me and @longhiacademy have been working hard on this new workshop, focused on the Human Head Study.
Are you ready to take your head sculpting skills to the next level ?
More info coming soon, but the waiting list is currently open.
Head over to the website or comment “head” to receive the link.
Hope to see you all there soon!

Wrapping up this creature bust I did from scratch with my students of my latest workshop @longhiacademy this past month.
We designed, sculpted, baked, painted and worked on materials and lighting in unreal, realtime (no path tracer)
It was absolutely amazing to spend time with such an amazing group of students. Our private discord is busy with students posting and sharing stuff everyday, so cool to see it. Sharing and helping motivates me so much, very fulfilling.
Now slowly working towards the next class, more on that soon.
#workshop #creature #unrealengine #zbrush #sculpture #monster #realtime #game

Wrapping up this creature bust I did from scratch with my students of my latest workshop @longhiacademy this past month.
We designed, sculpted, baked, painted and worked on materials and lighting in unreal, realtime (no path tracer)
It was absolutely amazing to spend time with such an amazing group of students. Our private discord is busy with students posting and sharing stuff everyday, so cool to see it. Sharing and helping motivates me so much, very fulfilling.
Now slowly working towards the next class, more on that soon.
#workshop #creature #unrealengine #zbrush #sculpture #monster #realtime #game

Wrapping up this creature bust I did from scratch with my students of my latest workshop @longhiacademy this past month.
We designed, sculpted, baked, painted and worked on materials and lighting in unreal, realtime (no path tracer)
It was absolutely amazing to spend time with such an amazing group of students. Our private discord is busy with students posting and sharing stuff everyday, so cool to see it. Sharing and helping motivates me so much, very fulfilling.
Now slowly working towards the next class, more on that soon.
#workshop #creature #unrealengine #zbrush #sculpture #monster #realtime #game

Wrapping up this creature bust I did from scratch with my students of my latest workshop @longhiacademy this past month.
We designed, sculpted, baked, painted and worked on materials and lighting in unreal, realtime (no path tracer)
It was absolutely amazing to spend time with such an amazing group of students. Our private discord is busy with students posting and sharing stuff everyday, so cool to see it. Sharing and helping motivates me so much, very fulfilling.
Now slowly working towards the next class, more on that soon.
#workshop #creature #unrealengine #zbrush #sculpture #monster #realtime #game

Wrapping up this creature bust I did from scratch with my students of my latest workshop @longhiacademy this past month.
We designed, sculpted, baked, painted and worked on materials and lighting in unreal, realtime (no path tracer)
It was absolutely amazing to spend time with such an amazing group of students. Our private discord is busy with students posting and sharing stuff everyday, so cool to see it. Sharing and helping motivates me so much, very fulfilling.
Now slowly working towards the next class, more on that soon.
#workshop #creature #unrealengine #zbrush #sculpture #monster #realtime #game

Wrapping up this creature bust I did from scratch with my students of my latest workshop @longhiacademy this past month.
We designed, sculpted, baked, painted and worked on materials and lighting in unreal, realtime (no path tracer)
It was absolutely amazing to spend time with such an amazing group of students. Our private discord is busy with students posting and sharing stuff everyday, so cool to see it. Sharing and helping motivates me so much, very fulfilling.
Now slowly working towards the next class, more on that soon.
#workshop #creature #unrealengine #zbrush #sculpture #monster #realtime #game
#throwbackthurday to some work on God of War 2018.
Lots of team work on everything I’m showing here as usual. This project was awesome!
#gow #zbrush #gameart

Throwback thursday for some latex masks and resin pieces all sculpted in water clay and oil based clay from the vault. Look at baby Glauco circa 2011 with his little friends!
#monster #creature #latex #airbrush #waterclay #sculpture #clay #resin

Throwback thursday for some latex masks and resin pieces all sculpted in water clay and oil based clay from the vault. Look at baby Glauco circa 2011 with his little friends!
#monster #creature #latex #airbrush #waterclay #sculpture #clay #resin

Throwback thursday for some latex masks and resin pieces all sculpted in water clay and oil based clay from the vault. Look at baby Glauco circa 2011 with his little friends!
#monster #creature #latex #airbrush #waterclay #sculpture #clay #resin

Throwback thursday for some latex masks and resin pieces all sculpted in water clay and oil based clay from the vault. Look at baby Glauco circa 2011 with his little friends!
#monster #creature #latex #airbrush #waterclay #sculpture #clay #resin

Throwback thursday for some latex masks and resin pieces all sculpted in water clay and oil based clay from the vault. Look at baby Glauco circa 2011 with his little friends!
#monster #creature #latex #airbrush #waterclay #sculpture #clay #resin

Throwback thursday for some latex masks and resin pieces all sculpted in water clay and oil based clay from the vault. Look at baby Glauco circa 2011 with his little friends!
#monster #creature #latex #airbrush #waterclay #sculpture #clay #resin

Throwback thursday for some latex masks and resin pieces all sculpted in water clay and oil based clay from the vault. Look at baby Glauco circa 2011 with his little friends!
#monster #creature #latex #airbrush #waterclay #sculpture #clay #resin

Throwback thursday for some latex masks and resin pieces all sculpted in water clay and oil based clay from the vault. Look at baby Glauco circa 2011 with his little friends!
#monster #creature #latex #airbrush #waterclay #sculpture #clay #resin

Throwback thursday for some latex masks and resin pieces all sculpted in water clay and oil based clay from the vault. Look at baby Glauco circa 2011 with his little friends!
#monster #creature #latex #airbrush #waterclay #sculpture #clay #resin
Happy to present and announce my next workshop at LAVA - Creature for Games.
4 Saturday’s - live session + QA.
Starting in April.
All info on website - link also on my bio.
Seating is limited and I have half class already full.
Hope to see you there!
#creature #zbrush #painter #unreal #maya #workshop #lava

A witch. Sculpted in @maxonzbrush , hair and peachfuzz and retopo in Maya, baked and handpainted in @substance3dart Painter, presented in Unreal.
Getting back into the groove and preparing a new workshop that I’ll be announcing soon.
#witch #creature #realtime #painter #zbrush #xgen #unreal

A witch. Sculpted in @maxonzbrush , hair and peachfuzz and retopo in Maya, baked and handpainted in @substance3dart Painter, presented in Unreal.
Getting back into the groove and preparing a new workshop that I’ll be announcing soon.
#witch #creature #realtime #painter #zbrush #xgen #unreal

A witch. Sculpted in @maxonzbrush , hair and peachfuzz and retopo in Maya, baked and handpainted in @substance3dart Painter, presented in Unreal.
Getting back into the groove and preparing a new workshop that I’ll be announcing soon.
#witch #creature #realtime #painter #zbrush #xgen #unreal

A witch. Sculpted in @maxonzbrush , hair and peachfuzz and retopo in Maya, baked and handpainted in @substance3dart Painter, presented in Unreal.
Getting back into the groove and preparing a new workshop that I’ll be announcing soon.
#witch #creature #realtime #painter #zbrush #xgen #unreal

A witch. Sculpted in @maxonzbrush , hair and peachfuzz and retopo in Maya, baked and handpainted in @substance3dart Painter, presented in Unreal.
Getting back into the groove and preparing a new workshop that I’ll be announcing soon.
#witch #creature #realtime #painter #zbrush #xgen #unreal

A witch. Sculpted in @maxonzbrush , hair and peachfuzz and retopo in Maya, baked and handpainted in @substance3dart Painter, presented in Unreal.
Getting back into the groove and preparing a new workshop that I’ll be announcing soon.
#witch #creature #realtime #painter #zbrush #xgen #unreal

A witch. Sculpted in @maxonzbrush , hair and peachfuzz and retopo in Maya, baked and handpainted in @substance3dart Painter, presented in Unreal.
Getting back into the groove and preparing a new workshop that I’ll be announcing soon.
#witch #creature #realtime #painter #zbrush #xgen #unreal

A witch. Sculpted in @maxonzbrush , hair and peachfuzz and retopo in Maya, baked and handpainted in @substance3dart Painter, presented in Unreal.
Getting back into the groove and preparing a new workshop that I’ll be announcing soon.
#witch #creature #realtime #painter #zbrush #xgen #unreal
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