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Spongebob Squarepants in ZBrush from scratch, start to finish

The tutorial provides a step-by-step guide for setting up the Zbrush workspace and creating a 3D model of SpongeBob SquarePants using ZBrush.

It includes instructions on adjusting the resolution and background, importing reference images, creating a base shape with a cube, refining the form using deformers, adding a body and arms, and making adjustments to match the reference.

Watch the YouTube Video here CLICK ME

- Workflow

  • The first thing we need to do is set up our Reference for our character in the background. Unlike Maya, we’re not going to put it inside Zbrush but instead have the image opened in the background on our desktop.

  • The next thing we need to do is put a cube inside our workspace and align it to the reference. To see the image you need to use the See-through slider.

  • Before we move on to the next step we need to dynamesh the cube to add more topology to work with.

  • Using the knife curve we’ll start forming the sides of the body.

  • To bend the form from the side we’ll use the Bend Arc tool. It’s inside the gizmo settings.

  • To open them up click the cog when the gizmo tool is active.

  • A new window will open up. One of the tools is the Bend Arc.

  • Once you clicked the tool it will be added to the model.

  • The green arrow lets you ben the model by clicking and pulling on it.

  • To finalize the deformation, go back into the gizmo settings and click Accept.

  • We’ll use another Deform tool called the Deformer.

  • The Deformer works differently than the Bend arc and it looks different as well but they do similar functions.

  • By dragging the orange lines it adds more edges to the object, the more edges the more you can bend the shape.

  • Using the white dots we can drag and select them with Alt and RMB just like masking.

  • When we select a row of vertices we want to bend, move the gizmo to bend that part of the model.

  • After you are done go back to the gizmo options and click Accept.

  • We move on to making the pants with another square, adjusting it to the reference from both front and side view, once put in placed dynamesh it.

  • The shoulders are made using a sphere and then mirroring to the other side once the form is made using the move tool and the knife tool.

  • To mirror something you go into the Gemetry Tab, Modify Topology, and choose the Mirror option with the X axis only active.

  • The arms are made with cylinders which afterward have been dynameshed.

  • The palm of the hand is made with a dynameshed sphere.

  • Now that all the fingers are the correct length they are separated by clicking Split To Parts in the Split options inside the Subtool.

  • We’re splitting them so that we can move each finger one by one to make the hand look more natural and relaxed.

  • Now that our hand looks more natural we’ll merge the entire arm into one using the Merge option and smoothing it out using Dynamesh and the smooth brush. After that, we mirror it to the other side.

  • The pants and legs are made out of cylinders that have been mirrored to the opposite side.

  • The eyes are squished spheres that are mirrored.

  • Same with the cheeks on his face.

  • To make the mouth we’ll use the Dynamic Standard Brush (BDS - shortcut) to make the smile and masking the part where his mouth is.

  • We’ll reverse the masking and use the Move brush to stick out the top lip.

  • Afterward, we’re going to clean it up using the Dynamic Standard and Smooth brush.

  • The teeth are made using dynameshed squares that have been mirrored.

  • To make the holes we’ll mask them using the masking tool and reverse the masking.

  • Using the Gizmo tool and holding Left Ctrl we’ll scale it down to deflate the holes.

  • The final part, the nose is made with a stretched sphere that has been dynameshed.


  • The instructor starts with a sphere and shapes it to fit the reference using the gizmo tool and the move brush. They make sure the body fits each side of the reference.

  • The rest of the body is made with this same shape.

  • The instructor duplicates the body and uses it to make the hands, antennas, and legs for the character while occasionally using DynaMesh to smooth the topology.

  • He uses the Mirror tool to mirror the arms, antennas, and legs to the opposite side to save him the time to make them again for a second time and the character will be fully symmetrical this way as well.

  • With the antennas, the instructor uses the Smooth Brush and Inflate Brush to thin out the tips of the antennas.

  • While holding down the Alt key and using the Inflate Brush it allows him to deflate the antennas instead.

  • The instructor makes the forehead by Appending a sphere and shaping it to fit the reference.

  • They make sure they have symmetry turned on while working with the Move Brush to make it symmetrical.

  • The eye is made by Appending a sphere and squishing it using the gizmo and Move Brush.

  • The mouth is sculpted using the Dam Standard Brush while having symmetry turned on.

  • The last step is to merge the body but leave the eye on its own layer.

  • Once the body is merged the instructor uses DynaMesh to finalize the merge.

  • After that, they use the Color Option to color the character.

  • They make sure that the RGB is turned on.

  • The Iris of the eye is painted on using the Paint Brush.

Watch the YouTube Video here CLICK ME

📍If you want to learn more about ZBRUSH, check out our Self Pace Programs📍

Advanced knowledge is NOT REQUIRED and the event is FREE.

💻 WHERE? - online and live at the M3DS Academy of Visual Arts.

WHEN? - you choose a day, from June 15 to July 6, 2023 The final award ceremony will be held on July 7, 2023.

💡WHY? - Each participant receives a free course in the Unreal Engine Program - Each participant receives an international certificate of participation. - Each participant receives a discount for enrollment in the M3DS Academy.

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