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Ryan Gosling Likeness Case Study

with Andrew Chen


We received senior character artist and special guest Andrew Chen (Telltale Games, 2K, BRON Studios) to talk about likeness sculpting. Andrew and Laura got together to do an anatomy deep-dive of Andrew’s Ryan Gosling fan art. The conversation lasts about three hours and cover:

  • Using Blender vs using Zbrush for likeness creation.
  • Facial proportions and the impact of camera FOV.
  • The importance of reading and interpreting light in references.
  • Learning and observing anatomy vs learning and observing surface shapes.
  • Common likeness sculpting pitfalls.
  • Anatomy deep-dive of different facial features.
  • Life of a character artist in video game studios.


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  1. Julien Lafragette says:

    Hello Laura, for taking screenshot from netflix actually you can, it’s a google chrome feature that make it impossible so you have to deactivate the material acceleration ( in french ) on the 3 vertical dot on top right of a google chrome window then Parameter / System and finally disable ” use material acceleration if available ” ( it’s french trad sorry ) but it works for netflix to be able to capture image from content

    1. That’s a great tip, thank you Julien!

  2. Deveron King says:

    Wait, i thought this video was going to be the Retopology of the other head, has that video not been made yet? or is it in another subgroup of videos? or am i just missing something cause im dumb. believe me, that IS an option lol. thanks!

    1. Haha! This class happened in an impromptu manner. Retopo (part 1) comes out tomorrow 🙂

      1. Ah hell I may as well publish it now.

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