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With the annually held Halloween 3D render challenge already going on, we talked to the artist who created the Pumpkin Eater giant that has been featured on the promotional material of the event.

The KeyShot Halloween Rendering Challenge has be launched again due to the immense demand of its fans. 3D World has sponsored this event which gathers 3D artists from around the world for creating a shot which they consider is the scariest. It can give them a chance for winning rendering and animation software KeyShot.


For popularizing this event, JerodBogh, a renowned 3D artist came up with this creature named Pumpkin Eater which has been featured on the promotional material of the event. Bogh who is right now working as character modeller for Grimm, a supernatural drama on TV, is an expert when it comes to creating gruesome characters. Here he has shared the working process he adopts for making the designs.

Which 3D software has been used for this particular project?

KeyShot 4.2 Pro and ZBrush 4r6.

How long it took you to create the image?


It took me a day to concept the idea using ZBrush and another two days for finishing the model. Again two days were spent on rendering in KeyShot adjusting the composition and lighting till the time I was able to achieve the desired materials and mood.

Can you share any notable or unusual techniques that you have used?

I have made use of IMM brush system in ZBrush. I started by sculpting an arm and then added it to IMM Brush with spikes. I also created a few variations of it. Creating a library of quick parts helped to speed up the concepting process a lot.

Which was the most enjoyable part while creating this image?

The best part was definitely adding the pumpkins and makes them lit. It brought a lot of thrill to the entire scene.

Any other experience you have in 3D?

I have been working on Grimm, a series on NBC, for three seasons. I specialize in sculpting the actor’s digital doubles and morph them into various kinds of creatures.

As an Artist from Where Do You Draw Your Inspiration?

I get constant inspiration from nature. No matter if I only have a rough idea in my mind or my imagination needs a new spark, it is the nature which proves helpful most of the times. Taking inspiration from the works of other artists also plays a part. I feel humbled looking at the type of work which is being done globally. However, taking a lot of it at one time actually slows down my  work rather than helping my project. So I try to find a balance.

Can you give us an overview of the process that led to the creation of Pumpkin Eater?


Early inspiration for this character was taken from a type of angler fish monster, along with failed but interesting alien attempts. I planned to use pumpkins as my light source and created my idea around that. I also wanted to have a creepy feeling with an pumpkin lighting inside the beast’s belly. When coming up with a character which is considered to be an enemy of pumpkin, slug monster was my first choice.

I created some initial forms for head and body using the base mesh generation tool of ZBrush, Dynamesh. Once I found a direction, using the ZRemesher feature of ZBrush 4r6 it was easy to retop the head part and body with very few clicks.

A lot of styles were tried on Pumpkin Eater before the set of teeth, modelled on angler fish creature were finalized. I first created a kind of pocked for mouth and then appended the teeth set, moving them into their position. I was not happy the way bottom and top jaw looked, so I duplicated bottom teeth set and mirrored it till I got the result I wanted.

Next step was to sculpt some pumpkin variations using a sphere. I used polygroups for cutting the face features and tops. then I was required to extract these planes on pumpkin with adequate thickness to make it look convincing.

At this stage I sent entire set of subtools to KeyShot, with the help of GoZ plugin. Befor beginning to use KeyShotwhile being at the development and sculpting stages gave me some great ideas for final composition. I must add that KeyShot has made a considerable impact on how I work. Earlier I didn’t give much attention to lighting till the final stage. However now I make sure to give consideration to this aspect in the initial stage of the process. I feel amazed how HDRI can change and add so much effects to an image. So now I make it a point to experiment a little in KeyShot. My mantra is to stay fearless and save more often.

Miracle Studios Digital Agency

10 years Experience, Over 1000+ projects Completed. Do it right, the first time.

Visit Website
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