Creating a Sea Creature in Maya and ZBrush
In this Maya tutorial, we will learn time-saving techniques and workflows for creating a digital creature maquette in Maya, ZBrush, and TopoGun. Software required: Maya 2011, TopoGun 1.06, ZBrush 4R2.
What you'll learn
In this Maya tutorial, we will learn time-saving techniques and workflows for creating a digital creature maquette in Maya, ZBrush, and TopoGun. When creating a creature concept for the film industry, it is common for a director to ask for a detailed character rendering or even a 3D print of the creature before approving a character concept. Throughout these lessons we will look at the creative process of taking a 2D concept and turning it into a 3D digital maquette that is detailed enough to show a film director for approval. Once approved, before the VFX studio can integrate the character concept into its pipeline, it must first be fully retopologized into a clean mesh that is ready for rigging and animation. By the end of this tutorial, we will have gone through the entire conceptual process of creating a film-ready character concept that is posed, prepared in accordance with 3D printing standards, and rendered for a dramatic presentation. Software required: Maya 2011, TopoGun 1.06, ZBrush 4R2.
Table of contents
- Modifying Our 2D Concept and Creating a Base Mesh 23m
- Setting up Our ZBrush Preferences and Sculpting Brushes 12m
- Blocking in the Sculpt 14m
- Starting on Initial Refinement 17m
- Using Maya Geometry to Guide Our ZBrush Sculpt 18m
- Importing Reference Images into ZBrush 10m
- Using Masks to Guide the Sculpt 12m
- Creating Teeth Using DynaMesh 13m
- Using Photoshop to Speed up Our Concepts for ZBrush 12m
- Sculpting the Creature's Head and Gills 12m
- Building New Topology for the Face in TopoGun 9m
- Re-projecting Detail to Quickly Sculpt Asymmetrically 11m
- Posing Our Creature with Transpose Master 8m
- Sculpting High-frequency Details 13m
- Rendering and Compositing Our Final Image 22m