Character and Scene Development in ZBrush
In this course, you will learn how to create polished characters and more appealing scenes. Software required: ZBrush 3.1 and up, Maya 2009 and up.
What you'll learn
In this course, you will learn how to create polished characters and more appealing scenes. You will work creatively using a step-by-step approach to character and scene development in ZBrush and a time-saving workflow to character interaction, sculpting, texturing, composition, lighting, and rendering. This course contains nearly six hours of self-paced training for artists using ZBrush and Maya. Popular highlights include: Composition and Layout; Working from Sketch; Creating ZSphere Base; Adaptive Skins; Character Posing; Re-working Topology; Quick Shaping the Model; Character Interaction; Adding Multiple Pieces with ZSpheres; Appending Subtools; Adding Temporary Materials; Custom Alphas and Textures; Exaggerating Features for Appeal; Creating UVs in ZBrush; Polypainting; Converting Polypaints to Texture Maps; Exporting Displacement Maps; Exporting Normal Maps; Exporting Geometry from ZBrush; Importing Geometry into Maya; 3-point Lighting Setup; Camera Placement; Subsurface Scattering Effects; Approximations for High-quality Displacement; Using Final Gather with Subsurface Scattering; Adjusting Render Stats of Objects; Rendering Scenes in Multiple Passes; Outputting Color, Occlusion, and Depth Passes; Compositing Multiple Passes with Photoshop; Depth-of-field Effects to Final Render. Software required: ZBrush 3.1 and up, Maya 2009 and up.
Table of contents
- Building the Zsphere Skeleton 8m
- Finishing the Zsphere Skeleton 12m
- Positioning the Adaptive Skin 6m
- Creating the Basic Shapes 6m
- Redrawing the Mouth Topology 12m
- Adding the Eyes 8m
- Sculpting the Body 9m
- Shaping the Tentacles 8m
- Sculpting the Mouth Area 8m
- Sculpting the Inside of the Mouth 8m
- Adding the Tongue with Zspheres 6m
- Shaping and Sculpting the Tongue 12m
- Building the Fish with Zspheres 8m
- Detailing the Fish 11m
- Adding the Teeth 8m
- Adding the Saliva and Hair 8m
- Previewing with Materials 4m
- Polypainting the Squid's Body 11m
- Using Custom Alphas to Detail the Tentacles 5m
- Painting the Eyes 4m
- Painting the Tongue 6m
- Painting the Fish 7m
- Detailing and Painting the Ground 7m
- Preparing Assets for Export and Creating UVs 5m
- Exporting Textures from ZBrush 6m
- Exporting Geometry from ZBrush 5m
- Exporting Normal and Displacement Maps 6m
- Importing ZBrush Geometry into Maya 6m
- Adding Lights to the Maya Scene 7m
- Adding Materials to the Characters' Eyes and Teeth 9m
- Creating Subsurface Materials for the Character's Body 9m
- Connecting Color Maps to SSS Materials 10m
- Creating a SSS Back Scattering Map in ZBrush 11m
- Building SSS Shader for the Character's Tongue 11m
- Adjusting Render Stats of Geometry for Proper Reflections and Refractions 9m
- Creating Pools of Water Under the Squid Character 11m
- Independently Controlling Final Gather and Reflection Results 6m
- Utilizing Approximations for High Quality Displacement Effects 12m
- Finalizing Light Setup 10m
- Setting up Render Layers in Maya 14m
- Compositing Color and Occlusion Passes in Photoshop 8m
- Adding Depth-of-field Effects and Image Retouching in Photoshop 7m