Detailing Next-gen Characters in ZBrush
Learn a production workflow and time-saving techniques for creating high-resolution geometry for use in games, methods of sculpting, generating and applying maps, and adding character enhancements for appeal.Software required: ZBrush 3.1, Maya 2008.
What you'll learn
Learn a production workflow and time-saving techniques for creating high-resolution geometry for use in games, methods of sculpting, generating and applying maps, and adding character enhancements for appeal. Contains over 5 hours of project-based training for artists learning the creative processes of modeling and sculpting characters for next-generation games. Popular highlights include: Character Refinement; Adding Appeal for Enhancement; Additive Sculpting Techniques; Subtractive Sculpting Techniques; UV Tools and Techniques; Creating Usable UV Layouts; Strategically Combining UV Shells; Preparing Geometry for Sculpting; Exporting Geometry from Maya; Importing Geometry to ZBrush; Appending Subtools; Morph Targets; Subdividing Geometry; Sculpting Organic Shapes; Masks and Deformation for Detail; Adding Flexibility with 3D layers; Stencils to Add Details; Creating Custom Alphas; Hard Surface Detailing; Integrating Geometry with Detail; Combining Brushes and Strokes; Adding Texture with Alphas; Exporting Normal Maps; Using ZMapper to Create Normal Maps; and Applying Normal Maps in Maya. Software required: ZBrush 3.1, Maya 2008.
Table of contents
- Making Changes to the Model in Maya 8m
- Laying Out UVs for the Head 13m
- Laying Out UVs for the Chest Armor 15m
- Laying Out UVs for the Tubes 10m
- Laying Out UVs for the Legs 9m
- Grouping the Leg UVs Together 11m
- Grouping the Head, Abdomen, and Arm UVs Together 6m
- Modifying Topology to Better Accommodate Sculpting 8m
- Adding Resolution in Preparation for Sculpting 12m
- Adding Detail to the Tubes 6m
- Final Preparation for Sculpting - Intersections / Vents 7m
- Combining Geometry and Exporting 8m
- Assembling Geometry in ZBrush and Setting Morph Targets 7m
- Sculpting the Abdomen 9m
- Defining the Character's Head 8m
- Sculpting Stretched Skin on the Head 7m
- Adding Finer Details / Wrinkles to the Head and Abdomen 11m
- Adding Texture / Irregularity to the Head and Abdomen 11m
- Using Masks and Deformation to Create Panels on the Legs 13m
- Creating Layered Effects on the Knee Armor 7m
- Creating Panels on the Chest Armor 16m
- Creating and Applying Custom Alphas 10m
- Using the Layer Brush to Add Straps to the Legs 5m
- Sculpting Folds into the Legs 7m
- Adding Fabric Texture to Legs 7m
- Sculpting the Gun Arm 13m
- Detailing the Gun 10m
- Integrating the Gun and Arm Together 11m
- Adding Wear and Tear to the Armor 7m
- Using 3D Layers to Add Scars and Damage 9m
- Using Stencils to Add Custom Damage 4m
- Exploring the Remaining Pieces 4m
- Exporting Normal Maps from ZBrush 9m
- Combining Normal Maps in Photoshop 2m
- Assigning Normal Maps to the Original Model in Maya 9m