Creating a Fantasy Creature from Concept Art in ZBrush
In this advanced ZBrush tutorial, we tackle yet another concept by the awesome Anthony Jones and work towards an extremely detailed and precise sculpture of his design. Software required: ZBrush 4R2, Photoshop CS5.
What you'll learn
In this advanced ZBrush tutorial, we tackle yet another concept by the awesome Anthony Jones and work towards an extremely detailed and precise sculpture of his design. While focusing on matching the concept, we will pay special attention to the anatomy and proportions of the creature as well as any underlying and perhaps undefined details that we will have to fill in the blanks for. That being said, there will be a plethora of topics covered from Polypainting to high-frequency detailing such as pores and scales. By the end of this ZBrush tutorial you should be more comfortable with an advanced workflows that will get you results fast and efficiently. Software required: ZBrush 4R2, Photoshop CS5.
Table of contents
- Analyzing Our Concept Art 6m
- Creating a ZSphere Base 13m
- Adjusting Our Low Poly Mesh 10m
- Continuing to Refine Our Mesh 12m
- Blocking in the Larger Forms 10m
- Final Tweaks to Our Low Poly Mesh 10m
- Making Changes to the Body 10m
- Working on the Lower Limbs 7m
- Adding Details to the Leg Area 10m
- Changing the Shapes on the Feet 10m
- Starting to Refine the Head 10m
- Adding Another Detail Level to Our Model 9m
- Sculpting Overall Details on the Body 10m
- Sculpting the Feet 10m
- Blocking Out the Shapes of the Head 10m
- Continuing to Refine the Head 10m
- Adding the Frills to the Head 10m
- Refining the Shape of the Head 11m
- Adding More Detail to the Head 10m
- Adjusting the Length of Our Neck 5m
- Finalizing the Blocking Stage of Our Sculpt 10m
- Sculpting Details on the Head 10m
- Modeling More Detail on the Body 10m
- Qremeshing Our Model 7m
- Discussing Detailing Techniques 10m
- Refining the Armor Plates 10m
- Sculpting Detail on the Stomach and Tail Area 10m
- Working on the Arms 10m
- Adding the Final Details to the Sculpt 10m
- Adding High Frequency Detail to Our Model 13m
- Refining Our High Frequency Detail 12m
- Taking a Look at the Final Sculpted Result 4m
- Preparing Our Model for Polypainting 10m
- Adding More Variation to the Skin 12m
- Sculpting the Ground Plane 5m
- Final Render Breakdown 3m