Creating a Hard Surface Futuristic Soldier in ZBrush
Throughout these lessons, we will explore different techniques for creating hard surface details in the context of creating a futuristic soldier. Software required: ZBrush 4R6, Maya 2014, Photoshop CC, After Effects CC.
What you'll learn
Throughout these lessons, we will explore different techniques for creating hard-surface details in the context of creating a futuristic soldier. Part of the challenge of hard-surface sculpting in ZBrush is knowing which techniques to use to achieve the desired result. While this course is certainly not exhaustive of the different tools ZBrush provides, it does offer a look at how taking a diverse approach to mesh creation can pay dividends. By the end of the training, you will have a strong understanding of the importance of tackling any project with a varied tool kit, which will give you the confidence that you will know just the right tool for the job. Software required: ZBrush 4R6, Maya 2014, Photoshop CC, After Effects CC.
Table of contents
- Blocking out the Torso 11m
- Blocking in the Arms and Legs 11m
- Adding the Feet and Hands 13m
- Reviewing the Concept 9m
- Dividing the Mesh into Workable Polygroups 12m
- Using Polygroups to Plot out Armor Panels 13m
- Using Panel Loops to Create the Under-armor 11m
- Creating the Abdominal Armor 14m
- Extracting the Ribcage Armor 12m
- Creating Armor for the Sternum 13m
- Creating the Chest Plate Cover 13m
- Extracting the Primary Chest Armor 13m
- Creating Complex Armor Shapes for the Torso 12m
- Creating the Shoulder Armor 14m
- Sculpting the Upper Arm Armor 11m
- Customizing the Curve Brush to Add Armor Enhancements 12m
- Creating the Armor for the Pelvis 12m
- Creating the Upper Leg Armor 13m
- Creating the Armor for the Lower Leg 8m
- Using Dynamesh for the Knee Armor 8m
- Blocking out the Boots 13m
- Detailing the Hands 9m
- Blocking out the Back and Neck Armor 13m
- Detailing the Neck Armor 6m
- Creating a Mech Spine Brush 13m
- Using Dynamesh to Create the Backpack 11m
- Using Curve Brushes to Detail the Backpack 12m
- Adding Tendrils and Surface Details to the Backpack 12m
- Blocking out the Armor for the Face 13m
- Adding the Eye Piece and Detailing the Cranial Armor 11m
- Inserting Additional Eye Pieces 12m
- Modeling the Robotic Eye 12m
- Detailing the Eyepiece 10m
- Incorporating the Eyepiece into the Head 13m
- Creating the Mouth Piece 9m
- Adding Wires and Final Details to the Head Piece 9m
- Blocking in the Human Face 12m
- Polypainting the Face 15m
- Creating the Wrist Cannon 14m
- Adding Final Details to the Wrist Cannon 13m
- Setting up the Render 14m
- Creating the Background Image in After Effects 12m
- Compositing the Render Passes in Photoshop 12m
- Texturing Armor Damage in Photoshop 12m
- Adding Color in Photoshop 13m
- Final Touches in After Effects 13m