Modeling a Female Hero in ZBrush and Maya
In this tutorial, we will build a high-resolution female hero character from scratch using ZBrush and Maya. Software required: ZBrush 4, Maya 2012.
What you'll learn
In this tutorial, we will build a high-resolution female hero character from scratch using ZBrush and Maya. Throughout this detailed tutorial, we'll leverage the power of ZBrush and Maya to build a strong female hero character from start to finish. We'll use ZSpheres to block in the rough shape of our model and then send our geometry over to Maya using the one-click GoZ functionality. In Maya, we can recreate the topology of any of our pieces, create new geometry to send back to ZBrush, or modify existing geometry. We'll be going back and forth quite a bit in order to use the tools most appropriate for building the character's clothing and accessories. In addition to the modeling tools in Maya, we'll also use many of ZBrush's built-in modeling functions, including Shadowbox, mesh extraction, and the topology tools. Once we're done, we'll have a finished, high-resolution character that can be painted or prepared for rigging, and you'll have the knowledge to repeat the process on your own character. Software required: ZBrush 4, Maya 2012.
Table of contents
- Setting up Reference Images 6m
- Building a ZSphere Armature 10m
- Shaping the Adaptive Skin 13m
- Sculpting the Main Body 13m
- Breaking Apart the Legs and Feet 5m
- Sculpting the Arms 9m
- Sculpting the Head 9m
- Modifying the Facial Topology in Maya 10m
- Adding the Ears 10m
- Modifying the Head and Chest Topology 8m
- Changing the Hand Topology and Adding Eyes 9m
- Making the Eyelids 9m
- Finishing the Face Sculpt 14m
- Sculpting the Chest 6m
- Modeling the Shirt Base in Maya 12m
- Starting the Vest Base 9m
- Finishing the Vest Base 5m
- Building the Pants Base 10m
- Building the Base of the Boot 9m
- Adding Pieces to the Boot in Maya 9m
- Sculpting the Boot 12m
- Adding Boot Detail with ZBrush Primitives 9m
- Adding Detail to the Boot with Shadowbox 7m
- Detailing the Boot Heel 6m
- Adding the Boot Trim in Maya 10m
- Adding the Holster Straps 6m
- Sculpting the Pants 11m
- Building the Pants Trim and Small Belt 11m
- Sculpting the Shirt 8m
- Sculpting the Vest 9m
- Building the Vest Trim and Zipper 11m
- Adding the Sleeve and Knife Bands 8m
- Building the Arm Bands with Mesh Extraction 6m
- Adding the Holster 6m
- Building the Large Utility Belt 12m
- Building the Magazine Cases 8m
- Modeling the Throwing Knives 11m
- Building the Hair Base with Topology Tools 7m
- Sculpting the Hair 11m
- Sculpting the Eyebrows 6m
- Building the Eyelashes 11m
- Making Final Adjustments 12m