Pipeline Integration with Maya 8.5 and ZBrush 3
Learn a production approach to integrating Maya and ZBrush 3 in a mixed pipeline environment. Software required: Maya 8.5 or higher, ZBrush 3.
What you'll learn
Learn a production approach to integrating Maya and ZBrush 3 in a mixed pipeline environment. Contains 4 hours of innovative modeling, sculpting, and map generating techniques that are commonly used throughout Film and Games. Perfect for intermediate artists using Maya and ZBrush 3. Popular highlights include: ZBrush Sculpting Workflow; Maya and ZBrush Pipeline Overview; Form Development in Maya; Maintaining Mesh Integrity; Sculpting Across Multiple Levels; Incorporating 3D Layers for Variation; Working with Subtools; Extracting Geometry; Low Poly Modeling in Maya; Creating Clean Topology; Geometry Preparation for ZBrush; Importing Geometry into ZBrush; Using Alphas and Strokes; Using Custom Alphas; Creating Displacement Maps in ZBrush; Applying Displacement Maps in Maya; Setting up Render-time Subdivisions; Adjusting Displacement Settings; Using Projection Master; Using Lazy Mouse for Hair Detail. Software required: Maya 8.5 or higher, ZBrush 3.
Table of contents
- Setting up an Image Plane 3m
- Starting on the Base Mesh 7m
- Building the Back Leg 12m
- Building the Front Leg 11m
- Starting on the Horse's Head 8m
- Finishing the Head 10m
- Finishing the Mouth and Tail 16m
- Starting the UV Layout 10m
- Finishing up the UVs 9m
- Exporting the Mesh for Use in ZBrush 3m
- Importing Geometry into ZBrush 4m
- Subdividing Geometry 6m
- Sculpting Broad Muscle Shapes; Working with Symmetry 10m
- Adding Eyes as Subtools 6m
- Adding Muscle Definition; Building up Detail Across Levels 13m
- Finishing out Level 3 Sculpting 7m
- Sculpting at Level 4 12m
- Working with Alphas and Strokes 12m
- Sculpting at Level 5 13m
- Finishing out Level 5; Using Custom Alphas 10m
- Finishing the Mane and Tail at Level 6 9m
- Adding Fine Detail with Projection Master 5m
- Extracting a Blanket as a Subtool 5m
- Using 3D Layers to Create Variation 9m
- Exporting Geometry and Displacement Maps from ZBrush 1m
- Bringing the Elements Back Together in Maya 10m
- Conclusion 1m
- Bonus: Maintaining Base Mesh Integrity Between Maya and ZBrush 3m