ZSphere Modeling in ZBrush
Learn a time-saving workflow for modeling with ZSpheres and building complex organic models using production-applicable tools and techniques. Software required: ZBrush 3.1 and up.
What you'll learn
Learn a time-saving workflow for modeling with ZSpheres and building complex organic models using production-applicable tools and techniques. Contains over 4 hours of project-based training for artists modeling with ZBrush. Popular highlights include: creating ZSphere cages, adding ZSpheres symmetrically, transforming ZSpheres, creating insets with ZSpheres, using ZSphere magnets, converting ZSpheres to geometry using adaptive skins, sculpting detail into meshes, sculpting fine detail with alphas and strokes, selecting geometry using polygroups, deleting geometry, re-drawing topology, using a mesh to start new topology, projecting existing detail onto new topology, creating fitted accessories with topology tools, creating accessories with ZSpheres, extracting geometry from existing meshes, appending SubTools, using SubTool Master to manipulate SubTools, creating geometry using ZBrush primitives, using masks creatively with primitives, using deformers, converting primitives to polygon meshes, and posing with Transpose and Transpose Master. Software required: ZBrush 3.1 and up.
Table of contents
- Creating Adaptive Skins 8m
- Drawing out the Body of the Insect 7m
- Adding the Legs Using Symmetry 10m
- Using Magnets to Shape the Adaptive Skin 5m
- Sculpting the Insect's Body 13m
- Sculpting the Insect's Head 9m
- Sculpting the Insect's Legs 9m
- Creating an Initial Topology Mesh 5m
- Setting up the Topology Session and Working on the Abdomen 13m
- Finishing the Topology on the Abdomen 12m
- Drawing out New Topology on the Thorax 11m
- Restoring Symmetry on the Topology Mesh 4m
- Starting New Topology on the Head 12m
- Finishing the Head Topology 11m
- Projecting Sculpted Detail Onto the Adaptive Skin 4m
- Refining the Sculpt 12m
- Sculpting Finer Details 11m
- Adding Eyes as SubTools 9m
- Building the Mandibles with ZSpheres 13m
- Modeling a Saddle Using Topology 10m
- Sculpting the Saddle 11m
- Extracting Straps for the Saddles 5m
- Building the Reins with ZSpheres 9m
- Modeling the Stirrups with Primitives 9m
- Creating Cargo Using Masks and Deformers 8m
- Modifying Primitives to Create Cargo 9m
- Adding a Stinger Using Primitives 6m
- Posing the Insect Using Transpose Master 8m