Home » 2010»December»15 » Digital-Tutors : Creating High Resolution Characters in ZBrush 4
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Digital-Tutors : Creating High Resolution Characters in ZBrush 4
In this course we'll use ZBrush to build and detail a high resolution biker character.
ZBrush is a great tool for putting together characters. You can
create base geometry, sculpt and paint your meshes, build accessories
and clothing, and work seamlessly between other applications. In this
course, we'll go through the process of building up a high resolution
character from start to finish using ZBrush as our main application.
We'll explore the use of zSpheres in building out our base mesh. We'll
use GoZ to quickly take geometry between ZBrush and Maya, although the
methods used will apply to other applications as well. We'll also use a
bit of Photoshop to edit and create some texture maps we can use in
ZBrush to add sculpt and color detail. If you're new to ZBrush, I
encourage you to first check out the introductory courses, as well as
the courses on some of the new features in ZBrush 4 like Shadowbox and
Spotlight. We're going to cover a lot of ground and, in the end, you'll
have a finished character, along with the tools you need to create your
own high resolution character models.
1. Introduction and project overview
3. Setting up reference images
5. Shaping and modifying the base mesh
7. Working on the body topology
9. Shaping the character's body
11. Sculpting the main head structure
13. Sculpting the hands
15. Polypainting the eyes
17. Creating a UV layout for the jeans
19. Finishing the jeans texture
21. Sculpting wrinkles into the jeans
23. Sculpting and painting the shirt
25. Adding details to the vest
27. Modeling the boot geometry
29. Polypainting the boots
31. Building and sculpting a moustache
33. Polypainting the rest of the body
35. Using Shadowbox to create a large patch for the vest
37. Modeling the belt buckle
39. Painting a tattoo on the arm
41. Making final modifications
2. Working with concept art
4. Building base geometry with zspheres
6. Customizing topology in Maya
8. Finishing the topology changes
10. Sculpting the main forms of the body
12. Adding detail to the head
14. Finishing the body and head sculpt
16. Building the jeans
18. Starting the jeans texture in Photoshop
20. Using the jeans texture to paint and sculpt in ZBrush