Mikejensens Zbrush Techniques
Mikejensens Zbrush Techniques
Mikejensens Zbrush Techniques
Page 04 | ZSketch
You can find the movie file and You can see the base imageslogo model for zbrush chapter 3s and free brushes in the resources folder that folder inside the resources accompanies this ebook.
Chapter 1
ZSketch
Introduction
Starting off, lets get used to the new brush selection method. This method is far faster to select brushes you want without having to move your cursor away from the mesh. Press the B key and your brush palette will come up. (Fig.01)
At this point you could simply click on the brush you want, but its much faster to simply use your keyboard. To get the brush you want, type the first letter of its name. In this case Im using the Polish brush, so I pressed P. (Fig.02) Now youll notice an orange character in the top left of each brush. Press that character to select the brush you want. So for the polish brush Id press bpo. If I wanted the hard polish brush Id press bh (since the hPolish brush is the only brush that starts with h, it will automatically select that brush without any further input.). It may be hard to get used to, but eventually it will be the fastest way to select any of the brushes since they all have a shortcut.
Fig 02
Fig 03
Basics Of ZSketch
Here well start with an example ZSphere armature. (Fig.03)
To activate ZSketch mode either open the ZSketch tab in the Tool Palette and hit edit sketch, or hit shift+a. (Fig.04)
Fig 04
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Chapter 1
Chapter 1: Zsketch
By default the Sketch 1 brush is selected. Here we draw a line of ZSketch spheres atop the armature. This has not been smoothed yet. (Fig.05) Fig 05
Hold shift and use the brush to stroke over the ZSpheres. They will smooth out your ZSketch stroke between the two insertion points of each end of the stroke. (Fig.06)
Fig 06
Its important how the stroke is applied. Below is an example of two ways to add a stroke. If the stroke is applied fast, it will have less ZSketch spheres and will thus be less dense and easier to smooth. If your stroke is applied slowly, it will add many more ZSketch spheres, usually giving you a better looking result. The top stroke was fast, and the bottom was slow. (Fig.07)
Fig 07
Notice that as you stroke along a base ZSphere, your stroke will have an affinity for its surface. However if you continue the stroke away from the surface, eventually it will break off and float freeform. When not attached to a ZSphere, the stroke will be applied to camera normal. (Fig.08)
Fig 08
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Chapter 1
Fig 10
The Armature brush has less affinity for other ZSpheres and ZSketch strokes. It can be used to create extensions and digressions from the original sketch. (Fig.10)
Fig 11
Now lets take a look at the smooth brushes. There are a few factors that change with the different smooth brushes. The embed value dictates whether or not (and how much) the stroke will sink into the sphere it is attached to. The resize function will dictate whether or not (and how much) the ends of a stroke will resize to the sphere with which it is attached. Here is the original stroke we have. (Fig.11)
Fig 12
The Smooth 1 brush has both the embed and resize functions active. You can see when you smooth it out at the ends the spheres get bigger and fall into the ZSpheres on which it is attached. Looking at the unified skin it is a bit easier to see what is going on. (Fig.12) & (Fig.13)
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Chapter 1
Chapter 1: Zsketch
The Smooth 2 brush has the embed function enabled, but not the resize function. Again its good to take a look at the unified skin to see whats happening. (Fig.13) & (Fig.14) Fig 13
Fig 14
The Smooth 3 brush simply has both the embed and resize functions turned off. Its the most simple of the smooth brushes. (Fig.15)
Fig 15
The Smooth 4 brush has a resize function that is good for creating muscles. At the ends of a stroke it resizes them to be significantly smaller than the sphere it is attached to. Below is a before using the brush and after using the brush. (Fig.16) & (Fig.17)
Fig 16
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Chapter 1
Fig 18
Im going to go over the other brushes that dont so much smooth and draw, but modify whats already there. Below is the messy mesh Im I started with. The explanation of these brushes will be fairly quick, but its much faster to jump in and try them. Youll get a better sense of what you can use them for by testing them out. (Fig.18)
Fig 19
The Float brush makes the ZSketch spheres float off the mesh relative to surface normal. (Fig.19)
Fig 20
The Bulge brush inflates the ZSketch spheres. Alt will deflate them. This works very similar to the inflate brush. This is sometimes useful for muscles. (Fig.20)
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Chapter 1
Chapter 1: Zsketch
The Bulge&Flush brush is very similar to the Bulge brush, with the added effect of flattening the surface. (Fig.21) Fig 21
The Flush brush flattens the surface of the ZSpheres aligning them to the camera. It also resizes the spheres. (Fig.22)
Fig 22
FlushDynamic flattens the spheres, but instead aligns them to surface instead of camera. (Fig.23)
Fig 23
FlushResize is the Flush brush with the added effect of resizing the spheres to equal sizes. (Fig.24)
Fig 24
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Chapter 1
Fig 26
PushPull works to elevate spheres off their current spheres. When the alt key is pressed the spheres burrow into the spheres. (Fig.26)
Fig 27
One final function that is somewhat a smooth brush is what Ill call the Straighten Brush. It works by pressing shift and clicking on a sphere. Then stroke along the existing spheres towards one of the termination spheres. All of the spheres will be aligned into a straight line. If the initial origin of the stroke is in the middle of an existing sketch stroke, that point will act as a vertex, allowing two straight lines to be created, see below. (Fig.27) & (Fig.28)
Fig 28
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Chapter 1
Chapter 1: Zsketch
The bind function in the ZSketch pulldown is important for those wishing to change the pose of the original ZSphere. Below Ive added a basic ZSketch atop an armature. (Fig.29) Fig 29
I turned off the ZSketch with shift+a, and rotated the arms upwards. (Fig.30)
Fig 30
But when the ZSketch is turned back on, youll notice it was not affected by the rotation of the arm. This is because binding is turned off by default. To turn it on, go into the ZSketch tab in the tool palette, and click the Bind button. (Fig.31) & (Fig.32)
Fig 31
Fig 32
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Chapter 1
Fig 34
Now when the arms are rotated, the ZSketch spheres follow the armature. (Fig.34)
Fig 35
Then ZSketch is again turned on to continue adding ZSketch strokes. Binding also works with the Move and the Scale functions. (Fig.35)
Fig 36
While Draw is usually operative in ZSketch, its worth noting that move and scale also work with ZSketch. Rotate does not work so well. Take care to note that both scale and move functions operate on the base ZSpheres as well as the ZSketch. (Fig.36) & (Fig.37)
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Chapter 1
Chapter 1: Zsketch
Fig 37
Now we can move on to the ZSpheres and ZSketch. To create a character its best to start with the hip bone. This way you can use the ZSphere armature for posing. (Fig.38)
Fig 38
I keep going until I have a simple looking body. I put quite a bit of detail in the original ZSpheres, and the rest will be handled with ZSketch. (Fig.39)
Fig 39
After this I continue to adjust the proportions until its something desirable. Note that since were going to be using ZSketch, I leave the ZSpheres a bit thinner, so the final product I get is the thickness I want. (Fig.40)
Fig 40
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Chapter 1
Fig 42
The feet are done somewhat of the same way. I mass in the ZSpheres instead of ZSketch here to have more control over exactly where everything goes. (Fig.42)
Fig 43
Now its time to start fleshing the model. Press shift+a to enter sketch mode. I usually start by adding the biceps. This is because they insert under pectorals and shoulder muscles. I generally dont add too much to the biceps since they look odd large. For this Im using the Sketch 1 brush and the Smooth 1 brush. The Smooth 4 brush would work as well for better muscles. Since this is going to be more armor than body however, I went for Smooth 1. (Fig.43)
Fig 44
I continued to flesh out the model with ZSpheres. Sometimes its simply helpful to add spheres directly over the armature just to throw something on the model. Moving onto the triceps I just throw something on there and smooth it out. (Fig.44),(Fig.45) & (Fig.46)
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Chapter 1
Chapter 1: Zsketch
Fig 45
Fig 46
At times its good to lay in areas that might be separate parts. This is visible on the back below where I laid in a bit of an outline for the scapula. The chest was also laid in, as well as the clavicles. Im still using only the Sketch 1 and the Smooth 1 brushes. (Fig.47) Fig 47
I keep adding strokes trying to find a good shape for the chest. The direction of the strokes also helps me to get an idea of shapes on the final mesh. (Fig.48), (Fig.49) & (Fig.50)
Fig 48
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Chapter 1
Fig 50
Fig 51
Fig 52
I didnt like the upper back that I had at this point. It looks too similar to something else Ive created, so I decided to erase it and focus solely on the shape and silhouette. Below the shapes appear to work together a bit better and the silhouette shows a character that is on the muscular side. (Fig.52)
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Chapter 1
Chapter 1: Zsketch
Again I keep modifying the chest and the back until I have something I like better. I havent used any brushes thus far except for the Smooth 1 and the Sketch 1 brushes. (Fig.53) Fig 53
I started adding layering to the chest. The method is quite simple. I simply draw straight lines until they elevate and to a new layer and then fill them in. (Fig.54) Fig 54
Now I flatten the chest out by using the FlushDynamic brush. This gives a good base for hard surface sculpting. The brush was simply used on each layer of the chests. (Fig.55)
Fig 55
I started fleshing out the sides of the torso, since I wanted him to be a bit wider than thick. I also fleshed out the bicep and shoulders a bit more. (Fig.56)
Fig 56
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Chapter 1
Fig 58
I started adding sharp areas to the legs. Since the torso is wider than it is deep, I thought it would look good to have the legs deeper than they are wide. (Fig.58) & (Fig.59)
Fig 59
Fig 60
I continued by filling in the torso and finishing up the upper leg. Notice the flow of the strokes on the upper leg. Its not necessary to do this, but it does give me an idea of what I may want to do while sculpting the final mesh. (Fig.60)
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Chapter 1
Chapter 1: Zsketch
Again I modified the back. Its important to not be afraid to completely destroy what youve already created and try something new. You may stumble upon something youll like. (Fig.61) Fig 61
I added another shell on the buttocks that is similar to the rest of the torso. Im keeping everything pretty basic because its better to explore shapes with the final mesh. (Fig.62)
Fig 62
Now I moved on to the lower legs. I didnt want to fight the forms to get a diamond shaped lower leg, so I opted to add more ZSpheres. I backed out of ZSketch by pressing shift+a, and started adding ZSpheres around the lower leg. After I added a sort of wire frame for the lower leg, I entered back into sketch. (Fig.63) & (Fig.64)
Fig 63
Fig 64
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Chapter 1
Fig 66
I continued filling in the legs until they matched the upper legs. (Fig.66) I did the same with the forearms. Once filled in the were very angular like their counterpart limbs (Fig.67), (Fig.68), (Fig.69) & (Fig.70)
Fig 67
Fig 68
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Chapter 1
Chapter 1: Zsketch
Fig 69
Fig 70
Heres the final result. Its not perfect, but after creating a unified skin we can modify proportions and other things on the resulting mesh. (Fig.71)
Fig 71
I then went to the unified skin tab and upped the resolution to the max. Then press Make Unified Skin at the bottom of the tab. Youll then get a fully sculptable and workable mesh. (Fig.72)
Fig 72
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Chapter 1
Mike Jensen
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Chapter 1
Chapter 2
Quick Sketch
Mike Jensens Zbrush Techniques Chapter 2: Quick Sketch Chapter 2 - Quick Sketch
Software Used: ZBrush 3.5 Fig 01
Quick Sketch
Quick sketch is a great way for concepting in zbrush. The main feature of it is the symmetry of the painting, allowing you to quickly rough in silhouette of forms and not worry about perfection of each side. To enter quick sketch, press the Quick Sketch button at the top left of the zbrush window. (Fig.01) This will initialize the quick sketch function. Specifically, this will draw a high poly plane on your canvas, turn on a flat material, and pick one of the several pen brushes. Each of these brushes provides a different result when painting. Essentially what youre doing is poly painting on a plane. When roughing in shapes I normally stick to the Pen A or Pen B brush (the first two strokes in the images below). (Fig.02) Fig 02
When first started, quick sketch begins in a symmetrical mode along the x axis. This can be turned off by pressing the X key. Remember that this is still zbrush, and all the zbrush functions still apply. (Fig0.3)
Fig 03
The other axes can also be turned on in the transform palette to create some interesting patterns and results. (Fig.04)
Fig 04
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Chapter 2
Fig 06
Sketches can be roughed in and then faded back, enabling you to draw over them. This is done by hitting the FillObject button in the Color palette. The amount of fade is decided by the Rgb Intensity of your brush. (Fig.07) ,(Fig.08) & (Fig.09)
Fig 07
Fig 08
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Chapter 2
Fig 10
Since this is still zbrush, all of the sculpting brushes are still usable. For an extreme example you can see the pinch brush used on the quick sketch plane. (Fig.10)
Fig 11
The color palette can also be used to pick colors and paint on the plane. Rgb intensity still affects the opacity of the brush stroke. (Fig.11)
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Chapter 2
At this point I dont like the positioning and size of the arms. To erase, I simple press C while holding my cursor over an area of the plane I havent painted on yet. This grabs the color of the plane and makes it the current color to be painted with. After doing this I simply paint over the arms. (Fig14)
Fig 14
I continue painting the character, using heavier brush strokes as I go along to define areas of armor I want to be separate. (Fig15) ,(Fig16) & (Fig17)
Fig 15
Fig 16
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Chapter 2
Fig 18
Finally I start adding in some color. I start with a yellow and block in areas. Then to add a bit of variation I pick a close orange and paint some variation. I also add white to the silhouette to allow the character to pop from the background. I also use the pen wet solid to fill in some areas, such as the neck. (Fig18) ,(Fig19),(Fig20)
Fig 19
Fig 20
Finally I arrive at something that will work. This step doesnt have to be too indepth, and is mainly used for quick concepting of shapes and silhouette.
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Chapter 2
Fig 21
For an example, here is a mech brush I use for creating mechanical details. Tilt is set to 0 with this stroke. (Fig22)
Fig 22
With tilt set to 60, you can see that the mesh rises at an angle instead of by surface normal. (Fig23)
Fig 23
With the tilt set to -60, you can see that the angle is reversed, and the mesh rises in the opposite direction. This can be very useful to create organic scales for snakes or other reptiles. (Fig24)
Fig 24
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Chapter 2
Fig 27
There are three different ways to Boolean an object: union, subtraction, and intersection. These can be picked in each subtool. Next to the image of the subtool there are three circular icons. By default the first one is selected (union). This will add the meshes together. The second is subtraction, and is represented by a circle with a smaller circle cut into the larger circle. The third (intersection) is represented by two circles, with it filled in only where the two circles overlap. (Fig27)
Fig 28
Below there are two subtools. Each of these subtools is set to union. (Fig28)
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Chapter 2
With the sphere set to union and the cylinder set to subtraction, we get a sphere with a piece cut out of it in the shape of a cylinder. (Fig30) Fig 30
With the sphere set to union and the cylinder set to intersection, we get a mesh only where the two subtools were overlapping. (Fig31) Fig 31
The final new feature worth noting is the new Mirror and Weld feature. This will mirror the subtool along any axis, and weld it together. It can also work on multiple axes at the same time. First, turn on the floor grid by going into the draw palette and pressing the Floor button. Check only the x axis so we can mirror along the x axis. Next to the Floor button youll see an Elv slider. This determines where the grid will be with respect to your mesh. Set it to 0, so the grid goes directly down the middle of the mesh. (Fig32)
Fig 32
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Chapter 2
Fig 34
Finally, in the Geometry subpalette of the Tool palette, click Mirror and Weld. Make sure the x axis is active, and the y and z axes are not active. (Fig34), (Fig35) & (Fig36)
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Fig 35
Fig 36
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Chapter 2
Chapter 3
Hard Surface Sculpting
Mike Jensens Zbrush Techniques Chapter 3: Hard Surface Sculpting Chapter 3 - Hard Surface Sculpting
Software Used: ZBrush 3.5 Fig 01
Introduction
For hard surface sculpting there will be two types of brushes to be concerned with: Polish and Trim. Lets start with the polish brushes. The polish brushes area all variations of the same brush. The three polish brushes to be concerned with are the polish, mpolish (medium), and hpolish (hard). These brushes with zsub activated will build up a mesh rather than subtract from it.The polish brush levels a surface in the direction of the stroke. Notice the edges it gives arent very hard. The harder you press with the polish brush, the harder the edge of the stroke you get. (Fig.01) If you press softer, youll get a smoother more even surface. (Fig.02) Fig 02
The mpolish brush is similar, but with more intensity. It also gives harder edges. (Fig.03)
Fig 03
The hpolish is still more intense. It also gives the most crisp edges. (Fig.04) The trim brushes are a bit more varied. The important ones to take not of are the TrimDynamic, TrimNormal, TrimHole, and TrimFront
Fig 04
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Chapter 3
Trim normal trims a plane into the mesh with its surface facing the normal of the origin of the stroke. The end of the stroke dictates how deep the trim brush will cut. (Fig.06)
Fig 06
TrimHole is good for cutting deep into a mesh, or for building it up high. The brush acts according to the camera normal. (Fig.07) Fig 07
Finally trimFront creates a plane that faces the camera. How deep the plane is cut depends on where the origin of the stroke is placed. (Fig.08)
Fig 08
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Chapter 3
Fig 10
Fig 11
I also use the move, standard, and dam_ standard brushes to rough in the overall shape I want. (Fig.11)
Fig 12
Once Im happy with the shape, I use the hPolish brush to smooth everything out and create my hard edges. (Fig.12)
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Chapter 3
Fig 14
This gives the result below. (Fig.15) To clean up the borders of the mesh, we can use the Group Loops function under the Geometry Subpalette. (Fig.16) & (Fig.17)
Fig 15
Fig 16
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Chapter 3
Fig 18
In the brush palette, under the Auto Masking subpalette, there is a feature called mask by Polygroups. There youll see a slider. If turned to 100, the polygroup you start a stroke on will be the only part of the mesh affected. This is because once you choose a polygroup with your stroke; it automatically masks all other polygroups. The slider affects the intensity. This means if it is set to 50, other polygroups will still be affected by your brush strokes, but at 50% the true intensity of the stroke. (Fig.18)
Fig 19
This is one way to break up the mesh, but I prefer to actually break the mesh into the separate pieces I want to use. To show which areas I want to break up, First I use the dam_ standard brush to cut into the mesh and define my edges. (Fig.19)
Fig 20
Then I select the first area of the mesh I want to make into its own mesh. Hide the areas of the mesh you wont use, and hit the Make PolyMesh3d button at the top of the tool palette. Then add the new mesh as a subtool. (Fig.20)
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Chapter 3
Ill do the same for the next mesh. I want. Ill clone it off as a new mesh, and then add the clone as a subtool. (Fig.22)
Fig 22
Then Ill push in the areas that conflict with my previously made mesh using the clay tubes brush. (Fig.23) Fig 23
If its hard to work on the underlying mesh, you can press ctrl+t to enable transparency. This way your brush is not influenced by other subtools. (Fig.24)
Fig 24
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Chapter 3
Fig 26
To hide the imperfections of the underlying mesh, we can simply add a sphere for the sake of the tutorial. If this were a real mesh, however, I would make sure that mesh edges did not visibly exist. I do this by hiding them inside other subtools. (Fig.26)
Fig 27
Then I use some previously made stamp brushes to create mechanical detail. (Fig.27)
Fig 28
After that, I use the dam_standard brush to create the illusion of separate plates. For this its usually good to have lazymouse enabled. (Fig.28)
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Chapter 3
To smooth the mesh correctly, hold shift, start smoothing, and then release shift while your pen is still smoothing. Once you release shift, the smooth algorithm will automatically change to the more accurate one. (Fig.31)
Fig 31
For this example Ive broken off the chest piece as a separate mesh, so I can focus on it. Ive also broken off the shoulders merely for reference to their location. (Fig.32)
Fig 32
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Chapter 3
Fig 34
I continue using the hpolish brush in both zsub and zadd to create straight edges. (Fig.34)
Fig 35
Using hPolish I go around the entire mesh and continue to refine areas into the shapes I want. The first thing I want to do is smooth out all the areas. At this point Im still trying to figure out the exact shapes I want. (Fig.35)
Fig 36
To define edges I use the dam_standard brush to cut deep into the mesh. (Fig.36)
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Chapter 3
At this point I dont like the back much. So I decide to go in and heavily refine it. I start by carving into it with the claytubes brush. (Fig.38)
Fig 38
I break up the back into multiple parts using the dam_standard brush, claytubes, and the hPolish brush. (Fig.39)
Fig 39
Using the hPolish brush I clean up the top of the back. (Fig.40)
Fig 40
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Chapter 3
Fig 42
I continue by fleshing out the scapula a bit more to distinguish it from the surrounding parts. (Fig.42)
Fig 43
Using the dam_standard brush I search for other shapes in the back. (Fig.43)
Fig 44
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Chapter 3
I smooth it out and use the hPolish brush to clean it up and set it in with the rest of the mesh. (Fig4.6) & (Fig.47)
Fig 46
Fig 47
After a few refinements below is the final concept sculpt. Now its time to break it up into parts and clean the mesh up. (Fig.48)
Fig 48
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Chapter 3
Fig 50
Fig 51
Fig 52
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Chapter 3
Fig 54
I go around the entire mesh and clean everything up and making sure each piece fits well with its neighbors. (Fig.55), (Fig.56), (Fig.57), (Fig.58) & (Fig.59)
Fig 55
Fig 56
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Chapter 3
Fig 58
Fig 59
Fig 60
Here is the difference between the single mesh and the split meshes. (Fig.60), (Fig.61) & (Fig.62)
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Chapter 3
Fig 62
Finally I use the same technique described in the previous example to create details. I use the dam_standard brush to cut holes in the mesh and separate out parts, and some previously created mech stamps to add more details. Below is the result. (Fig.63)
Fig 63
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Chapter 3
3DTOTAL.COM
In this series we will be working our way through the basic process of creating a creature bust, then taking it to completion by the last chapter. We will be starting with a basic Zsphere base mesh that we will create ourselves and well use this as our starting point for sculpturing and finally adding texture to. The tutorial series is split into 7 chapters so that we can take it at a beginners pace and cover as much ground as possible for people totally new to Zbrush. (Plus youll end up with a finished digital sculpt that will give you the confidence to approach you own projects in a similar manner.) Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 52
Introduction:
The original character of the Swordmaster was created by Seong-wha Jeong and we had 3DTotals in-house 3d artist Richard Tilbury, re-create the character in 3dsmax as well as create the textures in Photoshop, in our new precise, step-by-step tutorial for highly polished, low polygon game character with detailed texturing for real-time rendering. We have also converted the tutorials into Cinema 4D, Maya, Lightwave and Softimage platforms. Even if you are not a user of one of them, the principles should be easily followed in nearly all other 3D applications. The Swordmaster tutorials is spread over 8 Chapters which outline, in detail, the process for creating the Swordmaster below are the details.
Chapter 1: Modelling the Head Chapter 2: Modelling the Torso Chapter 3: Modelling the Arms & Legs Chapter 4: Modelling the Clothing & Hair Chapter 5: Modelling the Armour Chapter 6: Mapping & Unwrapping Chapter 7: Texturing the Skin & Body Chapter 8: Texturing the Armour & Clothing
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The series is split into 6 chapters and will endeavour to give you an insight into how a fully realised 3D scene may be arrived at from beginning to end. The tutorials will attempt to address the key issues and techniques appropriate in achieving this, from concept sketches through to building the 3D scene, mapping and unwrapping, texturing and eventually to lighting and rendering, culminating in a final render. The emphasis over the course of the series will be on the texturing and principally the aging and wear of materials. Original Author: 3DTotal.com Ltd | Platform: 3ds max, Cinema 4d, LightWave, Maya and Softimage XSI Format: DOWNLOAD ONLY PDF | Pages: 38+
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Zbrush Character Creation is a comprehensive look at the techniques and tools used to sculpt a variety of physical characteristics specific to several character types. The lessons on offer show how to transform a general base mesh into a definitive character class and explains the tools used to not only create the details and unique facial features, but also how to manipulate the overall proportions and head shapes. There are nine chapters in all, five of which cover the human condition and four of which cover creatures with human characteristics including zombie, werewolf and Frankensteins monster. Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 091
Michel Rogers famous Joan of Arc tutorial re-written for Maya by Taylor Kingston, Cinema 4D by Giuseppe Guglielmucci & Nikki Bartucci, Lightwave by Vojislav Milanovich and Softimage by Luciano Iurino and 3DCreative Magazine.com. If there has been one single tutorial that has educated and inspired more budding 3d artists than anything else, this complete step by step project by Michels must be it. The community is in debt to him.
Introduction:
These 120 plus page, Downloadable PDFs are designed for ease of use to help beginners and intermediate level of artist alike in the creation of a female character. The tutorial takes you through the process of modelling, texturing and mapping to finally adding bones. Chapter 1: Modeling of the Body - Body Chapter 2: Modeling of the Head - Head, Ear & Assembly Chapter 3: Modeling of the Accessories - The Sword & Armour Legs Chapter 4: Modeling of the Accessories - Armour Bust, Hair & Glove Chapter 5: Modeling of the Accessories - Accessories & UVW Mapping Chapter 6: UVW Mapping - Sword, Clothing, Armour & Body Chapter 7: Texturing & Hair - Eyes, Skin & Hair Chapter 8: Bones & Skinning - Bases, Hierarchy & Skinning
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This e-book provides a detailed account of building, texturing and lighting the interior of a Gothic Church based upon a concept painting. The ebook is available in five different platforms. Chapter two however is dedicated to creating a gargoyle in Zbrush the focal point in our scene. Here the author will start by creating a rough body form using ZSpheres and move through the numerous sculpting phases and modeling the details for each part of the character, highlighting the various brushes and tools used throughout. Original Author: 3DTotal.com Ltd | Platforms: 3ds max, Cinema 4d, LightWave, Maya and Modo. Format: DOWNLOAD ONLY PDF | Pages: 47+
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The tutorial eBook will begin by creating and applying materials for the various parts of the car, such as glass, chrome and tyres, as well as texturing some simple geometry that will make up a scene. It will then move onto lighting where the focus will be on setting up a lighting rig and the various parameters connected to this. Finally the series will culminate with a section on rendering, where the aim will be to finish with a polished image. Original Author: 3DTotal.com Ltd | Platform: 3ds max, Cinema 4d, LightWave, Maya and Softimage XSI Format: DOWNLOAD ONLY PDF | Pages: 44+
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This series of ZBrush tutorials orientates around speed and efficiency and how to achieve detailed sculpts within a few hours. Each of the ten chapters focuses on a different character topic ranging from mythical creatures such as the Minotaur and Cyclops to Pirates and monsters. With over seven hours of video footage and covering ninety seven pages this e-book provides an insight into the working methods of eleven professional artists. Each individual showcases their particular approach to the subject and treats us to an exhibition of both their artistic and technical skills that form the backbone of their creative process. Original Author: 3DTotal.com Ltd | Platforms: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 97
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This six chapter eBook aims to show the value of post-production and more specifically the ways in which Photoshop can be used to aid the 3D pipeline. Over the course of six chapters we shall focus on the various tools and techniques on offer in Photoshop that are frequently used to improve 3D renders. Compositing passes, adding particle effects, improving lighting and making general colour adjustments are a few of the topics covered, as well as ways to create backgrounds that both complement and enhance characters. The methods presented within this series can provide an efficient alternative to lengthy render test. Original Author: 3DTotal.com Ltd | Platform: Photoshop | Format: DOWNLOAD ONLY PDF | Pages: 049
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Manimal is a Zbrush tutorial series divided into six parts, covering nearly 70 pages and addressing the process of transforming a generic base mesh into an original creature design. The notion behind the series assumes the task of genetically splicing a human being with a different animal class and sculpting the resultant character. Each of the tutorials adopts a different animal class as its theme and walks through the stages of developing a concept and sculpting the overall proportions through to the individual features and particular anatomical mutations. Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 067