This course 3D Concepts and Character creation will teach you how to concept in 3D with confidence - Software: ZBrush r7 for modelling and texturing and Keyshot 5 for high quality rendering
In this course we will be using ZBrush and Keyshot exclusively as well as final editing in Photoshop (but any image manipulation sofware will do as we will simply be compiling).
This course is intended for anyone wanting to know techniques for modelling and sculpting digitally, ZBrush is the premiere program for digital sculpting it is extremely powerful, we will be harnessing some of that power to create fantastic sculpt very quickly and also rendering out using keyshot 5, finally putting it together in Photoshop.
If your into ZBrush this is the course for you we cover all the main sculpting techniques as well as a few tips and tricks.
If you are learning Keyshot this course will be of great help to you as well.
This lesson will prepare you for the rest of the course I will show how to load the assets which are zipped into ZBrush and also show you how to customise your work area for a speedier workflow.
I have added in the next lecture all the files you will need including the final sculpt from ZBrush!
In this course I will do a short intro as to what you will be expected to do, and the new work flow we will work with.
In order to start to create a sculpt in ZBrush we need to build a base mesh to sculpt on this forms the foundations of your Character
Activating Symentry in ZBrush is easy follow this lecture
Lets start adding shape and form to our basemesh
In order to work effectively we will need to dynamesh our model, this is my workflow somes sculpter do not utilise dynamesh prefering to do a majoirty of work at the base mesh stage
ZBrushes dynamesh is a very powerful feature see it in action
We will be remeshing our model a lot, the idea is to work low to high resolution building up slowly.
Imagine wood carving first we start with a block of wood and then carve our a rough shape then we carve more and more detail, tis is the same principal in 3D sculpting.
Adding more form
Moving on I need to inflate the fingers and toes to regain definition
Looking at the polish brush and how it effect smoothing on our model
First step into using masking to cover areas we do not want to effect, we will also use translation tools to move body parts
Minor corrections and alterations
Adding the eyes, this will invlove adding a subtool to our model and mirroring and merging!
In this lesson I will create a quick sketch to try to get my idea and goal across to you.
Just running through the tools I will be using for the time lapse video next.
Sit back and watch the time lapse video, see exactly what you need to do next, we will run over this video next.
In this lesson I will go over a few things I did during the time lapse video, just to make sure it is crystal clear to you.
Lets make some modification to the front legs before we turn off dynamesh and go into traditional sculpting.
Using ZSpheres we will build our ambilicle cord.
Lets finish the ambilicle and also create the implant between the body and the ambilicle.
Ok at the moment we have a pretty high res mesh, we now need to produce a low res version of the mesh and rebuild our subdivisions plus project the high res detail to the new mesh.
Using ZRemesher we also have the ability to force the remesher to follow curves for the toplogy of the sculpt, this is extremely usefull especially for animating your model, making sure you have great flow to your toplogy and the edge loops are in the right places is very important. ZRemsher makes this process much easier than ever before.
In this lesson I am now showing you some reference that i I am at this point taking into account, I have also done a pre render just to see how our skin looks like in keyshot as a basic render.
Lets now further add some skin folds, and some minor modification based upon our reference.
Its all about the wrinkles! in this lesson as a prelude to the time lapse next, I will show you how we can create wrinkles on our skin - Manually.
In this time lapse video you will see me using the techniques explained in the last video, just a bit quicker!
It is very important that we turn off our symetry when detailing the centre line of the sculpt, to avoid it looking very fake.
In this 1 of 2 detailing vlessons you will see me hand detailing and using alphas to add high level details to our sculpt.
In this 2nd detailing lesson we will carry on adding even more detail to our sculpt including adding pores to our skin.
This lesson is optional - I am going to create an inner version of the model that will show bones and muscles, my idea being that this will act as an inner core on the final render I might or might not use this in final output.
This lesson is entirely optional do it or watch along.
using ZRemodeller we will create the container and caps for the containers, please watch the recap lesson next on ZRemodller as it will go into a bit more detail on this awesome tool.
ZRemdeller is an extremely powerful tool within ZBrush allowing you to really easily create hard surface models, see this quick tutorial on it.
Now I will add the liquid to the container, very simple stuff.
In this lesson I will use the existing skin subtool as a base for creating the inside of the mouth.
With the mouth created we will now start cutting away the mough area to reveal the gums.
Lets go ahead and create our teeth using a simple shape.
Lets now create the flaps of skin and wrinkles, in this lesson I explain what is being done in the time lapse video up next.
Time lapse of detailing as described in the last lesson.
Just a quick look at fibre mesh, a great tool for adding hair and fur to your creations.
Lets create the whiskers for the sculpt.
OK now I am going to use fibremesh to create geometry (fur) for our model.
The first thing we need to do is put down our base colours, lets use polypainting to do this, something to bear in mind is that is you have not got good enought resolution in your model your poly painting will be very blotchy, as it is like sculpting resolution dependent.
We will now add what we call noodling to out model this will break up the temperature values we added in the last lesson.
Using layers gives us a powerfull advantage, when we use layers to paint it gives us the ability to reduce the opacity after we finish, or even scrap the changes altogether.
Lets now add our top skin colour to our model at this stage you will see what a great effect you get, and with the added ability of layers we can also set the opacity exactly as you like it!
Another feature we will look at is creating darker and light areas using masking, in this case we will use a cavity mask.
Almost forgot the claws need adding!! let quickly add those now.
Lets have a quick look at material and how we can add multiple materials to the same object, we will also see how the RGB, M and MRGB work together. and finally see how we can blend materials using the BPR blend setting.
Lets finish colouring up our part.
In this lesson we will use another tecnique for texturing, we can use images to project details from them onto our sculpt using spotlight.
Quick intro lesson on setting up UVs.
Setting up your UVs correctly is so important that why I have lingered over this sections, again let relook at it.
Ok let setup our UVs onto our model.
Now we are happy with the polypainting we now will bake our layers down, this will mean they are no longer editable.
Now we have our UVs lets now set up our maps,
Quick look at our model so far.
Quick intro to T-Pose, the plugin we will use for posing our model.
We will now spend a bit of time posing our model and breaking the symetry of it.
We are almost completed, we will now export our non UV model parts (parts that do not contain polypaint data).
Finally we export all maps and model parts from ZBrush.
Lets add our model to keyshot and set up a base colour part 1.
Lets add our model to keyshot and set up a base colour part 3.
In this lesson we will set up a group and look at the material liquid and glass and the refraction.
Setting up light sources in Keyshot.
Intro to opacity maps.
Creating our opacity map, back to ZBrush for quick map creation and export.
Lets create a specular map the same way as we did for the opacity map, and do some more setup,
In keyshot you can set up custom camers and views basically lock the camera and render multiple shots based on different camera see this video and learn to create a camera.
Lets set up the pre-render options.
Final render output.
Lets now alalyse our final out put and import the outputs into one file. In this case in Photoshop but you can use Gimp which is free google it online.
Final lesson in this course we will have a final look at our image.
Thank you for taking this course and your feedback would be greatly received, please contact me through the course if you need extra help or just want to give me feedback :)
All the best David
I have worked professionally in many creative sectors for the last 20+ years, being a creative veteran I have taught to advanced level Design, Art, Sculpture, 3D Modelling/Animations/Rendering and Website design.
I have worked for small companies giving me the rare opportunity not to be pigeon holed, it has also meant I have had to keep up with all the latest techniques and technologies.
I currently run a company specialising in multi-disciplined creative design, from 3D animations to CMS websites, Banners, Adverts, Logos and a whole host of other work.