
Learn to sculpt interior decor with ZBrush and 3ds Max by breaking a ceiling rose into simple shapes, building the base and trim, and applying deformation modifiers.
Break down reference images into repeating, modular pieces to simplify complex ceiling rose modeling, reuse parts, mirror shapes, and tile sections across the design.
Set up a reference plan and apply the image to guide the rose base, starting with a centered, segmented cylinder and developing modular trim sections toward the reference.
Refine the base and the first trim section by using the grid to judge space, keep non-destructive edits, duplicate the initial part, and progress toward the spiral shapes.
Create a tiling modular piece by tracing reference and shaping spirals and triangles for a cohesive flow. Use push modifiers, snapping, and kitbashing to replicate modules and achieve seamless transitions.
Refine the trim section by adding geometry, shaping with a plane, tightening edges, and using symmetry and edge constraint to achieve a smooth, detailed final form.
Model and deform a ceiling rose trim by expanding the upper shape, refining edges, and aligning transitions with bend modifiers and pivots. Create modular tiling parts for interior decor sculpting.
Continue the ceiling rose project by creating simpler 3ds Max shapes and then intricate flower forms, using techniques from Module 1 and applying ZBrush for detail.
Explore modular interior decor sculpting by separating parts to model in 3ds Max and refine with brushes, creating flower-inspired shapes and precision geometry through planes, loops, and depth adjustments.
Complete the modular ship parts by refining stems and flowers, adding interlocking slots, and adjusting scale, bend, and depth for cohesive digital sculpting in ZBrush and 3ds Max.
Master complex wing parts by modeling each piece in 3ds Max, following a reference to shape edges and flow, refining using soft selection, welding, and symmetry, then prepare for export.
Refine a base form in ZBrush using the ha cracks brush and smoothing, then decimate the mesh to ten percent with the Z plugin in and export to 3ds Max.
Learn to complete and refine final sculpted pieces by building larger and secondary sections, matching the reference, and using soft selection and push modifiers for clean, accurate shapes.
Complete the final sections of the ceiling rose and trims, apply them to the main rose, and prepare a single, topologically consistent mesh in ZBrush for sculpting.
Kit-bash the designs by creating a flat template from the image, isolating stems, flowers, leaves, and wings, reusing pieces to speed workflow, and assembling an editable base mesh.
Refine flower shapes by rotating, placing, and aligning symmetry to create a cohesive design. Add detail and overlap to build the base, stems, and surrounding petals.
Conform the shapes to the base geometry by resetting rotations, aligning to reference, and individually adjusting stems and flower parts, then attach and align pivots to center for cohesion.
Adjust and refine base shapes to assemble a cohesive ceiling rose, applying symmetry, detail, and topology cleanup, then export from 3ds Max to ZBrush for final wear and tear.
Create a single ZBrush mesh by importing the file, setting a square document, using alpha and masking to separate geometry, then sculpt and smooth edges for a clean final form.
Load free marble damage brushes from the ZBrush Central website to add wear, spots, and cracks to surfaces, then export and render using your preferred software.
In this course we will learn how to break down a piece of reference to a more manageable state we can work from. Once we understand what is required of us to complete the piece we will start creating the base of a ceiling rose followed by the outer trim sections of the ceiling rose.
When creating the trim sections I will show you how to create both simple and complex modular tiling shapes which will add an extra level of detail and intricacy to the ceiling rose with very little effort. In module 2 we will be looking at the more detailed shapes. Using our broken down reference I will show you how to create each piece used to create the ceiling rose. We will start with the simpler shapes just using 3ds Max box modeling and deformation techniques and then move onto more complex shapes later on. Once we have our shapes completed we will add final adjustments and polish to each piece in ZBrush to give it the hand crafted plaster look we are aiming for.
Finally, in module 3, we will take the parts we have made and kit bash them together to create the large shapes shown in the reference. After all shapes are complete we can start deforming them to fit the base ceiling rose we created in module one which will leave us with the completed model.
Finally, we'll take the model into ZBrush to create a final singular mesh version using masking and deformation techniques and add damage to the model using a custom brush set.
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Ash Thundercliffe has been in the games industry for 3 years now. He started his career teaching at the University of Derby on the Computer games Modeling and Animation Course. After doing this for several months, he moved on to small indie projects as an environment artist for the mobile and PC platform utilising Unity and UDK.
After spending a year teaching and working on indie projects, Ash moved into AAA games working at Rockstar Games as a Technical Content Artist for almost 2 years. Ash has since moved back into freelance and continue to work as an environment artist.