
Explore side menus and workflows in ZBrush for games and film, including lightbox imports, GoZ interoperability, masking, poly groups, and fiber mesh hair, with export considerations.
Master dynamesh in ZBrush by increasing resolution, remeshing to quads, and using mirror weld, while refining sculpting with smooth brushes and leveraging modified topology, layers, and polygroups.
Use clip curve with control shift to create a straight edge and clip excess, then increase resolution with dynamesh and apply a black-and-white alpha as a height map.
Create a proxy rooftop model in ZBrush using the Qmesher plug-in, then scale, move, and align it on a wall, rename subtools, and refine columns for a mausoleum-inspired design.
Apply surface noise, alphas, and layers to sculpt a plaque, blend elements into a seamless mesh, then use a dynamo block and chiseling to add cracks and edge chips.
Enhance a mausoleum plaque with rust and corrosion effects using alpha 8, multiple layers, and edge highlighting to emphasize wear and lettering in ZBrush.
Learn to add gouges to a stone surface in ZBrush using layers, noise, stippling, and alpha brushes, bake the details, and render with realism.
Use the surface brush with masking and layers to emphasize final brick details. Demonstrate clay buildup and apply the result to the mesh for a stone brick look.
In this Intro to ZBrush course, students will learn better practices for workflows to move a project from A to Z as well as learn how to use a combination of tools within ZBrush to easier create the work needed. We'll investigate how quickly Qmesher can interactively, and on the fly, create proxy/stand-in meshes that will later lead to creating more complex meshes. With GoZ, students can use their particular 3D program to directly export/import their meshes to model with in conjunction with ZBrush to achieve better results. We'll explore using the layers palette when adding in details as well as the deformation palette for easy scaling and mirroring. Other key functionalities within ZBrush are the modify topology palette and, especially useful, the transpose action tools. Both have a great number of features to facilitate our workflow and help speed up the process of production. We'll look to create separate elements in separate Ztools and then merge each mesh into one single scene for a final completed piece.
More about the Instructor:
Having 25 years of experience in the videogame development/entertainment arenas, Stephen is well versed in a variety of programs and production pipelines and strives to work as cleanly and efficiently as possible. He's done pretty much everything, and enjoys getting to share his knowledge and experience in the hopes that he can help students gain a better understanding and appreciation of what 3D computer art (in all its varying forms) has to offer.