
This introduction to ZBrush for games and film covers importing a model from Maya or 3ds Max, creating poly groups and subtools, and basic sculpting and poly painting.
Explore importing 3D assets into ZBrush, using mat caps to preview materials, navigate the viewport with pan, zoom, and perspective control, and apply subdivision and wireframe view for refined sculpting.
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 polygroups and brushes in ZBrush, create and check uv maps (uvs), apply poly paint, and use display properties and the timeline to manage subdivision history and sculpting workflow.
Explore building forms in ZBrush by mastering brushes and masking, using draw size shortcuts, symmetry, masking techniques, and stroke settings to enhance sculpting workflow.
Master poly painting in ZBrush by sampling and blending colors with primary and secondary hues, while using transpose tools to move, rotate, and scale the model precisely.
Explore the zbrush top menu, manipulate alphas, brushes, and masks; learn to save tools and documents, manage autosave, and work with brush settings for precise sculpting.
Learn to use Spotlight in ZBrush for fast texture painting and sampling colors, and prepare models for 3D printing with decimation master and export options.
Explore ZBrush basics for games and film, sculpt clay-like forms, use clip and slice curves for polygroups, and build a proxy model with zero guide brush and q measure.
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.
Explore q measure in ZBrush with q cube, q sphere, and q cylinder using zmodeler brush. Learn edge, face, and symmetry operations to extrude, bevel, and bridge on the fly.
Explore the slice curve and clip curve brushes in ZBrush, learn to create poly groups and edge loops, and use modify topology and mirror weld to refine a model.
Learn to use zremesher to remesh high-poly models to a target polygon count, preserve silhouette, and guide edge loops with the zremesher guides brush.
Master topology modification in ZBrush by using dynamesh, poly groups, and masking to sculpt and separate pieces, then refine with transpose, edge loops, and auto groups.
Create a mausoleum proxy in ZBrush using the modeling brush and Qmesher, starting from a basic box and detailing with edge loop, extrude, and mirrored geometry.
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.
Learn to apply alphas on plaque in ZBrush, building multi-layer weathering with bolts and scratches using drag rectangle and drag dart, mirroring, and flatten brush, then render with bpr.
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 transform a Dyna cube into a propped stone block, duplicate and scale for a 2:1 block, and apply clay builder chiseling to create varied, realistic surface details.
Master stone block edge work in zbrush for games and film by chiseling, flattening, and offsetting edges, duplicating and rotating bricks, and adding cracks and varied chips with dyna mesh.
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.
Explore sculpting a creature, detailing with ztools, and posing it with the transpose tool, then build a stone wall for a creepy mausoleum scene, import it, and add tentacle detailing.
Pose a tentacle in ZBrush using mask, blur, invert, and rotate to form an S-curve, then scale, duplicate, copy-paste from the mausoleum proxy, merge down, and save.
Duplicate a stone brick block, use Decimation Master to reduce polygons, then build a stone wall by duplicating, rotating, masking, and merging subtools while preserving detail.
learn how to create mausoleum walls in ZBrush, fix viewport orientation, reduce polygon count with decimation master, duplicate and align walls, add a door, and prepare a BPR render.
Learn to build stair steps in ZBrush by duplicating brick rows, shaping four sides, mirroring for symmetry, adjusting scale and positioning, and saving progress as you refine the architecture.
Learn to modify a column in ZBrush by adding edge loops, shaping lips with move and rotate, then apply noise, fluting alpha, and projection master for a stone look.
Enhance your ZBrush final touches by layering geometry, poly groups, and mirror weld, using free alpha textures to add ridges and detail.
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.