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Learn to Sculpt a Stylized Character for Games with ZBrush
Rating: 4.2 out of 5(41 ratings)
610 students

Learn to Sculpt a Stylized Character for Games with ZBrush

In this intermediate course, we will learn to 3d sculpt a High Resolution character asset for film and games!
Created by3dmotive LLC
Last updated 9/2016
English
English [Auto],

What you'll learn

  • Digitally Sculpt a 3d character using ZBrush for Games or Film
  • Understand the basics of modeling a 3d character using ZBrush
  • Understand the basic pipeline for digital sculpting for CG, film, and game
  • Greaty improve your workflow with ZBrush with multiple tips and tricks used in sculpting this character

Course content

3 sections38 lectures4h 7m total length
  • Introduction1:14

    Learn stylized character sculpting for games with ZBrush, starting from a base mesh to sculpt head geometry and the rest of the body, emphasizing stylization and simplified anatomy.

  • Tools Introduction3:00

    Learn to customize ZBrush materials with a plugin, use essential brushes for blocking and refinement, and leverage see-through view and lighting tweaks to guide character proportions.

  • Reference Images in ZBrush1:11
  • Blocking in the Main Body Forms4:51

    Block in the main body forms using primitive spheres to establish proportions for a stylized character in ZBrush, then refine with a neck cylinder, trapezius, and shoulder adjustments.

  • Blocking in the Head7:28

    Block the head in ZBrush with move brush and clay buildup, keeping a low-res dynamesh for quick iteration, then refine anatomy and facial shapes before detailing the rest.

  • Blocking Continued4:47

    Refine head size and adjust the neck, chest, abdomen, ribcage, pelvis, and hands to improve proportions, then block in arms and legs to finalize the stylized character silhouette.

  • Blocking in the Limbs6:12

    Block in the limbs, refine proportions in perspective, and build armor pieces—shoulder pads, bracers, belts, and boots—for our characters in ZBrush.

  • Clothing Block in5:30

    Block in armor and clothing, adjust proportions and silhouettes, and create modular pieces for baking normal maps and inclusion maps.

  • Torso Sculpt Block In4:09

    Learn to sculpt a torso block for a stylized game character in ZBrush, building pecs, rib cage, and neck with dynamic planes and torso extraction under the shoulder pads.

  • Extracting the Shirt5:35

    Extract the shirt by masking and isolating front and back areas, then dynamically refine a new geometry piece and adjust the silhouette as you prepare shoulder pads.

  • Creating a Quick Collar6:46

    Learn to block in a quick collar for a stylized game character in ZBrush by using primitives, cylinders and cubes, mirroring, clipping, and local symmetry for clean fit.

  • Shoulder-pad, Belt, and Outro4:19

    Block a stylized game character in ZBrush using primitives for shoulder pads and a belt, refine proportions, and prepare a base mesh for future sculpting of the head and details.

Requirements

  • Pixologic's ZBrush sculpting software
  • A basic understanding of 3d and game art

Description

In this intermediate level course, instructor Ryan Ribot will be focusing on sculpting a High Resolution character asset using ZBrush. The focus of this course will include sculpting processes, stylized anatomy, modularity, and basic design fundamentals to create a stylized character model. Not only will we dive heavily into the anatomy of the character by ensuring that the form is sound and accurate, but we'll cover each and every aspect of the armor creation one-by-one from head to toe. By the end of this course you should have a strong understanding of the steps towards creating your own high quality ZBrush models. If you've been looking for a complete crash course in learning to sculpt digital characters using ZBrush, this course is for you!

(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)


More about the Instructor:

An adopted son of San Francisco and the Academy of Art University, Ryan Ribot lives a small apartment with 3 cats and a Wacom. Currently working as a texture artist and character modeler with Telltale Games, Ryan spends most of his time painting and sculpting. ZBrush, Photoshop, and Maya are like breathing to him, and he is always looking to share his knowledge. Ryan has been teaching for several years, and is experienced as both an instructor and an industry professional.

Who this course is for:

  • Intermediate to Advanced users of ZBrush wanting to learn the character sculpting pipeline
  • This course is not intended for absolute beginners, though you don't need to be a power-ZBrush user either