
Master a ZBrush-based workflow by starting with basic Maya models, sculpting damage and noise, using Instant Meshes and dynamites, then bake normals and finalize the scene in Marmoset.
Explore modeling a catacomb scene in Maya by building floors, domes, and stone blocks, using extrusion, edge loops, subdivision levels, and non-linear bend.
Master Maya modeling workflows by building a cylinder, using booleans to form a catacomb shape, refining topology with loops and polygon cleanup, and preparing a clean, export-ready mesh.
Sculpt bricks for an underground catacomb in ZBrush by importing assets, using Dynamesh and subdivisions, and clipping and smoothing stone blocks, then bake and refine for floor of varied stones.
Learn to sculpt bricks for an underground catacomb in ZBrush through a timelapse workflow, using noise, subdivision tweaks, textures, and exporting baked mesh details.
Sculpt the remaining models in volume two, implant bricks into the brick wall, optimize the scene, and prepare the project in Maya for baking.
Sculpt the floor and cross of an underground catacomb in ZBrush, applying surface noise, multi-layer noise, and brush adjustments to create chipped plaster and damaged stone textures.
Learn to sculpt the main wall of an underground catacomb in ZBrush by building brick breaks with multi-mesh, adjusting depth, brush size, and variation.
Refine the main wall in ZBrush by duplicating, moving, rotating, and scaling sections, grouping and merging breaks for variation, and hiding or deleting geometry to reveal precise catacomb details.
Learn to sculpt bones and skulls in Maya by importing bones, duplicating and rotating for variation, then arranging skulls and applying noise masking to refine the final mesh.
Learn to sculpt underground catacombs with ZBrush by reviewing basic models, applying sculpting techniques, optimizing geometry, and baking to achieve the final result.
Optimize all assets by applying decimation and preprocessing, then export to Maya. Balance polygon counts, bake normals with X normal, and prepare UV unwrap for Maya.
Learn to bake textures in zbrush by converting a high-poly underground catacomb into a clean low-poly mesh, generating normals, displacement, and other maps with proper UV layouts.
Polish the scene by duplicating stones to remove seams, place skulls with height maps to disguise tiling, and refine ground textures using gravel textures and a map converter workflow.
Refine bone placements and scale bones to align with the underground catacomb. Set up active and passive bodies, configure a collider and dynamics, and adjust bounciness before importing into marmosets.
Import your sculpted underground catacomb into Marmoset, apply materials, adjust normals and displacement, tweak lighting and sky presets, and export a polished final presentation.
In this series, Emiel Sleegers is going to be covering how to sculpt and build a catacomb environment using Maya and ZBrush. For starters he will be creating and unwrapping some base meshes within Maya, and from there he will be taking said meshes into ZBrush where he will covering topics such dynamesh, additional damage sculpting, insert mesh, and more. From there, he will then export the meshes back to Maya for an optimization pass and then take everything into Marmoset Toolbag for rendering.
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Emiel Sleegers is a self-taught 3d artist currently residing in the Netherlands. He's been teaching himself 3D art for the past 3-4 years, and has worked as a freelance artist on numerous unannounced projects. He's a lover of all things 3d and enjoys sharing the knowledge he has obtained with others eager to learn.