
Learn fibermesh in ZBrush by adding fibers to a plane, adjusting length and color with brushes and flow. Groom hair with symmetry and poly groups, including a troll beard example.
Learn Fibermesh basics in ZBrush by masking to guide hair fibers, adjusting max fibers, segments, length, gravity, and coverage, and previewing results before acceptance.
Master ZBrush's Fibermesh grooming using groom brushes to sculpt, clump, and twist fibers, then color the fibers with RGB for vivid character fur.
Mask and blur fibers with fibermesh to create natural blends, control density, and color roots, mid, and tips while previewing with BPR and managing subtools.
Master fiber mesh grooming in ZBrush by shaping beards with brushes, adjusting density, length, and subdivision, and using alphas, color shifts, and turbulence for realistic hair styling.
Discover how to use fibermesh with poly groups to groom and style hair and fur, mask by poly groups, and sculpt fibers across a model.
Explore how to use Fibermesh in ZBrush to craft facial hair styles such as stubble, beard, goatee, Fu Manchu, and animal hairs, then render and refine.
Learn to sculpt facial hair with fibermesh, building stubble, goatee, Fu-Manchu, and beard across multiple fiber mesh layers, guided by Photoshop mockups.
Learn to use ZBrush fiber mesh to build stubble on a zebrafish head by masking, previewing presets, adjusting length and coverage, and refining with blur and quick renders.
Shape stubble and craft a goatee and beard with fiber mesh, adjusting masks, gravity, length, and density, then preview, render, and refine for a natural blend.
Master the Fu-Manchu mustache and back hair on a ZBrush Fibermesh model by masking, adjusting gravity, and rendering with BPR, while organizing tools for grooming later.
Create a secondary mane and eyebrows with fibermesh in ZBrush, adjusting gravity, length, and coverage, groom with masking, and even add nose hairs for realism.
Learn to groom and color fibers with Fibermesh in ZBrush, detailing beards, goatees, mustaches, and brows, then render and compare final results in Photoshop.
Groom facial hair in ZBrush's Fibermesh, sculpting stubble, a goatee, Fu-Manchu, and sideburns. Blend browns and grays with symmetry and poly painting for natural color.
Apply base color and continue grooming with Fibermesh in ZBrush, refining eyebrows, beard, Fu-Manchu, and back fur while using symmetry, layers, and grooming brushes for natural variation.
Learn to apply a base colour and groom Fibermesh hair in ZBrush, creating natural variation, clumps, and realistic fur with grooming brushes and a final BPR render.
Learn to create varied hair color on Fibermesh fur by duplicating brushes, grooming for direction, and applying careful poly painting from root to tip to blend with the main mane.
Apply fibermesh to add fine hairs with the standard brush, adjusting max fibers, gravity, and color to create natural peach fuzz around the brows while avoiding the horns.
Render hair with the fiber mesh workflow using BPR render, enable the skin shader and ambient occlusion, and refine depth, shadow, and mask passes in Photoshop for a portfolio-ready piece.
In this series, we'll be introduced to the world of Fibermesh in Zbrush. We'll first use Fibermesh on a simple plane and using some of the many groom brushes to 'brush' the hairs. We'll then move onto adjusting hairs with symmetry as well as doing some polypainting on the hairs for colour. We'll then go over some hair styling ideas for what we might want to create for our main Horn Head mesh by examining some painted hair layers in Photoshop. Once we decide on a style, we'll then use Fibermesh to start to create each hair element (beard, stubble, goatee, etc) individually and then we'll use the groom brushes to add more natural variations to the fibers/hairs we create.
Finally, we'll use polypainting to color and tint the hair on the Horn Head's face to something more naturalistic and complimentary to the character. A final render to see how it all turns out and then looking at the render pass in Photoshop will complete our whirlwind introduction to Fibermesh!
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Stephen Wells is an expert 3D modeler for characters, props, vehicles, weapons and environments and have created both high and low polygon assets for game productions. He has over 20 years experience in creating a variety of game assets for several different genres (fantasy, sci-fi, combat, superheroes, horror, etc) using 3ds Max, Maya, Photoshop, ZBrush, Mudbox, Topogun, and xNormal. As an enthusiastic instructor, he loves creating video tutorials on a wide variety of subjects to help students better their skillsets.