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Sculpt a Mech Head with ZBrush and Present it in Keyshot
Rating: 3.8 out of 5(17 ratings)
175 students

Sculpt a Mech Head with ZBrush and Present it in Keyshot

Learn to model this complex 3d asset and learn more about sculpting in ZBrush for games or film.
Created by3dmotive LLC
Last updated 5/2015
English

What you'll learn

  • Model a mech head or helmet inside of ZBrush
  • Add quick materials to the object and render it inside of Keyshot

Course content

3 sections23 lectures4h 22m total length
  • Introduction to the Course1:07
  • Roughing Out Dynamesh Shapes13:08

    build a mech head from multiple dynamesh pieces, using symmetry, duplicates, clip-curve cuts, masking, and the move brush to shape and refine.

  • Shaping Up the Helmet14:09
  • Adding Elements to the Helmet15:17

    Duplicate parts, move and scale in ZBrush, then sculpt with clay build up to shape details. Mirror and weld on the left side, clip masks, and add hoses.

  • Creating a Neck and Chest12:01
  • Using Masking to Pull Out Shapes11:22
  • Using the Action Line for Chest Elements8:52
  • Tweaking Parts of the Chest8:28

Requirements

  • Pixelogic's ZBrush
  • Presentation in Keyshot is shown, though not mandatory

Description

In this series, we're going to jump into an introduction to creating a Mech Head in ZBrush. We'll initially use Dynamesh to create the foundational shapes before refining them and creating new polygroups within each subtool. We'll then extrude some of the polygroups to help create the plating on different parts of the mesh before using some alphas to create some smaller details over the model. We'll utilize the IMM brush particularly to add in elements to our Mech Head to finalize details. Lastly, we'll quickly drop the model into KeyShot for our final test renders.

(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.

Who this course is for:

  • Intermediate students who already have a working knowledge of ZBrush