
Explore hard surface modeling in ZBrush using dynamite spheres and the clip curve brush to build a basic helmet and upper chest, then refine shapes for a clear concept.
build a mech head from multiple dynamesh pieces, using symmetry, duplicates, clip-curve cuts, masking, and the move brush to shape and refine.
Sculpt the mech head helmet in ZBrush using the move brush, masking, and symmetry to shape and refine the visor for later rendering in KeyShot.
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.
Rotate, scale, and sculpt a neck and bust for a mech head in ZBrush, duplicating subtools, masking, and refining with move, clay buildup, and remesh to prepare the upper torso.
Apply masking to pull out mechanical shapes, then rotate, move, and remesh to build panels, hoses, and details for a mech head in ZBrush, with multi-mash brushes and quick iterations.
Use the action line to shape and widen the chest elements, applying masking, inverting, and clean lines before mirroring, welding, and merging with modified topology.
Modify the chest piece by masking, moving, rotating, and scaling to fix interference, then plan to rebuild sections and add hoses for a clean, sharp mech head.
Learn to sculpt a mech head in ZBrush, build chest, side, and back plates with poly groups via the slice curve brush, then extrude, scale, color, and apply to KeyShot.
Learn to sculpt a chest piece for a mech in ZBrush, using the slice curve brush to define paneling, create new polygroups, and apply symmetry and transparency for precise planning.
Use the slice curve to cut the mech head on one side, separate armor plates, then mirror and weld to complete the symmetric plating with clean edges.
Refine the mech head geometry in ZBrush by duplicating dynas pieces, clipping curves, moving and scaling parts, and using mirror and weld to clean up the back.
Explore helmet sculpting in ZBrush with dynamesh, masking, and curve tools to shape a visor, then refine with slice curve and polish for a ready KeyShot presentation.
Duplicate the original helmet mesh, reduce its polygon count, and rework it with the slice curve to refine the face shield and plexiglass details, preserving the original shape.
Explore hands-on techniques for extruding helmet plating in ZBrush, including masking, inverting masks, moving, scaling, rotating, smoothing edges, and refining rim details.
Scale down helmet pieces, duplicate components, and move them for layout. Mirror and weld for symmetry, add hoses and screws, and plan a battle-worn finish with scratches.
Begin by blocking torso panels in ZBrush, add screws and plating with alphas, insert multimap brush for geometry, create two hoses with cylinders and kinks, and render in KeyShot.
Apply Dam Standard to cut in edges in ZBrush, using alphas and insert multi-mesh brushes to add futuristic details, with masking and move brush techniques.
Import alphas and add screws on the mech head using masking and move brushes, ensuring consistent size and placement across helmet, shoulder pads, and back pieces.
Learn to use the insert multi mesh brush on the torso, experiment with alphas and gradients, and optimize geometry with decimation master for quick mech gadgets placement.
Use the IMM brush on the helmet to add and position pieces, adjust symmetry, rotate and scale components, and refine placement with action lines for a cohesive mecha head.
Refine the torso by adding hoses and loops to the mech head. Use symmetry, rotate, and move pieces to position a galactic empire emblem for detail.
Add hoses to the mech head in ZBrush using the insert cylinder, lock start and end points, embed and adjust bends, then export and render a quick presentation in KeyShot.
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.