
Refine the head and neck by adding wrinkles, polyps, and segmentation using masking, inflate and standard brushes, while managing symmetry, back face masking, and BPR previews.
Enhance a tentacle-based creature by sculpting secondary details with the inflate brush, varying intensity, and adding wrinkles, ridges, and nodules using alphas and subdivision workflows in ZBrush.
Learn to sculpt an eyestalk using IMM brush workflows in ZBrush, duplicating primitives, masking, moving, and adding cilia, feeding tubes, and asymmetrical detailing.
Sculpt a worm-like feeding tube for a creature in ZBrush using move brush, IMM brush, and clay buildup to create wrinkled anatomy.
Insert the cilia with the IMM brush, adjust placement on the neck, then duplicate, rotate, and scale to create varied, natural-looking arrangements.
Create new wings for the elder thing by evaluating wing sizes, deleting old zones, and using DynaMesh, masking, and clay buildup to sculpt detailed wrinkles and edges.
Watch a timelapse of refining the elder thing's wing in ZBrush, shaping membranes, ribbing, and folds with the standard brush, Dynamesh, and alpha textures.
In this series, we take on one of the very oddest creatures of the Cthulhu pantheon: the Elder Thing! We'll be using Dynamesh for the entire alien entity but we're going to pull some "Frankensteining" - that is, we're going to be creating different parts of the creature in different files to refine and finesse them before adding them to a singular IMM brush so that we can 'sew' together all the different elements into one cohesive, yet awesomely monstrous creature! We'll be running the gamut for detailing using brushes, alphas, layers and the IMM brush to end up with a very unique entity that would make Lovecraft proud!
(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.