
Learn cloth sculpting in ZBrush by identifying basic wrinkle types, using Photoshop to create outfits, and supplying alpha maps for finishing sculpting techniques.
Create wrinkle alphas in Photoshop by drawing straight, X, Y, and diamond wrinkles on a black background, then blur and save labeled Renko alpha files for ZBrush.
Import alphas, apply thin diamond details with symmetry, then mask back faces and sculpt wrinkles with rake and trim dynamic brushes, adjusting subdivisions for realism.
Set up the mesh by selecting parts, deleting unused geometry, saving a new tool, then subdivide and crease edges with poly frame to shape pockets and belt details.
Learn to sculpt realistic folds and wrinkles in ZBrush using symmetry, brush techniques, sharpening, smoothing, masking, and subdivision levels, with emphasis on compression and stretch wrinkles.
Sculpt wrinkles on pants by masking, dividing, and adjusting compression with a standard brush and blur alpha to reduce noise and add detail.
Learn cloth sculpting in ZBrush by creating stretch and compression wrinkles, refining with standard and rake brushes, and building swaggering folds on a jacket using alpha and subdivision techniques.
In this course, instructor Jim Busike will be covering his process for sculpting wrinkles and cloth within ZBrush. Here he will be discussing various wrinkle types, the creation of alphas, and his process for using those alphas to help sculpt the different types of wrinkles found on his characters.
More about the Instructor:
Jim Busike has been working in the video game industry since 1998. He spent 10 years working as a character artist. He has worked on Final four 99 – 2003, JetX20, Darkwatch, and The Bourne Conspiracy. He has also worked on several projects freelance including models for Zombie Gunship and Toy Sculpts for Wowwee and Outlaw Miniatures. Jim now teaches full time at The Art Institute – Inland Empire.