
Source files and samples for Section 1
Explore sculpting with standard, clay buildup, and clay brushes, learn masking to protect details, enable symmetry in ZBrush, and refine forms with smoothing, intensity adjustments, and quick viewing of strokes.
Source files and samples for Section 2
Build foundation shapes in ZBrush using clay buildup, turning off symmetry to add asymmetry. Mask back faces, refine ears and fat folds, subdivide for texture, and save frequently.
Source files and samples for Section 3
In the second stage sculpting, build on prior shapes to refine the orc bust's face with clay build up, masking, and selective subdivision for the brow, nose, cheeks, and ears.
Master stage two sculpting in ZBrush to build mouth details, lips, and tongue with masking, blur, and clay buildup, creating readable anatomy and organic flow.
In second stage sculpting, add detailed teeth, gums, and wrinkles with subdivision and masking, preview with BPR renders, and plan Pollock-style colors for an orc bust in ZBrush.
Source files and samples for Section 4
Apply alphas to sculpt skin details, creating pores and bumps with quick left-click and drag, adjusting stroke size, intensity, and symmetry for consistent, readable texture on the orc bust.
Bake and export normal maps from the high-poly head, flipping the green channel, then apply these maps to the game-resolution model and preview with quick renders in Marmoset.
Source files and samples for Section 5
Learn to color spray skin on an orc bust using alpha textures and color samples. Build up shading, wrinkles, and subtle rot details with masking and careful color blending.
Master color detailing on an orc bust by layering hues, masking ambient occlusion, and painting a detailed diffuse map to bring out features like the eyes, ears, and mouth.
Stephen Wells covers his process of sculpting, poly painting, and baking normal maps step-by-step for this Next-Gen Orc Head model. You will learn about various tools and workflow aspects of ZBrush and work your way through the sculpting process and become more familiar with the ZBrush interface and the use of its more powerful features. We'll start with the very basic level of the orc head, then get it ready for sculpting in ZBrush, and really lay down the details as we flesh the character head out. You'll learn a very thorough pipeline for creating a great looking asset!
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 including Zbrush, 3DS Max, Topogun, Roadkill, and many more to help students better their skillsets.