
Create realistic animal sculptures in Maya and ZBrush by building base meshes, blocking skeletons, refining muscles, and detailing skin folds. Master topology, posing, poly painting, and rendering for portfolio-ready results.
Explore basic block outs of zebrafish anatomy, determine skeletal structure and superficial muscles to guide accurate proportions before Maya, sculpt, paint, and refine topology and posing.
Set up zbrush for sculpting by customizing the interface, enabling config, saving your preferences and hotkeys, and setting up standard, inflate, pinch, topological, move, and smooth brushes for sculpting.
Master ZSpheres in ZBrush by drawing, moving, scaling, and rotating; enable symmetry and use shortcuts (Q, W, E, R, X) to build and adjust sphere chains.
Block out the basic animal skeleton with ZSpheres to establish accurate proportions for Maya and ZBrush, using symmetry and edit mode.
Block out a basic animal skeleton in Maya and ZBrush, detailing the cranium, vertebrae, rib cage, scapula, pelvis, and limbs with dynamic mesh and symmetry for effective anatomy.
Block out the muscles and primary forms, build anatomy and proportions, and refine silhouettes before detailing in Maya and ZBrush.
Isolate the head and neck, increase geometry resolution, and block out the major head muscles and silhouette using move and clip brushes, focusing on proportions before adding details.
Block out the front leg musculature, align the scapula with gravity, and build the deltoid and trapezius first, then refine with subdivisions and form-focused sculpting for realistic animal anatomy.
Finish blocking out the legs by refining front and back leg silhouettes and proportions, then shape glutes, patella, and the Achilles tendon with soft masking and topological moves.
Block out the thorax and back muscles for a mammal, refine muscle strokes and topological flow, check proportions with measurements, and prepare for sculpting in Maya and Zbrush.
Refine the tiger head through higher resolution and focused sculpting of muscles, skin, and wrinkles. Use reference, symmetry, and tools like clip and Damien standard to nail proportions and likeness.
Refine front leg musculature for a feline model in Maya and ZBrush by shaping deltoid, trapezius, triceps, and flexors, establishing muscle overlaps, tendons, and silhouette with symmetry.
Refine the front legs by building basic muscle forms, emphasizing deltoid and trapezius overlaps, checking symmetry and proportions, and blocking with sculpting brushes to prepare for posing and accurate silhouette.
Refine the thorax muscles, abdomen, and obliques on a sculpture in Maya and ZBrush. Apply symmetry checks, topological moves, and the standard brush to shape proportions and muscle striations.
Develop realistic back leg muscle anatomy through topology, muscle overlaps, and attachment and insertion details, adjusting proportions for motion and fur-covered form in Maya and ZBrush.
Finish refining the back leg muscles of a tiger sculpture in Maya and ZBrush, emphasizing the gastrocnemius and tibia, then prepare for skin and posing.
Discover a quick, low-poly retopology workflow for zebrafish using poly groups, masking, and zero mesh in ZBrush, with adaptive options and iterative adjustments.
Pose the Bengal tiger in Maya and ZBrush using a reference, refine tail and spine curvature, sculpt muscles with masking and symmetry, and prepare displacement maps for export.
Pose a tiger in Maya and ZBrush by refining anatomy and muscles, maintaining symmetry, masking and sculpting, then rotating and moving parts to match reference and improve topology.
Learn to sculpt a tiger-like animal in Maya and ZBrush by adding a skin layer, refining muscles, pores, and nails, and using unwrap, polygroups, and move topology before subdivision.
Finish secondary forms by refining tiger anatomy, smoothing transitions, and shaping skin and fat around the head, using move topological and the standard brush in Maya and ZBrush.
In this lecture, learn to sculpt tiger-like skin, folds, and wrinkles in Maya and ZBrush by building primary and secondary forms with the standard brush, managing topology, symmetry, and reference.
Refine the tiger's skin folds and wrinkles in Maya and ZBrush by sculpting with the standard brush and move topological, emphasizing muscles and the Achilles tendon.
Master fine details in Maya and ZBrush by sculpting wrinkles and folds, using subdivision and the contrast deformation feature to emphasize texture, with symmetry preserved while refining eyes and fur.
Learn to finish fine details in Maya and ZBrush by sculpting subtle surface veins, using stroke and lazy mouse techniques, and applying controlled surface noise for realistic animal anatomy.
Explore sculpting tiger tree bark in Maya and ZBrush, shaping a cylinder, adding major forms, and applying alpha textures and surface noise via UV unwrap and poly groups.
Apply procedural noise using UVs to add fine surface details to the Chibok model, using height maps and alpha textures, then subdivide and refine displacement with contrast and smoothing.
Learn to model realistic eyes in Maya and ZBrush by sculpting a centered sphere, applying the cornea, using symmetry, live boolean subtraction, and achieving clean topology.
Add cornea realism by painting surface roughness, mirroring the eye for symmetry, and refining with subdivision, masking, and textures in Maya and ZBrush.
Create separate geometry for the whiskers in Maya & Zbrush, duplicate the tiger mesh, isolate the whisker section, and preserve uvs while adjusting textures and lighting.
Master poly painting in ZBrush by applying color albedo textures, using Spotlight for precise painting, and refining with masking and cavity masking to blend details on a high-poly model.
Practice poly painting in Maya and ZBrush to build eye detail, control contrast, apply noise, and refine with symmetry and skin shading for a realistic animal eye.
Model and paint a realistic tear duct eye in Maya and ZBrush, refine topology, unwrap UVs, use masking for symmetry, and prep the asset for export to Maya.
Learn to paint the tiger head in Maya and Zbrush using textures from the reference folder, spotlight painting, and symmetry nudges to blend color maps and detail the face.
Paint the tiger's front legs using Maya and ZBrush, applying textures, adjusting placement with symmetry and spotlights, and blending fur detail and pores for realism.
Paint the Bengal tiger's thorax and legs, refine fur textures with symmetry and spot patterns, and prepare the model for export to Maya and ZBrush.
Paint a density map to control fur growth in Maya Exchange, using black and white masking on areas like eye sockets, nose, and mouth. Export the color map for grooming.
Prepare and export your finalized tiger model from zbrush to maya by refining pose, proportions, and topology, while checking for errors and preparing grooming.
Export your ZBrush creature for Maya by preparing low subdivisions, checking colors, and exporting displacement, normal, and 4K texture maps, plus density maps and geometry in FBX.
Import the exported geometry into Maya, set up a tiger project with a source images folder, and establish a skydome light while applying node-based materials.
Apply color, normal, and bump texture maps (including HDR and displacement) to Maya materials, then adjust roughness and subsurface scattering for realistic fur, eyes, and skin.
Set up Maya XGen in exchange interactive, create a fur description, and tune density, width, and cv counts for tiger fur using density maps and guides to groom.
Groom the Bengal tiger head and neck in Maya by placing guides, using the grab brush with symmetry, and following reference directions.
Finish grooming the head and neck by placing guides, shaping fur with grab and lint brushes, then render to refine noise, density, and flow.
Learn to groom front legs in Maya using layers, guides, and symmetry, adjusting fur attributes and using grab brush to place and refine guide-driven hair for realistic limb detail.
Learn to groom thorax fur in Maya & ZBrush using a layered approach with place and grab brushes, symmetry, and guides to create a smooth distribution that avoids artifacts.
Master grooming of back legs and tail in Maya and ZBrush by using symmetry, placing brushes, and distributing fur with controlled length and density for a natural look.
Create and groom whiskers on a custom geometry in Maya using interactive groom lines, adjust length, density, and taper with brushes, assign a diffuse shader, and run a test render.
Modify tiger fur in Maya and ZBrush using the comb brush and scout modifier to sculpt on fur, adjusting collider distance and testing with Arnold renders against reference.
Master grooming workflows in Maya and ZBrush using freeze, unfreeze, lint, and comb brushes to sculpt fur with varied direction, length, and reference-driven breakups, with quick renders.
Refine groom 3 in Maya and ZBrush by adjusting fur density and direction with lint brush and noise modifiers, then render to minimize artifacts.
Utilize non-destructive layered blending to finalize a fur render in Maya with MtoA, adjust lighting with a skydome, run test renders, and prepare for final composition in Photoshop.
Perform quick color correction in Photoshop on the Maya tiger image using non-destructive smart objects and camera raw filters to adjust clarity, texture, highlights, shadows, and vignette.
Thank you for joining this journey from painting to completion in realistic animal creation for film in Maya & ZBrush. Connect on social media with Anatomy for questions.
Do you want to make realistic CG Animals?
Tried searching for a step by step tutorial online but still no luck?
Then I welcome you to Nexttut education's Realistic Animal Creation for Film: Zbrush and Maya Xgen course.
WHY SHOULD YOU LEARN FROM ME:
My name is Adrian Krokodil and with a bit of medical background I founded a company called SA Anatomy where I have been teaching human & animal anatomy in ZBrush for many years now. Precision & Accuracy has been always mandatory for me since I supply 3D Anatomical models around the globe.
By the end of this course:
Sculpt accurate animal anatomy.
Texture & groom realistic animals.
Render awesome portfolio piece.
WHAT WILL I LEARN:
Sculpting the basic tiger skeleton with ZSphere
Sculpting the major superficial muscles
Adding skin & fat layer on top
Quick retopology using ZRemesher & PolyGroups
Quick UV unwrap in ZBrush
Posing our animal
Making a stand & eye parts
Polypaint our sculpts
Export all the required maps & files for Maya
Groom in Xgen & render in Maya/Arnold
Color Correction In Photoshop
COURSE PROJECTS:
We will start by customizing our Zbrush so we can work much faster and efficiently. Then we’ll use our ZSphere to block out the basic skeleton. Then after our proportions are in place we’ll start blocking our muscles. Then we will sculpt the skin & fat layer on top(without the fine details yet). After that we will do a quick zremesher on our model using polygroups & guides, this is not to say our model will be game ready, it's just for us to get decent typology(Manual retopology is always recommended). We’ll then sculpt a stand for our animal to help best present our art for our portfolio & model the eyes. Then we'll do quick UV’s in ZBrush(Again not production ready).Then we’ll pose our animal to a specific dynamic pose. Then we’ll sculpt some fine details(We’ll not be too concerned about the animal as it will be covered in fur). Then we’ll polypaint our sculpts using ZBrush spotlight (which we’ll also serve as guides for our groom). We’ll use the multimap exporter to export the required maps & files for maya. Then we’ll groom our animal in maya xgen then set up a quick scene for our renders with MtoA. Then lastly we’ll do some quick color correction for our render in Photoshop.
IS THIS COURSE RIGHT FOR ME:
I have designed this course for beginner sculptors, who want to sculpt anatomically correct animals in ZBrush but they struggle because they don't find a tutorial which is step by step, no fast forward, no skip and coming from a human & animal anatomy artist who’s been doing this for years.
The course is also for artists who want basic knowledge in grooming & rendering realistic animals in Maya.
WHO IS NOT THE IDEAL STUDENT:
This course is not designed for absolute beginner Zbrush & Maya users.
WHAT SHOULD I KNOW OR HAVE FOR THE COURSE:
I expect you to have some sort of basic ZBrush, Maya & Photoshop experience.
You should have Zbrush, Maya & Photoshop installed on your computer.
JOIN ME NOW:
So if you want to sculpt realistic animals in ZBrush, then join me now, and take your skills to the next level. Hope to see you in the course.