
This video starts the course with an overview of what ZBrush materials are and how they can be applied to a model sculpted in ZBrush. ZBrush models have a channel for color (RGB) and a channel for materials (M), this means each vertex of the model can store this data. Colors polypainted on the model and so can materials. You can even paint both at the same time when the MRGB button at the top of the interface is activated.
An overview of using the materials library and how Standard ZBrush Materials are different from MatCap materials. This lecture also demonstrates how the color of a material interacts with polypaint on the surface.
This lecture discusses the organization of the Material palette where you'll find the controls for editing the ZBrush materials. It also discusses how lights interact (or don't) with ZBrush materials and how Wax Preview works.
This video starts an in-depth look at each of the settings found in the Material palette for the ZBrush Standard material. These include Ambient, Diffuse, Specular, Reflective, and Metallic settings and why you can ignore the Transparency setting.
Continuing the description of each of the settings found in the Material palette for the ZBrush Standard material. This chapter demonstrates using Noise, Color Bump, Gel Shading, Environment Reflection, Colorize Ambient, and High Dynamic Range sliders. It also discusses which settings require "Best" Quality Rendering as opposed the "BPR" Rendering.
This lecture rounds out the discussion of the ZBrush Standard material modifiers with a look at how Anisotropy and Cavity settings work. It also looks at modifying reflectivity and adding custom colors to the slots at the bottom of the Material palette.
This lecture presents three custom materials created using the Standard material as a base. See if you can figure out the settings used to create each variation. Each custom standard material is broken down in the lecture giving you some ideas on techniques you can use on your own custom materials.
MatCap materials use image data as a basis for the material properties. Sounds complicated but its actually pretty easy and a lot of fun to edit and create MatCap materials. This lecture goes over how MatCap materials work and how they are different from Standard Materials.
This lecture demonstrates some ways to create custom MatCap materials in ZBrush or using another 3D program or even Photoshop.
This lecture describes each of the settings found in the Modifiers palette for the MatCap material.
This lecture presents three custom materials created using the MatCap Grey material as a base. See if you can figure out the settings used to create each variation. Each custom MatCap material is broken down in the lecture giving you some ideas on techniques you can use on your own custom materials.
This lecture explains how the Shader slots work and how you can create a complex material by copying and pasting existing or custom materials into the shader slots. The Double Shader, Triple Shader, and Quadshader materials are explained as well.
This lecture explains how the Shader Mixers is used to blend 2 to 4 materials together using various custom controls from Fresnel, to ambient occlusion, and blending modes.
This lecture continues the discussion of the shader mixer with an explanation of how to use RGB and saturation values to layer materials together. Cavity and Depth controls are also discussed.
This lecture presents three custom materials created using the Double Shade material as a base. See if you can figure out the settings used to create each variation. Each custom layered material is broken down in the lecture giving you some ideas on techniques you can use on your own custom materials.
This chapter describes how to render subtools as transparent using BPR settings found in the subtool palette. This type of transparency is not realistic or physically based but can be used when creating stylized illustrations in ZBrush,
This lecture introduces Redshift materials in ZBrush, how they compare with RedShift materials in other programs such as Maya and how to set up Redshift lights to render them using the Redshift plug-in for ZBrush.
This lecture discusses the modifiers for the Redshift materials found in the Material palette. The lecture discusses Index Of Refraction (IOR), anisotropy and transparency using refractive settings.
This lecture continues describing the modifiers for the Redshift material with an emphasis on how to use the sub surface scattering settings. Emission, Thin Film, Reflection and Shadow Catching settings are also explained.
This chapter gives three examples of Redshift materials, see if you can figure out the techniques used to create these materials all starting with the Redshift Basic material. The lecture also describes the process for creating a ZBrush MatCap material from a Redshift material.
The lecture summarizes the key points of this tutorial series.
Even advanced ZBrush sculptors may not have explored ZBrush materials in depth before. This course is designed to give a clear and practical explanation for the ZBrush Standard, MatCap, and Redshift, materials in a way that will allow you to create and share your own custom materials. This can be a huge time saver in getting approval on designs and models or just to create stunning images directly in ZBrush without the need to export for render in another 3D program. You can even render using Redshift directly in ZBrush without the need for UV Texture coordinates. The course starts with an explanation of how materials work in ZBrush, then explores the types of materials in three main sections: Standard Materials, Matcap Materials, and Redshift materials. The course also explains how the Material Mixer works and how you can use it to layer 2- 4 materials on top of each other and combine them in creative ways. The course emphasizes learning how the settings work and includes a breakdown of example materials. The example model is included in the class files so that you can follow along with each chapter. The skills you learn in this course will help you build better portfolio pieces that can highlight your sculpting skills and ZBrush knowledge.