
Explore intermediate Zbrush techniques by modeling a girl and a dog, with hard-surface weapon props, accessories, and detailed watches, boots, and knives, guided by a concept-driven process.
Explore project files for the girl and the dog creation in ZBrush, including anatomy references, dog images, materials, brushes, and a time-saving custom UI to accelerate workflow.
Make and tailor your own ZBrush user interface by enabling custom user interface, loading or saving configs, organizing brushes, and assigning hotkeys to streamline workflow.
Learn to create a custom ZBrush popup menu, tailor it with dynamic items, organize tools with docked sections, assign hotkeys, and streamline workflow for faster access.
Start with a sphere, enable symmetry, disable the floor, import skull references, and sculpt a female head with eye sockets, ears, and neck muscles using move and brush tools.
Refine a female head in zbrush by adjusting skull form, brows, eyes, ears, and lips at low and double resolution 96, emphasizing proportions, eyelid thickness, and reference-guided tweaks.
Refine the female head in ZBrush by adjusting proportions, refining eyes, ears, nose, lips, and teeth, using references and brushes to achieve a natural look.
Refining the eyeballs and starting the hair in ZBrush, this intermediate lesson guides sculpting eye anatomy, iris details, masking, and hair strands using subdivision, Dynamesh, and brushes.
Refine placeholder hair in zbrush by adjusting strands and lip placement, and evaluating the model from all angles. Learn fiber mesh planning and practical workflow tips for intermediate artists.
Explore poly painting the head by adjusting hair color, masks, and skin materials, refining eyebrows, lips, and teeth to enhance realism and expression.
Sculpt the female anatomy in zbrush by establishing the ribcage, pelvis tilt, shoulders, and neck, using symmetry and the standard brush to create heroic proportions.
Explore leg anatomy and knee refinement in Zbrush by using references, shaping a distinct knee, defining thigh muscles, smoothing transitions, and adjusting proportions for a female character.
Refine the legs of a female character in ZBrush, shaping anatomy from different angles, sculpting muscles, collarbone and rib cage, using clay tubes, symmetry, and feathered masking techniques.
Model fingers in Zbrush for an intermediate level character, building knuckles, adjusting finger proportions, using local symmetry, masking, and subdivision projection to refine topology.
Mask fingers, add pores and veins, and refine the knee and muscle form to enhance the feminine look while poly painting the body.
Remesh the head at the lowest subdivision to refine form, enhance subtle anatomy from the rib cage to the pelvis, and plan clothing and accessories for later sculpting.
Kick off a dog sculpture in zbrush by blocking a basic form and refining the skull, nose planes, and ears with dynamesh. Use front-and-side references to shape chest and musculature.
Create a detailed dog model in Zbrush at an intermediate level, shaping back legs, belly muscles, and paws while using Pinterest references and front and side views.
Use reference images to sculpt a realistic dog in ZBrush, focusing on silhouette from side and front views, refining eyes, nose, ears, and muscles for a polished intermediate model.
Refine dog anatomy in ZBrush by smoothing leg bumps and defining muscles, then paint the eyes with realistic eyelids and iris details for a believably expressive model.
Learn poly painting the dog in zbrush by blocking colors, applying materials and brushes, using references, symmetry, and subdivision to create a realistic doberman with nuanced fur tones.
Begin a three-day sketch of a girl and a dog in ZBrush for intermediate level, shaping the jacket, gloves, belt, and gun with subdivision, sculpting folds and footwear.
Create a detailed 3d sketch in ZBrush of a girl and her dog, highlighting boots, belt, jacket, and weapon props with reference-driven hard-surface detailing.
Create the jacket base for a female character in ZBrush by masking, extracting, and remeshing with symmetry, polygrouping, and extrude workflows to shape a leather jacket and armor.
This lecture shows intermediate ZBrush artists building a lever action rifle from a cylinder, shaping the wooden part and metal components with masking, extrusions, and reference images.
Explore lever action rifle creation in ZBrush, mastering low-poly modeling with ZBrush brushes, extrude tools, symmetry, and poly loops to shape a detailed gun part step by step.
Organize a ZBrush project by creating folders to group model parts. Refine the girl and dog figures, adjust proportions, and add clothing details with symmetry and smoothing tips.
Begin by shaping underwear and jeans on the body using masking, symmetry, and extraction to create fabric panels and a boot base, then refine thickness and silhouette.
Continue building boots in ZBrush part 2, focusing on a consistent sole thickness, proper edge loops, and detailing with polygon extrude, bridge edges, and dynamic subdivision.
Create and refine the bra in ZBrush from the base body, maintaining a low-polygon silhouette, using extract and remesh workflows, ensuring the concept, symmetry, and belt connections stay coherent.
Learn to model leather gloves and a belt in ZBrush, using masking, symmetry, extrusion, and polygon control to create clean, wearable details with belt loops and a buckle.
Learn to build hip bags on a girl model in ZBrush by extruding poly groups, bridging details, masking for precise shapes, and using symmetry and dynamic subdivision to refine thickness.
Explore creating bandages on the arm and leg in ZBrush, using brush samples, spotlight projection, and a practical workflow for efficient modeling.
Create a rope necklace in ZBrush using rope brushes, duplications, masking, and lightbox brushes to form loops around the neck, with a medallion and dog tag.
Refine belt modeling in ZBrush by building belts, buckles, and holster hardware, using masking, extrusion, and subdivision to shape clean geometry and believable details.
Elevate an intermediate ZBrush workflow by modeling a plastic belt buckle and thin straps on a girl, using symmetry, masking, and dynamic subdivision to refine holes and thickness.
Make an electronic watch in ZBrush by using symmetry, extruding parts, and creating dials and belt buckle details, while refining shapes and textures for a polished finish.
Create an old watch model in ZBrush by building and refining belt buckles, minute and hour arrows, and glass details using symmetry, extrude loops, masking, and precise pivots.
Begin pistol modeling in ZBrush by building a base from reference images and splitting it into upper and lower parts, using extrude, masking, and symmetry.
Learn intermediate pistol creation in ZBrush by refining the gun's geometry, texturing with a female hunter reference, sharpening edges, using symmetry, masking, and extrusion for muzzle and handle details.
Advance your hard-surface gun modeling in ZBrush by refining placements, symmetry, boolean techniques, and edge creasing to create a detailed pistol with realistic front sights and trigger details.
Create a gun holster and refine a pistol model in ZBrush, mastering masking, extruding, and clipping to shape a thinner handle, parallel lines, and accurate top features.
Refine the pistol in this intermediate ZBrush part by thickening areas, adding creases, and detailing with cylinders, edge loops, bridges, and symmetry-driven QMesh extrusion.
In this intermediate ZBrush course segment, sculpt a pistol, tackling a complex front muzzle, mask-based patterning, holes, and subdividing to achieve a detailed, realistic gun.
Apply dynamic subdivisions in ZBrush to create a detailed holster for the gun, refining edges, loops, and form while preserving symmetry.
Create stitch alpha textures and a finished holster in Zbrush by applying alpha brushes, symmetry, subdivisions, and careful smoothing to shape the leather and stitching.
Learn to sculpt a combat knife in ZBrush, building blade and handle from reference, using symmetry, masking, extrusion, and crease to define sharp edges.
Learn to sculpt a knife in Zbrush, detailing the handle and a two-part sheet with extrusion, masking, symmetry, and holes for realism.
Learn to sculpt a knife sheath and an insert multi mesh brush in ZBrush, detailing belt loops, holes, caps, bullets, and poly groups workflow.
This zbrush tutorial guides artists through building a remington 870 express shotgun, using symmetry on the x axis, cubes and cylinders, dynamic subdivision, loops, and bridges for a hard-surface model.
Make a shotgun in Zbrush from part 2, detailing the barrel, magazine, and front cap, using symmetry, extrude, crease, weld points, and dynamic subdivision for realism.
Sculpt and refine a shotgun in ZBrush using masking, loops, and subdivision to sharpen edges and add design details, then fit and pose it on the character's back.
Model a small knife in zbrush by forming blade and handle from planes, using symmetry, masking, edge loops, and dynamic subdivision, and align with the ground.
In this intermediate ZBrush lesson, fix knife geometry, add edge loops and creases, and apply metal and wood textures, while preparing knife with the girl and dog and dog collar.
Learn to create the dog bandage in ZBrush by masking and extruding with symmetry. Add belt wraps and metal parts, then refine the wrap around the jacket and adjust topology.
Refine a rifle component in ZBrush by balancing metal and wood parts, adjusting thickness, adding subdivisions and creases, polishing geometry while considering symmetry and realistic grip.
Refine the rifle in ZBrush by aligning the angle, applying creases, masking, and extruding, then add edge loops and detail to the handle and trigger.
Refine rifle parts in zbrush using hypers brush and bush to create indentations and realistic metal tones, while exploring leather alpha textures and planning a backpack.
model a compact backpack in ZBrush by blocking a rectangular base, adding a cap, belts, and loops, then refine edges with dynamic subdivision and symmetry.
Create a detailed backpack in Zbrush by refining six to five subdivisions in a non-destructive workflow, adding a belt buckle, holes, and leather color textures.
Refine the boots for the character in Zbrush, Part 1, building the base, adding thickness, detailing the sole, and planning shoelaces, using dynamic subdivision, extrusion, and symmetry.
Refine boots in ZBrush by adjusting the side profile, adding shoelace hooks with insert mesh, and using symmetry, extrusion, and masking to shape thickness and detail.
Refine the boots in Zbrush by shaping them and creating shoelaces, using the move brush and masking to place and align details, with mirror and thickness adjustments.
Refine the boots in Zbrush by modeling realistic shoelaces, adjusting masks, and using dynamic subdivision and inflation to add detail, asymmetry, and texture to the socks and shoes.
Refine the boots in ZBrush by increasing the distance between the sole and the shoe, applying subdivisions, and adding wear, scratches, and battle damage for stylized game realism.
Refine the jacket in ZBrush by building symmetry, adjusting thickness, adding loops and sleeves, and sculpting folds and creases with subdivisions to achieve a leather look.
Refine the jacket by integrating a belt with bullets, adjusting pieces for a cohesive silhouette, and adding zipper and texture details while practicing subdivision and smoothing for life-like form.
Refine the jacket in ZBrush at an intermediate level by shaping the belt, adding a zipper, and applying dynamic brushes and masking for precise, game-ready realism.
Refine the jacket by positioning the zipper, applying a metallic material, and adjusting subdivisions, masking, and folds to shape sleeves and belt details for upcoming fibre mesh work.
Refine the jacket belts in ZBrush by punching holes, adjusting thickness, and adding loops with split and extrude. Use crease, symmetry, and mirroring for clean edges and game-ready belt geometry.
Refine the pants by sculpting denim shorts and a belt, adjusting thickness and folds with subdivisions and symmetry, and adding pockets and bullet-hole details for realism.
Refine the pants in ZBrush by modeling pockets, adding realistic stitches, and shaping folds using subdivision levels, alpha stitches, and color variations for denim and leather details.
Refine pants in ZBrush by projecting a denim texture, adjusting opacity, aligning pockets, and refining stitching with alpha brushes, symmetry, and belt loops for a realistic intermediate workflow.
Refine the character’s belt by adjusting thickness, smoothing selective areas with shift, adding fabric folds via fibre mesh and masks, and introducing holes and a metallic color.
Refine a belt buckle in ZBrush by extruding, masking, and crease detailing with Y-axis symmetry, then elevate it with subdivision to achieve a metallic, leather-ready buckle.
Refine watches in this intermediate zbrush lesson by manual coloring, masking, and detailing digits, while adjusting materials and using subdivisions and grouping to improve realism.
Refine the bandages in ZBrush by adding thickness and positioning them around the skin with the move brush, smoothing corners, and using dynamic subdivision and crease tolerance for folds.
Refine the bandages on a ZBrush character by adding dirt, wrinkles, and subtle blood spatters using careful subdivisions and brush work, mirroring details for a believable aged look.
Refine the bandages in zbrush by thinning, merging pieces, and adjusting thickness and masks. Duplicate, place, and merge elements to build a cohesive bandage structure in part 3.
Refine the girl's bandages in ZBrush by adjusting geometry, subdivision workflows, and subtle folding, while detailing the gun, bullets, dog, backpack, jacket, and belt swatches to enrich silhouette and story.
Apply Romick subdivisions and progressively subdivide the dog's collar, smoothing faults and refining form, then add stitches, caps, and metallic details for a leather-like, realistic finish.
Refine the dog collar in ZBrush by detailing stitches on leather, adjusting subdivisions, and customizing brushes and alphas to add scratches and indentations for a lifelike texture.
Refine leather gloves in ZBrush using reference images, sculpting realistic folds with the standard brush. Manage dynamic subdivisions, and add stitches and metal details for a polished look.
Refine a wrist band and fitness tracker in ZBrush by detailing extrusion, holes, leather texture, red stitching, metal plate, and a screen with iterative subdivision and polishing.
Refine the chest belts and bra using subdivision, masking, and brushes in ZBrush, adding color, borders, and subtle details to enhance realism in an intermediate level workflow.
Refine the chest belt in ZBrush, part 2, detailing belt thickness, holes, leather texture, metallic accents, and manual bullet placement to enhance realism.
Refine the bullet belt and dog tag in ZBrush by adjusting bullet size, using masking and inversion, and applying selective rotation, then enhance with subdivision and metallic textures.
Refining the belts on the dog character in ZBrush, this lecture guides you through looping, extruding, merging, and refining edge loops, stitching, and belt buckle details.
Refine belts for the girl and gun in ZBrush through extrusions, masking, and subdivision, while managing topology and belt placement for a cohesive mid-level character.
Refining the belt and holster on the leg in Zbrush, this lecture guides you through attachment planning, duplicating components, adjusting loops, and detailing for realism.
Refine the small bags by adjusting attachments, adding color variations and textures, and using subdivision levels to create aged, believable details that attach to the belt.
Refine a larger bag accessory in ZBrush by adjusting belt seams, leather strap details, and surface crumples, using subdivision levels, fibre mesh, and dynamic detailing to enhance realism.
Refine the leg knife belt in zbrush by adjusting belts, straps, and hidden geometry, invert masks, apply noise and subdivision for believability; align knife and belt to leg.
Refine the leg knife belts on the character by adjusting masks, aligning belts close to the skin with no gaps, and managing thickness via inflate, extrude, and subdivision techniques.
Learn to unwrap the UV maps, create and apply alphas to bandages and textiles, align textures with UV maps, and master alpha scaling for realistic ZBrush textures.
Master UVs and apply alphas in ZBrush by unwrapping, flattening, and texturing the jacket, gloves, and backpack with leather-like surfaces using symmetry and surface noise.
This lecture guides refining the body and skin in Zbrush, detailing skin materials, gloss, pores, and nail and lip shading, with masking and specular adjustments for realism.
Refine the female face in ZBrush by adjusting the nose depth, eye space, and cheek shape, using an ambient material for softer shading and eyelash geometry.
Learn to connect a character's head to the body in ZBrush by merging meshes, choosing subdivision strategies, remeshing, projecting details, and refining with polypaint and smoothing.
Learn to start the pose in ZBrush by masking and rotating limbs, adjusting the pelvis and shoulders for a lifelike stance, and placing the shotgun in the hands.
Refine a mid-level ZBrush pose by adjusting the arm, gun, and jacket through masking, smoothing, and subdivision from low poly to higher detail.
Fix the pose bug by aligning the hand and wrist to match the reference mesh, equalizing polygon counts, and reassembling split parts in zbrush.
Fix the pose bug in ZBrush by reposing the body, deflating and inflating areas for accuracy, and refining the hand, glove, and elbow with brush tools at higher subdivisions.
Learn to adjust the pose in Zbrush for a female character, refining anatomy and musculature while arranging gear like a jacket, backpack, belt, and optional props for a stronger silhouette.
Adjust the pose and refine the character’s mesh in ZBrush, fixing visible skin, clothing distortions, and accessory placement like the shotgun and backpack for an intermediate girl and dog model.
Create and refine character materials in ZBrush by using basic and double shader setups, adjusting specular, noise, and masking, then apply leather and fabric materials to the jacket and backpack.
Apply textures and materials in ZBrush to a character gun prop by importing textures, painting with alpha maps, adjusting metal, leather, and wood shaders, and refining bumps and contrasts.
Adjust the jacket color with a yellow tint to add variation, then isolate the head and build hair using fiber mesh, masks, and poly groups for strand control.
Adjust hair segments to improve render quality; tweak color toward orange, apply fiber mesh grooming, manage collision tolerance, and position multiple hair groups for believable hair.
Create realistic hair for the girl and dog using fiber mesh and brushes, preserving length while positioning and refining strands with move brush, pin brush, and groom brushes.
Master fibre mesh hair creation in ZBrush at an intermediate level, including smoothing, s-curve shaping, and pinching to craft realistic hair strands while exploring fears and motivation.
Explore intermediate ZBrush hair creation through masking and area work, while saving the project and adding variety to texture and form.
Model and refine the hair in ZBrush, adjusting color variation, brightness, strand distribution, and thickness using brush and groom tools for a realistic, layered look.
Create this midline hair path in zbrush with the move brush, preserving length on the fiber mesh and shaping S-curves for a natural look.
Learn to create realistic hair in ZBrush using fibre mesh and brush techniques, including adjusting front collision tolerance, gravity, and hair growth from the skull for intermediate artists.
Finalize girl hair in ZBrush by organizing hair with polar groups, shaping an elastic band, and refining strands using move, mask, smooth, and pinch brush techniques for a cohesive result.
Master hair creation in ZBrush by shaping and smoothing strands and using pinching to refine volume around the head. Apply materials, render, and adjust colors for the final look.
Build and refine the eyelashes in ZBrush with masking and a curved brush, adjust the eyelids and eye shape for symmetry, and apply subtle makeup such as an eye line.
Apply materials to body parts, such as pantyhose, leather, and plastic, and refine shapes before starting the render. Set up lighting, increase resolution, render with BPR, and assemble in Photoshop.
Explore setting up the render window, adjust lighting with main and room lights, enable shadows, tweak render settings, and create multiple render passes, including rim light and depth composites.
Learn to assemble render passes in Photoshop by creating masks with alpha channels, extracting shadows on the floor, and refining ambient occlusion and rim light for a polished Zbrush render.
Apply final touches in Photoshop to refine lighting, shadows, overlays, and background color for the girl in a Zbrush creation.
Apply final touches in Photoshop: adjust the background color with overlays, add subtle textures, refine edges with masks and stroke tweaks, and finalize materials before a turntable render.
Goodbye video recaps hard surface modeling in ZBrush using brush tools, sharing workflow for belts, buckles, boots, bandages, and a realistic Doberman dog model named Amanda.
Student Reviews :
E Days says : Really well paced and everything is explained in detail as of right now. Nothing is left out and the tutor makes it fun by throwing some random jokes here and there. Looking to finish it up and see how it turns out in the end and see if it remains consistent throughout.
Junaid says : He is a legend, amazing skills and he knows what's he is doing, He comes prepared ,like with a lot of practice before teaching.
Plus he is amazingly entertainer, you never get bored or feel sleepy.
DO YOU HAVE ANY OF THESE PROBLEMS : Do you have problems modelling female anatomy, face and hair? Do you have issues with hard surface in Zbrush? Are you ready to learn how to make a realistic high poly model, leather, clothes, weapons and everything only in Zbrush, fast and efficient?
Then I welcome you to Nexttut education's "Girl and the Dog Creation in Zbrush for Intermediate Level" course.
INSTRUCTOR : My name is Niko and I am a 3D character artist for games for about 11 years now. I have worked for numerous games and currently work for one of the world's most famous game companies - Gameloft.
By the end of this course, you'll be able to model good looking female characters with clothing, accessories, guns and knives and even a dog in Zbrush from start to finish.
TOPICS COVERED :
Sculpting the female head
Sculpting the female body
Sculpting the dog
Making the 3D sketch of the whole model
Making clothes, belts and boots
Making a rifle, shotgun, pistol and knives
Poly paint the character
Posing the character
Refining the head and body with skin detail
Making the hair with Fibermesh
Making the eyelashes with tubes
Rendering the character with passes
Composing a final render in Photoshop
We will start by spending 30 minutes to customize our workflow in Zbrush so we could work much faster and efficient. Then we will make the female head where I will explain what you should watch for in a female head modelling.
Then we will make a placeholder hair, and we will make the teeth, and eyes from scratch. After that we will make the female body, again from sphere, following our concept.
We will also sculpt the sitting dog from scratch.
After we are done with that, we will start making 3D sketch of our model, to get the correct placement of all our accessories and clothes. This is a pretty important stage, in the end of which we will have very good idea how our model will look when it's finished.
Then it will be time to start extracting clothes, belts, boots and bandages.
We will also make the watches, gloves and belt buckles. We will spend time to model the pistol, the shotgun, the rifle and two knives, by utilizing the hard surface modelling techniques inside Zbrush.
After that we will start refining all those things that we have made, and the model will start to look pretty good. Once we are happy with the overall look of our characters we will pose them as they are in the concept, Finaly we will make the Fibermesh hair and make the eyelashes, export render passes from Zbrush, and compose a final beauty render in Photoshop.
IDEAL STUDENTS : I have designed this course for intermediate 3d modeling students, who wants to model beautiful looking production ready female characters for games but they struggle to get it because they don't find a tutorial which is step by step, no fast forward, no skip and coming from a production artist who is doing this for years. The course is also for artists who wants to speed up their workflow in Zbrush and improve their skill in making female and dog anatomy, hair, clothes and weapons.
NOT IDEAL STUDENTS : This course is not designed for absolute Zbrush beginners, so I expect you to have some sort of Zbrush experience. But intermediate Zbrush users, and even professionals could learn a lot from the techniques and workflow I show in this course.
ENROLL NOW : So if you want to model production ready female characters, enroll now, and take your skills to the next level.