
Master live boolean operations, Dynamesh shell creation, and frame and curve tools to craft hard surface characters in ZBrush, using insert primitive brushes, polygroups, and clay polish.
Block out a hard-surface character in ZBrush from a base mesh, establishing poly groups and symmetry while capping holes and shaping the skull and neck with clay and move brushes.
Develop leg armor for the character by masking the leg, refining padding, adding buckles, and sculpting seams to ensure the armor conforms to the leg all the way around.
Explore hard surface foot detailing in ZBrush by building custom alphas, masking, and subdividing geometry to refine toes, tendons, and ankle anatomy with clay build up and mirror techniques.
Refine the character head in a second pass, adjusting scale and edge polish while aligning the gizmo 3d to the legs, applying h polish, trims, and bevels across subdivision levels.
In this knuckles ii clip, learn to sculpt a knuckles weapon in zbrush by building spikes, cylinders, and a hydraulic pipe, then refine with masking, poly groups, dynamesh, and bevels.
Refine the arm and palm anatomy in ZBrush through revisions, smoothing and detailing fibers and tendons with Polish D brush and move brushes, masking, and insert mesh brush.
Continue revising a knuckle weapon by centering the model, applying mirror symmetry, and refining the base handle and spikes with taper, clip, and transpose tools.
Master hard surface character creation in ZBrush by detailing the legs with fabric folds, straps, and refined masking, bevels, and polish for a cohesive, high-detail read.
Group and mask sub tools, then pose a hard-surface character with transpose masking and t-poles master to create a dynamic launch pose, adjusting arms, legs, fingers, and weapon grip.
Create a composite of the Rynders inside Photoshop by using render passes, adjusting levels, colorizing, and applying rim light, shadows, and colorized effects.
Conclude the hard surface character creation in zbrush by showcasing final results and reflecting on progress from the base mess, and invite learners to share results on social media.
Instructor Info
Pierre Rogers is a freelance artist with years of experience in hardsurface character design. When he is not in a 3d program creating unique and amazing hardsurface artwork, he is having fun making money hand painting bag toss boards. As a young child, he wanted to be a chef, but then got into video games and adopted his cousins’ interests in comics and drawing. Most of his 3D/CG work has been featured in courses, lesson articles and reviews he had made for 3D Creative Magazine, 3D Artist Magazine, CGTuts+, Digital Tutors and Pluralsight. The advice he gives artists that are just starting out and want to make it in the 3d industry is to continue to learn and challenge yourself. He believes in hardcore studying of the art fundamentals, but also understands the importance of taking breaks, watching a movie, hanging with friends because he believes that art imitates life and so one must do some ‘living’ between art projects for the sake of one’s art. A very interesting fact about Pierre is he still has his pet turtle from 7th grade so the turtle is over 22 years old now!
Course Info
In this course, we will explore hard surface character creation with Zbrush. The material covered can be used within workflow for 3D print, concept art, as well as map generation for games and animation assets. Throughout the journey, we will sculpt, slice, and polish over 30 million polygons exploring many new and old techniques and features. Some of the topics covered are various brushes and tools essential to hardsurface sculpting, rebuilding dynamesh models into subdivision levels, applying and editing materials, posing, light and rendering, as well as photoshop render compositing. By the end of the course, you should have the skills to create a professional looking hardsurface character to add to your portfolio.