
Explore hard surface character creation with zebras, sculpting and polishing up to 30 million polygons for 3d print and game/animation assets, mastering brushes, materials, posing, lighting, rendering, and Photoshop compositing.
Navigate the zbrush interface, mastering left-hand transform tools, materials, brushes, alpha, stroke, and selection modes, with floating menus and a customizable ui; snap to camera views and preview renders.
Explore essential hard surface brushes in ZBrush, including clay and clay build-up, polished variants, trim and move tools, topology brush, and morph target workflows.
Explore tools and techniques for hard surface character creation in ZBrush, including transpose bevel, project primitive, edge loops, masking, extrusion, and polish by features.
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.
Apply arc and curve deformers in ZBrush to bend, twist, and reshape hard-surface models; use the former lattice, flatten, and mirror options to control geometry and symmetry.
Explore deformers in ZBrush, including taper, union, twist, and extender modifiers, adjust poly count and smoothness, use symmetry and bounding box controls for hard-surface character creation.
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.
Build a hard surface torso in ZBrush by establishing solid anatomy, sculpting chest and neck, and adding armor paddings, then refine with h polish, clay polish, and move brush.
Explore sculpting the rear torso in ZBrush by blocking a tactical vest, refining panels with edge loops and polish by features, and detailing fabric with move, clay, and bevel tools.
Create and refine character accessories in ZBrush by masking and extruding new geometry, using Gizmo 3D, move and polish brushes, store morph targets, mirror, and refine edges to match reference.
Insert a cube mesh and align it with the straps using gizmo 3D, then refine geometry with subdivisions and sculpt brushes to achieve hard-surface armor.
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.
Continue sculpting the character's legs in ZBrush, sculpting a kneecap armor, refining seams and edges with polish and mask tools, while checking symmetry and reference from multiple angles.
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.
Detail the character with hard-surface techniques in zbrush, adding chest shapes, knee pad details, and straps while refining edges with bevels and masking.
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.
Refine the head in ZBrush with a second pass, sculpting the chin, adjusting the skull, and adding texture and paneling for brow expression and a skull mask.
Perform a second pass on the arms in ZBrush, refining mass and muscles with polish by features, clip curve brushes, masking, and move tools, while updating poly groups and mirroring.
Create a brass knuckles weapon by blocking a cube, sculpting with clip curves, masking, mirroring, and refining with cylinders and edges in ZBrush, guided by a reference image.
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.
Prep for revisions in zbrush to sharpen the hard surface character’s silhouette and personality by refining the head, eyebrow ridge, masking, and polishing subtools.
Refine the character by adjusting the arms for a stronger silhouette, adding strap and seam details, and using masking and polish by features, including mechanical leg detailing in zbrush.
Continue refining the character's facial revisions in Zbrush by adding central geometry, smoothing, and beveling. Build the gas mask components with insert mesh, masking, extract, and edge loop tweaks.
Expand the character by adding waist pouches and a back piece with cubes and curve brushes, refining topology through masking, extracting thickness, and subdivision.
Refine the arms and hands of a hard surface character in zbrush by sculpting muscle strands, refining knuckles, masking, and using symmetry, inflate, and polish workflows.
Revisions VI refines the hand design with a plane 3D base, alpha from mesh, and symmetry-driven sculpting, using subdivision and brushes to add sci-fi cuts on knuckles and fingers.
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.
Perform a revision of the knuckle weapon in ZBrush, refining hard-surface geometry with gizmo alignment, bevels, poly groups, and alpha-to-geometry workflow to fit onto the arm.
Refine the head of the hard-surface character by applying clay brush fills, smoothing and polishing with polish by features and trim dynamic, then mask and extract to shape clean edges.
This lecture demonstrates a second pass revision of a hard-surface gas mask in ZBrush, increasing resolution, adding geometry, and refining panels with dynamic resolution, alphas, and polish workflows.
Refine the neck and shoulders of a hard-surface character in Zbrush using masking, extraction, inflation, and polish with move, mass lasso, and dynamesh for balanced proportions.
Finalizes Kyra's hard surface character in ZBrush through arm refinement, edge cleanup, polish and trim dynamic, and adds fabric pouches with support geometry for a polished mechanical look.
Add detailed gas mask and head geometry by using the standard brush, masking, inverting, extruding, and poly group techniques, then refine with polish and insert loops.
Refine hard surface character details in zbrush by sculpting neck and armor with clay build up, polish, and standard brushes, adding rivets, seams, and masking.
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.
Begin cleanup of the hard surface character with clay brush, adding wood texture, refining the head, and tightening the form through masking, polygrouping, and close holes.
Perform an upper body cleanup in ZBrush, refining the pictorial armor with masking, smoothing, and stroking for hard-surface edges. Use polish, clay polish, and symmetry to tighten seams and details.
Master hard surface character cleanup in ZBrush by sculpting symmetrical muscle fibers, masking with curve brushes, polygrouping, isolating regions, and using the intersection massacre plugin.
Refine the character's pouches in cleanup iv by using symmetry, clay and standard brushes, smoothing, and polish to sharpen seams and fabric details.
Learn hard surface foot cleanup in Zbrush by masking off the bottom, smoothing organic details, and refining edges with layer brush, curve strap, bevel, and subdivisions.
Clone the skull, duplicate it, and use zero measure to rebuild subtools with subdivision levels, then mask, project all, and refine until detail matches the original for easier posing.
Apply metal and plastic materials to subtools, sampling colors and adjusting diffuse and specular settings. Use sub tool master and list all to manage masks, visibility, and local material variations.
Learn to add surface details to a character using the surface menu, alpha textures, and noise, with masking, projection, and preview and actual mesh application.
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.
Pose II shows how to refine a hand pose by filling gaps with spheres, duplicating fingers, and using move, mask, and transpose tools to fit joints and minimize distortion.
Apply surface details to the hard-surface character by loading alphas, using drag strokes, and adjusting subdivisions, erosion, and noise to create subtle battle-damage texture.
Learn to light and render a hard surface character in ZBrush by configuring document size, adjusting multiple lights, shadows, and render passes, and exporting for Photoshop compositing.
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.