
Explore hard surface character sculpting in ZBrush by turning a base mesh into a robot soldier with fabric details, lighting a KeyShot render, and preparing a final render in Photoshop.
Master repetitive techniques in ZBrush to create smooth edges and flat surfaces on hard surface models, using polished by groups, poly groups, slice, masking, and mirror weld.
Learn to create a bulky exosuit soldier in ZBrush by starting from the base mesh, editing lightbox assets, and blocking armor and head from the top down.
Isolate the head from the base mesh, duplicate it, and refine using dynamic topology, symmetry, and polish by groups to prepare panel details.
Add panels to the head in ZBrush, refine with masking and edge loops. Mirror, weld, and polish by groups, shaping the visor area and preparing for another panel layer.
Create detailed vents and panels on a hard surface character by refining the head, using polygroups, mirror and weld, and adding glass panels for a more dynamic sci-fi look.
Sculpt the upper torso in ZBrush by blocking forms, using extract and masks, mirroring, edge loops, and polish by groups to create armor and shoulder anatomy.
Add the upper armor by connecting the chest plate to the back, duplicating pieces, and refining with edge loops, trims, and mirror welding, while planning piping for detail.
Sculpt the lower body in ZBrush by blocking shapes, adding light armor, and refining with masking, topology extraction, mirror welds, and edge loops to create depth and fabric texture.
Move to the arms to build a solid base, sculpt elbow armor with clay build up and trim dynamic, then extract and isolate parts to prep future paneling.
Sculpt the outline armor on a hard surface character by extracting and shaping armor panels. Refine with edge loop and polish, then blend tissue areas near the forearm and elbow.
Advance forearm sculpting in hard surface ZBrush by building up clay, smoothing with trim dynamic, and using extract polygons and poly groups to form a clean base.
Move to the arm section, rough sculpt, extract and flatten the armor geometry, then polish with masking and edge loops to create clean edges for the full model.
Switch to a different file, merge parts, and sculpt long gun sections by extruding, duplicating, and shrinking pieces with edge loops, creating a double shell and sleeve for detail.
Learn to sculpt a cannon sleeve in ZBrush by shaping a primitive, polishing the form, and adding pipe details with curve, mirror, and duplicate operations.
Learn to model cannon parts in ZBrush by forming cylinders, adding loops and creases, polishing by groups, and wiring bolts and piping for a detailed hard surface build.
Learn to sculpt leg shapes in ZBrush by building up clay to define thighs, ankles, and feet, moving away from the arms and body for a hard-surface armored character.
Extract leg panels from the mesh, slice along the pattern, and use poly groups to isolate pieces; deepen panels with edge loops and masks, then position them on the leg.
Mask and sculpt the knee, disable symmetry, build natural leg joints with masking, move and polish groups, subdivide, and prepare for panel details.
Add fabrics to hard surface character by refining parts, unmasking and smoothing, and applying material variations and creases to create realistic textile details.
Add a shin plate to the leg in ZBrush by extracting and masking the area, then refine with polish by groups and trim dynamic to blend it smoothly.
Sculpt a rhino-inspired hard-surface figure in ZBrush, focusing on its feet with three toes, adding horns and head details, while using polygroups and curve-based moves for precise shaping.
Refine the hips from the base mesh, using masking and mirroring to shape joints and sharp edges for a more life-like silhouette.
Mirror armor pieces across the model in ZBrush, duplicate mirrored geometry to control poly count, and refine underarm details while ensuring clean alignment and avoiding duplicate artifacts.
Learn to sculpt chunky armor in ZBrush by building a bigger base shape, duplicating shoulder pieces, refining with polish, masks, symmetry, and curves to add depth and drama.
Extend the horn design on a rhino-inspired hard-surface character in ZBrush by duplicating and shaping pieces, refining geometry for depth and polish while maintaining body proportion.
Add more plates to the armor around the waist and hips using masking, extraction, and polygon loops in ZBrush, then refine with trim and polish for a sharper hard-surface look.
Add more head details to a hard surface character in ZBrush by duplicating pieces, using curve and slice curve for quick shapes, and refining with the gizmo for asymmetrical detail.
Refine the new arm in ZBrush by shaping the headpiece and sleeves, add a shield, and manage edge loops and material groups for a clean render.
Edit the head in ZBrush by adjusting curves, moving and refining features, using polish by groups, and smoothing to create a cohesive, well-shaped sculpture.
Explore live boolean workflows in ZBrush, using the built-in boolean system to merge pieces, apply mirror symmetry, and refine details for hard-surface characters.
Add extra armor to a hard surface character by duplicating, slicing, and aligning armor plates, while adjusting their fit and preparing textures and colors for later steps.
Use transpose master to reshape the model and adjust the head size for a more balanced silhouette. Mask areas, apply symmetry, and refine posing to quickly fine-tune the figure.
Detail a hard surface character in ZBrush using live boolean to sculpt pores, add thin gold-trim panels, and explore new brushes for extra texture.
Execute final detailing in ZBrush by refining trims, polishing surfaces, and applying materials to enhance realism; use grid and normals to define a clean surface and create subtle features.
Master posing in transpose by masking, blurring, and moving the head first, then adjust the shoulder and arm to avoid interference and prepare the final render.
Prepare the model for KeyShot by separating pieces to apply different materials, divide elements for easier texturing, and set up lighting and color variations for faster renders.
Export your hard surface character from ZBrush to KeyShot for rendering, apply reusable materials, adjust the environment, and refine metallic textures in Photoshop for a polished finish.
Explore Keyshot Part 2 rendering by applying metallic and plastic materials, adjusting lighting and HDR effects, and setting up alpha backgrounds to showcase hard surface character renders.
Learn to composite a 3d render in Photoshop using layers, gradients, overlays, and grime textures; adjust lighting and color with curves, glow, and apply image techniques for depth.
Wraps up what we learned about using polish to achieve smooth edges in hard surface sculpting in ZBrush, guiding you to create characters, vehicles, and weapons in your own work.
Do you want to improve your hard surface character sculpting skill and create awesome looking robots or scifi characters ?
Well if so this course is definitely for you !
Welcome to Nexttut educations hard surface character sculpting in Zbrush course .
INSTRUCTOR : My name is Richie Jon mason . I am a self taught 3D artist in the past I have worked for 3D artist and 3D world magazine, Nissan. I was also a 3D artist at Guerilla games . Currently working on 3D print and game design with Dragonpunk
GOAL OF THE COURSE : At the end of the course , you will be able sculpt hard surface characters using zbrush and keyshot with confidence, you will be able to create a hard surface character from scratch and use the techniques to go on and create your own models !
YOU WILL LEARN :
Taking an existing Zbrush mesh and editing it to suit our needs
Sculpt overall shape of our character
Adding under Armor
Working with fabrics for joints
Creating outer Armor
Using transpose to change overall shape
Posing The character
Getting it ready to send to Keyshot
And rendering in keyshot then bringing the files into Photoshop
First we will look through Zbrush for a base mesh to work on then we will roughly sculpt out the panel placements . We’ll go over each piece individually creating Armor and fabrics, once we’re happy with that we’ll move over and start creating the weapons and then before moving to keyshot we will go though the model and prepare it ready for keyshot .
Once we have it into keyshot we will start adding materials and find the best render settings then move the images into Photoshop for our final composite image
IDEAL STUDENTS : I made this course for intermediate Zbrush users but any one can download zbrush and keyshot and just start creating with only what Zbrush comes with. All default settings all real time no speed ups no skipping . Completely step by step.
So enrol now and start creating Hard surface character model today.