
Outline the course curriculum from beginner to intermediate, detailing base mesh creation, garment sculpting, booleans, fibre mesh hair, face work, retopology, and bonus rendering with critique and pacing guidance.
Master a beginner-friendly refresher for ZBrush, its features, quick keys, and custom pop-up palettes, then explore sculpting workflows, the space bar trick, and retopology with baking details into low-res meshes.
Explore the zebrafish UI, including the light box pallet, sub tools, and brush controls, to manage meshes and imports with teekay and two and a half d mode.
Master secondary sculpting tools, including isolate selection with shift+control, poly groups, and masks; learn trim, clip, and slice curves, lasso variants, and the space bar trick for sculpting.
Master the space bar trick to pan and reposition curves, masks, and clip curves with precision while keeping the curve alive, improving accuracy in sculpting and masking workflows.
Customize the user interface by creating a pop-up menu for brushes and tools. Enable solo mode and arrange a starter menu to speed sculpting workflows, and assign hotkeys.
Master base meshes as the silhouette and starting point for 3D character creation, comparing z spheres and mannequin workflows, with dynamesh and adaptive skin.
Create a base mesh from scratch with split-screen mode and starter brushes, using a sphere to shape the head for Dinham Mesh sculpting and future clothing extraction.
learn how to attach a face to a base mesh, explore insert meshes, and use mirror, weld, and zera measure techniques to refine a base character mesh.
Finish the base mesh by refining body proportions to match the 3D reference, demonstrate poly groups with group loops, and begin a hands-on hand sculpting practice exercise.
Extract three base fabric meshes, the shirt, jacket, and pants, from the base mesh using masking and the extract tool, then adjust thickness to shape the garments for subsequent refinement.
Explore cleaning up a shirt for wrinkle sculpting by importing 3D references, organizing base meshes, and refining topology with polygroups in a splitscreen workflow.
Learn to sculpt wrinkles on a low-resolution mesh, using standard and slash brushes, lazy mouse, and careful subdivision to blend cloth before detailing pants.
Clean up the pants base mesh and organize finished sculptures folder, import pants references, and save spotlight as you build clean poly group topology using move, inflate, and panel loops.
Explore sculpting cloth wrinkles with standard, slash to, and high polish brushes, practice varying subdivisions, and blend strokes to create natural folds and texture.
Block out the side geometry, define thickness, and place a pocket by masking and inflating, then smooth with brushes while establishing reference lines and poly groups for later details.
Detail the side of the model with stitch demonstrations and projection master techniques to refine folds. Use masks, subdivision, and alpha manipulation with slash and inflate for texture exploration.
Finish the pants by adding trims, carving a zipper slit, and breaking up center seams, then refine with masking, inflate, and quilted or padded pattern ideas.
Create a cleaner base mesh jacket by organizing into three polygroups, refining edges with creases, using spotlight for silhouette checks, and aligning with 3D references to prep for secondary pieces.
Create modular detachable jacket pieces, including trim, zipper end strip, shoulder detailing, and leather pads. Use zebra measure, poly groups, and alpha or inflate tweaks to refine topology and texture.
Learn to sculpt detachable jacket components, including a zipper strip and a non-zipper strip, block out base areas, and reassemble pieces to add wrinkles to the silhouette.
Create clean base meshes for jacket components using trim curve and live booleans, forming wraparound flaps and a cyberpunk collar for a cohesive look.
Create a clean neck collar base mesh with bend curves, block out the sash, and refine with move brush and curve brush for a ready to duplicate silhouette.
Learn to create a sash by mass extracting a base mesh, refine with Dynamesh and ZRemesher, and clean topology using poly groups, trim curve, and mask-driven workflows.
Continue placing detachable pieces, adjust scale, and use bend curves to fit components. Learn duplicating, aligning, masking, and preparing for wrinkles before moving to the next lesson.
Learn wrinkle sculpting through landmarking with the slash brush, refining creases across subdivisions with move and standard brushes, and iterating with undo to perfect cuff links and silhouettes.
Perform cleanup prep for the shoulder pad area, sculpting folds and refining trim with pocket trim idea. Create a lip and seam lines as a poly group, postponing the zipper.
Continue cleanup and adjusting the jacket by defining a lip line and seams, refining asymmetrical areas, and prepping shoulder pads. Learn masking, move brush, and inflate techniques to shape wrinkles.
Develop precision with the curve stroke and space bar trick to carve even strips along the shoulder, using masks, poly groups, and isolate select to refine geometry.
Create the front overlay by fitting a strip with the matchmaker brush, using modular pieces and spotlight reference to ensure clean edges and a cohesive normal map.
Explore building a collar in ZModeler, block and isolate a new poly group, crease and extrude with poly group, refine edge flow, and apply mask and inflate for detail.
Set up the base shoulder mesh with sub tools, then apply booleans to sculpt and subtract from it, using creases poly groups and remeasure to keep clean topology.
Create shoulder nodules by shaping with cylinder tools, masks, and trim curves, then apply radial symmetry and insert primitives to pattern booleans for a clean hard-surface look.
Learn to sculpt a sash by shaping borders, creating poly groups and group loops, masking, inflating, and adjusting edge loops to achieve a clean, wavy sash design.
Finish the sash by sculpting detail pieces, duplicating modules, and applying an alpha stitch pattern for texture. Use matchmaker and trim curve to align and connect pieces into a sash.
Finish the sash with alpha work, masks, and lazy mouse refinement to create a cohesive pattern and silhouette. Then prep jacket-area cleanup and belt and head topology.
Learn belt detailing for a 3D character by creating a single poly group around the belt, adding seams, group loops, and buckle placement, with masking, deflate, and bend arc refinements.
Learn belt detailing techniques, including adding rings, a belt buckle, and straps using boolean operations and insert shapes. Explore move topology brush to adjust overlaps and create realistic belt geometry.
Learn to build a base shoe mesh from a low-res base and a high-res reference, using trim curve, move, inflate, and dynamesh to fuse geometry for a solid foundation.
Master shoe detailing by shaping panels with panel loops, edge extrusions, and group loops, then refine treads and silhouette using masking, geometry edits, and move brush techniques.
Learn shoe detailing for beginners by shaping a sock with masking and displacement, sculpting fabric textures, and adding a simple zipper and strap for a cyberpunk-inspired look.
Transition into head sculpting with landmark-based, incremental builds that block eyes, nose, and mouth, then advance to detachable face booleans and fiber mesh hair alignment.
Set up the head reference by importing 2D and 3D references, preparing a base mesh, and establishing a rough eye silhouette and head proportions.
Block out the eyes with sphere primitives, adjusting scale, and duplicating for a mirrored pair. Refine volume with subdivision and brushes, guided by reference, shaping eyelids.
Block out the nose in 3D by refining landmarks, using reference checks, and iterative tweaks to proportions, creases, and nostrils while adjusting eyes, eyebrows, and cheeks.
Block out the mouth to establish the basic face shape and landmarks, then apply micro adjustments with masks and move brush as you refine eyes and lips.
Refine the lips and chin to add volume, shape the lower lip and dimples, mask and smooth for transitions while incrementally sculpting the eyes and mouth with subdivision-aware control.
Block out the ear with a simple base using symmetry and masking, then refine with micro adjustments, a move brush, and the high polish brush toward the neck and reference.
Block out the ear by establishing a strong low-res foundation, iterating to define the anti helix and concha, then refine landmarks with smoothing and higher subdivisions.
Refine the character’s eyes and ears by replacing placeholder eyes with a convex, properly proportioned eye, and add eyebrow masks; perform micro adjustments and shading to achieve natural volume.
Master eye shaping and eyelash creation by sculpting with masks, cylinders, and mesh techniques, exploring geometry and fiber mesh options for realistic female eyes.
Create a detachable face cavity by masking, extracting mass, and applying a boolean mesh, then refine with sculpting and polish. Use references and sub tools to adjust head size.
Create a detachable face by applying a convex boolean to carve the cavity. Master customized booleans, inverse booleans, and the matchmaker brush to shape wires and prepare a cybernetic eye.
Detail the detachable face back side using boolean and matchmaker tools, plus projection, while cleaning up artifacts and preventing non-manifold geometry through careful detailing and dynamic adjustments.
Detail a detachable face piece by modeling synthetic cavities with booleans and insert multi mesh primitives, then create varied patterns while keeping shallow depth for clean normal maps.
Create wires linking the detachable face to the head using a cylindrical tube and sculpting steps. Apply trim curve, alpha tweaks, and symmetry to refine the wire geometry.
Learn to create intertwined wires connecting a detachable face to the main face using radial symmetry, booleans, and insert multi-mesh tools, with emphasis on alignment and future subtool integration.
Place the detachable face and wires, clean up subtools and booleans, and use masking and bend curves to shape the wiring for the next lesson.
Learn to design a detachable face with fine wires, refine the silhouette, and explore creative wire shaping, booleans, and exclusive zebrafish render tricks to enhance 3d character creation.
Create a base hair mesh to guide fiber mesh detailing and iteratively refine the silhouette using curved tubes, stroke modifiers, and imported references.
Master drawing curves and tubes from the base mesh using curve brush, bend curve, and move brush to shape hair strands. Optimize thickness, spacing, and alignment for fiber mesh preparation.
Master the basics of fiber mesh, the hair system in the software that creates hair strands from spline curves, covering density, masking, max fibers, length, and grooming for fast previews.
Create hair strands with a polygon plane and fiber mesh, then duplicate and apply four strands to a base mesh, using BPR checks and taper, twist, and groom tools.
Apply hair strands to the base mesh using duplicate workflows, bend curve transforms, and grooming tools while avoiding ballooning and geometry loss, with BPR checks.
Master front hair strand creation on the front hemisphere using fiber mesh, bend curves, taper, and BPR checks to refine the strands.
Practice building the hair mid-section by duplicating three fiber meshes, adjusting taper and rotation, and testing with BPR renders to refine placement for a natural silhouette.
Finish shaping the back side of the hair by refining strands, duplicating, and bending curves to fill bald spots, testing in solo mode with quick bpr renders.
Master detailing side hair by masking, generating fiber mesh, and cleaning edges to create a natural falloff and realistic strand distribution.
Hello and Welcome to Learners Guide to 3D Character Creation Vol 1: Zbrush & Retopology A new course dedicated to teaching how to sculpt, retopologize, 3D Characters all within Zbrush!
Here not only are we focused on teaching you how to make 3D characters but also give emphasis through the course in "practicing" your skills as a sculptor OR beginner sculptor when creating 3D characters, therefore we chose a fun character theme challenge : The Cyberpunk Hacker!
To that end, we crafted a course that will deliver 2 new unique approaches in teaching character creation by affording you the opportunity to sculpt through Split Screen Mode OR Multiple 2D Orthographic References
- Split Screen Mode was introduced back in Zbrush version 2019.1 which has become more of a updated method of practicing your sculpting techniques geared toward the beginner but also intermediate users who are interested. This is where we the instructors break up our character into sections of decimated meshes and demonstrate how they would be imported into your zbrush file. Next we go over the basics of how to turn on split screen mode in your Zbrush viewport to have 2 screens, our mesh on the left and your mesh on the right! From there you interactively work with us when we sculpt this character out! ( checkout our the promotional video above right corner for demonstration in what to expect).
- Multiple 2D Orthographic References - Of course for more intermediate to advance users don't need to take Split Screen Mode approach, alternatively we will be providing you multiple 2D orthographic references of the character in many of the areas to help aid in your sculpting process as we guide you in the sculpting of this character course.
Feel free to learn through either approach OR a combinations of both!
What we will teach
ZBRUSH CHARACTER SCULPTING:
- A quick section breakdown to the basics of Zbrush for the beginner so no one gets left behind before we start.
- How to create your own base mesh from scratch. (In addition we will be supplying you our own course learning base mesh for you to use as a bonus option)
- How to pull clothing off of a blank base mesh to sculpt full body clothing of a Cyberpunk Character as is done commonly in the industry pipeline.
- Illustrate how to create seams utilizing fun combinations such as group loops with masking
- Learn to craft hair within Zbrush through it's built in hair system Fibermesh, and demonstrate several methods to apply the hair upon the mesh
RETOPOLOGIZING:
- Learn several methods of retopologizing (process of creating Low Rez 3D models from High Rez sculpted meshes) Those methods below are:
1. The first is: Is an auto retopologizing approach with Zremesher 3.0 utilizing the Zremesher Guides Lines Brush as a method of directing clean edge flow.
2. The second method is a manual retopologizing approach where we use Zmodelers 3D modeling tool Edge Extrusion to provide more flexible option in 3D Character Modeling, over a finished High Rez sculpt.
- (Disclaimer - this course is a 2 part course series with this first course being the focus of 3D character sculpting, retopologizing a character into a low rez character model as a primary focus of curriculum. The upcoming second course focuses more to UVing, texturing and rendering)