
Discover the end-to-end workflow of character modelling in ZBrush. Review course requirements and project files, including reference canvases, cloth simulations in Marvelous Designer, textures, and final renders in Photoshop.
Learn to customize the ZBrush user interface by assigning hotkeys to brushes and menus, arranging palettes with drag-and-drop, and creating new custom menus for faster subdivision work.
Learn to customize the Zbrush user interface for workflow efficiency by organizing tools, hotkeys, brush and masking settings, topological options, and saving or loading UI layouts.
Use Pureref as a reference canvas to collect, size, and organize images and create reference groups for easy access. Navigate with key bindings, zoom, pan, and align for efficient modeling.
Block and sculpt the head in ZBrush with symmetry, forming front planes and third-based proportions, then refine the jaw, zygomatic arch, and nose with nasolabial detail and density adjustments.
Block the head in zbrush by refining the zygomatic region, establishing proportions and volume, and shaping eyes, nose, and mouth with symmetry and contour adjustments.
Continue blocking the head in zbrush by refining eyelid contours, eyeball shape, zygomatic bone, and neck formation while adjusting from multiple angles for a correct silhouette.
Block the head in Zbrush by refining the mouth, nose, and jaw with expressive contours. Adjust topology and volumes using move and standard brushes to match the concept.
Refine head blocking in Zbrush by sculpting the mouth and neck to convey expression. Optimize topology with masking and zero-mesh projection to capture folds, eyelids, and facial contours.
Refine head blocking in Zbrush by adjusting topology, subdivision, and masking; sculpt facial features, wrinkles, and expressions while refining silhouette for a more anatomical, expressive character.
Block the head in ZBrush using the move brush to sculpt volume from multiple angles. Check proportions, silhouette and anatomy, then add wrinkles and refine with symmetry and varied brushes.
Block the head form and silhouette, refine the zygomatic region and eye area with subtle wrinkles, then adjust thickness and surface details to define anatomy.
Block and sculpt hair in ZBrush by masking the head, creating a local selection, and building volume with the snake hook brush, refining clumps while preserving the silhouette.
Sculpt the hair in ZBrush by refining clumps, using brushes to separate forms, and maintaining a natural flow with controlled strokes and subdivision.
Sculpt hair in zbrush by forming flowing clumps and refining details across subdivisions with the standard brush, aiming for a natural silhouette without over-detailing.
Block the torso and arms in ZBrush by building cylinder-like forms for the ribcage and shoulder region. Refine anatomy with pectoralis, deltoids, obliques, and clavicle using references.
Block the torso and arms by shaping the trapezius, the three-headed deltoids, and the latissimus dorsi, then separate the shoulder blades from the trapezius to reveal back anatomy.
Refine the torso and arm anatomy in ZBrush, detailing the pectoralis major, trapezius, and deltoids, and sculpt the biceps, triceps, and forearms with accurate gesture and proportions.
Block the torso and arms by refining deltoids, biceps, triceps, and forearms from multiple angles, shaping the chest and trapezius, and refining tendon insertions to improve silhouette and anatomy.
Refine the deltoid heads—anterior, lateral, and posterior—and clavicle-driven form for torso blocking, while mastering forearm extensors and finger placement for clean silhouettes.
Block the torso and arms by refining hand placement, adjust finger proportions, duplicate and transpose forms, disable symmetry, and sculpt natural gesture, volume, and proportions before finalizing.
Explore leg anatomy for Zbrush character blocking, detailing the quadriceps, sartorius, and gastrocnemius, with landmarks like the iliac spine and greater trochanter to guide proportions.
Block the legs in ZBrush using gesture lines, alternating curved and straight shapes for the leg's form. Refine quadriceps and gastrocnemius, check anatomy and symmetry.
Block the legs and refine volumes, constantly check the silhouette from multiple angles. Use two-point shaping, gesture emphasis, and proportional checks, including adding underwear to complete anatomy.
Master character modelling in Zbrush teaches sculpting the feet with proper anatomy, volume, and silhouette; analyze from multiple angles, refine bone structure, separate parts, and add nails.
Sculpt feet in zbrush by refining the fingers and insteps, defining bones and nails, creating space between digits, and ensuring accurate ground contact and overall form.
Sculpt the feet in zbrush using capsule mesh primitives with boolean to create holes between toes, then refine with dynamic recalculation, masking, and inflate brushes for nails and tendons.
Refine leg anatomy in ZBrush by detailing the gastrocnemius and knee bones under the skin, refining gesture, silhouette, and transitions using reference.
Refine body proportions in zbrush by aligning head height, torso, and belly button with reference measurements, and enhance anatomy from obliques to latissimus to improve silhouette.
Refine body proportions to a natural seven and a half head ratio, adjusting the torso, legs, back, and obliques while sculpting the abs and rib cage to maintain accurate anatomy.
Refine the character's body in ZBrush by evaluating anatomy from multiple angles, sculpting subtle transitions from skin to fat to muscle, and sharpening gestures and silhouettes.
Refine the body's anatomy in ZBrush by adjusting leg positioning, verifying proportions from multiple angles, and enhancing volume and silhouette for a cohesive, realistic character.
Master character modeling in ZBrush by merging body parts, refining blends between torso, legs, and arms, adjusting dense topology, and using move and smooth brushes for natural anatomy.
Merge the torso with the arms and hands, refine finger placement, and adjust dynamic topology to improve blends and proportions, using masking and gizmo controls with anatomy references.
Refine the character body in ZBrush by matching the head, hair, and eyes with a gizmo and selective inversion, using zero mesh, subdivision, and projection.
Analyze the character's accessories and props by grouping and color-coding in a Photoshop concept, then plan modeling order to visualize structure and production scope.
Isolate and organize boot components in ZBrush by duplicating and separating subtools, referencing the entire model, and refine the external boot form with clipping curves, polygroups, and polish.
Master boots modeling in ZBrush by separating parts with masks and polygroups, duplicating and refining sections using clip and light curve brushes, and assembling with slice and zero mesh workflows.
Learn to refine boot topology and add thickness in Zbrush by using symmetry, move and standard brushes, and extrude to create clean boot geometry.
Learn to model the boots in Zbrush by inserting edge loops, refining topology with dynamic subdivision, move and scale brushes, and using masking and extrusion for accurate curvature and silhouette.
Model the boots in ZBrush by refining geometry with the move brush, masking and extruding groups, adjusting topology, and using Transpose Master for proportional shaping while maintaining symmetry.
Master character modelling in Zbrush guides masking and sculpting boots using the spotlight for precise drawing, lazy mouse strokes, brush adjustments, and subdivision for a sharp, accurate form.
Learn a practical ZBrush boot workflow, moving and polishing parts, refining edges, and adding details like thickness, stripes, and straps with masking, extrudes, and curve tools for collectible statues.
Master boot buckle and strap modeling in Zbrush using reference geometry, cube primitives, polygraph and bridge tools, then refine with masking, edge loops, and extrusion.
Model the boots in Zbrush by creating stripes, forming groups, and refining shape with the move brush and transpose. Merge geometry, adjust curvature, and add deliberate randomness.
Model the boots in ZBrush by building low-poly forms, subdividing for detail, duplicating and projecting topology, and refining stitches, zippers, and holes with masking and extrude tools.
Master boot modeling in ZBrush by refining topology with transpose, correcting orientation, extruding thickness, and checking flipped faces, while managing dynamic subdivision and visibility for efficient sculpting.
Explore boot modelling in ZBrush, using dense topology and dynamic brush settings to lay out strokes, while using more target and brush morph to preserve forms across subdivisions.
Isolate and refine boot geometry in ZBrush by subdividing, masking, and deleting extra polygons to save bodycount, then use move brush, clay buildup brush, and standard brush to sculpt details.
Master boot stitching in ZBrush using a custom brush, dynamic size, and the target brush to craft accurate stripe-like stitches, adjust density, and refine with transparent/ghost views.
Refine boots with dynamic subdivision, project leather texture, apply stitches, and build texture layers with noise and alpha maps, using symmetry and UV projection for realistic wear.
Master the boot model in ZBrush by optimizing subdivision levels, isolating edge loops, and reconstructing geometry, then project textures, apply surface noise, and add wear and tear for realism.
Learn to sculpt boots in Zbrush with realistic wrinkles, masking, and brush work to create organic, natural fabric and strap details.
Model boots in ZBrush by shaping wrinkles and texture with zigzag strokes, stitching details, and diagonal stripes, using Alpha brushes, subdivision, and symmetry for natural, tension-driven forms.
Detail the boots in ZBrush by adding irregular wrinkles, wear‑and‑tear, and diagonal zigzag strokes. Use layered brushes and marble alphas to create cracks and texture, then bake layers if needed.
Explore boot detailing in ZBrush by traveling across the model to add wrinkles, irregular surface textures, and strap details using crack brushes, while varying strokes and turning off symmetry.
Learn to model socks in ZBrush by building from the body, duplicating sections, masking and projecting geometry, then refining with clay buildup, standard brushes, and layer-based wear details.
Continue modeling socks in zbrush by crafting regular, fluid wrinkles with zigzag and diamond shapes, using the standard brush and cracks, while maintaining volume and gravity-inspired folds.
Scale the model to real world proportions with Marvelous Designer, importing the avatar, preserving layers, and matching to an average male height around 180 cm.
Export your model to Marvelous Designer, set world coordinates, and align the avatar. Draw pants patterns, apply symmetry, tailor seams, simulate fabric, and refine fit.
Create the pants base in Marvelous Designer by adjusting pattern placement, fabric amount, and curvature to shape realistic wrinkles. Add pockets, apply free sewing, and run simulations to refine fit.
Apply techniques to construct and refine pants bases in Marvelous Designer, including pocket creation, internal lines, symmetry, thickness adjustments, and sewing to ensure proper fit and export options.
Create the pants belt and straps in Marvelous Designer, duplicate and mirror pieces, adjust seams and layers, freeze simulations, and tune fabric properties for a stable belt.
learn how to build and refine a pants base in marvelous designer, adjusting lines, creating internal lines, simulating fabric, applying elastic, and aligning sewing lines for a realistic trouser silhouette.
Create the pants base by drawing internal pattern lines, aligning borders, and simulating fabric to refine curvature, seams, and strap placement in Marvelous Designer.
Master character modeling in ZBrush: create a pants base in Marvelous Designer by building knee pads and socks, simulating fabric folds, adjusting symmetry, and refining wrinkles for realism.
Master the pants base in Marvelous Designer, refining curvature, pockets, and wrinkles. Export the finished garment to ZBrush with correct topology and density, using backups and versioning.
Export pants base parts from Marvelous Designer as separate objects, adjust geometry and thickness, and test textures to ensure proper mapping and unity across pieces.
Organize and adjust the pants base in maya by applying extrusion and thickness while preserving clean uvs, using layout, planar projection, and unfolding to maintain proper topology.
Master character modelling in ZBrush guides sculpting and detailing the pants, refining thickness, adding wrinkles and folds, and using masks and subdivision to build realistic silhouettes.
Master character modelling in zbrush trains sculpting and detailing the pants with folds, creases, and thickness using clay build up and alpha brushes, while considering gravity and anatomy.
Analyze reference and study folds, mass, and edge lines to sculpt and detail pants in zbrush, using straight lines, inflation techniques, and body contact to guide realistic fabric behavior.
Refine the pants by correcting straight lines and establishing correct contact with the leg. Sculpt gravity-driven folds and edge shapes, iterating subdivision and brushwork to enhance realism.
Blend and sculpt pants in ZBrush, sharpening straight edges and natural curves, adjust topology, and use low-poly zero-mesh cuts and duplications to separate parts.
Learn sculpting and detailing pants in ZBrush by isolating poly groups, extruding to add thickness, and refining topology for clean subdivision.
Model and detail the pants by creating straps, zippers, and holes with subdivision work, masking, and bridging techniques, while refining topology and using ZBrush modeling tools to project curves.
Master sculpting and detailing the pants in ZBrush by extruding polygons, refining edge loops, applying local symmetry, and adjusting thickness for a polished garment model.
Develop pants details in ZBrush by sculpting wrinkles, folds, and knee-area shaping with dynamic and standard brushes, paying attention to light and shadow.
Sculpt pants in Zbrush by shaping volume and wrinkles with standard brush and alphas, correcting parallel lines, using dynamic subdivision, and detailing seams, belt, and knees for a natural look.
Sculpt the pants by adding wrinkles and irregularities to create a natural look, then blend with move brushes and ARB crack brushes.
Sculpt and detail the pants, focusing on seams, pockets, and stroke placement with symmetry and midpoint measurement, then refine with subdivision level six and poly paint for texture.
Master the sculpting and detailing of pants in ZBrush, adding pockets, seams, and realistic stitches with controlled brush dynamics.
Master pants sculpting in ZBrush by detailing with extrudes, transpose, masking, and move brush, using shortcuts and symmetry to position, mirror, and refine edge loops and surface details.
Master character modeling in ZBrush shows sculpting and detailing the pants with topological move, masking, duplication, and transpose to position, rotate, and distribute details for a realistic, asymmetric look.
Learn to sculpt and detail the pants in ZBrush using the standard brush, clay build up, alpha 37, masking, and MAFF target to create stitches and texture from marvellous designer.
Learn to sculpt and detail pants in ZBrush, refine topology and poly groups, add stitches and pockets, and use dynamic subdivision and UV workflows for realistic fabric.
Sculpt and detail the pants in ZBrush by refining contact surfaces, creating stitches, and knee pad textures, and applying layered noise textures through UV projection and subdivision workflows.
Master pants sculpting in ZBrush by applying noise and texture details across layers, adjusting scale and color, and refining anatomy with belt and accessory refinements.
Learn to model a bag prop in ZBrush using polygonal topology, masking, extrusion, and edge loops, with symmetry and dynamic subdivision, then add stitching and metal details.
Master prop modeling in ZBrush by duplicating polygons, extruding, bridging with ZModeler, refining masks and poly groups, and adding edge loops and dynamic subdivision for thickness.
Divide the model and refine subdivision with edge loops for even polygon distribution, then add texture details like stitches and crack variations, and position the prop with the gizmo.
Model a pocket prop in ZBrush by blocking shapes, enabling symmetry, extruding, masking, and refining edges to add thickness, stitches, borders, and small gadget details.
Model a small gadget prop in ZBrush by blocking shapes with symmetry, duplicating parts, and refining edges with masks before using center before and transpose.
Explore prop modelling in zbrush by adjusting proportions, masking details, and using transpose and symmetry to refine thickness, pose, and overall form.
Practice border creation with symmetry off, extrude and stitch topology, insert and adjust targets, and add irregular edge loops and natural color variations using the standard brush to break stiffness.
Learn prop modeling in ZBrush by refining topology, closing holes, and forming clean edge flows, then mask and extrude grouped sections and add detail with subdivision and cylinders.
Learn practical prop modeling in ZBrush by selecting parts, copying and duplicating elements, masking and extruding, and adjusting symmetry and groups to build believable details for far and near views.
Model a bottle with a cap in ZBrush by masking, extruding, and refining with symmetry, polygroups, ZModeler, and close convex hull to create a cohesive prop.
In this session, learn to model a bottle prop in ZBrush by creating a label, pockets, and a bag using duplication, symmetry, and convex hull techniques, with edge loops.
Master Character Modelling in Zbrush shows building a top prop piece, duplicating geometry, and extruding for thickness. It covers symmetry, masking, lasso selection, merging, and painting shading.
The lesson demonstrates modeling a larger belt with central straps, borders, and connectors, using extrusion, loop subdivision, masking, and precise positioning to refine topology and thickness.
Master character modelling in Zbrush guides prop detailing from pocket and strap shaping to gadgets, extrusion, masking, and bridging edges, with subdivision and stitching for realistic final props.
Position, rotate, and duplicate prop components using gizmo and transpose to shape curves and align parts, then add edge loops, bridges, extrusions, and straps to build convincing props in ZBrush.
Model props in ZBrush by merging straps with the main pieces, extruding and duplicating parts, and adjusting placement with transpose. Add stitches and surface details through subdivision and noise textures.
Master prop modelling in Zbrush by organizing parts with public groups, masking and splitting geometry to optimize bodycount, then subdividing, adding stitches, and projecting letters with surface noise.
Note : In this course you will learn to model high quality 3d character model using Zbrush, Marvelous Designer. We will also use Photoshop for the final render pass composition and a small but great software called PureRef for reference image browsing.
This course is not for complete beginners. This course is for intermediate students and artists who has Zbrush experience before and now wants to improve and make better character models. This course only covers high poly modelling and it doesn't cover retopology.
Have you ever felt lost in the process of modelling a 3d character in zbrush?
As if you don't know what you're doing, if it's in the right order or even how to model something in the program?
Have you ever felt lost in which workflow to follow in creating a realistic model?
INSTRUCTOR :
My name is Victor Yamakado and I am a character artist for about 10 years now.
GOAL OF THE COURSE:
By the end of this course, you'll be able to model high quality characters for game and film using Zbrush and Marvelous Designer.
WHAT YOU WILL LEARN:
Realistic Anatomy of the body and head
sculpting Proxy Hair
Hair and Fur with Fibermesh
Realistic Cloth Creation in Marvelous Designer,
Detailing accessories and props using ZModeler and sculpting tools within Zbrush
Texturing with polypaint and rendering Zbrush Passes, to obtain a composition entirely illuminated and composed in Photoshop.
IDEAL STUDENTS:
This course is for intermediate students and artists who has Zbrush experience before and now wants to improve and make better character models. This course only covers high poly modelling and it doesn't cover retopology.
WHO IS NOT THE IDEAL STUDENT:
This course is not designed for absolute Zbrush beginners, 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.
I am excited to share my knowledge with you. So what are you waiting for enrol now and I will see you in first lecture.