
From base mesh to blocked shapes, sculpt iconic features and costume details in zbrush, then render polished materials in marmoset toolbag for a stylized superman.
Build and refine a base mesh using a mannequin, moving, rotating, and scaling joints; explore lightbox base options and adaptive schemes to group, merge, and preview topology.
Refine a stylized superman sculpt in zbrush by adjusting brushes, aligning the reference image with spotlight, and shaping proportions using masks and volume adjustments.
Apply sculpting of the main shapes for a stylized Superman by aligning anatomy to references, adjusting face, torso, limbs, and basic colors with soft lighting and refinement.
Duplicate the body and sculpt fists with modified topology. Subdivide and recalibrate topology on the fly using a split screen with references, preserving a Superman logo on the mesh.
Refine fists by inflating finger gaps, subdividing the model to boost resolution, paint with false color, and adapt a cartoon style using ZBrush.
Refine the fists of a stylized ZBrush model by masking and adjusting edges, duplicating the mesh, subdividing with layers, projecting details, and painting or separating polygroup parts for cleaner sculpting.
Continue refining a stylized Superman head in ZBrush, isolating the head as a subtool with split screen, then increase resolution to sculpt nostrils, eyes, and chin.
Refine the hair and facial details of a stylized Superman model, match to reference, subdivide the mesh, apply color, and mirror elements for consistency.
Sculpt a stylized Superman head in ZBrush, refining the face, eyes, and jaw with references, topology, and painting to achieve a cartoony look and prepare for Marmoset Toolbag 4 renders.
Refine the stylized character shoes by adjusting boot geometry, fixing topology, duplicating meshes, and using selection and subdivision techniques to shape accurate boot forms.
Refine the face and hair of a stylized Superman and craft a low-poly costume using zbrush and marmoset toolbag four.
Finalize hair on the stylized Superman model by masking mesh portions, managing symmetry, layering adjustments, and refining facial features in ZBrush and Marmoset Toolbag 4.
Add poly paint details to the face by creating a new layer, choosing colors, and refining normals and planes to shape shading for the cape.
Create separate layers for each sub tool, including hand, body, and hat, and pose the sculpt, then refine proportions and the mesh across the next steps.
Use a reference mesh to guide refinements, fix leg anatomy, evaluate topology, and block form with the polish brush and clay-like sculpting, aiming for a stylized look rather than realism.
Refine anatomy of stylized Superman sculpt using reference and pose adjustments. Iterate post-mesh changes to improve hand, fist, and shoulder definition.
Refine anatomy by applying transpose master, fixing shapes, adjusting masks, and filling gaps with brushes while correcting distortions, rotating the model, and saving progress for post-match in the workflow.
Refine the Superman model by adjusting the geometry and topology, then add a belt and pants, using references, painting blue details, and applying dynamic offset to control thickness.
Refine the belt buckle and accessories for a stylized Superman model in ZBrush, using dynamic subdivisions, extrusion, and reference reviews to adjust color, anatomy, and shorts.
Learn to sculpt and texture a stylized Superman logo in ZBrush, refine topology and subdivision, project the logo, and apply color painting and alpha techniques in Marmoset Toolbag 4.
Refine the character pose and add detailed wrinkles to the costume, aligning references and script notes to enhance the stylized Superman render.
Continue to add details to the stylized Superman costume by refining the abdominal area, applying stitches with chisel brushes, adjusting intensity, and iterating with references as you subdivide.
Continue sculpting the cape by studying references and mimicking observed details. Adjust subdivision levels to balance delicate sculpting with overall form, planning to continue in the next lesson.
Continue refining the cape in ZBrush, fix the center, and apply masking for precision. Extrude polygons, adjust faces, and subdivide the mesh while comparing models to select the best geometry.
Finalize a stylized Superman cape by fixing topology, duplicating sections, and building a base with subdivisions, then adjust tilt for polished rendering in ZBrush and Marmoset Toolbag 4.
Refine the stylized Superman model by applying subdivisions to the cape, belt, and base, then sculpt with scraper and clay brushes, using masking and layers to smooth and finalize shapes.
Refine the stylized superman pose in zbrush by scaling the model, masking the shirt, and iterating pose adjustments to enhance balance and detail.
Add eyebrows by painting masks, adjust tolerance, and blend colors, then unwrap UV maps and create textures for eyes and face details.
Navigate a Zbrush workflow to decimate a 3d model, finish processing, export all assets, and drop them into the toolbox for the next lesson.
Import models into Marmoset Toolbag 4, create and apply materials with albedo, roughness, and maps, set up render configurations, cameras, and lighting, then render a turntable sequence for export.
Hi, my name is Oleg and I want to share this course with you. We will make stylized Superman model, also all props and accessories.
We will start by talking about base mesh, than we will start to block shapes and proportions by bringing our references to spotlight witch is really important. After initial blockout is done we will poly paint our model to have a better visualization.
Then we will start to make organic parts of a model. We will start from a fists and i explain how to make them look as good as possible. After that, I will show you how to make superman iconic face, where I will explain what to look for when sculpting the head.
Then we will make a placeholder for a hair by using a sphere, after that i will add eyes and than i will poly paint them, since eyes are very important, I will explain how to avoid odd or a strange look.
Then i will make low poly version of his costume and will reproject existing details. Also i will create boots by extracting from existing geometry and by using zremesher i will make a low poly model, after that i will finalize them by adding a thickness and subdivisions. Then it will be time to zremesh a hair and to refine it by make a final touches.
After that i will start to make a cape by using a simple plain and zmodeler brush. Also i will reproject superman logo to a body using zProject brush just to have a better visual representation.
Once we are happy with the overall look of our character i will show you how to make good pose with the transpose master in zbrush. I will show how to achieve great dynamic pose just in zbrush utilizing zbrush powerful masking tool. After that i will refine shapes and forms of a model so his muscles and overall dynamic pose will look great. After pose is done i will continue to create accessories such as pants, belt and belt buckle also i will poly paint them.
Ofcourse i will continue to work on a cape by adding a folds and give it a dynamic look.
Finally i will show how to make his iconic logo using only alpha, and than i will show how to make a low poly version of his logo so we can easily place it on body using zproject brush.
After that we will start refining all those things that we have made, i will add wrinkles to his costume where it make a sens, also to finilize his costume i will add a seam lines and i will do a final touches to a cape. At this point we almost done, but there still some thing left. One of them is base, i will make it from cylinder using zmodeler brush. Also i will show how to create UV’s utilizing powerful “UW Master”, after that i will generate texture from poly paint. Finally i will show how to decimate our model using "Decimation Master" and to keep UV's.
So now we done with zbrush and our model is look great, and we can start to work with Marmoset Toolbag to achieve the best possible look.
So we start by explaining how to bring your model to Marmoset, after that i will explain how to create materials and additional maps such as ambient occlusion and cavity maps. Than i explain how to assign materials to according models. Also i will explain my render and camera configurations, i will show how to add a turntable and how to achieve the best possible look for our model.
This tutorial is STEP BY STEP, NO FAST FORWARD, NO SKIPS.
IN THIS COURSE YOU WILL LEARN :
Zbrush:
- Stylized Male Anatomy
- Accessories
- Stylized Hair
- Poly painting
- Posing
- Making greate topology with zremesher
- Making UV's
Marmoset Toolbag 4:
- Importing model
- Creating materials
- Assigning materials
- Creating additional maps
- Explaining render configuration
- Explaining camera configuration
- Adding turntable
- Explaining how to make greate render image and turntable