
Explore a beginner-friendly Zbrush 101 overview covering base mesh blocking, retopology options, export workflows to Substance Painter, and version-friendly guidance, plus tips to rewatch for clearer mastering.
Explore Zbrush interface basics, including the lightbox shelf, viewport, tools, brushes and materials, and learn how to initialize, convert to poly mesh, and begin sculpting with subdivision and brush controls.
Explore advanced brush work and masking techniques in Zbrush 101, including undo history, subdivisions, and brush shortcuts (B, Move, Clay tubes, Standard) to control strokes, smoothing, and masking for polygroups.
Learn to isolate select areas of a mesh, invert and subtract selections, then create and pan curve strokes with bezier curves and the spacebar trick, using masking.
Organize your mesh with polygroups in Zbrush to guide auto retopology and Z Remesher, using masking, isolate, knife curve brush, and Zmodeler for targeted edge flow.
Load 2D and 3D references in ZBrush using Spotlight and split screen workflow to guide a beginner character with subtools, opacity, and pivot controls.
Learn to block out base clothing meshes for a 3d character in Zbrush, using dynamesh and Z Remesher, polygroups and isolation, and build a jacket via subtools.
Create a pants base mesh in ZBrush by appending a sphere, shaping with move and inflate brushes, then mirror and merge with dynamesh. Prepare meshes for the shirt and head.
Detail the jacket by refining base meshes, using knife curve and ZRemesher for clean topology, and adding thickness and wrinkles to create a stylized mayor jacket.
Detail the jacket by adjusting the collar, adding subtle folds, and masking to sculpt seams, then add buttons and wrinkles using subdivisions, inflate for thickness, and smooth.
Sculpt wrinkles on a jacket using the standard brush, adjusting focal shift, and exploring asymmetry and subdivision levels to achieve a thick fabric look in a stylized character.
Learn to build a shirt with collar and tie on a base mesh in Zbrush, using knife cut, Z remesh, dynamic subdivision, and wrinkles with dam standard and BST brushes.
Learn to model a shirt collar and tie in ZBrush, using polygroup by normals, ZRemesher, and bend curve to wrap the collar, with refinements via Move brush.
In this lesson, apply a stylized tie to your character using the knife curve brush, symmetry, and z remesh, then refine with bend and curve deformers.
Sculpt pant wrinkles with added thickness and a belt, then proceed to shoes, hands, and head; use Damian Standard and BST brushes for subtle, controlled folds.
Construct the belt by adding a cylinder, adjusting thickness, and shaping with bend arc deformer, then refine with polygroup by normals, z remesher, and live booleans for buckles.
Learn to build simple, stylized shoes for a 3d character using Dynamesh, ZRemesher, and masking techniques, with basic subtools setup, polish, and retopology steps.
Create a base mesh for hands by converting a mannequin hand into a sculpted mesh in Zbrush, using lightbox, quick save, and adaptive skin to append as a subtool.
Sculpt a stylized hand in ZBrush using the gizmo deformer, move and inflate brushes, and refine with high polish and clay tubes to build volume, creases, and nails.
Block out a character head by building base meshes with spheres, adding ears and nose, using z remesh and dynamesh, and refining with move and masking.
practice creating a cartoonish face in zbrush by building a mouth, adjusting eyelids and eyebrows, then combining pieces with dynamesh and zremesher while managing topology.
Detail the mouth, ears, jawline, and neck of a beginner character in ZBrush, using masking, inflate, and polish brushes to add subtle detailing and expression.
Create hair on a beginner ZBrush character using a mesh extract, slash two brush, lightbox, and lazy mouse; finish with ZRemesher retopology and a brief Uvean discussion.
Apply retopology using ZRemesher and polygroups to create a low-poly mesh, generate UV shells with UV Master, and bake ambient occlusion and normal maps for texturing in Substance Painter.
Use ZBrush remeshing to retopologize the upper body, adjust subdivisions and thickness, unwrap UVs with UV Master, and organize polygroups and hidden geometry for a clean low-poly result.
Retopologize the lower body in ZBrush using ZRemesher and ZModeler, refine edge loops, and unwrap textures with UV Master to align high and low resolution belts, pants, and shoes.
Master manual retopology sizing with edge extrusion in zmodeler, replacing unreliable auto retopology, and use insert mesh workflows, projection, and snap to surface for exact edge flow.
Master manual retopology in zbrush with zmodeler to establish clean edge flow around the eyes, mouth, nose, and chin using snap to surface and symmetry.
Continue manual retopologizing to create a clean eye loop and maintain edge flow while extruding, projecting, and reconnecting topology around the nose, jaw, and ears for a game character.
Master manual retopology by building edge loops around the eyes, cheeks, and forehead with symmetry, insert edge loops, extrusions, and reproject techniques. Prepare for ear detail in the next lesson.
Master manual retopologizing by crafting ear edge flow, extruding and smoothing topology with local symmetry, and projecting for a clean silhouette suitable for normal map baking.
Continue retopologizing the head, adjust edge flow with insert edge loops, use tie-offs to reduce polys, project details back in, and finalize chin and neck topology for a character.
Learn manual retopology by filling facial gaps, refining edge loops, and cleaning up topology around the chin, neck, and mouth, using careful extrudes and inserts.
Retopologize the head, create polygroups for clean UV shells with ears as separate shells, unwrap with UV Master, and merge the head with eyebrows for a normal-map workflow.
wrap up the head by retopologizing the hair with zremesher to create a cleaner mesh, using low and high res references, reprojecting detail and refining with polygroups and delete hidden.
Retopologize the fingers from a capsule primitive using edge extrusions, loops, and projection to build clean topology; duplicate and reproject to refine edge flow and spacing for a normal map.
Guide to connecting all fingers with equal edge loops and aligned edge flows, using extrude, project, and topology checks to ensure clean game character topology.
Finish a beginner hand in ZBrush by building clean topology with edge loops and extrusion, then reproject and relax edge flow; prepare high and low res meshes and uv shells.
Learn to equalize and combine UV shells in Zbrush using UV master, unwrap, and merge down to export a low-res character, with notes on Blender, Maya, Max, and Redshift.
Export your Zbrush character by consolidating low and high-res meshes, aligning uv shells, planning udims, and choosing obj or fbx for clean texture baking.
Welcome to Zbrush 101: Creating 3D Character for Beginners!
This course is the perfect introduction to the exciting world of 3D character creation using Zbrush. Throughout this course, you will gain an in-depth understanding of the basics of 3D character creation within zbrush.
Here we cover the following:
- You will learn how to manipulate edge flow through Polygrouping and Knife Curve Brush to create fun, high-resolution characters. You'll also learn how to create low-resolution model to match, allowing you to optimize your workflow and improve your overall efficiency.
- We'll dive into the understanding how UVing in Zbrush works, so you can create clean well-organized textures for your models. You'll also gain a foundation in the basics of Zmodeler and how it relates to Zbrush.
- We'll explore the basics of Zremesher and how it can be used in Auto Retopologizing, giving you the power to create stunning models with ease.
- And Finally, you'll have the opportunity to follow along with either 2D or 3D Supplied reference in creating your first 3D Character, allowing you to put your newfound skills to the test right away.
By the end of this course, you'll be well on your way to becoming a Zbrush master, with the skills and knowledge you need to create incredible, and fun 3D, Characters. Join us today and lets start sculpting.