
Learn beginner-friendly hard surface sculpting in ZBrush, exploring tools and five chapters with five exercises to create props like armor and weapons.
Explore the anatomy of hard surface modeling, covering subdivision, clean topology, high to low poly workflows, and 3d printing, with tips for transferring detail to a game engine.
Explore zbrush zmodeler in an overview, showing poly mesh workflows with extrude, bevel, and insert edge loops, and highlight dynamic subdivision and the role of support edges for hard-surface forms.
Learn poly groups in ZBrush hard surface sculpting, using polyframe, group from masking, and the ctrl+w shortcut to create clean, separable segments and reusable parts.
Explore Siri measure in ZBrush to clean up topology, detect hard-surface edges, preserve polygroups, and reduce polygon count with half and polish while keeping edge integrity.
learn manual retopology in zbrush using the ceasefire tool, edit topology with symmetry, build clean edge flow, convert to adaptive skin, and refine with inserts for a subdivision-ready hard-surface mesh.
Explore live boolean operations in ZBrush, combining, subtracting, and intersecting shapes, then turn them into a clean, single mesh with dynamic polish and proper topology for hard-surface models.
Learn to sculpt a pokeball in ZBrush using hard surface techniques for beginners, building the outer and inner shells, applying boolean cuts, hollowing, and adding battle-worn damage with clean topology.
Learn to sculpt the pokeball's secondary inner frame by subtracting a ring from a sphere with booleans, refine with symmetry, and add the button and inset bubble detail.
Learn to sculpt pokeball secondary shapes by building inner frames, windows, and borders with booleans, mirroring, and transpose workflows.
Master hard surface detailing in Zbrush by adding scratches, chips, and bevels to a pokeball, while managing topology, subdivision levels, alphas, and future marmoset renders.
Export the pokeball from ZBrush to Substance or Marmoset, decimate to 150k, use poly groups and split, assign red, white, and black materials, and light with a three-point setup.
Practice ZBrush hard-surface sculpting by building a revolver barrel from image planes and reference images. Sculpt separate parts—barrel, magazine, handle, and body—into a high-poly, game-ready asset.
Create the revolver handle by sculpting wood and metal parts with the knife tool, bevel arc and bevel flat, masking, dynamic polish, and symmetry.
Master hard surface sculpting in ZBrush by building a revolver magazine component, using cylinders, booleans, symmetry, masking, and polish for clean, high-detail parts.
Learn to sculpt a revolver trigger and hammer with knife brush workflows, masking, and plane tools, building thickness and symmetry while testing pivots and curvature for accuracy.
Master hard surface sculpting of a revolver body in Zbrush by building it from boxy pieces, using knife curve, masking, symmetry, dynamic sculpting, and booleans to achieve a watertight mesh.
Build the revolver body using hard surface sculpting in zbrush, starting from the top, with masking, dynamic brushes, and live bullion to blend curved surfaces.
Learn to sculpt revolver details in Zbrush, crafting the trigger guard and bolts with symmetry and bubble arc brushes. Use polygrouping, dynamic subdivision, and mirroring for a polished hard-surface gun.
Apply trim dynamic to add edge details and battle-worn wear to the revolver. Use wood grain textures with alpha maps to create realistic surface details, then bake into texture maps.
Freestyle a combat knife in ZBrush hard surface sculpting, starting from a cube and using symmetry, insert loops, bend arc, bridges, and boolean cuts to shape the blade.
Master hard-surface knife handle sculpting by constructing a cube, using knife curve and lasso, applying booleans, poly groups, and dynamesh, hollowing and adding paneling for a clean, game-ready silhouette.
Discover hard surface sculpting in ZBrush by detailing a knife: adjust proportions with symmetry, create bullion/boolean meshes, add bolts and plates, and plan topology and retopology.
Learn knife retopology to create game-ready, watertight low-poly topology with careful point placement, symmetry control, and triangulation for clean silhouettes and efficient baking.
Continue the knife retopology by crossing the center line to build the midsection and bubble grip, then bake the silhouette into a textured low-poly model using the Quadro tool.
Apply knife retopology techniques to create a clean, mirrored blade by bridging edges, sealing holes, and refining topology for sharp hard-surface sculpting in ZBrush, Maya, and Marmoset workflows.
Demonstrates a practical knife UV mapping and baking workflow, from high-poly to low-poly decimation, UV islands, and texture baking in Substance Painter for game-ready assets.
Explore hard surface sculpting in Zbrush by building an ogre armor base, using extract, polish, dynamics, pattern loops, and knife tools to craft sharp, layered helmet details.
Sculpt an ogre armor jaw in zbrush using hard surface techniques, masking sharpened extractions, symmetry, dynamic shaping, and insert mesh brushes to add spikes.
Learn to add hammered surface details to ogre armor in ZBrush using noise, scale, and color blend, then place bolts and rings with insert brushes.
Master ogre chain mail in ZBrush through cloth and micro and macro mesh dynamics, achieving welded chain links, leather borders, and stitched details.
Master hard surface ogre armor horns in ZBrush for beginners using poly mesh 3D, trim dynamic taper, stager interpolation, and bevel pro to create segmented, hollow horn details.
Explore sci fi armor blocking in ZBrush by turning a base male mesh into chest and shoulder armor, using masking and dynamic resolution, inspired by Halo.
Create a sci fi armor suit in ZBrush by extracting facial regions, refining edges with polish, and applying panel loops with mirror in the world for symmetrical patterns and texture.
Sculpt a sci-fi armor torso in ZBrush by blocking and extracting thickness, refine with masking, symmetry, polish by groups, adding vents and lines with knife, slice, and chisel tools.
Master sculpting a sci-fi armored torso in zbrush by merging pieces, using polygroups and symmetry, and adding layered plates with extract, trim dynamic, and dynamic thickness to fit the character.
Duplicate and isolate the back armor, inflate for volume, and polish edges to create organic hard-surface details. Use mirror symmetry, knife and chisel brushes, and lamp details to finish.
Build a sci-fi back armor cushion in zbrush, using ring 3d, slice brush, symmetry, poly mesh 3d, and interpolate stager to shape armor panels.
Continue sculpting sci fi back armor by building panels, hugging the surface, and refining topology with dynamic remeshing, bevel pro, and polish by groups for crisp, repeatable patterns.
Isolate the arms, mirror and sculpt with dynamic and stage tools, apply boolean cuts, insert primitives, and refine the deltoid and panel details to build sci-fi armor arms.
Continue sci-fi armor arms with the chisel brush to sculpt seam lines, fibers, and muscle-inspired panels. Add latex-like wrinkles, refine details, and reuse assets for a strong portfolio presentation.
Explore how to create sci-fi armor booleans in ZBrush by applying boolean operations to armor pieces. Organize your workflow with a pre-boolean armor folder and extract a mesh for renders.
Finish this hard surface sculpting journey by applying planer and knife brushes to solve future shapes. Get recommended Maya and Marmoset courses to enhance modeling, texturing, and portfolio-ready presentation.
WHY SHOULD YOU LEARN FROM ME:
My Name is Abraham Leal, I have 10 years of experience in the 3D Industry and I will be your instructor throughout this course. I specialize in modelling, texturing and lookdev for the videogame industry.
Do you want to learn the tools and secrets to create hard surface models inside of Zbrush? Would you like to model guns, props and armor? If that is the case then I welcome you to Nextuts Zbrush Hard Surface Tecniques for Beginners.
BENEFITS :
By the end of this course,
you'll be able to model and sculpt all sorts of hard surface props
You will be understand the inner working of all the hard surface tools inside of zbrush
WHAT WILL I LEARN:
Modelling with Zmodeler
LiveBooleans Workflow
Polygroups and its uses
Mesh Generation Tecniques
Bevel Pro and Knife Brushes
Retopology and Decimation
COURSE PROJECTS:
We will first learn about the most common tecniques and we will then go over 5 different projects for you to follow along. This projects are designed to teach you the tools and workflow necessary to create amazing art. We will model simple objects like a pokeball, and then move on to more complicated assets such as a revolver, a knife, fantasy armor and Sci Fi Armor.
IS THIS COURSE RIGHT FOR ME:
This course is aimed towards beginner levels students who have a basic understanding of the zbrush interface and want to learn workflows and techniques for hard surface sculpting.
If you are interested in a fast and flexible modelling and sculpting workflows that doesn't require external software this course is for you.
WHO IS NOT THE IDEAL STUDENT:
This course is not designed for absolute Zbrush beginners.
WHAT SHOULD I KNOW OR HAVE FOR THE COURSE:
I expect you to have some sort of basic Zbrush experience.
You should have Zbrush installed on your computer.
JOIN ME NOW:
Join me and learn how to create Hard Surface Models in no time!