
Explore the full workflow from 3d block out to rendering in this urban design tutorial, guiding you through designing and finalizing a 3d render.
Block main shapes in ZBrush by building a rough silhouette from a base mesh, using reference imagery and sculpting brushes to add volume to arms, shoulders, torso, and neck.
Continue refining a 3d character model with the move brush, fixing head proportions and defining chest, abs, obliques, traps, shoulders, and arms while matching reference and smoothing jagged edges.
Learn to refine main shapes in Zbrush by using scans as reference, iteratively shaping the abdomen, shoulders, arms, and forearms while comparing from multiple angles and using real references.
Refine the mask by sculpting to match a reference, adjust neck and jaw proportions, build volume with clay build and clip brushes, and apply color to define eyes.
block out belt, chest piece, and straps using the cleave pillar brush to define shapes, refine topology, and mirror components against references.
Refine the body by subdividing the model using layers, sculpting muscles with clay brushes and alpha details, and aligning with references to preserve prior details.
Refine the body sculpture by shaping the lower back, chest, and obliques with brushwork, preserving earlier details while seeking defined muscle separations and accurate anatomy.
Refine a character model using clay and standard brushes, adjust the shirt and body to reveal secondary shapes, muscle fibers, and better proportions with subdivision algorithm.
Refine the 3d model by adding muscle separations with the standard brush, shaping shoulder muscle fibers and softening surface details for more defined, realistic anatomy.
Refine the mask in Zbrush by rebuilding subdivision levels, fixing topology, and adjusting materials, while using the brush, lasso tool, and dynamic subdivisions to restore detail and clean borders.
Refine a 3d character by sculpting natural muscles from reference and add a t-shirt pattern with noise for surface detail, planning support loops to fix jagged edges.
Learn to add a pattern to a mask by projecting details, duplicating and merging mask areas, and refining with brushes to create volume and a cleaner pattern on the model.
Learn base creation in Zbrush by extruding, selecting, and centering geometry, refining with subdivision levels, and mirroring details for clean renders.
Continue adding details to gloves using the correct brush, refine the piece with color work, and deliver a Borderlands-inspired look.
Refine props by adding surface details and textures, including wrinkles and scratches, using brushes and subdivision to transform a mask and a t-shirt into a cohesive final model.
Texture a mask using two smart materials, one cell phone and the other damage to smart materials, and tweak the materials from the mesh.
Create a 2-4 back detail by starting with a cube, refining symmetry, chamfering edges, and extruding to build dense topology with loops.
Develop venom tank UVs by refining topology, making edge cuts, rotating seams, using symmetry, and unwrapping the model for a clean wrap across parts.
Create bracelets and a belt in a quick, intuitive workflow using freeform sculpting, vertex editing, and guided topology adjustments with symmetry, extrude, bevel, and polygon workflows.
Model belt details by sculpting on one side, mirroring to the other for symmetry, and refining with extrudes, chamfers, edge loops, and bridging to achieve a polished belt design.
Learn belt texturing in ZBrush and Substance 3D Painter, adjusting color, adding grunge maps, cracks, and dirt to create realistic fabric and leather surfaces.
Learn to texture bracelets and spikes in Substance Painter, adjusting masks, adding scratches and color variation with cloud maps, and bake normal and height maps for final textures.
Texture a collar using height and normal maps, applying a steel painted material, and refine scratches, noise, and edge details with masks and a slope filter.
Project Files
GOAL OF THE COURSE :
Hi, my name is Oleg and I did this course in collaboration with my brother Bogdan. At the end of this course you will be able to model and sculpt the advanced Bane bust model, you will also be able to make realistic clothes and accessories in Zbrush and 3ds Max from start to finish. Also you will learn how to make a proper topology and UV's, achieve a photorealistic look for your textures in substance painer 3d and do a stunning renders in Marmoset Toolbag 4 and Arnold for 3ds Max.
IN THIS COURSE YOU WILL LEARN :
Zbrush:
- In this tutorial you will learn how to make organic model in ZBrush
- Initial anatomy sculpting and refining
- Adding Skin details, veins and many more
- Making Bane's cool props such as t-shirt, mask, gloves
- Making low poly model with zremesher
3ds max:
- Making hard surface details with proper topology for clean subdivisions
- Learning important technics for modeling different props
- Making retopology from sculpted mesh
- Cleaning topology after boolean's operations
- Making UV's
Substance Painter:
- Texturing all props for photorealistic looks
- Make custome materials
- Texturin skin material for body and hands
- Learning different technics for adding cool details, scratches, grunge, dirts, peeling effect
Rendering:
- Overview rendering process for Marmoset toolbag and Arnold for 3ds max
- Overview materil configarations
- Light properties and placement
- Explaine how to properly setup rendering configurations
- Denoising image in Arnold