
Explore the full workflow from 3d block out to rendering in this urban design tutorial, guiding you through designing and finalizing a 3d render.
Begin your base mesh by starting with a mannequin, access the mannequin folder, and rotate the joints to establish pose before proceeding to refine and prepare for sculpting.
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.
Refine the main shapes by sculpting shoulders, traps, forearms, and back, sketching the mask, and adjusting proportions with clay buildup while keeping the mesh low to emphasize primary forms.
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.
Continue sculpting a fist and torso in Zbrush, using move, clay build, and inflate brushes, guided by references to shape fingers, knuckles, back muscles, and abdominal form with iterative refinements.
block out belt, chest piece, and straps using the cleave pillar brush to define shapes, refine topology, and mirror components against references.
Refine the mask shape by sculpting volume with the clay brush, defining borders with the standard brush, and adding bone landmarks guided by reference images from multiple angles.
Block a t-shirt and straps in zbrush, refining shape with masking, extract and polish features, adjust proportions, and sculpt fist details while checking from every angle.
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 the arm anatomy in ZBrush by sculpting triceps, forearm muscles, and shoulder definitions, using reference imagery and standard clay build brush to add muscle separations and surface details.
Continue sculpting fists in ZBrush, refining landmarks and finger separations with references, adding volume and tissue detail, and posing with the gizmo using masks and transforms.
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 t-shirt folds in ZBrush by using vertical back folds, alpha brushes, and topology tools, guided by references, with non-destructive duplicates to test proportions and refine shapes.
Sculpt and refine muscle fibers on a 3d character, adjusting topology and layers for detail. Project a t-shirt onto the body and fine-tune textures and smoothing.
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 character mask and shoulder anatomy by adjusting proportions, exploring shapes, and adding muscle definition with brushes and references.
master mask retopology in 3ds Max by refining topology, extruding edges, redistributing polygons, and welding loops, while using ctrl+alt+shift and shift-drag techniques to connect borders.
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.
Develop and refine a t-shirt texture in Zbrush, projecting damages, shaping stitches, and addressing jagged edges while planning loop support and pattern redraws.
Apply alpha and wing brushes to add veins, adjusting size and placement to match reference, while masking to prevent unwanted projection and iterating by erasing and redoing when needed.
Continue refining the model's anatomy with sculpting brushes to bulk up the shape, define surfaces, and apply alpha textures to break the skin surface and add pores and subtle imperfections.
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.
Refine and add details to the model's mask using gemstone and clip brushes, exploring shapes, tension folds, noise tweaks, and manual surface breaks to enhance texture and form.
Add lines to the mask and refine details by masking, inverting, and applying patterns to selected regions, disable symmetry for variation, and adjust the eyes and nasal areas.
Continue refining a mask design by detailing the shoulders and muscle fibers. Use brush techniques to rework features in this bane creation course chapter.
The instructor refines the shoulders and traps, enlarging the traps for a better front view, then projects details onto the t-shirt while managing wrinkle layers.
Learn base creation in Zbrush by extruding, selecting, and centering geometry, refining with subdivision levels, and mirroring details for clean renders.
Refine the glove model by adjusting fists and proportions, duplicating layers, and preparing a gloss pass by sculpting at the lowest subdivision, separating poly groups, and tweaking shapes.
Refine gloves in 3ds Max by adjusting the mesh, applying materials, beveling patches, and manually tweaking glow to create a polished, color-varied model.
Continue to work on gloves by selecting polygons, extruding, deleting unnecessary sections, welding vertices, adding thickness, and attaching pieces to complete the glove mesh.
Apply subdivisions to refine the gloves, tweak stitches and seams with layers, and use move and scale brushes to adjust proportions and design details.
Refine glove details by adjusting lines and knuckles, applying layers and masks to shape borders, control value, and pattern for a realistic material look.
Continue refining a 3d model by reworking symmetry, adding brush-based details to gloves, and using masks to control noise, guided by references.
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.
Finish and refine my 3d model by connecting mask shapes, adjusting hand geometry, and adding details with layers, alpha brushes, and subdivision, using Zbrush, 3ds Max, and Substance 3d Painter.
Keep the texturing base simple and focus on essential elements like the mask and channel to define texture quality.
Explore body texturing using smart materials, applying red tones and skin colors with a spray brush, and adjusting density and intensity to achieve subtle surface color.
Explore creating glove textures by testing gloss with a dimension material, layering smart materials, and adjusting surface details, color, and roughness across knuckles.
Texture a mask using two smart materials, one cell phone and the other damage to smart materials, and tweak the materials from the mesh.
Layer a texture mask with color first, then dirt, then a mask editor layer, and adjust levels and paint to modulate intensity, ultimately intensifying edges.
Intensify the texturing of a t-shirt and add color to the edges, using the mesh series for enhanced results.
Create four particles, align the planes, use the chopper, and convert the result to digital polling for expert-level outcomes.
Model a venom tank by starting from a cube, shaping with extrusions, inserts, and circular holes, applying symmetry, and refining topology with edge loops and pivots.
Venom tank part 2 demonstrates refining a tank mesh by selecting edges and vertices, connecting edges, and using symmetry with a shell modifier to improve topology.
Develop venom tank details using symmetry, edge loops, and precise extrusions. Refine with chamfer and bevel, add support loops, connect edges, and prepare unwrapping for later copying.
Create a 2-4 back detail by starting with a cube, refining symmetry, chamfering edges, and extruding to build dense topology with loops.
Continue refining the back detail by adding loops, insets, and extrusions, adjusting topology for smooth edges, symmetry, and sharpness, and finalizing the mesh with clean subdivision and bridging.
Refine a back detail by cutting, extruding, and symmetrically editing the mesh, repairing topology, detaching parts, and bridging gaps to achieve a smoother, sharper, well-connected surface.
Explore sculpting a collar with spikes using cylinder topology, edge loops, symmetry, and UV mapping insights for clean texture work in Zbrush, 3ds Max, Substance 3d Painter.
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.
master belt spike placement and UV mapping by adjusting pivot points, applying symmetry, extruding and unwrapping the belt mesh, with detailed cuts and vertex adjustments.
Place rivets, screws, and tubes on a belt and accessories, refine symmetry and alignment, and assign materials while unwrapping UVs to achieve cohesive, organic prosthetic details.
Texture a belt by assigning materials, baking textures, and checking occlusion and curvature maps in Substance Painter. Refine leather color, roughness, height, and masks to reveal wear and edges.
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 rivets by creating metal materials, adding screws, and baking textures for export. Focus on rivet areas with masks to reveal scratches and adjust color, height, and roughness.
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.
Texture a venom tank by building materials in Substance Painter, applying color variations, grunge and height maps, scratches, and edge imperfections to achieve realistic plastic and metal surfaces.
Continue Venom tank texturing with a normal map, rust glow, and dirt mask; refine micro height and bump maps with blur, levels, and source filters.
Texture the venom tank using layered masks, roughness, normal maps, and dirt textures; bake, readjust, and fine-tune hexagonal patterns and scratches to achieve realistic metal surfaces.
Craft metal textures by exploring base copper and steel or iron materials, with grunge maps and scratches. Adjust roughness, height, and normals to achieve realistic surface detail.
Apply smart materials to parts, assign textures to proper pieces, and refine dirt, scratches, age damage, masks, blur, and generator values to improve rubber textures and overall details.
Adjust the glass shader and base material with lower opacity and visible environment to create realistic glass, then layer scratches, grunge maps, and dirt using masks and normal maps.
Open the back mesh in Substance Painter, create and assign a base material, and fine-tune roughness, height, and bump with masks and scratches to add detail.
This lecture shows 3ds Max rendering with Arnold, using standard materials and maps on diffuse, metallic, and normal channels, plus a sky dome light and basic samples.
Discover glass material with transmission in substance painter, using grid map and color correction, apply inversion, and tune roughness to near zero while blending basic 0.3 and 0.7 settings.
Adjust render settings to reduce noise by increasing light samples for direct, indirect, and transmission paths, and improve diffuse and specular results.
Learn how to set up Marmoset Toolbag renders with skylight and back light for silhouette, apply subsurface pattern and translucency to materials, and configure camera, shadows, and turntable animation.
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