
Quick look at our sketch!
Used zSpheres to create the base mesh for our character.
Began sculpting our character using the dynaMesh mode.
Added more shape to our character.
Learned how to append new meshes by creating eyeballs and our big tooth. We also looked at the transform and scale tools.
Created quad topology with zRemesher for our character base on the dynaMesh sculpt.
Started painting the skin and created the highlights.
Added a couple dark areas to our paint.
Continued to polypaint our model.
Cleaned up and finalized our alien skin.
We covered some more important general features and painted our toon eyeballs.
This concludes our character creation workflow in ZBrush!
Quickly went over the basic navigation and uv texture editor.
Optimized our eyeball mesh for better uv layout.
We setup PSD Photoshop file for quick preview and painted our new eyeball.
This course is for anyone who wants to learn a great workflow for creating high quality 3D cartoon characters in zBrush. We will cover all the basics from zSpheres to DynaMesh to zRemesher techniques and show you how you can take your sketch and turn it into a clean low poly game model.
We will cover important sculpting techniques and I will show you how to properly paint your model inside zBrush. We will also take a look at some of the more popular brushes and alphas which you can use to add fantastic skin detail and paint any design you want on your own character.
We will end the course by generating a uv map and take a quick look at how we can use goZ to export our model into another animation program like Maya.