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So let's see what polygons are. This is our 3D space where we build our digital sculpts. So here we have one point. I created a point, then I created a second point. Now two points when connected create an edge and this is an edge. So these are the two most basic building blocks in digital space. So we have a point and we have an edge but we still don't have we don't have volume. We cannot build shapes. this doesn't have thickness is just one you know straight line. But let me undo those things. If we add a third point and we connect these, one two three, and we connect these then we have a polygon. And this is basic, most basic like an atom of digital sculpting. Now everything is created from these polygons and you can have a minimum three point polygon and a maximum four point polygon. So what. I mean redo that. So I'm going to go here and I'm going to add a fourth point and I'm going to create a four point polygon. Now the reason why you cannot have polygon that has more than four points is very simple. Let's just go here under the edge. And we're going to add one point. So that's our point and I'm going to move it up and when I move it up you're going to see this polygon. He's behaving kind of strangely you know because you cannot define this surface with five polygons. He doesn't know how. Computer doesn't know how this surface looks like. So he's gonna have to break it down into what we're going to see now. Here are a select polygon and I'm going to tripple it So this is actually how our computer interpreted that five point polygon. It has to divide it into these triangles because that's the only way to define the surface in all three dimensions. And that's in a three coordinate system. Sorry. So we have here you see the number Z The X and the Y. So these are the three coordinates that our points have that define our polygon. So not to get too technical with it. What I want is you guys to pick up from this short
lesson is that we have points we have edges and then we have three or four points we have a polygon and polygons are you know the building blocks of of our digital sculpts so one more thing that I wanted to show you guys is you know how you actually go about creating something, so I'm just going to create a quick polygon here And this is how you would normally do. You just go in here and I would extrude this edge and then extruded some more extruded so more and started building this form like this. So what I'm doing now is polygonal modelling. I'm going to close this up as well. We're going to quickly create some you know shape for you guys expand that and create you know this could be like a car. Oh all right. All it's missing is is the wheels here. So this is normally how you would create models in digital world but Zbrush came and changed all of that. And one thing to just talk about before we dive into Zbrush is topology. what is topology? just gonna move this guy up. What is topology. Well topology is you know the way your polygons are being constructed So you want to have this construction. Always be nice and neat and tight. And consist of three or four point polygons. Now in Zbrush, Zbrush automatically creates three or four point polygons So you're not going to have to worry about that when you're working in Zbrush. But what you are going to have to worry about is your topology, you know, you want to keep it nice and clean. What I mean by that is you don't want to have things like this happening to your model, to have polygons overlapping polygons and just creating some kind of a mess because things like these can happen while, you know, doing your digital sculpts you're pushing points around whether you're doing it in software's like Modo, Maya or something like that or whether you're doing it in Zbrush So you should always kind of be mindful not to end up with sculpt looking like this you know topology being completely messed up. So you want to keep it nice and clean so that your models, digital models look like this. And that's all I'm going to talk about for now about topology and polygons and points and edges. So what we want to take from this lesson is you know we have points we have edges we have polygons and we want to keep our topology nice and clean