Asset Pipeline in Maya and ZBrush

In this series of Maya and ZBrush tutorials, we'll talk about the process of working on an asset using multiple applications - in this case Maya and ZBrush. Software required: ZBrush 4R6, Maya 2015.
Course info
Rating
(13)
Level
Intermediate
Updated
Jan 13, 2015
Duration
1h 25m
Table of contents
Description
Course info
Rating
(13)
Level
Intermediate
Updated
Jan 13, 2015
Duration
1h 25m
Description

In this series of Maya and ZBrush tutorials, we'll talk about the process of working on an asset using multiple applications - in this case Maya and ZBrush. We'll begin by using Maya's modeling tools to create some base geometry for an alien orb. Then we'll take our geometry into ZBrush where we'll begin detailing it. We'll use masking and deformation to create some initial surface detail and follow that up by using a variety of brushes to finish out the shell. We'll also learn to use radial symmetry to quickly add detail. We'll then take a look at adding new geometry from Maya in the middle of our ZBrush project and create our gem from scratch using a ZBrush primitive. Once the sculpting is done, we'll create a UV layout and output color and normal maps. To finish up this Maya and ZBrush training, we'll reassemble everything in Maya. Software required: ZBrush 4R6, Maya 2015.

About the author
About the author

Justin thrives as a lead modeling author at Pluralsight. Growing up, Justin found a deep interest for the computer graphics industry after watching movies like Jurassic Park, Toy Story and The Abyss. His ambition would lead him to work at Sony Imageworks in Los Angeles on movies like Monster House and Surf's Up. Justin has also had numerous articles, tutorials and images published in 3D World and 3D Artist.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hello, I'm Justin with Digital-Tutors, an Autodesk Authorized Publisher and Pixologic Authorized Training Provider and in this series of tutorials, we'll talk about the process if working on an asset using multiple applications. In this case, Maya and ZBrush and we'll begin by using Maya's modeling tools to create some base geometry for a guardian style orb, then we'll take our geometry into ZBrush where we'll begin detailing it. We'll use masking and deformation to create some initial surface detail and then we'll follow that up by using a variety of brushes to kind of finish out the shell. We'll also learn to use radial symmetry to quickly add detail. We'll look at adding new geometry from Maya in the middle of our ZBrush project and create our gem from scratch using a ZBrush primitive. Now once the sculpting is done, we'll create a UV layout for the pieces and output color and normal maps and to finish up, we'll reassemble everything in Maya. Now, if you're interested in more basic training on any of the applications that we used here, I'd recommend starting with the introductions for those particular packages and move on from there, so let's go ahead and get started by talking about the basic geometry.