Character and Scene Development in ZBrush

In this course, you will learn how to create polished characters and more appealing scenes. Software required: ZBrush 3.1 and up, Maya 2009 and up.
Course info
Level
Advanced
Updated
Apr 20, 2009
Duration
5h 47m
Table of contents
Introduction and Project Overview
Character and Scene Development in ZBrush
Building the Zsphere Skeleton 8m Finishing the Zsphere Skeleton 12m Positioning the Adaptive Skin 6m Creating the Basic Shapes 6m Redrawing the Mouth Topology 12m Adding the Eyes 8m Sculpting the Body 9m Shaping the Tentacles 8m Sculpting the Mouth Area 8m Sculpting the Inside of the Mouth 8m Adding the Tongue with Zspheres 6m Shaping and Sculpting the Tongue 12m Building the Fish with Zspheres 8m Detailing the Fish 11m Adding the Teeth 8m Adding the Saliva and Hair 8m Previewing with Materials 4m Polypainting the Squid's Body 11m Using Custom Alphas to Detail the Tentacles 5m Painting the Eyes 4m Painting the Tongue 6m Painting the Fish 7m Detailing and Painting the Ground 7m Preparing Assets for Export and Creating UVs 5m Exporting Textures from ZBrush 6m Exporting Geometry from ZBrush 5m Exporting Normal and Displacement Maps 6m Importing ZBrush Geometry into Maya 6m Adding Lights to the Maya Scene 7m Adding Materials to the Characters' Eyes and Teeth 9m Creating Subsurface Materials for the Character's Body 9m Connecting Color Maps to SSS Materials 10m Creating a SSS Back Scattering Map in ZBrush 11m Building SSS Shader for the Character's Tongue 11m Adjusting Render Stats of Geometry for Proper Reflections and Refractions 9m Creating Pools of Water Under the Squid Character 11m Independently Controlling Final Gather and Reflection Results 6m Utilizing Approximations for High Quality Displacement Effects 12m Finalizing Light Setup 10m Setting up Render Layers in Maya 14m Compositing Color and Occlusion Passes in Photoshop 8m Adding Depth-of-field Effects and Image Retouching in Photoshop 7m
Description
Course info
Level
Advanced
Updated
Apr 20, 2009
Duration
5h 47m
Description

In this course, you will learn how to create polished characters and more appealing scenes. You will work creatively using a step-by-step approach to character and scene development in ZBrush and a time-saving workflow to character interaction, sculpting, texturing, composition, lighting, and rendering. This course contains nearly six hours of self-paced training for artists using ZBrush and Maya. Popular highlights include: Composition and Layout; Working from Sketch; Creating ZSphere Base; Adaptive Skins; Character Posing; Re-working Topology; Quick Shaping the Model; Character Interaction; Adding Multiple Pieces with ZSpheres; Appending Subtools; Adding Temporary Materials; Custom Alphas and Textures; Exaggerating Features for Appeal; Creating UVs in ZBrush; Polypainting; Converting Polypaints to Texture Maps; Exporting Displacement Maps; Exporting Normal Maps; Exporting Geometry from ZBrush; Importing Geometry into Maya; 3-point Lighting Setup; Camera Placement; Subsurface Scattering Effects; Approximations for High-quality Displacement; Using Final Gather with Subsurface Scattering; Adjusting Render Stats of Objects; Rendering Scenes in Multiple Passes; Outputting Color, Occlusion, and Depth Passes; Compositing Multiple Passes with Photoshop; Depth-of-field Effects to Final Render. Software required: ZBrush 3.1 and up, Maya 2009 and up.

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
Hi. And welcome to Character and Scene Development in ZBrush presented by Digital Tutors. A Pixologic authorized training partner. My name is Justin and I'm proud to be one of your instructors over the course of this training. Now, we've been teaching ZBrush and Maya for several years now and I'm excited to teach you this specific topic alongside Kyle Green, our director of curriculum here at Digital Tutors who will be covering the latter portion of this training. Now during the course of the training, I'll personally guide you step by step through the process of taking a reference sketch and bringing it to life by using a ton of modeling, sculpting, and texturing tools and techniques in ZBrush. We'll spending a significant portion of time in ZBrush concentrating on the character and its composition in the scene while telling a story through its interaction with the second character. Now once our character and scene are developed. We'll take it lighting and rendering in Maya where Kyle will teach how to take what you've built and really make it visually appealing. So with that, let me introduce Kyle who will be your lighting and rendering instructor during this training. Thanks, Justin. Now once we created this very high detailed character and scene within ZBrush, we'll start to focus on the process of taking these assets and importing our geometry into Maya, where you'll learn several lighting and rending tools and techniques to make what you've already created look even better. So, you'll learn everything from lighting your scene and setting up displacements and sub-surface scattering effects with Mental Ray to rendering your scene in multiple passes and compositing those back together so you can achieve maximum control over the final rendered scene and upon completing this training you'll have gone through the entire process of modeling, sculpting, texturing, lighting, rendering, and compositing a character and scene from start to finish. Now using this same process, you'll be able to transfer these same techniques and workflows to really to any project where you're using ZBrush and rendering with Mental Ray. Now before we start, please feel free to use your own artwork and apply what you've learned directly to your own creation or if you prefer you can follow along with us to create a final render of the sketch that we've provided for you. So, let's go ahead and we'll get started with our first lesson where Justin will teach you how to build a Zsphere skeleton.