Description
Course info
Level
Intermediate
Updated
Mar 18, 2013
Duration
1h 56m
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Description

ZBrush is a fantastic tool for creating very detailed models, from characters, to props and environments. The powerful sculpting and painting tools allow artists the freedom to create whatever they can imagine. Many times, however, the process of building game-resolution geometry and baking the appropriate maps to reproduce that detail falls to other applications in the pipeline. However, if you don't have access to Maya, 3DS Max, or TopoGun to name a few, ZBrush has all the tools you need to create a low resolution game-type mesh with all the appropriate maps. In this ZBrush tutorial we'll go over techniques for sculpting our initial high-resolution asset: a ceremonial dagger. We'll use DynaMesh, clipping brushes, masking, and a variety of other tools to get our final result. We'll also paint the dagger appropriately. Once that mesh is done, we'll talk about different options in ZBrush for creating a low-resolution mesh derived from the final asset. We'll also create and edit a UV layout in ZBrush, project the detail through, and create our maps. To finish, we'll bring everything into Marmoset Toolbag to see how it will look in real time. In the end, you'll be able to go through the same process on your own meshes without ever leaving ZBrush. Software required: ZBrush 4R5, Marmoset Toolbag 1.15.

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
[Autogenerated] Hello, I'm Justin with digital tuners. A pixel logic authorized training provider in this series of tutorials will go through the process of creating a game asset entirely in C brush. The rush is a fantastic tool for creating very detailed looking models for characters to props and environments. Powerful sculpting and painting tools allow artists the freedom to create whatever they can imagine. Many times, however, the process of building game resolution geometry and baking the appropriate maps to reproduce that detail falls to other applications in the pipeline. However, if you don't have access to my three years, Max Top Gun, just to name a few zebras, has all the tools you need to create a low resolution game tight mash with all the appropriate maps and this course we'll go over techniques for sculpting. Our initial high resolution asset ceremonial dagger will use Dina mash clipping brushes, masking and a variety of other tools to get our final results also paint the dagger appropriately. Once that mash is done, we'll talk about different options in ze brush for creating low resolution mash derived from final asset. Also created, edited You Feel out ze Brush project. The detail through and create our maps to finish will bring everything into marmoset to back to see how you look in real time. In the end, you'll be able to go through the same process on your own messes without ever leaving Z brush. So let's go ahead and get started by talking about some base geometry.