Getting Started with ZSketching
In this series of ZBrush tutorials, we'll take a look at the basics of ZSketching in ZBrush. Software required: ZBrush 3.5.
What you'll learn
In this series of ZBrush tutorials, we'll take a look at the basics of ZSketching in ZBrush. ZSpheres have been a great way of building up more complex base geometry in ZBrush to serve as a basis for sculpting. This feature allows us to stay in ZBrush and work up concepts and models very quickly. With the addition of ZSketching in ZBrush 3.5, this process becomes even better. In this course, we'll learn to add mass to ZSphere armatures using a variety of ZSketch brushes. We'll learn to modify how our sketching interacts with the existing ZSpheres using our brush depth and the various smooth brushes. We'll look at ways we can modify existing sketched detail using the move tool, as well as brushes like push/pull, float, and bulge. In addition to creating mass along an existing armature, we'll use the armature brush to sketch detail out away from the surface, allowing you to create much more freeform shapes. We'll then explore some of the ways we can output geometry so that we can begin sculpting. Upon completion of the tutorials, you'll be ready to get started sketching out your own base geometry in ZBrush. Software required: ZBrush 3.5.
Table of contents
- Sketching Large Shapes Onto the Frame 9m
- Sketching and Modifying Smaller Details 8m
- Sketching Musculature 5m
- Reposing and Adding to the Armature 6m
- Using the Armature Brush 9m
- Creating an Adaptive Skin 5m
- Creating a Unified Skin 4m
- Sculpting Your ZSphere Sketch 9m
- Alternate Workflows with ZSketching 7m