Description
Course info
Level
Beginner
Updated
Apr 1, 2013
Duration
6h 11m
Description

In this tutorial, we'll take an introductory look at ZBrush, a powerful sculpting, painting, and illustration application. We'll begin by exploring the ZBrush interface and cover the process of getting geometry ready to sculpt so you can jump in and begin creating. We'll talk about Pixols and the unique 2.5D workflow and we'll talk about basic methods for creating and manipulating geometry on the canvas. Subdividing your mesh and beginning to use the sculpting brushes to add detail will be covered, as well as techniques for painting your models. We'll also cover topics like masking, polygroups, and several innovative methods for building geometry including ZSpheres, DynaMesh and ShadowBox. We'll start with some simple geometry and then progress to more of a project-based approach as we explore sculpting, painting, using FiberMesh, lighting and rendering, and map creation. ZBrush is an extremely robust application, so we'll only be able to skim the surface of many of its tools in our time together. You can, however, find more in depth tutorials on many of these topics on the site. Software required: ZBrush 4R5.

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 Pixologic, Authorized Training Provider. In this series of lessons, we'll take an introductory look at ZBrush, a powerful, sculpting, painting, and illustration application. We'll begin by exploring the ZBrush interface. And we'll cover the process of getting geometry ready to sculpt, so you can really just jump in and began creating very quickly. We'll also talk about pixels and the unique 2. 5D workflow. We'll talk about some basic methods for creating and manipulating geometry on the canvas. Now subdividing your mesh and beginning to use the sculpting brushes to detail will be covered, as well as techniques for painting your models. We'll also cover topics like masking, poly groups, and several innovative methods for building geometry, including ZSpheres, dynamesh and shadow box. And we'll start with some simple geometry as we go through, and then progress to more of a project-based approach as we explore sculpting, painting, using FiberMesh, lighting, and rendering, and map creation. Now ZBrush is an extremely robust application, so we'll only be able to skim the surface of many of its tools in our time together. You can, however, find more in-depth tutorials on many of these topics on the site. So with that, let's go ahead and get started by talking about the ZBrush interface.