Description
Course info
Rating
(30)
Level
Beginner
Updated
Jul 1, 2013
Duration
1h 50m
Description

In Volume 2 of the Quick Start to ZBrush, we'll build on the concepts covered in volume 1. We'll start by talking about advanced primitive creation techniques. We'll discuss the important topic of polygroups and look at methods for modifying geometry in ZBrush. We'll also cover some character-specific sculpting techniques in addition to an automatic method for recreating a mesh's topology. We'll also learn about using Panel Loops, working with stencils and modifying our strokes in different ways. In the end we'll add to our Quick Start project by creating a character and mechanical elements for the piece. These courses are designed to be taken in sequence so we really encourage you to start with Volume 1 before continuing with this section. We also encourage you to take advantage of the assignments that follow each volume.

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, a Pixologic Authorized Training Provider. And I'd like to welcome you to volume two of the Quick Start to ZBrush, a series of specially constructed courses meant to be followed in sequence, and interspersed with valuable exercise to reinforce learned concepts. In this volume, we'll build on the concepts covered in volume one. We'll start by talking about advanced primitive creation techniques. We'll discuss the important topic of poly-groups, and look at methods for modifying geometry in ZBrush. We'll also cover some character-specific sculpting techniques in addition to an automated method for recreating a <<INAUDIBLE>> topology. We'll also learn about using panel loops, working with stencils, and modifying our strokes in different ways. In the end, we'll add to our Quick Start project by creating a character and mechanical elements for the piece. These courses are designed to be taken in sequence, so we really encourage you to start with volume one before continuing with this section. We also encourage you to take advantage of the assignments that follow each volume. These assignments will allow you to take what you've learned and apply those tools and techniques to your own project. So with that, let's go ahead and begin.