Expanded

Sculpting Integration Concepts in Maya and ZBrush

In this course we will talk about the process of taking a low-resolution base mesh into a sculpting application for further detailing. Software required: Maya 2013, ZBrush 4R5.
Course info
Level
Intermediate
Updated
Feb 8, 2013
Duration
1h 25m
Table of contents
Description
Course info
Level
Intermediate
Updated
Feb 8, 2013
Duration
1h 25m
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Description

When building 3d models for games, film, or other applications, a high level of detail is often required. In order to achieve this detailed look, it's not always feasible to use more traditional 3d modeling methods- moving points or adding edge-loops. In addition, meshes that are actually that detailed would be unusable because of their high polygon count. To get a detailed looking model while maintaining a workable poly count, a 3d sculpting application like ZBrush or Mudbox can be used. In this course we will talk about the process of taking a low-resolution base mesh into a sculpting application for further detailing. For our example we will be using ZBrush. We'll talk about how the mesh should be prepared. We'll also cover the transfer of the geometry back and forth between applications. We'll also talk about sculpting methods, as well as UV layout and map creation. Finally we'll cover both manual and more automatic ways of setting up your sculpted assets back in Maya. In the end you'll have a great foundation in the purpose behind and methods involved in the subdivision sculpting process so you can begin to integrate it into your modeling workflow. Software required: Maya 2013, 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
[Autogenerated] Hello, Justin with digital tutors and Autodesk out there, his publisher and picks a logic authorized training providers. In this series of tutorials, we'll discuss the concepts, techniques and tools involved in using a sculpting work flow to build highly detailed models building three D models for games, film or other applications. Ah, high level of detail is often required in order to achieve this detailed look. It's not always feasible to use more traditional three modelling methods. Moving points or adding edge lives. In addition, measures they're actually that detailed would be unusable because of their high polygon count. Get a detail looking model while maintaining a workable poly count. A three D sculpting application like ze brush or mud box could be used in this course. We'll talk about the process of taking a low resolution base mash into a sculpting application for further details, for example, will be using See Brush. We'll talk about how the mess should be prepared. Also cover the transfer of the geometry back and forth between applications. We'll also talk about sculpting methods as well as you ve layout and map creation finally will cover both manual and more automatic ways of setting up your script assets back in Maya. In the end, you'll have a great foundation in the purpose behind and the methods involved in the subdivision sculpting process so you could begin to integrate that into your own modeling work flow. So let's go and get started by talking about three sculpting in general.