Description
Course info
Level
Intermediate
Updated
Aug 16, 2007
Duration
3h 44m
Description

Learn a production-tested approach to texture painting and generating normal and displacement maps with ZBrush 3.1. Contains nearly 4 hours of time-saving texturing and sculpting techniques that are are widely being used throughout Film and Games. Perfect for new and intermediate artists using ZBrush. Popular highlights include: Importing Geometry into ZBrush; Working with Morph Targets; Image-based Texture Painting; Hand-painting Texture Maps; Sculpting on Multiple Subdivision Levels; Controlling Stroke Attributes; Creating Custom Alpha Brushes; Utilizing Layers to Localize Detail; Using Stencils for Sculpting Details; Tuning Alpha Brushes; Simulating Effects of Weight & Gravity; Polypainting Techniques; Painting with Depth and Color Simultaneously; Painting Detail Cavity Masking; Using ZMapper and Displacement Exporter; Generating Normal and Displacement Maps; Using Normal and Displacement Maps in Primary 3D App. Software required: ZBrush 3.1 and up.

About the author
Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] Hi and welcome to this text A ring with zebras three Training kit presented by digital tutors My name's Kyle and I'll be your instructor for the next few hours as we go to the process of sculpting detail and painting high resolution textures for your objects and characters in Ze Brush 3.1. Now, typically, when creating textures in a two D painting application, the process involves very careful manipulation of images and hand painted detail in order to fit properly back over your three D mesh. Now, unfortunately, this method of working usually results in areas of the texture that may appear to be stretched or skewed when they get a plane back to the three D object. Now, by utilizing Z brush as a texter painting to a weakened. Now paint our textures directly onto the three D mesh. And also Z brush gives us the added capability to paint a measures sculpted features directly onto our duty texture. So this results in textures that are very highly detailed and have no distortion on the three D mesh. So, in order to explore, all these features were gonna get started by importing and detail ing a three d mesh, so explore the process of adding detail efficiently across multiple subdivision levels will utilize Alfa brushes toe, add sculpted details quickly and use three D layers to gain a much deeper level of control over those sculpted features. Now, once the rhino's been sculpted, will use E brushes polly painting to create textures for the skin. So we'll take a look at how we can create base colors. Then begin layering on a variety of color variations, age spots, dirt and fine wrinkles to create these very, very detailed textures that really could be used in any three D application from that point. So will also explore the process of generating normal maps and displacement maps and how they could be utilised back in our primary three D application. So, as you can see, we have a lot of material to cover over the next few hours. So let's go ahead and get started in the next lesson.