ZModeler Workflows

ZBrush has always been a great tool for quickly creating geometry in a very intuitive, artist-friendly way. Software required: ZBrush 4R7.
Course info
Level
Intermediate
Updated
Sep 24, 2014
Duration
57m
Table of contents
Description
Course info
Level
Intermediate
Updated
Sep 24, 2014
Duration
57m
Description

ZBrush has always been a great tool for quickly creating geometry in a very intuitive, artist-friendly way. But optimized, low-resolution base meshes were typically created in another application and imported to ZBrush. With the advent of ZModeler, you can now use a box-modeling workflow to create great base geometry. In this course, we'll go over the basics of using ZModeler. We'll learn about actions, targets, and modifiers and how ZModeler works in a context-sensitive way. QMesh is a great option for quickly extruding geometry and dynamically welding points and removing unneeded geometry. You'll learn to use ZModeler in conjunction with Dynamic Subdivision to create smoothed models without using sculpting levels. We'll also cover the addition of edge loops, creating rounded topology, filling holes, and cutting geometry apart. In addition, we'll quickly talk about using NanoMeshes to distribute objects across a surface. We'll finish up by talking about using ZModeler to help with character modeling. Software required: ZBrush 4R7.

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, and in this series of tutorials, we'll learn to use an exciting new feature of ZBrush, ZModeler. Now ZBrush has always been a great tool for quickly creating geometry in a very intuitive, artist-friendly way, but optimized, low-resolution base meshes were typically created in another application, and then imported into ZBrush. With the advent of ZModeler, you can now use a box-modeling workflow to create great base geometry. In this course, we'll go over the basics of using ZModeler. We'll learn about actions, targets, and modifiers, and how ZModeler works in a context-sensitive way. A cube mesh is a great option for quickly extruding geometry and dynamically welding points and removing unneeded geometry. You'll learn to use ZModeler in conjunction with dynamic subdivision to create smooth models without using sculpting levels. We'll also cover the addition of edge loops, creating rounded topology, filling holes, and cutting geometry apart. In addition, we'll quickly talk about using NanoMeshes to distribute objects across a surface, and we'll finish up by talking about using ZModeler to help with character modeling. In the end, you'll have great idea of some of the features that you can now use to build up a custom, optimized, low to mid-poly base mesh for your projects in ZBrush. So let's go ahead and get started by getting an overview of the ZModeler.