Training > Detailing Next-Gen Characters in ZBrush
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Detailing Next-Gen Characters in ZBrush

Learn a production workflow and time-saving techniques for creating high-resolution geometry for use in games, methods of sculpting, generating and applying maps, and adding character enhancements for appeal. Contains over 5 hours of project-based training for artists learning the creative processes of modeling and sculpting characters for next-generation games.

Popular highlights include: Character Refinement; Adding Appeal for Enhancement; Additive Sculpting Techniques; Subtractive Sculpting Techniques; UV Tools and Techniques; Creating Usable UV Layouts; Strategically Combining UV Shells; Preparing Geometry for Sculpting; Exporting Geometry from Maya; Importing Geometry to ZBrush; Appending Subtools; Morph Targets; Subdividing Geometry; Sculpting Organic Shapes; Masks and Deformation for Detail; Adding Flexibility with 3D layers; Stencils to Add Details; Creating Custom Alphas; Hard Surface Detailing; Integrating Geometry with Detail; Combining Brushes and Strokes; Adding Texture with Alphas; Exporting Normal Maps; Using ZMapper to Create Normal Maps; Applying Normal Maps in Maya;
Runtime:
5 hrs. 19 min.
Software Requirements:
Zbrush 3.1, Maya 2008
Release Date:
03/17/2008


Lesson Outline
Project overview
In this lesson we will talk about our goals for the project and discuss workflow issues.

Making changes to the model in Maya
In this lesson we will modify the low resolution geometry in Maya as needed.

Laying out UVs for the head
In this lesson we will create a UV layout for the head of the character.

Laying out UVs for the chest armor
In this lesson we will use Automatic Mapping to create a UV layout for the armor.

Laying out UVs for the tubes
In this lesson we will create UV layouts for the tube geometry on the character.

Laying out UVs for the legs
In this lesson we will create a UV layout for the character's legs.

Grouping the leg UVs together
In this lesson we will group the leg UVs together on a single map.

Grouping the head; abdomen; and arm UVs together
In this lesson we will create logical UV groups from the remaining pieces of geometry.

Modifying topology to better accommodate sculpting
In this lesson we will begin modifying the low resolution geometry to better sculpt in ZBrush.

Adding resolution in preparation for sculpting
In this lesson we will add resolution to prepare the meshes for smoothing.

Adding detail to the tubes
In this lesson we will add some segmented detail to the tubes in Maya.

Final preparation for sculpting - intersections / vents
In this lesson we will make some final adjustment to the model in anticipation of export.

Combining geometry and exporting
In this lesson we will combine geometry based on their UV groups and export.

Assembling geometry in ZBrush and setting morph targets
In this lesson we will assemble all of the exported geometry into ZBrush.

Sculpting the abdomen
In this lesson we will sculpt some of the musculature into the abdomen.

Defining the character's head
In this lesson we will start to sculpt in the details of the head.

Sculpting stretched skin on the head
In this lesson we will sculpt the stretched skin at the tube attachment points.

Adding finer details / wrinkles to the head and abdomen
In this lesson we will start to add finer wrinkles and details to the skin.

Adding texture / irregularity to the head and abdomen
In this lesson we will use alphas to add fine texture detail to the skin.

Using masks and deformation to create panels on the legs
In this lesson we will use masking to create raised armor panels.

Creating layered effects on the knee armor
In this lesson we will use masks to create a layered effect on the knee armor.

Creating panels on the chest armor
In this lesson we will create the raised chest armor panels using masking and deformation.

Creating and applying custom alphas
In this lesson we will build a custom alpha to sculpt details into the armor.

Using the layer brush to add straps to the legs
In this lesson we will use the Layer Brush to add some straps to the leg armor.

Sculpting folds into the legs
In this lesson we will sculpt folds into the leg geometry.

Adding fabric texture to legs
In this lesson we will use an alpha to sculpt high resolution detail into the legs.

Sculpting the gun arm
In this lesson we will sculpt musculature and skin detail into the gun arm.

Detailing the gun
In this lesson we will use a variety of techniques to sculpt the gun.

Integrating the gun and arm together
In this lesson we will sculpt detail around the gun and arm integration point.

Adding wear and tear to the armor
In this lesson we will add wear and tear to the armor using a variety of brushes.

Using 3D layers to add scars and damage
In this lesson we will use 3d layers to add battle damage and scarring.

Using stencils to add custom damage
In this lesson we will use an alpha map as a stencil to add custom damage to the character's armor.

Exploring the remaining pieces
In this lesson we will explore the sculpted detail on the remaining pieces.

Exporting normal maps from ZBrush
In this lesson we will export the sculpted detail from ZBrush using normal maps.

Combining normal maps in Photoshop
In this lesson we will combine the normal maps into corresponding UV groups in Photoshop.

Assigning normal maps to the original model in Maya
In this lesson we will apply the normal maps to our original low resolution model in Maya.


 
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