In this tutorial, we will learn about maquette modeling workflows as well as concept drawing, sculpting, and presenting.
Throughout these lessons, we will understand the process about how to create a visual concept image, and turn it into a 3D maquette in ZBrush. We will cover everything from understanding the concept to converting it with DynaMesh, and create a presentation image for a client. A lot of conceptual modeling workflow tips will be covered in this tutorial, which can improve anyone's ZBrush modeling skills.
Hi, my name is Ryan Lim. I'm a 3D modeler and concept artist working at Vancouver, Canada. I've been working on professional arts for eight years for game [INAUDIBLE], previously working on the games Mass Effect, Dragon Age, and [INAUDIBLE] Jackson's creature Hades. Sucker Punch's creature Samurai, most recently, Jack The Giant Killer. In this 3D developer lesson, we'll learn how to create the creature concept and creature [INAUDIBLE] using Photoshop's 3D [INAUDIBLE] and ZBrush. To start, we'll [INAUDIBLE] our art concept, making dynamesh for low res model with ZBrush, and then creating [INAUDIBLE]. This is where we show you the creation from the floor up to the concept of a 3D object, and understand the detail and technique in ZBrush. Thanks for watching, and let's start.