2h 18m
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Software used
Maya 2012, ZBrush 4R3, Photoshop CS5, 3D-Coat 3.7
What you will learn
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.
Creating a base mesh in ZSpheres. OK, we are going to make some skeleton with a ZSphere, and convert to geometry, and convert to DynaMesh again, and gonna finish that up. There's two ways, basically. You can make the trait go to DynaMesh first, enter that, finish everything on there. Or make the skeleton like you're using ZSpheres. This is more like how you traditionally create the object from the [INAUDIBLE]. So I'll try to show you a very quick DynaMesh tip. So if you-- this is just like you're [? sequencing-- ?] so click like a two, and there's a [? tan ?] PolyMesh in here. So once you select it, once you check the wireframe, basically it looks like this. So if you go to under Geometry, there's DynaMesh. So when you're creating DynaMesh, right away, you can pretty much see that [? the patterns ?] looks like this. It's very even, so you can actually change everything. It doesn't really matter. The DynaMesh depends on the size, so if you increase the scale of this object bigger, the patterns will be more dense. If you make it smaller, they lose in the detail. So basically, using this character, if you turn up the DynaMesh up here, creating it bigger, then turn up the DynaMesh, it's dense. Turning off, and using this character, make it smaller, turn on the DynaMesh. You can see how the density turns, right? Or so you can bring another sphere in here. Select a sphere. And this one together. Sorry. So now they put together a star and sphere, and merge them together. So once you've merged this one and this one, merge down. Press OK. And this is a completely different polygroup, as you see, the color. But if you turn it to DynaMesh, they become one object. You can see this one, right away. So you can get through it. It's actually working together. After that, if you don't like this one, press [? Correct ?] and control it to the margin right away. We can keep doing it this way. OK, back to no [? merge. ?] So [INAUDIBLE] [INAUDIBLE] to DynaMesh, there's an option called Group. When you turn on this Group option and turn on DynaMesh, they're still different ones, as you see. So to put some of them in DynaMesh right now, but they're working as group, like this. So turn it up, and try to combine together. And do the same thing, but not really completely merging together. They still understand that they are group. If you don't like this, just turn off the group and drag it, and they merge together. That's the tip. The reason why I'm trying to shrink this one, there's two ways. I usually start with a light curve in a 3D skin first, so let's bring the low-res 3D skin. This 3D skin. You can't see any detail around here because I only need like the proportion, how heavy is the texture. So basically you can pretty much see the how [INAUDIBLE] [INAUDIBLE] about the leg and the lines of the chest, and those kinds of thing. That's what I need. So I don't need anything. So you can, just like a [? trait ?] convert it. This is from skin mesh, so it's very uneven. And this is how it looks. You can convert to DynaMesh and start right away. So if you want, convert to this one-- oh, sorry. To DynaMesh. So if it's too low-res, you can actually increase the resolution. Even [INAUDIBLE] [INAUDIBLE] you can increase the density in here. So if you bring the [INAUDIBLE], create it, it's quite dense. The density depends on the size of the character. So you can start [? descripting ?] right away. This is too strong. You can start that way. And put a vertex and we can just keep changing it. What you like, what you don't like. So you can just keep changing that way, or in some cases, the hand you don't have to remake again and again and again, just cut them out. That's with the [? Create ?] [? brush. ?] Just mask it, and [INAUDIBLE] [INAUDIBLE] option, hide the point, and going into Geometry and there, hidden. So once you delete the Geometry, it's completely gone. And [? put ?] the brush, and there's Hand Brush. Insert hands. So if you drag the hands here. Rotate that one. So, same as before. Now convert to DynaMesh together, kind of merging at the same time.