2h 18m
Closed Captioning
Advanced
Project Files Included Learn more »
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.
OK. This lesson I would like to show you how to create the base mesh from ZSphere and convert to DynaMesh adding extra detail on top. So this process we're slowly building the creature's anatomy with DynaMesh. As you see on the screen, first of all, we have a ZSphere skeleton. We previously built it from the last lesson. So this ZSphere we can actually see how it looks like as a polygon. If you go down, Adaptive Skin, and press Preview button, you can simply convert it as a 3D polygon. You can also convert the density if you press slide to the right and [? three ?] you can pretty much change the density. So you can pretty much see how much the density changes on there. So seems like it's [? freezing ?] up, so now we start to actually convert the Make Adaptive Skin. So once you press this button, the ZSphere is no longer [INAUDIBLE] as ZSphere. This is converted as 3D polygon, as you can see on screen. But this is not the [? subD ?] polygon, which means we can actually go down, subdivide one, two, three, but you cannot increase more than that. Also, this is not subdivide mode, [? too. ?] So if you're going to make polymesh 3D, you have to press this button. Once you press that one this is changed to polymesh 3D. So that's [INAUDIBLE] make it, and once you press that button, on the Make PolyMesh 3D, this is converted to this. So once you converted to that one, you can actually divide more than that. So we can create a divide, three or four. So your mesh actually gets denser and denser which means you can actually create a more detail on the top. So let's bring this mesh into another subtool we have in here. We're no longer using the [INAUDIBLE] subtool here anymore, so just delete this one with this Delete button. So, yes. So now you have a [INAUDIBLE] only. So you press the Append and select the PM3D, PolyMesh 3D button. We just created that one. So once you create that, bring this one under the subtool layer, you can pretty much see-- this is the skin one, and this is the mesh we just created, PolyMesh 3D. I just saw the button in here. This is a transparent thing. So once you select the layer, [INAUDIBLE], you can pretty much see yours on the top each other or once you press the [INAUDIBLE], you can pretty much see how it looks like the skin, and how it looks like in [? my ?] [? mesh ?] in here. So you select the mesh. You are actually working on this, so now actually start to make some volume change and make things get better. I would like to start with clay brush. So I made the hot key with the clay brush. Just go to here and press C and clay brush in here. So press clay brush. So change it to intensity slight lower, and let's [? fill the gap. ?] Basically, my character is quite ugly because straight from the ZSphere. So it doesn't really have any anatomy at all. So you can actually start everything you want, but sometimes it's like you lost your mind, because I'm not sure how it looks like actual human does. So this can actually really help [INAUDIBLE] guideline. So start with this. And also, you can go to transform and activate the symmetry and press X. Hot key is actually just press X. But let's do that, press that button. Our left and right [INAUDIBLE] working the same time. So start with basic sculpting. So you can press M. And there is [INAUDIBLE], so you can actually pull it out and push it in. So you can change those things easier and faster. Then the leg I just push and pull with the [INAUDIBLE] brush, nothing special. [INAUDIBLE] change the size of brush. The hot key is S. Changing size of a brush is not really important. What am I doing right now is just a simple basic shape. Change anatomy. So leg shorter and back. So [INAUDIBLE]. Press this in and pull it out, and [? contour ?] the hip. Let's make it better. So when you're turning up the [? skin, ?] this is a bit better. It's still ugly, but it's much better than before. So you can actually maybe have some extra detail on the top. But this is still low res. So what we have to do, increase one more subdivision. It's a bit more dense than before, as you can see. So now we can [INAUDIBLE] some more detail. This is the nose. I'm just [INAUDIBLE]. OK. Now I select the standard brush and make the chest shape better, and the tummy better. And you can see some parts is already [INAUDIBLE] each other. My brush is not working around there. So we actually convert it to the DynaMesh later and we solve those kinds of problems. But now, we just like [INAUDIBLE] like [INAUDIBLE] basic anatomy. Raise the leg. [INAUDIBLE]. And tummy [INAUDIBLE]. He's quite muscular and fat. Need some volume around here. OK. So let's add some little detail on the face. That's going to go on there. This is more like a sketch. So we don't have to worry about it, how accurate is it, because we're actually converting everything to DynaMesh. So most of the tiny, fine detail is going to be gone when I convert it to DynaMesh. So don't worry too much about details. Just the positioning. Where is the ear going to be? And where's the mouth? Or [INAUDIBLE] the jaw bone. And the teeth. And just a quick sketch, how it's going to be. Looks like the head is too small, so increase the volume, the [INAUDIBLE] brush. OK. [INAUDIBLE]. OK. Now we are going to change his PolyMesh 3D to DynaMesh. So DynaMesh is under geometry. So under geometry you can see the DynaMesh option here. So if you press the Polyframe, you can see the whole density of the mesh. That's how looks like it right now. Once you press the button it converts to DynaMesh. The DynaMesh going to be even [INAUDIBLE] DynaMesh. It depends on the [INAUDIBLE] resolution. So [INAUDIBLE] 128 is quite lower when actually [? created ?]. You can see it. So it's quite lower. So convert it to 256, and DynaMesh it. It's a bit denser. But still not enough. So maybe [INAUDIBLE]. [INAUDIBLE] OK. Actually, higher DynaMesh is a way to make it slower. But sometimes I like the resolution on there. It's really up to you. So if you're working on the lower DynaMesh or higher DynaMesh, it doesn't really matter. But lower DynaMesh usually lose the detail around the hips or hands or finger. And that kind of part easily lose the detail because not much of the resolution going [INAUDIBLE]. After that you can lose the detail around there. So it's up to you what kind of DynaMesh. But I prefer in between 256 to 112. It really depends on your size [INAUDIBLE] as well. So don't judge by only the numbers. Sometimes it depends on the [INAUDIBLE], as I told you before. OK. This section we [INAUDIBLE] more from here. For now it's a DynaMesh. So DynaMesh means we had before the separation around here. But no longer do we have it anymore. It's [INAUDIBLE] one mesh. But this mesh actually work better with this. So [INAUDIBLE] clay brush. The clay brush just [INAUDIBLE] like clay. This is the tummy. Chest [INAUDIBLE]. [INAUDIBLE]. This is her armpit. [INAUDIBLE]. The armpit better. [INAUDIBLE]. Maybe it wasn't shape like [INAUDIBLE] the standard brush. Just like a sketch. [INAUDIBLE] A muscle in the arm, tricep. Tricep. [INAUDIBLE]. Oh, sorry, my brush was [INAUDIBLE]. [INAUDIBLE] standard brush. Define the model shape. Chest shape is [INAUDIBLE]. [INAUDIBLE]. Change the belly shape, a bit better. And hip as well. Back muscle. And [INAUDIBLE]. Lots of [INAUDIBLE] have to make. Change the proportion and make it better. [INAUDIBLE] check the side and front, too. [INAUDIBLE] view. This is a [INAUDIBLE]. Looks like it. And shape the leg. Better. [INAUDIBLE] is better [INAUDIBLE]. Simply make it better. Yeah. It's more like this kind of process. It just like make all the shapes better. And keep rotating and adding some more muscle. The standard brush, or if you like the clay brush, you can use the clay brush to do it this [INAUDIBLE] way. And let's move on to the face. Before, we really had to sculpt around the neck shape, because [INAUDIBLE] separated before. But if you convert it to DynaMesh, this is merging better. So you can actually merge them together without problem. If you press the contour, enter it outside like this, they kind of merge together. It is the magic of the Dyna brush. So we can treat them more nicely. So it doesn't really matter being separate or together. You can always change in DynaMesh. So it's more like traditional clay. So press it, and [INAUDIBLE]. [INAUDIBLE] make shape. [INAUDIBLE]. You can actually sculpt [INAUDIBLE] to DynaMesh, and actually make it faster. So the detail is not as great, what you expect, but I just want to show you the whole process in not much time. So let's see. Let's make the face in here. OK. The DynaMesh, press the two and [? clay ?] [INAUDIBLE] make the shape better. And this is [INAUDIBLE]. Nothing special, just [INAUDIBLE]. We are going to make some kind of simple, basic shape as a base [? mesh ?], so not much detail. But the most important thing is position. This is the mouth and nose. [INAUDIBLE]. Sorry. So we can make the eyebrow, eye shape, eyebrows going to be around here. And it's going to be the ear. [INAUDIBLE] other cheekbone. Let's put a chin. Chin. Cheek shaped better. [INAUDIBLE]. So yeah. Keep making this way. Basically this is a basic approach with DynaMesh. How you can actually create it from the ZSphere as a base and make the DynaMesh with [? this. ?] You can spend more time, a couple hours or something, so you can make it better. So this is only, like, 20 or 10 minutes, from the ZSphere to DynaMesh. So you can make [? it that ?] way. So you can check the silhouette, how it look like it from a distance. Sorry, I didn't press the perspective view. But you can pretty much see that the perspective view how it looks like it. So if you like the silhouette, you can [INAUDIBLE]. You can actually define more model shape. Or hands and finger. Basically my hands and fingers, there is not really great right now, because this is straight from the ZSphere right now. So you can, as the user, just change the shape with the [INAUDIBLE] brush and [INAUDIBLE] the clay brush, and get [INAUDIBLE] better. And [INAUDIBLE] if you do a finger, especially the finger, if the brush is too big, the object is like [INAUDIBLE] each [INAUDIBLE], they're actually painting the other side as well. So put the brush, there's auto-masking. You can just press the Backface Mask. If you [INAUDIBLE] that one, I will never get past the one, is not really picked on the other side as well. So this is quite good to you when you're making the finger or ear and teeth and those kind of things. So this is only [INAUDIBLE] one side. So the other side is going to be the same. So, yep, you can keep working this way. So next lesson I would like to show you how can I add some more detail. And [INAUDIBLE] and shape and define and that kind of thing.