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.
This lesson we are going to study how to us [INAUDIBLE] master, and [INAUDIBLE] and understand [INAUDIBLE] in a big way. First of all, let's see the progress how we've made the model previously. So on the screen is the first version we made it from the DynaMesh and I made the [INAUDIBLE] file. Basically, this is the showing the progress. One to five, this is the showing the progress. Select the one, [INAUDIBLE] in here, and version two, this is [INAUDIBLE]. And three, [INAUDIBLE]. And four, and change the face shape. And five, basically the five is just add on the eyebrow there. So as you can see, the model previously we made the DynaMesh and [INAUDIBLE]. The mesh we want to use and Polymesh3D [INAUDIBLE]. So you can actually make some detail in the top and modify the anatomy better. And basically, this process take over an hour, so it's a lot [INAUDIBLE] just for thinking about [INAUDIBLE] the shape of the monster and proportion, and this kind of thing. So it takes a little time, so I just fast-forwarded it. OK So after that, we are going to [INAUDIBLE] this model. It's currently the model [INAUDIBLE]. So if you're resending this model straight to 3D-Coat, it's going to take a little bit longer to read it. So, there's a tool called Decimation master. Decimation master under Zplugin. So under Zplugin, you can see Decimation master. So, let's select the model, and Pre-process Current. So this will take some time. As you can see, the progress is going. So what that means is it's caching the whole geometry, so you can actually change how dense is the polygon here. You can change it. Currently, the polygon is 1 million poly. But we can come down at 10% or 20%. I prefer to change to 20%. So 20% assuming how many polygon on there. So its 428K. So this makes the [INAUDIBLE]. So that's pretty much done. So if you select the [INAUDIBLE] again, you can see on the screen the number of polygon changed. But you can pretty much [INAUDIBLE] anything was changed on here or not. So I [INAUDIBLE] low-res model instead of with the high-res model. So let's export that one to 3D-Coat. So press export, and export it version in here. So you can export it that way and save that way. And so let's go to 3D-Coat. OK, we have moved over to 3D-Coat. So, 3D-Coat-- basically I wouldn't explain everything single menu in here. We're just using only one option. Look for AUTOPO [INAUDIBLE]. So basically what it does, we are importing the mesh we created before. And 3D-Coat actually automatically making the [INAUDIBLE] mesh process on here. So this is a bit much easier and faster, so sometimes I usually put [INAUDIBLE] showing the client, with better resolution. But the proper way you want to do, this is more like the traditional way. You made the low-resolution [INAUDIBLE] or using the ZBrush typology or something like [INAUDIBLE] the best solution always. But this is just to let you know this is a temporary thing, how you actually make the mesh [INAUDIBLE]. So let us start the import the import for [INAUDIBLE].. And the mesh we export data from the ZBrush. So let's do this one. OK. The screen actually asks you how much polygon you want to make this [INAUDIBLE]. I tried to make the low-res before, about 3,000 [INAUDIBLE]. But sometimes they lose detail around the horn or finger areas, so I bump up to 6,000. Then press it. OK, now, [INAUDIBLE] the geometry. So basically that's actually the same geometry when ZBrush made it. So, this [INAUDIBLE] actually [INAUDIBLE] like this. So let's change the [INAUDIBLE] more like Maya. That's more like too-- most like Maya is [INAUDIBLE]. After that, you have to decide where the density in the polygon, which means, [INAUDIBLE] generate double the polygon automatically. Or some part you think about this is you need more polygon around there, you actually painted that out and focus on that area. So I would like to see if you move part around here. Let's make this [INAUDIBLE] plan first so you don't have to [INAUDIBLE] twice. So I just put the symmetry, and select symmetry across X. So now you actually pain the one area, and [INAUDIBLE] the same thing on the left hand, right. So each finger basically being the more polygon there. Otherwise they losing the detail. Face area and horn area as well. [INAUDIBLE]. And around the eye area as well, and nose, and [INAUDIBLE]. That's a tiny bit better. That's actually keeping the more polygon density around the painted area. [INAUDIBLE] area on the feet. OK, and [INAUDIBLE] here. You can press next. So now, what it does, let's draw the-- let's draw the line. The line has become a [INAUDIBLE] model, so it doesn't have to be accurate, but just follow the line like this. So this line is going to become a polygon line flow. So you're going to [INAUDIBLE] just draw the line around here. The line-- you don't have to draw it perfect. So it's more like the flow and direction. So where it's going to be. [INAUDIBLE]. Draw the line on the finger as well. Let's draw the line better. OK, it's done. So you don't have to draw the line in [INAUDIBLE]. This is [INAUDIBLE] follow the line [INAUDIBLE]. So even if [INAUDIBLE] created, it doesn't matter, because if are using [INAUDIBLE], it's proxied. So press next. So extracting everything and follow [INAUDIBLE] automatically [INAUDIBLE] the old information. OK, it's done. So let's see the mesh. So mesh has pretty much lost the detail around the horn area. But you can simply bring to the Maya and just [INAUDIBLE] there. And eye around there as well is not really great, but you can just add some extra polygon on there, so you can add some detail, too. But most of the line flow, that's what I like about it. And [INAUDIBLE] as well, so ZBrush actually make it very smooth and nicely. [INAUDIBLE] and the hand is slightly [INAUDIBLE] but it's quite OK. And you may add some more extra around edge area because it's slightly different. But it's quite OK. So I'm happy. So let's export [INAUDIBLE]. It's [INAUDIBLE] mesh. So this is, we can say, [INAUDIBLE] [INAUDIBLE] here. And let's go back to the ZBrush. In ZBrush [INAUDIBLE]. Select the polymesh 3D and let's just import the polymesh we just created. [INAUDIBLE]. And there's the mesh. We'll just export it out. And [INAUDIBLE] looks like it [INAUDIBLE] some part is broken, as you see. Click on the polyframe, we can see better. But it's quite OK, everthing. So actually, I send it over to Maya and just de-mesh it slightly more. So actually close [INAUDIBLE] this kind of thing. [INAUDIBLE]. So we can see the other part is [INAUDIBLE] [? detail ? Around the eye area and horn area and fang area is quite nice. And [INAUDIBLE] finger a little bit better. So this is going to be my [INAUDIBLE] mesh. So now we have to do, we changed all the detail information. Basically, this is a high mesh and this is the low mesh. So let's turn up the [INAUDIBLE]. Quick transform and [INAUDIBLE] the poly plane. So now [INAUDIBLE] geometry. And subdivide it. [INAUDIBLE]. OK, and next project is the high mesh on the top. So bring this one to one step up. And turn on the high mesh and [INAUDIBLE] mesh [INAUDIBLE] on the same position, but slightly different. And the polyframe and [INAUDIBLE] is prettt much [INAUDIBLE] too. So we just copied all the information from [INAUDIBLE] and pasted back the new mesh we just created. How we going to do [INAUDIBLE] Project All. So just press Project All. OK, it's done. So turn off all the mesh. The new mesh we have right now, it has a [INAUDIBLE]. But most problem is gone because our old mesh, in here, as you can see the polyframe, the polyframe is quite messed up, so you can actually increase the [INAUDIBLE] detail at the top. The new mesh we have, that one, pretty much same detail, but the mesh is way better and clear. So you can actually [INAUDIBLE] most high density job on the top. So now we actually switch [INAUDIBLE] line flow and we can moving on to the next level. So next level we can [INAUDIBLE] or [INAUDIBLE] [INAUDIBLE] or simple brush or something like that, and increase the detail more higher, so you can actually make the poor detail, [INAUDIBLE] detail, those kind of thing.