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Getting Started with ZSketching
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Released Nov 11, 2009
Justin Marshall

Pluralsight

Justin Marshall
In this series of ZBrush tutorials we'll take a look at the basics of ZSketching in ZBrush. ZSpheres have been a great way of building up more complex base geometry in ZBrush to serve as a basis for sculpting. This feature allows us to stay in ZBrush and work up concepts and models very quickly. With the addition of ZSketching in ZBrush 3.5, this process becomes even better. In this course, we'll learn to add mass to ZSphere armatures using a variety of ZSketch brushes. We'll learn to modify how our sketching interacts with the existing ZSpheres using our brush depth and the various smooth brushes. We'll look at ways we can modify existing sketched detail using the move tool, as well as brushes like push/pull, float, and bulge. In addition to creating mass along an existing armature, we'll use the armature brush to sketch detail out away from the surface, allowing you to create much more freeform shapes. We'll then explore some of the ways we can output geometry so that we can begin sculpting. Upon completion of the tutorials, you'll be ready to get started sketching out your own base geometry in ZBrush.
Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
01:10
Sketching large shapes onto the frame
2

Sketching large shapes onto the frame

 
08:30
Sketching and modifying smaller details
3

Sketching and modifying smaller details

 
07:34
Sketching musculature
4

Sketching musculature

 
05:12
Reposing and adding to the armature
5

Reposing and adding to the armature

 
05:40
Using the armature brush
6

Using the armature brush

 
08:35
Creating an adaptive skin
7

Creating an adaptive skin

 
05:02
Creating a unified skin
8

Creating a unified skin

 
03:47
Sculpting your ZSphere sketch
9

Sculpting your ZSphere sketch

 
08:49
Alternate workflows with ZSketching
10

Alternate workflows with ZSketching

 
06:55