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Pipeline Integration with Maya 8.5 and ZBrush 3
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Released Jun 20, 2007
Justin Marshall

Pluralsight

Justin Marshall
Learn a production approach to integrating Maya and ZBrush 3 in a mixed pipeline environment. Contains 4 hours of innovative modeling, sculpting, and map generating techniques that are commonly used throughout Film and Games. Perfect for intermediate artists using Maya and ZBrush 3. Popular highlights include: ZBrush Sculpting Workflow; Maya and ZBrush Pipeline Overview; Form Development in Maya; Maintaining Mesh Integrity; Sculpting Across Multiple Levels; Incorporating 3D Layers for Variation; Working with Subtools; Extracting Geometry; Low Poly Modeling in Maya; Creating Clean Topology; Geometry Preparation for ZBrush; Importing Geometry into ZBrush; Using Alphas and Strokes; Using Custom Alphas; Creating Displacement Maps in ZBrush; Applying Displacement Maps in Maya; Setting up Render-time Subdivisions; Adjusting Displacement Settings; Using Projection Master; Using Lazy Mouse for Hair Detail.
Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
01:46
Setting up an image plane
2

Setting up an image plane

 
03:28
Starting on the base mesh
3

Starting on the base mesh

 
07:11
Building the back leg
4

Building the back leg

 
12:17
Building the front leg
5

Building the front leg

 
10:36
Starting on the horse's head
6

Starting on the horse's head

 
07:47
Finishing the head
7

Finishing the head

 
09:47
Finishing the mouth and tail
8

Finishing the mouth and tail

 
16:20
Starting the UV layout
9

Starting the UV layout

 
09:30
Finishing up the UVs
10

Finishing up the UVs

 
08:57
Exporting the mesh for use in ZBrush
11

Exporting the mesh for use in ZBrush

 
03:22
Importing geometry into ZBrush
12

Importing geometry into ZBrush

 
03:46
Subdividing geometry
13

Subdividing geometry

 
05:54
Sculpting broad muscle shapes; working with symmetry
14

Sculpting broad muscle shapes; working with symmetry

 
10:29
Adding eyes as Subtools
15

Adding eyes as Subtools

 
06:26
Adding muscle definition; building up detail across levels
16

Adding muscle definition; building up detail across levels

 
12:54
Finishing out level 3 sculpting
17

Finishing out level 3 sculpting

 
07:01
Sculpting at level 4
18

Sculpting at level 4

 
12:23
Working with alphas and strokes
19

Working with alphas and strokes

 
11:52
Sculpting at level 5
20

Sculpting at level 5

 
13:19
Finishing out level 5; using custom alphas
21

Finishing out level 5; using custom alphas

 
09:36
Finishing the mane and tail at level 6
22

Finishing the mane and tail at level 6

 
09:21
Adding fine detail with Projection Master
23

Adding fine detail with Projection Master

 
05:26
Extracting a blanket as a subtool
24

Extracting a blanket as a subtool

 
05:15
Using 3d Layers to create variation
25

Using 3d Layers to create variation

 
08:53
Exporting geometry and displacement maps from ZBrush
26

Exporting geometry and displacement maps from ZBrush

 
04:38
Bringing the elements back together in Maya
27

Bringing the elements back together in Maya

 
09:58
Conclusion
28

Conclusion

 
01:28
Bonus: maintaining base mesh integrity between Maya and ZBrush
29

Bonus: maintaining base mesh integrity between Maya and ZBrush

 
03:19