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Creating a Sea Creature in Maya and ZBrush
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Released Mar 1, 2012
Darrell Abney

Guest Tutor

Darrell Abney
In this Maya tutorial we will learn time-saving techniques and workflows for creating a digital creature maquette in Maya, ZBrush and TopoGun. When creating a creature concept for the film industry, it is common for a director to ask for a detailed character rendering or even a 3D print of the creature before approving a character concept. Throughout these lessons we will look at the creative process of taking a 2D concept and turning it into a 3D digital maquette that is detailed enough to show a film director for approval. Once approved, before the VFX studio can integrate the character concept into it's pipeline it must first be fully retopologized into a clean mesh that is ready for rigging and animation. By the end of this tutorial we will have gone through the entire conceptual process of creating a film-ready character concept that is posed, prepared in accordance with 3D printing standards and rendered for a dramatic presentation.
Introduction and project overview
1

Introduction and project overview

 
01:30
Modifying our 2D concept and creating a base mesh
2

Modifying our 2D concept and creating a base mesh

 
13:34
Setting up our ZBrush preferences and sculpting brushes
3

Setting up our ZBrush preferences and sculpting brushes

 
12:17
Blocking in the sculpt
4

Blocking in the sculpt

 
14:30
Starting on initial refinement
5

Starting on initial refinement

 
17:15
Using Maya geometry to guide our ZBrush sculpt
6

Using Maya geometry to guide our ZBrush sculpt

 
18:32
Importing reference images into ZBrush
7

Importing reference images into ZBrush

 
09:43
Using masks to guide the sculpt
8

Using masks to guide the sculpt

 
12:23
Creating teeth using DynaMesh
9

Creating teeth using DynaMesh

 
12:47
Using Photoshop to speed up our concepts for ZBrush
10

Using Photoshop to speed up our concepts for ZBrush

 
11:51
Sculpting the creature's head and gills
11

Sculpting the creature's head and gills

 
12:20
Building new topology for the face in TopoGun
12

Building new topology for the face in TopoGun

 
09:15
Reprojecting detail to quickly sculpt asymmetrically
13

Reprojecting detail to quickly sculpt asymmetrically

 
11:32
Posing our creature with Transpose Master
14

Posing our creature with Transpose Master

 
07:56
Sculpting high frequency details
15

Sculpting high frequency details

 
13:19
Rendering and compositing our final image
16

Rendering and compositing our final image

 
22:03