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Sculpting a Digital Maquette in ZBrush
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Released Jun 1, 2012
Federico Scarbini

Guest Tutor

Federico Scarbini
In this ZBrush tutorial we will go through the creation of a digital maquette from the very concept stage to the final high resolution sculpt. Throughout these lessons we will use the DynaMesh feature in ZBrush as a concept tool to explore our ideas and define the character's gesture. From there, we will then start the sculpting process defining primary forms and structure before adding secondary forms and muscles volumes. Finally we will go through sculpting fine wrinkles and skin details for a very realistic skin surface. Along the way we will explore the use of FiberMesh to create fur and add realism to our character as well as the posing stage. The final steps will be the creation of realistic HDRI based light solutions to render the various passes to be used for the final illustration.
Introduction and project overview
1

Introduction and project overview

 
01:33
Creating a base mesh with ZSpheres
2

Creating a base mesh with ZSpheres

 
10:57
Starting to build the primary volumes
3

Starting to build the primary volumes

 
17:14
Defining secondary volumes and muscles
4

Defining secondary volumes and muscles

 
15:49
Detailing the muscle structures
5

Detailing the muscle structures

 
10:34
Continuing to add muscle detail
6

Continuing to add muscle detail

 
09:41
First sculpt pass on the head
7

First sculpt pass on the head

 
15:08
Laying down the first stage of details
8

Laying down the first stage of details

 
10:51
Adding to the arms and forearms
9

Adding to the arms and forearms

 
10:14
Refining the back muscles
10

Refining the back muscles

 
08:21
Creating fingers for our character
11

Creating fingers for our character

 
07:58
Building the hands
12

Building the hands

 
10:28
Using the CurveTriFill brush to create membranes
13

Using the CurveTriFill brush to create membranes

 
10:14
Looking at various head shapes
14

Looking at various head shapes

 
02:25
Cleaning the DynaMesh
15

Cleaning the DynaMesh

 
15:39
Working on the hands
16

Working on the hands

 
11:57
Defining tertiary details
17

Defining tertiary details

 
11:54
Continuing to add tertiary volumes on the body
18

Continuing to add tertiary volumes on the body

 
10:29
Adding a second stage of details
19

Adding a second stage of details

 
11:35
Creating skin folds and wrinkles
20

Creating skin folds and wrinkles

 
07:23
Building legs for our character
21

Building legs for our character

 
06:52
Sculpting some details for the legs
22

Sculpting some details for the legs

 
11:55
Starting to add some high frequency details
23

Starting to add some high frequency details

 
12:24
Detailing the skin with more wrinkles
24

Detailing the skin with more wrinkles

 
07:03
Creating fine details for the face
25

Creating fine details for the face

 
13:34
Using custom brushes to create veins
26

Using custom brushes to create veins

 
14:46
Masking layers with Morph Target
27

Masking layers with Morph Target

 
04:23
Posing our character
28

Posing our character

 
18:07
Adding fur using FiberMesh
29

Adding fur using FiberMesh

 
13:11
Storing masks in layers
30

Storing masks in layers

 
03:00
Starting to add lighting for our character
31

Starting to add lighting for our character

 
12:09
Continuing to light our character
32

Continuing to light our character

 
07:36
Looking at the final render settings
33

Looking at the final render settings

 
11:02