ZBrush Review Part 2


BRUSH VIDEOS

 

Pt 1

Pt 2

 
 

Timecodes listed on YouTube

 

 

Process Overview


AT A GLANCE



2D SKETCHING


  • Establish Shape Language

  • Implicit Design

 
 

DYNAMESH BLOCKOUT


 

SHAPE BUILDING



LAYERS


 

VARIANTS


ITTERATIVE DESIGN

Attributes vs. Variants

Our goal now

  • Segmentation & Primary Shape Tracing (Attribute Control)

  • Build Primary Shape Layers (Sihlouette Control)

  • Layer mixing and its Process

 

REFINE


Dynameshing your parts together

Refine your surface with Dam Standard, Clay buildup, Clay brush, Smooth and the Standard Brush

  • Project onto new model with Clean topology

    • Step1: Duplicate your symmetrical dynamesh

    • Step2: With symmetry turned on, ZRemesh your model, Subdivide the model and project the detail onto the new mesh from your original source mesh.

  • Detail Work

    • Create a morph Target: This will allow you to brush away mistakes returning the surface to the original state of the mesh from when the morph target was created.

    • Apply Alphas: Begin by testing with large areas with low frequencies

  • Refine tertiary design with Dam Standard and Smooth Brush


SCULPT REFINEMENT


POLYPAINT


GREYSCALE CONCEPTING

In this phase we will be translating our designs from 2D to 3D. We want to make sure we don’t jump into our details too soon an scrafice time and quality as a result. Rather we need to remain focused on what is relative at the appropriate times as we journey through the process of sculpting our concepts. Keep in mind the inital sketches will serve only as a guide for were to start. We want to allow the design to evolve throughout the process and as artists remain dynamic for what the form is expressing - all the while adhering to the request of our clients. Clients can be like wildcards giving feedback that could potentially make or break a design. Sometimes it is our job to hold their hand through the process all the while meeting their needs.

  • Dynamesh Blockout:

  • Sculpting in Values: Sculpting with light.

  • ZSketching: From the surface you should be able to derive your pattern from your design. Note the patterns of rest and the patterns of noise, areas of confusion and detail.

    • Areas of Rest: (Primary Shapes)

    • Areas of Noise: (Tertiary Shapes)

    Tip: Mask out your patterns and change your Matcap material to the flat white material. This will help you to identify how your patterns are establishing themselves within your design and gives you a Rorschach type peak into how the presentation of your character is reading to the audience.


PRESENTATION (Preliminary)


 
 

OUTPUT


RENDERING



3D PRINTING



PRESENTATION (FINAL)


PRESENTATION FINAL

  • Painting Values

    • Goal: Push and pull the Surface with lights and dark pigment

    • Utilize the surface to drive the masking and texture result

  • Lighting

    • Goal:

    • 3 Point Lighting

  • Rendering in Redshift

  • Photoshop Compositing