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Detailing Next-Gen Characters in ZBrush
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Released Mar 17, 2008
Justin Marshall

Pluralsight

Justin Marshall
Learn a production workflow and time-saving techniques for creating high-resolution geometry for use in games, methods of sculpting, generating and applying maps, and adding character enhancements for appeal. Contains over 5 hours of project-based training for artists learning the creative processes of modeling and sculpting characters for next-generation games. Popular highlights include: Character Refinement; Adding Appeal for Enhancement; Additive Sculpting Techniques; Subtractive Sculpting Techniques; UV Tools and Techniques; Creating Usable UV Layouts; Strategically Combining UV Shells; Preparing Geometry for Sculpting; Exporting Geometry from Maya; Importing Geometry to ZBrush; Appending Subtools; Morph Targets; Subdividing Geometry; Sculpting Organic Shapes; Masks and Deformation for Detail; Adding Flexibility with 3D layers; Stencils to Add Details; Creating Custom Alphas; Hard Surface Detailing; Integrating Geometry with Detail; Combining Brushes and Strokes; Adding Texture with Alphas; Exporting Normal Maps; Using ZMapper to Create Normal Maps; Applying Normal Maps in Maya.
Partner
Partner
Project overview
1

Project overview

 
09:00
Making changes to the model in Maya
2

Making changes to the model in Maya

 
07:45
Laying out UVs for the head
3

Laying out UVs for the head

 
13:21
Laying out UVs for the chest armor
4

Laying out UVs for the chest armor

 
15:14
Laying out UVs for the tubes
5

Laying out UVs for the tubes

 
10:15
Laying out UVs for the legs
6

Laying out UVs for the legs

 
08:42
Grouping the leg UVs together
7

Grouping the leg UVs together

 
11:20
Grouping the head; abdomen; and arm UVs together
8

Grouping the head; abdomen; and arm UVs together

 
05:44
Modifying topology to better accommodate sculpting
9

Modifying topology to better accommodate sculpting

 
08:01
Adding resolution in preparation for sculpting
10

Adding resolution in preparation for sculpting

 
11:50
Adding detail to the tubes
11

Adding detail to the tubes

 
06:10
Final preparation for sculpting - intersections / vents
12

Final preparation for sculpting - intersections / vents

 
06:43
Combining geometry and exporting
13

Combining geometry and exporting

 
08:15
Assembling geometry in ZBrush and setting morph targets
14

Assembling geometry in ZBrush and setting morph targets

 
06:37
Sculpting the abdomen
15

Sculpting the abdomen

 
08:46
Defining the character's head
16

Defining the character's head

 
08:23
Sculpting stretched skin on the head
17

Sculpting stretched skin on the head

 
06:47
Adding finer details / wrinkles to the head and abdomen
18

Adding finer details / wrinkles to the head and abdomen

 
11:22
Adding texture / irregularity to the head and abdomen
19

Adding texture / irregularity to the head and abdomen

 
11:25
Using masks and deformation to create panels on the legs
20

Using masks and deformation to create panels on the legs

 
12:37
Creating layered effects on the knee armor
21

Creating layered effects on the knee armor

 
07:02
Creating panels on the chest armor
22

Creating panels on the chest armor

 
15:47
Creating and applying custom alphas
23

Creating and applying custom alphas

 
10:28
Using the layer brush to add straps to the legs
24

Using the layer brush to add straps to the legs

 
05:14
Sculpting folds into the legs
25

Sculpting folds into the legs

 
06:42
Adding fabric texture to legs
26

Adding fabric texture to legs

 
06:59
Sculpting the gun arm
27

Sculpting the gun arm

 
12:52
Detailing the gun
28

Detailing the gun

 
09:40
Integrating the gun and arm together
29

Integrating the gun and arm together

 
10:52
Adding wear and tear to the armor
30

Adding wear and tear to the armor

 
06:55
Using 3D layers to add scars and damage
31

Using 3D layers to add scars and damage

 
09:00
Using stencils to add custom damage
32

Using stencils to add custom damage

 
04:11
Exploring the remaining pieces
33

Exploring the remaining pieces

 
04:21
Exporting normal maps from ZBrush
34

Exporting normal maps from ZBrush

 
09:22
Combining normal maps in Photoshop
35

Combining normal maps in Photoshop

 
02:20
Assigning normal maps to the original model in Maya
36

Assigning normal maps to the original model in Maya

 
09:14