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Exaggerated Facial Modeling in Maya and ZBrush
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Released May 13, 2008
Justin Marshall

Pluralsight

Justin Marshall
Learn organic modeling techniques and a production workflow to creating clean topology, adding definition, exaggerating proportions, and strategically adding detail to create animatable geometry using Maya and ZBrush. Contains nearly 5 hours of project-based training for artists learning character creation and look development for use in Film and Games. Popular highlights include: Modeling Exaggerated Features; Using Reference Art; Building Deformable Topology; Building Initial Edge-flow; Extruding Geometry Along Curves; Bridging Geometry; Modeling Eyes; Modeling Symmetrically; Building Large Wrinkles; Modeling Ears; Adding Mouth Interior; Connecting Edges with Split Polygon Tool; Importing/Exporting Geometry; Assembling Subtools in ZBrush; Filling Portions of Subtools with Color; Modifying Head with Move Brush; Sub-dividing Geometry; Sculpting Facial Features; Adding Small Wrinkles; Adding Irregularities; Adding Detail with Alpha Maps and Strokes; Creating a UV Layout; Integrating UV Changes into ZBrush Sculpt; Creating Normal Maps in ZBrush; Applying and Viewing Normal Maps in Maya.
Partner
Partner
Blocking in the top of the head
1

Blocking in the top of the head

 
08:09
Modeling the bridge of the nose
2

Modeling the bridge of the nose

 
07:38
Drawing out the nasolabial fold
3

Drawing out the nasolabial fold

 
12:36
Building the brow ridge and cheek bone
4

Building the brow ridge and cheek bone

 
06:01
Extruding out the jaw line
5

Extruding out the jaw line

 
06:16
Building the back of the neck
6

Building the back of the neck

 
07:48
Connecting the neck and adding musculature
7

Connecting the neck and adding musculature

 
11:51
Completing the neck and shoulders
8

Completing the neck and shoulders

 
13:04
Creating the nose
9

Creating the nose

 
11:09
Modeling the mouth
10

Modeling the mouth

 
10:59
Building the eyeball
11

Building the eyeball

 
06:35
Modeling the eye area
12

Modeling the eye area

 
07:44
Filling in the cheek geometry
13

Filling in the cheek geometry

 
09:30
Starting construction of the ear
14

Starting construction of the ear

 
07:34
Building the structure of the ear
15

Building the structure of the ear

 
11:09
Finishing the ear
16

Finishing the ear

 
06:17
Adding large wrinkles
17

Adding large wrinkles

 
07:42
Building the gums
18

Building the gums

 
07:35
Adding the teeth and tongue
19

Adding the teeth and tongue

 
12:53
Transferring the geometry from Maya to ZBrush
20

Transferring the geometry from Maya to ZBrush

 
08:46
Making large-scale changes to the shape of the head
21

Making large-scale changes to the shape of the head

 
07:54
Sculpting prominent facial features
22

Sculpting prominent facial features

 
16:49
Sculpting smaller wrinkles and folds
23

Sculpting smaller wrinkles and folds

 
09:57
Sculpting time-lapse
24

Sculpting time-lapse

 
10:08
Adding rough eyebrows and loose skin under the neck
25

Adding rough eyebrows and loose skin under the neck

 
07:08
Using alpha maps to add wrinkles
26

Using alpha maps to add wrinkles

 
07:59
Adding fine detail to the face
27

Adding fine detail to the face

 
11:35
Creating a UV layout for the head in Maya
28

Creating a UV layout for the head in Maya

 
12:06
Exporting normal maps from ZBrush
29

Exporting normal maps from ZBrush

 
07:03
Applying normal maps in Maya
30

Applying normal maps in Maya

 
04:58
Bonus: Removing age by modifying the sculpt
31

Bonus: Removing age by modifying the sculpt

 
09:35
Bonus: Removing wrinkles and smoothing the eye area
32

Bonus: Removing wrinkles and smoothing the eye area

 
08:33