Important Notice:

The Digital-Tutors site will soon be retired and your access will be turned off - but don’t worry, you can still enjoy all your favorite Digital-Tutors content on Pluralsight (plus thousands of additional courses, skill assessments, paths and more). You can log in to Pluralsight with your Digital-Tutors credentials, as well as update your password at any time on Pluralsight. Please contact us with questions or concerns: support@pluralsight.com.
Sculpting Integration Concepts in Maya and ZBrush
See Details
Released Feb 18, 2013
Justin Marshall

Pluralsight

Justin Marshall
When building 3d models for games, film, or other applications, a high level of detail is often required. In order to achieve this detailed look, it's not always feasible to use more traditional 3d modeling methods- moving points or adding edge-loops. In addition, meshes that are actually that detailed would be unusable because of their high polygon count. To get a detailed looking model while maintaining a workable poly count, a 3d sculpting application like ZBrush or Mudbox can be used. In this course we will talk about the process of taking a low-resolution base mesh into a sculpting application for further detailing. For our example we will be using ZBrush.

We'll talk about how the mesh should be prepared. We'll also cover the transfer of the geometry back and forth between applications. We'll also talk about sculpting methods, as well as UV layout and map creation. Finally we'll cover both manual and more automatic ways of setting up your sculpted assets back in Maya. In the end you'll have a great foundation in the purpose behind and methods involved in the subdivision sculpting process so you can begin to integrate it into your modeling workflow.
Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
01:23
What is 3D sculpting?
2

What is 3D sculpting?

 
07:29
Preparing geometry
3

Preparing geometry

 
07:03
Transferring geometry to sculpting applications
4

Transferring geometry to sculpting applications

 
07:28
Sculpting basics
5

Sculpting basics

 
12:09
Adding high-frequency detail
6

Adding high-frequency detail

 
09:28
Creating a UV layout
7

Creating a UV layout

 
12:17
Baking normal and displacement maps
8

Baking normal and displacement maps

 
08:15
Transferring geometry and maps
9

Transferring geometry and maps

 
07:40
Manual normal and displacement setup
10

Manual normal and displacement setup

 
12:38