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Sculpting a Low Polygon Jacket Using UVs in ZBrush
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Released May 10, 2014
Lee Magalhaes

Guest Tutor

Lee Magalhaes
In this tutorial we explore a different way of sculpting inside of ZBrush by using UVs to create a streamlined and quick workflow for our model.

We'll start by creating a base mesh in Maya and focus on creating a clean and efficient UV map. Next we'll employ a different kind of sculpting technique and workflow in order to create a cool looking low-poly jacket in just under two hours. We'll then finish it off by using dDo and Marmoset Toolbag 2 to render out and test our textures.

By the end of this training you will have added yet another tool to your sculpting arsenal.
Introduction and project overview
1

Introduction and project overview

 
01:01
Creating our base mesh in Maya
2

Creating our base mesh in Maya

 
10:01
Finishing our base mesh
3

Finishing our base mesh

 
10:01
Creating a base mesh inside of ZBrush
4

Creating a base mesh inside of ZBrush

 
10:23
Creating UVs for our jacket
5

Creating UVs for our jacket

 
10:11
Finishing our jacket model inside of Maya
6

Finishing our jacket model inside of Maya

 
07:47
Setting up our modeling workflow inside ZBrush
7

Setting up our modeling workflow inside ZBrush

 
05:52
Testing our sculpting workflow
8

Testing our sculpting workflow

 
08:53
Keeping track of our sculpt with Marmoset Toolbag
9

Keeping track of our sculpt with Marmoset Toolbag

 
12:32
Setting up the seams on our jacket
10

Setting up the seams on our jacket

 
06:36
Creating and finishing a new jacket design
11

Creating and finishing a new jacket design

 
07:23
Adding decals and details to our normal map
12

Adding decals and details to our normal map

 
05:21
Creating diffuse and specular maps with dDo
13

Creating diffuse and specular maps with dDo

 
08:54