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Mastering Basic ZModeler Workflows in ZBrush
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Released May 18, 2015
Justin Marshall

Pluralsight

Justin Marshall
In this ZBrush tutorial we’ll go over the basics of using ZModeler.

ZBrush has always been a great tool for quickly creating geometry in a very intuitive, artist-friendly way. But optimized, low-resolution base meshes were typically created in another application and imported to ZBrush.

With the advent of ZModeler, you can now use a box-modeling workflow to create great base geometry. We’ll learn about actions, targets, and modifiers and how ZModeler works in a context-sensitive way. QMesh is a great option for quickly extruding geometry and dynamically welding points and removing unneeded geometry.

You’ll learn to use ZModeler in conjunction with Dynamic Subdivision to create smoothed models without using sculpting levels. We’ll also cover the addition of edge loops, creating rounded topology, filling holes, and cutting geometry apart. In addition, we’ll quickly talk about using NanoMeshes to distribute objects across a surface.

We’ll finish up this ZBrush training by talking about using ZModeler to help with character modeling.
Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
01:21
ZModeler overview
2

ZModeler overview

 
05:25
Using QMesh
3

Using QMesh

 
05:11
Working with targets
4

Working with targets

 
05:05
Using ZModeler with Dynamic Subdivision
5

Using ZModeler with Dynamic Subdivision

 
05:35
Adding edge loops
6

Adding edge loops

 
03:34
Bridging edges and polygons
7

Bridging edges and polygons

 
04:57
Filling polygon holes
8

Filling polygon holes

 
04:26
Adding NanoMeshes
9

Adding NanoMeshes

 
05:51
Creating rounded openings
10

Creating rounded openings

 
04:45
Cutting geometry apart
11

Cutting geometry apart

 
02:50
Editing character bases
12

Editing character bases

 
08:23