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Character and Scene Development in ZBrush
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Released Apr 20, 2009
Justin Marshall

Pluralsight

Justin Marshall
Create polished characters and more appealing scenes. Work creatively using a step-by-step approach to character and scene development in ZBrush and a time-saving workflow to character interaction, sculpting, texturing, composition, lighting, and rendering. Contains nearly 6 hours of self-paced training for artists using ZBrush and Maya. Popular highlights include: Composition and Layout; Working from Sketch; Creating ZSphere Base; Adaptive Skins; Character Posing; Re-working Topology; Quick Shaping the Model; Character Interaction; Adding Multiple Pieces with ZSpheres; Appending Subtools; Adding Temporary Materials; Custom Alphas and Textures; Exaggerating Features for Appeal; Creating UVs in ZBrush; Polypainting; Converting Polypaints to Texture Maps; Exporting Displacement Maps; Exporting Normal Maps; Exporting Geometry from ZBrush; Importing Geometry into Maya; 3-point Lighting Setup; Camera Placement; Subsurface Scattering Effects; Approximations for High-quality Displacement; Using Final Gather with Subsurface Scattering; Adjusting Render Stats of Objects; Rendering Scenes in Multiple Passes; Outputting Color, Occlusion, and Depth Passes; Compositing Multiple Passes with Photoshop; Depth-of-field Effects to Final Render.
Partner
Partner
Introduction and Project Overview
1

Introduction and Project Overview

 
02:15
Building the ZSphere skeleton
2

Building the ZSphere skeleton

 
08:07
Finishing the ZSphere skeleton
3

Finishing the ZSphere skeleton

 
12:24
Positioning the adaptive skin
4

Positioning the adaptive skin

 
05:53
Creating the basic shapes
5

Creating the basic shapes

 
05:50
Redrawing the mouth topology
6

Redrawing the mouth topology

 
11:52
Adding the eyes
7

Adding the eyes

 
08:14
Sculpting the body
8

Sculpting the body

 
09:09
Shaping the tentacles
9

Shaping the tentacles

 
07:45
Sculpting the mouth area
10

Sculpting the mouth area

 
08:04
Sculpting the inside of the mouth
11

Sculpting the inside of the mouth

 
08:04
Adding the tongue with ZSpheres
12

Adding the tongue with ZSpheres

 
06:07
Shaping and sculpting the tongue
13

Shaping and sculpting the tongue

 
11:49
Building the fish with ZSpheres
14

Building the fish with ZSpheres

 
07:39
Detailing the fish
15

Detailing the fish

 
10:49
Adding the teeth
16

Adding the teeth

 
08:28
Adding the saliva and hair
17

Adding the saliva and hair

 
08:18
Previewing with materials
18

Previewing with materials

 
04:20
Polypainting the squid's body
19

Polypainting the squid's body

 
10:48
Using custom alphas to detail the tentacles
20

Using custom alphas to detail the tentacles

 
05:09
Painting the eyes
21

Painting the eyes

 
04:21
Painting the tongue
22

Painting the tongue

 
05:42
Painting the fish
23

Painting the fish

 
07:23
Detailing and painting the ground
24

Detailing and painting the ground

 
06:40
Preparing assets for export and creating UVs
25

Preparing assets for export and creating UVs

 
05:20
Exporting textures from ZBrush
26

Exporting textures from ZBrush

 
06:10
Exporting geometry from ZBrush
27

Exporting geometry from ZBrush

 
04:58
Exporting normal and displacement maps
28

Exporting normal and displacement maps

 
06:04
Importing ZBrush geometry into Maya
29

Importing ZBrush geometry into Maya

 
06:18
Adding lights to the Maya scene
30

Adding lights to the Maya scene

 
07:06
Adding materials to the characters' eyes and teeth
31

Adding materials to the characters' eyes and teeth

 
09:16
Creating subsurface materials for the character's body
32

Creating subsurface materials for the character's body

 
09:16
Connecting color maps to SSS materials
33

Connecting color maps to SSS materials

 
09:33
Creating a SSS back scattering map in ZBrush
34

Creating a SSS back scattering map in ZBrush

 
11:14
Building SSS shader for the character's tongue
35

Building SSS shader for the character's tongue

 
11:08
Adjusting render stats of geometry for proper reflections and refractions
36

Adjusting render stats of geometry for proper reflections and refractions

 
09:07
Creating pools of water under the squid character
37

Creating pools of water under the squid character

 
10:55
Independently controlling final gather and reflection results
38

Independently controlling final gather and reflection results

 
05:51
Utilizing approximations for high quality displacement effects
39

Utilizing approximations for high quality displacement effects

 
12:09
Finalizing light setup
40

Finalizing light setup

 
09:36
Setting up render layers in Maya
41

Setting up render layers in Maya

 
13:56
Compositing color and occlusion passes in Photoshop
42

Compositing color and occlusion passes in Photoshop

 
08:19
Adding depth-of-field effects and image retouching in Photoshop
43

Adding depth-of-field effects and image retouching in Photoshop

 
06:30