Virtual course of:
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In addition to the Q&A section, all students have access to the O3D Students private Facebook group and Discord group.
The course is updated on a regular basis.
What are we going to see in the course?
How to easily handle the entire Zbrush interface, its menus, and how to configure it to your liking for greater comfort.
Preparation of objects to sculpt.
Use subdivisions to add more detail and realism to your creations.
Manage the most used brushes.
Sculpt in 3D from a concept or drawing.
Blockouts of characters with different techniques.
Creation of polygroups for an efficient workflow.
Alphas for details.
Zspheres and Zketch.
Place references in the viewer.
Organic and inorganic sculpting to add objects to our characters.
Techniques to create hair (hair sculpting)
Decimation Master, to prepare our character for other 3D software or printing.
We will see all this through practices:
In this practice we are going to create our first character in Zbrush, we are going to take a Bomb from Final Fantasy as a reference. This first practice is very interesting since you can follow the example model to the letter or make a variation to suit the student since knowledge is acquired to be able to do it.
In this practice we will learn:
How and where to look for references for our characters.
We will learn to fit by blocking the proportions
The entire sculpting process from start to finish, from the most basic to the final details.
To handle ourselves with different subtools.
The correct use of symmetry and possible errors.
To create different sculpting textures such as skin, pores and rock.
And finally to the use of alphas to give our model extra detail.
Practical feminine mesh base:
In this practice we will create the most important part of a character, a basemesh that will serve us to learn simplified female anatomy as well as a base for our future practice in the course or outside the course. These foundations are one of the best ways to get better at sculpting.
In this practice we will see:
Different types of blockouts to cover different projects.
How to fit references and drawings in Zbrush.
The blocking of the whole body by separate pieces.
Have blocking control through polygroups.
How to join all the pieces in one with dynamesh.
We will see how to use the Zremesher guides to get a clean geometry.
Add details like eyes, eyebrows and eyelashes.
And finally how to polish the model to make it ready.
Female full character practice:
Once we have our mesh base we are going to dress the character, both with clothes and accessories.
We will create all the necessary accessories in addition to hair, feathers, precious stones, leather etc...
What are we going to see in practice?
How to add extra detail to the face to personalize it.
We will build a hair brush in Zbrush.
We will create the clothes with different techniques such as extract and curve.
We will shape the feathers with shadowbox.
We are going to make straps with curve brushes.
We will learn to add wrinkles.
We will see how to pose the character.
And finally we are going to make a final render.
Practical masculine mesh base:
To complete the base meshes, we are going to make a stylized boy in this practice, this time using another different technique of making base meshes, the Zspheres.
These are a very versatile tool when it comes to creating shapes, both humanoid and creatures.
What are we going to see in practice?
Blockout with Zpheres.
Male volume and proportions.
We will use Zremesher to keep the geometry clean.
How to add details to the head.
We will see how to present the work for corrections.
We will add corrections and final finishing.
Practical environment rocks:
We are also going to do an environment practice, to complement the course and thus be more versatile.
In this practice we will see:
How to create a blocking with Dynamesh.
We will create Insert multi mesh brushes.
How to detail rock.
We will learn how to create detail Alpha brushes.
And finally we will give a final polish to the model.
Assault rifle asset practice:
This is a combined practice, we created the rifle in the Blender course and we are going to do the details here in Zbrush. Of course if you don't have the base rifle you can download it in the course or use your own asset.
In this practice we will see:
How to prepare all the pieces for a hard surface sculpture.
Creation of uvs to add details with noise maker.
Extra details with alphas.
Preparation of decimated to export.
Polypaint to create color IDs and be able to make a good texture bake.
In this section we are going to see tips for different Zbrush tools such as:
Import to keyshot
And more tips that are added over time or at the request of the students.
We will also have whenever a Zbrush update comes out, explanatory videos with the new tools, for example:
Zbrush 4R8 news:
New Gizmo Zbrush
Transpose all subtools.
Zbrush Live bolean.
Zbrush 2018 news:
Zbrush Sculptris pro.
Remember draw and dynamic.
This last section will have an illustrated guide to technical terminology about the 3D digital world, where we will be able to understand, with visual examples, technicalities such as normal map, mipmapping, level of detail, etc...
The future of the course:
As you know from my previous courses, I like to have the content updated, I still haven't decided what I'm going to add for the following year, but several very interesting options occur to me:
Update and improve the techniques used in new practices.
Add sculpted hard surface.
Preparation of more complex renders in Zbrush.
Teach techniques to create bald type haircuts.
And any other proposal that you make me by discord or facebook.
Who is this course for?
Traditional sculptors with no experience in the 3D world who want to upgrade to digital sculptor.
Students and professionals from the world of traditional 3D who want to learn to sculpt in 3D.
Designers and illustrators interested in merging 3D sculpting with their concepts or illustrations.
People who already know Zbrush but want to learn an efficient workflow that works for their projects.
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