2. digital sculpting
What is this module about?
From detailing models imported from other applications, to creating sculptures from scratch, here you will be introduced to a plethora of tools ZBrush offers. You will learn how to use this incredible technique to create high quality artwork, and how to use ZBrush together with Maya.
What are the requirements for this module?
Completion of the Modelling and UV Mapping module or a presentation of appropriate modelling and UV mapping skills is required for this module.
A decent Windows 10 Pro-based PC with a strong video card, or a Mac with a strong AMD card, at least 16 Mb RAM, a HD or UHD monitor, and a pen tablet (e.g. the Wacom Intuos series).
You will also need a ZBrush and a Maya license.
Whom is it recommended for?
Digital sculpting is the next best thing after 3D modelling. It allows you to add incredible detail to your models, and create 3D concepts with tools that are not as technical as the traditional 3D toolset. It is perfect to create models for 3D printing, and is now becoming a standard part of every 3D modeller’s skillset.
Software we use
The ZBrush Interface
Navigation. Custom UI. Pen tablet setup. Projects, documents, and tools.
Edit mode. The Gizmo. Hiding parts of the model. Applying and modifying deformers.
Brush palette. Standard. DamStandard. Clay brushes. Dynamic draw size. Move and Move Topological. Flatten. Inflate. SnakeHook. Backface masking. LazyMouse. Smooth brushes. Using alphas.
Subdivision levels and geometry resolution. Dynamic subdivision. Creasing.
Insert MultiMesh and Curve Brushes
IMM brushes and Z intensity. Creating IMM brushes. Curve mode. Curve brushes.
Masks and Polygroups
Manual masking. Generating masks. Creating and managing polygroups. Masking by topology. Splitting. The MaskMesh tools.
Append and delete. SubTool Master. MultiAppend. Split, merge, and mergedown. Extract. Live Booleans. DSDiv Boolean mesh. TPoseMesh & TPose|SubT.
Basemeshes & Armatures
Primitives and Mannequins. Zspheres. ZSketch. Adaptive Skin & Polymesh 3D.
Dynamesh and Sculptris Pro
Dynamesh resolution and model size. DM booleans. Sculptris Pro: Move vs Snakehook. Adaptive size / Combined mode. More brushes.
Modelling in ZBrush
ZModeler. Initialize. Deformers in the Gizmo. Project Primitive.
XTractor. MeshBalloon. MeshProject. MeshExtrude. MeshInsert Dot. The Cloth brushes. CurveAlpha. CurveFlatSnap. ExtrudeProfile.
Retopo and UV Mapping
Topology brush. ZRemesher. Projecting detail. UV Master. Morph UV. Polygroup-based UV layout. Control Painting. ZBrush/Maya workflow.
Materials, Textures, Colour, and Lighting
Applying and locking materials. The Paint brush. Polypainting. Spotlight. Noisemaker. Fibermesh. The Multi-Map Exporter. MatCap and LightCap.
Posing with masks. Transpose Master. BPR and NPR. The Turntabler. Baking textures, normal maps and exporting for 3rd party renderers.
Sculpt a plushie with multiple subdivision levels.
Create a flying drone using all of (and only) the following techniques: ProjectPrimitive, Meshballoon, Meshextrude, ZModeler, Thick Skin, EdgeLoop.
Sculpt a hyper-realistic reptilian in high detail.
Assign materials and create textures for the reptilian. Optimise it for posing.
The module ideally takes 24 lessons to finish.
A lesson is 90 minutes long.
It is recommended to take 1 lesson a week.
(paid in 6 installments)
£ 276 ×6 (£ 1656)
(paid in 6 installments)
£ 138 ×6 (£ 828) /student