2. digital sculpting

What is this module about?

From detailing models imported from other applications, to creating sculptures from the 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 both Modelling and UV Mapping modules 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

thematics

The ZBrush Interface

Navigation. Custom UI. Pen tablet setup. Projects, documents, and tools.

Object Manipulation

Edit mode. The Gizmo. Hiding parts of the model. Applying and modifying deformers.

Basic Brushes

Brush palette. Standard. DamStandard. Clay brushes. Dynamic draw size. Move and Move Topological. Flatten. Inflate. SnakeHook. Backface masking. LazyMouse. Smooth brushes. Using alphas.

Multires Modelling

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.

Subtools

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.

Advanced Brushes

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.

Presentation

Posing with masks. Transpose Master. BPR and NPR. The Turntabler. Baking textures, normal maps and exporting for 3rd party renderers.

 

Project “plushie”

Sculpt a plushie with multiple subdivision levels.

project “drone”

Create a flying drone using all of (and only) the following techniques: ProjectPrimitive, Meshballoon, Meshextrude, ZModeler, Thick Skin, EdgeLoop.

project “reptilian”

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.

 

 

FOR INDIVIDUALS:

(paid in 6 installments)

£ 276 ×6 (£ 1656)

FOR duos:

(paid in 6 installments)

£ 138 ×6 (£ 828) /student