Tutorials ZBrush Tutorials
Cactus Tutorial
This tutorial is to illustrate how you can get far along in the modeling
process with just a few simple adjustments of an object's geometry properties.
This example is applied to ZSphere models, but the techniques can also
be used with primitive objects.
Making a Head in ZBrush and Maya
It is in the form of a Zscript, so you can watch as I create the head,
very similar to a time lapse video.
Membrane Curvature
This tutorial illustrates using the Membrane Curvature adjustment in
the adaptive ZSphere skinning method. This tool is useful in making features
such as wings on your models.Particularly useful is the fact that you
can use intermediate spheres to control where the mesh spans gaps between
spheres and where it does not.
Model a Head in ZBrush
Over the next few months I will be providing a series of tutorials that
will give Zbrush users the know-how to model, texture, add material, light
and render a head.
Mr. Alien Head Tutorial
In a two-part recorded ZScript session (with notes inserted), master
modeler Ken Brilliant shows us how he creates a detailed model, then uses
TextureMaster to create a detailed texture for it.
Multiple-Markers and Unified Skins
While the most direct and obvious route to making a unified skin object
is to start with ZSpheres, a lesser known fact is that unified skins can
be made off of any 3D object. For example, you can model a Sphere3D into
a shape, and then re-skin it using the Make Unified Skin button in the
Inventory pallet.
Octopus Tutorial
One challenge that many users encounter when creating a model from ZSpheres
is how to place several branches close to one another without damaging
the mesh. This tutorial shows an example of an adaptive skin mesh made
from a ZSphere model that had multiple spheres branching from one end
of a single ZSphere.
Southerngfx
A quick guide to making materials in ZBrush
How to make a `fake` 3D table in ZBrush
Models used to create a ZBrush Alien How to make a Clown Frill
How to make an Eyeball
Some tips on lighting a female head
EFX head modeling tutorial
Unified Skin Tutorial
The adaptive method of skinning ZSpheres requires an organized approach
to their construction.You must pay attention to how spheres branch from
each other.In contrast, the unified skinning method lets you work in a
much looser, freeform style.
UV Mapping with ZBrush
ZBrush does a great job of protecting the artist from too many technical
decisions during the creation process. For example, once you model an
object, you can immediately start painting textures for it in a 3D fashion
using Texture Master or 3D copy. You do not need to worry how that texture
wraps onto the model. ZBrush objects inherently have the best mapping
method associated with the models when they are first created, i.e. when
a Sphere 3D is drawn on screen or an adaptive skin is made from Zspheres.
ZScript 101
ZScript Lesson I: IButtons and Formatting
|