Book Image

Sculpting in ZBrush Made Simple

By : Lukas Kutschera
Book Image

Sculpting in ZBrush Made Simple

By: Lukas Kutschera

Overview of this book

Embark on a creative journey with ZBrush, the leading software for creating characters, creatures, and props in films, games, and 3D printing. This guide will take you through its powerful yet user-friendly workflows, allowing you to explore its dynamic organic sculpting, painting, and hard-surface modeling tools. The first part of this book is dedicated to helping you become familiar with ZBrush’s user interface and learning the very basics, from sculpting brushes and painting the model with Polypaint to setting up lights and rendering images. You’ll also create a demon bust with the help of ZBrush’s concept sculpting tool, DynaMesh. In the second part, you’ll get to grips with the creation of a humanoid character that is optimized for 3D printing. Focusing on anatomy, poly-modeling, and preparing the model for 3D printing, you’ll acquire the skills essential for sculptors. The final part delves into portrait sculpting, where you’ll learn everything from basic facial anatomy to hair creation with FiberMesh. By the end of this book, you'll have developed the expertise necessary to succeed in the ever-evolving world of 3D character modeling, complemented by portfolio and social media tips for showcasing your standout work.
Table of Contents (19 chapters)
Free Chapter
1
Part 1: The Adventure Begins: Sculpting in ZBrush
9
Part 2: Creating Characters from Scratch: A Comprehensive Guide
13
Part 3: Sculpting a Female Head: Tips and Techniques

Exploring ZBrush’s Materials

In this section, you will learn about ZBrush’s Materials and see how different materials can affect the look of your 3D models. We will start by discussing the two types of available materials: Standard Materials and MatCap Materials. Both types of materials have unique properties and solve different goals.

You’ll also learn how to apply materials to your models, as well as how to modify them and save those custom materials for later use. By the end of this section, you should have a good understanding of the available materials and how to use them in your workflow.

Standard Materials versus MatCap Materials

There are two types of materials available in ZBrush: Standard Materials and MatCap Materials.

The main difference is that MatCap Materials have Light and Specularity information baked in. This means that objects with MatCap Materials applied do not react to lighting in your scene and always look the same, except for...