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

Summary

In this chapter, we covered material, color, and UV creation. We also saw how to export textures from ZBrush. First, we introduced materials in ZBrush and the differences between the two available types of materials: Standard Materials and MatCap Materials. You learned how to modify them and create custom materials.

Next, you explored Polypaint, a tool that allows you to apply color to your sculptures in a variety of ways. The section provided some color theory tips and showcased the various texturing techniques on the demon model, allowing you to follow along with your model.

Finally, you learned how to create UVs using the UV Master plugin and polygroups to optimize the UV unwrapping results. After testing the results of the unwrapping process using a checker texture, you were introduced to the texture export setting, as well as a variety of useful maps you can export.

Now that your demon model is complete, the next chapter will show you how to light and render it...