Introduction to ZBrush
Taught by Charles Chorein
- Course Number:
- ZBR101
- Software Version:
- Original Run Date:
- February 2021
- Duration:
- 4 hours 27 minutes
3D
vfx
course syllabus
Class 1: Quick start
An introduction to ZBrush and how to manipulate the 3D environment. Learn how lightBox works, the difference between projects, documents, and tools, and a first look at the masking tool.
Class 2: Interface
With a bit of knowledge about ZBrush under your belt, learn how to use the 3D Gizmo, how to manipulate objects, the Stroke menu, and the material library.
Class 3: Different ways of working
There are three main ways to work in ZBrush: Subdiv, Dynamesh and Sculptris Pro. An exploration of each of them and learning which one would be appropriate for your needs.
Class 4: Working with layers
ZBrush provides a lot of brushes by default. A focus on the five main brushes you really need to start sculpting and refining the shape. Also, how to work with Layers and how to isolate specific areas to work on.
Class 5: Organization and Methodology
SubTools in ZBrush are extremely useful and provide more control and a better workflow. An exploration of Polygroups and how to create selection sets, Live Boolean mode, and using folders to bake the boolean process.
Class 6: Manipulation
Now that you are familiar with the interface, it’s time to customize the UI and assign a few hotkeys.
Class 7: Sculpting the Gorilla, Part 1
The beginning is always the hardest part. You'll learn how to start, finding the right approach and methodology to start the sculpt as well as learning what you need to avoid.
Class 8: Sculpting the Gorilla, Part 2
Refining the sculpt and adjusting the proportion and silhouette of the gorilla.
Class 9: Dynamics
Now the sculpt is done, it’s time to add some details such as skin and wrinkles using some textures as an alpha combined with the current brush.
Class 10: Sculpting non-organic
An exploration of the ZPlugin menu and going through the process of using ZRemesher to retopology our mesh, generating UVs, and creating the displacement map to get the asset ready for other 3D software packages.