Download - Mike Jensen's ZBrush Techniques[All-graphic-Design.blogspot.com]

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  • Chapter 2Page 24 | Quick Sketch

    Chapter 3Page 34 | Hard Surface Sculpting

    Chapter 1Page 04 | ZSketch

  • You can see the base images and free brushes in the resources folder that

    accompanies this ebook.

    You can find the movie file and chapter 3s logo model for zbrush inside the resources folder

  • Chapter 1ZSketch

  • page 5www.3dtotal.com Chapter 1

    Mike Jensens Zbrush Techniques Chapter 1: Zsketch

    Chapter 1 - ZSketchSoftware Used: ZBrush 3.5

    IntroductionStarting off, lets get used to the new brush

    selection method. This method is far faster

    to select brushes you want without having to

    move your cursor away from the mesh. Press

    the B key and your brush palette will come up.

    (Fig.01)

    At this point you could simply click on the brush

    you want, but its much faster to simply use your

    keyboard. To get the brush you want, type the

    first letter of its name. In this case Im using the

    Polish brush, so I pressed P. (Fig.02)

    Now youll notice an orange character in the top

    left of each brush. Press that character to select

    the brush you want. So for the polish brush Id

    press bpo. If I wanted the hard polish brush

    Id press bh (since the hPolish brush is the

    only brush that starts with h, it will automatically

    select that brush without any further input.). It

    may be hard to get used to, but eventually it will

    be the fastest way to select any of the brushes

    since they all have a shortcut.

    Basics Of ZSketchHere well start with an example ZSphere

    armature. (Fig.03)

    To activate ZSketch mode either open the

    ZSketch tab in the Tool Palette and hit edit

    sketch, or hit shift+a. (Fig.04)

    Fig 01

    Fig 02

    Fig 03

    Fig 04

  • page 6www.3dtotal.com Chapter 1

    Chapter 1: Zsketch Mike Jensens Zbrush Techniques

    By default the Sketch 1 brush is selected.

    Here we draw a line of ZSketch spheres atop

    the armature. This has not been smoothed yet.

    (Fig.05)

    Hold shift and use the brush to stroke over the

    ZSpheres. They will smooth out your ZSketch

    stroke between the two insertion points of each

    end of the stroke. (Fig.06)

    Its important how the stroke is applied. Below is

    an example of two ways to add a stroke. If the

    stroke is applied fast, it will have less ZSketch

    spheres and will thus be less dense and easier

    to smooth. If your stroke is applied slowly, it will

    add many more ZSketch spheres, usually giving

    you a better looking result. The top stroke was

    fast, and the bottom was slow. (Fig.07)

    Notice that as you stroke along a base ZSphere,

    your stroke will have an affinity for its surface.

    However if you continue the stroke away from

    the surface, eventually it will break off and float

    freeform. When not attached to a ZSphere, the

    stroke will be applied to camera normal. (Fig.08)

    Fig 05

    Fig 06

    Fig 07

    Fig 08

  • page 7www.3dtotal.com Chapter 1

    Mike Jensens Zbrush Techniques Chapter 1: Zsketch

    There are three basic application brushes

    that are important to be familiar with. They

    are Sketch 1, Sketch 2, and Sketch 3. The

    difference between these is their embed values.

    Sketch 1 is the most embedded, while Sketch

    3 is the least embedded. Below you can see

    Sketch 1, 2, and 3, from left to right. (Fig.09)

    The Armature brush has less affinity for other

    ZSpheres and ZSketch strokes. It can be used

    to create extensions and digressions from the

    original sketch. (Fig.10)

    Now lets take a look at the smooth brushes.

    There are a few factors that change with the

    different smooth brushes. The embed value

    dictates whether or not (and how much) the

    stroke will sink into the sphere it is attached to.

    The resize function will dictate whether or not

    (and how much) the ends of a stroke will resize

    to the sphere with which it is attached. Here is

    the original stroke we have. (Fig.11)

    The Smooth 1 brush has both the embed and

    resize functions active. You can see when

    you smooth it out at the ends the spheres get

    bigger and fall into the ZSpheres on which it

    is attached. Looking at the unified skin it is a

    bit easier to see what is going on. (Fig.12) &

    (Fig.13)

    Fig 09

    Fig 10

    Fig 11

    Fig 12

  • page 8www.3dtotal.com Chapter 1

    Chapter 1: Zsketch Mike Jensens Zbrush Techniques

    The Smooth 2 brush has the embed function

    enabled, but not the resize function. Again its

    good to take a look at the unified skin to see

    whats happening. (Fig.13) & (Fig.14)

    The Smooth 3 brush simply has both the embed

    and resize functions turned off. Its the most

    simple of the smooth brushes. (Fig.15)

    The Smooth 4 brush has a resize function

    that is good for creating muscles. At the ends

    of a stroke it resizes them to be significantly

    smaller than the sphere it is attached to. Below

    is a before using the brush and after using the

    brush. (Fig.16) & (Fig.17)

    Fig 13

    Fig 14

    Fig 15

    Fig 16

  • page 9www.3dtotal.com Chapter 1

    Mike Jensens Zbrush Techniques Chapter 1: Zsketch

    Im going to go over the other brushes that dont

    so much smooth and draw, but modify whats

    already there. Below is the messy mesh Im I

    started with. The explanation of these brushes

    will be fairly quick, but its much faster to jump

    in and try them. Youll get a better sense of

    what you can use them for by testing them out.

    (Fig.18)

    The Float brush makes the ZSketch spheres

    float off the mesh relative to surface normal.

    (Fig.19)

    The Bulge brush inflates the ZSketch spheres.

    Alt will deflate them. This works very similar to

    the inflate brush. This is sometimes useful for

    muscles. (Fig.20)

    Fig 17

    Fig 18

    Fig 19

    Fig 20

  • page 10www.3dtotal.com Chapter 1

    Chapter 1: Zsketch Mike Jensens Zbrush Techniques

    The Bulge&Flush brush is very similar to the

    Bulge brush, with the added effect of

    flattening the surface. (Fig.21)

    The Flush brush flattens the surface of the

    ZSpheres aligning them to the camera. It also

    resizes the spheres. (Fig.22)

    FlushDynamic flattens the spheres, but instead

    aligns them to surface instead of camera.

    (Fig.23)

    FlushResize is the Flush brush with the added

    effect of resizing the spheres to equal sizes.

    (Fig.24)

    Fig 21

    Fig 22

    Fig 23

    Fig 24

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    Mike Jensens Zbrush Techniques Chapter 1: Zsketch

    The Fuse brush merges spheres into the closest

    stroke of spheres. Its a bit hard to see in the

    image, but will be apparent when used. (Fig.25)

    PushPull works to elevate spheres off their

    current spheres. When the alt key is pressed the

    spheres burrow into the spheres. (Fig.26)

    One final function that is somewhat a smooth

    brush is what Ill call the Straighten Brush. It

    works by pressing shift and clicking on a sphere.

    Then stroke along the existing spheres towards

    one of the termination spheres. All of the

    spheres will be aligned into a straight line.

    If the initial origin of the stroke is in the middle of

    an existing sketch stroke, that point will act as a

    vertex, allowing two straight lines to be created,

    see below. (Fig.27) & (Fig.28)

    Fig 25

    Fig 26

    Fig 27

    Fig 28

  • page 12www.3dtotal.com Chapter 1

    Chapter 1: Zsketch Mike Jensens Zbrush Techniques

    The bind function in the ZSketch pulldown is

    important for those wishing to change the pose

    of the original ZSphere. Below Ive added a

    basic ZSketch atop an armature. (Fig.29)

    I turned off the ZSketch with shift+a, and rotated

    the arms upwards. (Fig.30)

    But when the ZSketch is turned back on, youll

    notice it was not affected by the rotation of the

    arm. This is because binding is turned off by

    default. To turn it on, go into the ZSketch tab

    in the tool palette, and click the Bind button.

    (Fig.31) & (Fig.32)

    Fig 29

    Fig 30

    Fig 31

    Fig 32

  • page 13www.3dtotal.com Chapter 1

    Mike Jensens Zbrush Techniques Chapter 1: Zsketch

    Youll notice that a transparent ghost of the

    ZSketch now appears on the armature. (Fig.33)

    Now when the arms are rotated, the ZSketch

    spheres follow the armature. (Fig.34)

    Then ZSketch is again turned on to continue

    adding ZSketch strokes. Binding also works with

    the Move and the Scale functions. (Fig.35)

    While Draw is usually operative in ZSketch, its

    worth noting that move and scale also work with

    ZSketch. Rotate does not work so well. Take

    care to note that both scale and move functions

    operate on the base ZSpheres as well as the

    ZSketch. (Fig.36) & (Fig.37)

    Fig 33

    Fig 34

    Fig 35

    Fig 36

  • page 14www.3dtotal.com Chapter 1

    Chapter 1: Zsketch Mike Jensens Zbrush Techniques

    Now we can move on to the ZSpheres and

    ZSketch. To create a character its best to start

    with the hip bone. This way you can use the

    ZSphere armature for posing. (Fig.38)

    I keep going until I have a simple looking body. I

    put quite a bit of detail in the original ZSpheres,

    and the rest will be handled with ZSketch.

    (Fig.39)

    After this I continue to adjust the proportions

    until its something desirable.

    Note that since were going to be using ZSketch,

    I leave the ZSpheres a bit thinner, so the final

    product I get is the thickness I want. (Fig.40)

    Fig 37

    Fig 38

    Fig 39

    Fig 40

  • page 15www.3dtotal.com Chapter 1

    Mike Jensens Zbrush Techniques Chapter 1: Zsketch

    I do my hands a bit differently than other people.

    Since ZSketch will be making the mesh and

    not the ZSpheres, its ok to have overlapping

    ZSpheres. The palm I create sides more with

    the skeleton of the hand. The wrist is a single

    ZSphere, but the palm is made up of the bones

    of the fingers. This allows the ZSpheres of the

    palm to be flat. If a single ZSphere was used

    here it would be a thick hand. (Fig.41)

    The feet are done somewhat of the same way.

    I mass in the ZSpheres instead of ZSketch

    here to have more control over exactly where

    everything goes. (Fig.42)

    Now its time to start fleshing the model. Press

    shift+a to enter sketch mode. I usually start

    by adding the biceps. This is because they

    insert under pectorals and shoulder muscles.

    I generally dont add too much to the biceps

    since they look odd large. For this Im using

    the Sketch 1 brush and the Smooth 1 brush.

    The Smooth 4 brush would work as well for

    better muscles. Since this is going to be more

    armor than body however, I went for Smooth 1.

    (Fig.43)

    I continued to flesh out the model with

    ZSpheres. Sometimes its simply helpful to

    add spheres directly over the armature just to

    throw something on the model. Moving onto

    the triceps I just throw something on there and

    smooth it out. (Fig.44),(Fig.45) & (Fig.46)

    Fig 41

    Fig 42

    Fig 43

    Fig 44

  • page 16www.3dtotal.com Chapter 1

    Chapter 1: Zsketch Mike Jensens Zbrush Techniques

    At times its good to lay in areas that might be

    separate parts. This is visible on the back below

    where I laid in a bit of an outline for the scapula.

    The chest was also laid in, as well as the

    clavicles. Im still using only the Sketch 1 and

    the Smooth 1 brushes. (Fig.47)

    I keep adding strokes trying to find a good

    shape for the chest. The direction of the strokes

    also helps me to get an idea of shapes on the

    final mesh. (Fig.48), (Fig.49) & (Fig.50)

    Fig 45

    Fig 46

    Fig 47

    Fig 48

  • page 17www.3dtotal.com Chapter 1

    Mike Jensens Zbrush Techniques Chapter 1: Zsketch

    Now I started adding the shoulder muscles to

    the mesh. (Fig.51)

    I didnt like the upper back that I had at this

    point. It looks too similar to something else

    Ive created, so I decided to erase it and focus

    solely on the shape and silhouette. Below the

    shapes appear to work together a bit better and

    the silhouette shows a character that is on the

    muscular side. (Fig.52)

    Fig 49

    Fig 50

    Fig 51

    Fig 52

  • page 18www.3dtotal.com Chapter 1

    Chapter 1: Zsketch Mike Jensens Zbrush Techniques

    Again I keep modifying the chest and the back

    until I have something I like better. I havent

    used any brushes thus far except for the

    Smooth 1 and the Sketch 1 brushes. (Fig.53)

    I started adding layering to the chest. The

    method is quite simple. I simply draw straight

    lines until they elevate and to a new layer and

    then fill them in. (Fig.54)

    Now I flatten the chest out by using the

    FlushDynamic brush. This gives a good base for

    hard surface sculpting. The brush was simply

    used on each layer of the chests. (Fig.55)

    I started fleshing out the sides of the torso, since

    I wanted him to be a bit wider than thick. I also

    fleshed out the bicep and shoulders a bit more.

    (Fig.56)

    Fig 53

    Fig 54

    Fig 55

    Fig 56

  • page 19www.3dtotal.com Chapter 1

    Mike Jensens Zbrush Techniques Chapter 1: Zsketch

    Again Im segregating areas out of the mesh

    by adding ZSpheres. In the torso I want each

    of those areas to be a separate section of the

    torso. (Fig.57)

    I started adding sharp areas to the legs. Since

    the torso is wider than it is deep, I thought it

    would look good to have the legs deeper than

    they are wide. (Fig.58) & (Fig.59)

    I continued by filling in the torso and finishing up

    the upper leg. Notice the flow of the strokes on

    the upper leg. Its not necessary to do this, but it

    does give me an idea of what I may want to do

    while sculpting the final mesh. (Fig.60)

    Fig 57

    Fig 58

    Fig 59

    Fig 60

  • page 20www.3dtotal.com Chapter 1

    Chapter 1: Zsketch Mike Jensens Zbrush Techniques

    Again I modified the back. Its important to not

    be afraid to completely destroy what youve

    already created and try something new. You

    may stumble upon something youll like. (Fig.61)

    I added another shell on the buttocks that is

    similar to the rest of the torso. Im keeping

    everything pretty basic because its better to

    explore shapes with the final mesh. (Fig.62)

    Now I moved on to the lower legs. I didnt want

    to fight the forms to get a diamond shaped lower

    leg,

    so I opted to add more ZSpheres. I backed out

    of ZSketch by pressing shift+a, and started

    adding ZSpheres around the lower leg. After I

    added a sort of wire frame for the lower leg, I

    entered back

    into sketch. (Fig.63) & (Fig.64)

    Fig 61

    Fig 62

    Fig 63

    Fig 64

  • page 21www.3dtotal.com Chapter 1

    Mike Jensens Zbrush Techniques Chapter 1: Zsketch

    After I added more armature spheres,

    connected them to the base legs to

    have a base to fill them in. (Fig.65)

    I continued filling in the legs until they matched

    the upper legs. (Fig.66)

    I did the same with the forearms. Once filled

    in the were very angular like their counterpart

    limbs (Fig.67), (Fig.68), (Fig.69) & (Fig.70)

    Fig 65

    Fig 66

    Fig 67

    Fig 68

  • page 22www.3dtotal.com Chapter 1

    Chapter 1: Zsketch Mike Jensens Zbrush Techniques

    Heres the final result. Its not perfect, but

    after creating a unified skin we can modify

    proportions and other things on the resulting

    mesh. (Fig.71)

    I then went to the unified skin tab and upped

    the resolution to the max. Then press Make

    Unified Skin at the bottom of the tab. Youll

    then get a fully sculptable and workable mesh.

    (Fig.72)

    Fig 69

    Fig 70

    Fig 71

    Fig 72

  • page 23www.3dtotal.com Chapter 1

    Mike Jensens Zbrush Techniques Chapter 1: Zsketch

    And the result you get is something with a

    decent resolution that you

    can begin to sculpt. (Fig.73) & (Fig.74)

    Mike JensenFor more from information contact

    [email protected]

    Fig 73

  • Chapter 2Quick Sketch

  • page 25www.3dtotal.com Chapter 2

    Mike Jensens Zbrush Techniques Chapter 2: Quick Sketch

    Chapter 2 - Quick SketchSoftware Used: ZBrush 3.5

    Quick SketchQuick sketch is a great way for concepting in

    zbrush. The main feature of it is the symmetry

    of the painting, allowing you to quickly rough

    in silhouette of forms and not worry about

    perfection of each side. To enter quick sketch,

    press the Quick Sketch button at the top left of

    the zbrush window. (Fig.01)

    This will initialize the quick sketch function.

    Specifically, this will draw a high poly plane

    on your canvas, turn on a flat material, and

    pick one of the several pen brushes. Each of

    these brushes provides a different result when

    painting. Essentially what youre doing is poly

    painting on a plane. When roughing in shapes I

    normally stick to the Pen A or Pen B brush (the

    first two strokes in the images below). (Fig.02)

    When first started, quick sketch begins in a

    symmetrical mode along the x axis. This can be

    turned off by pressing the X key. Remember

    that this is still zbrush, and all the zbrush

    functions still apply. (Fig0.3)

    The other axes can also be turned on in the

    transform palette to create some interesting

    patterns and results. (Fig.04)

    Fig 01

    Fig 02

    Fig 03

    Fig 04

  • page 26www.3dtotal.com Chapter 2

    Chapter 2: Quick Sketch Mike Jensens Zbrush Techniques

    Radial symmetry can also be enabled. Radial

    symmetry is activated in the Transform palette

    by pressing the (R) button and enabling

    symmetry on the Z axis only. (Fig.05) & (Fig.06)

    Sketches can be roughed in and then faded

    back, enabling you to draw over them. This is

    done by hitting the FillObject button in the Color

    palette. The amount of fade is decided by the

    Rgb Intensity of your brush. (Fig.07) ,(Fig.08) &

    (Fig.09)

    Fig 05

    Fig 06

    Fig 07

    Fig 08

  • page 27www.3dtotal.com Chapter 2

    Mike Jensens Zbrush Techniques Chapter 2: Quick Sketch

    Since this is still zbrush, all of the sculpting

    brushes are still usable. For an extreme

    example you can see the pinch brush used on

    the quick sketch plane. (Fig.10)

    The color palette can also be used to pick colors

    and paint on the plane. Rgb intensity still affects

    the opacity of the brush stroke. (Fig.11)

    Roughing In TheCharacterI know that I want to do a bulkier mech. For this

    Im going to begin by using the Pen B brush

    to form some basic strokes to rough in the

    proportions. (Fig12) & (Fig13)

    Fig 09

    Fig 10

    Fig 11

    Fig 12

  • page 28www.3dtotal.com Chapter 2

    Chapter 2: Quick Sketch Mike Jensens Zbrush Techniques

    At this point I dont like the positioning and size

    of the arms. To erase, I simple press C while

    holding my cursor over an area of the plane I

    havent painted on yet. This grabs the color of

    the plane and makes it the current color to be

    painted with. After doing this I simply paint over

    the arms. (Fig14)

    I continue painting the character, using heavier

    brush strokes as I go along to define areas of

    armor I want to be separate. (Fig15) ,(Fig16) &

    (Fig17)

    Fig 13

    Fig 14

    Fig 15

    Fig 16

  • page 29www.3dtotal.com Chapter 2

    Mike Jensens Zbrush Techniques Chapter 2: Quick Sketch

    Finally I start adding in some color. I start with a

    yellow and block in areas. Then to add a bit of

    variation I pick a close orange and paint some

    variation. I also add white to the silhouette to

    allow the

    character to pop from the background. I also use

    the pen wet solid to fill in some areas,

    such as the neck. (Fig18) ,(Fig19),(Fig20)

    Finally I arrive at something that will work. This

    step doesnt have to be too indepth, and is

    mainly used for quick concepting of shapes and

    silhouette.

    Fig 17

    Fig 18

    Fig 19

    Fig 20

  • page 30www.3dtotal.com Chapter 2

    Chapter 2: Quick Sketch Mike Jensens Zbrush Techniques

    A Few Other FeaturesTo Take Note OfThere are a few other new features in 3.5r3 to

    take not of that arent applicable to the mech.

    One of these is the new tilt function in the brush

    palette. When turned on, the brush stroke will

    cause the mesh to rise at a tilt instead of its

    normal. (Fig21)

    For an example, here is a mech brush I use for

    creating mechanical details. Tilt is set to 0 with

    this stroke. (Fig22)

    With tilt set to 60, you can see that the mesh

    rises at an angle instead of by surface normal.

    (Fig23)

    With the tilt set to -60, you can see that the

    angle is reversed, and the mesh rises in the

    opposite direction. This can be very useful

    to create organic scales for snakes or other

    reptiles. (Fig24)

    Fig 21

    Fig 22

    Fig 23

    Fig 24

  • page 31www.3dtotal.com Chapter 2

    Mike Jensens Zbrush Techniques Chapter 2: Quick Sketch

    The next important new feature is the ReMesh

    All function in the SubTool subpalette in the

    tool palette. This acts similar to a Boolean

    function youd see in many 3d packages. There

    are a few options that can be changed. First

    off, notice in the ReMesh All button there is an

    x highlighted. This means that the resulting

    mesh will be symmetrical across the x axis. To

    turn it off, simply click on the x. Symmetry also

    works along the y and z axes. The Res slider

    determines the resolution of the mesh. The

    higher the slider, the higher the resolution of the

    resulting mesh. The Polish slider determines

    how smooth the surface will be. Next to the

    polish brush youll notice a little circle. When the

    outer circumference of the circle is highlighted,

    then the mesh will retain its edges more

    precisely. When the inner part of the circle is

    highlighted, the mesh will have a smoother

    result, but its edges will be less precise. Below

    is an example of this. (Fig25) & (Fig26)

    There are three different ways to Boolean an

    object: union, subtraction, and intersection.

    These can be picked in each subtool. Next to

    the image of the subtool there are three circular

    icons. By default the first one is selected (union).

    This will add the meshes together. The second

    is subtraction, and is represented by a circle

    with a smaller circle cut into the larger circle.

    The third (intersection) is represented by two

    circles, with it filled in only where the two circles

    overlap. (Fig27)

    Below there are two subtools. Each of these

    subtools is set to union. (Fig28)

    Fig 25

    Fig 26

    Fig 27

    Fig 28

  • page 32www.3dtotal.com Chapter 2

    Chapter 2: Quick Sketch Mike Jensens Zbrush Techniques

    With symmetry turned off, and the polish set 64,

    and the mesh resolution set to 256, the result

    below is attained. (Fig29)

    With the sphere set to union and the cylinder set

    to subtraction, we get a sphere with a piece cut

    out of it in the shape of a cylinder. (Fig30)

    With the sphere set to union and the cylinder set

    to intersection, we get a mesh only where the

    two subtools were overlapping. (Fig31)

    The final new feature worth noting is the new

    Mirror and Weld feature. This will mirror the

    subtool along any axis, and weld it together.

    It can also work on multiple axes at the same

    time. First, turn on the floor grid by going into the

    draw palette and pressing the Floor button.

    Check only the x axis so we can mirror along

    the x axis. Next to the Floor button youll see an

    Elv slider. This determines where the grid will

    be with respect to your mesh. Set it to 0, so the

    grid goes directly down the middle of the mesh.

    (Fig32)

    Fig 29

    Fig 30

    Fig 31

    Fig 32

  • page 33www.3dtotal.com Chapter 2

    Mike Jensens Zbrush Techniques Chapter 2: Quick Sketch

    Then take the mesh you want, and place it

    somewhere along the x axis. Its important to

    note that irror and weld only works from left to

    right. (Fig33)

    Finally, in the Geometry subpalette of the Tool

    palette, click Mirror and Weld. Make sure the

    x axis is active, and the y and z axes are not

    active. (Fig34), (Fig35) & (Fig36)

    Mike JensenFor more from information contact

    [email protected]

    Fig 33

    Fig 34

    Fig 35

    Fig 36

  • Chapter 3Hard Surface Sculpting

  • page 35www.3dtotal.com Chapter 3

    Mike Jensens Zbrush Techniques Chapter 3: Hard Surface Sculpting

    Chapter 3 - Hard Surface SculptingSoftware Used: ZBrush 3.5

    IntroductionFor hard surface sculpting there will be two

    types of brushes to be concerned with: Polish

    and Trim. Lets start with the polish brushes.

    The polish brushes area all variations of the

    same brush. The three polish brushes to

    be concerned with are the polish, mpolish

    (medium), and hpolish (hard). These brushes

    with zsub activated will build up a mesh rather

    than subtract from it.The polish brush levels a

    surface in the direction of the stroke. Notice the

    edges it gives arent very hard. The harder you

    press with the polish brush, the harder the edge

    of the stroke you get. (Fig.01)

    If you press softer, youll get a smoother more

    even surface. (Fig.02)

    The mpolish brush is similar, but with more

    intensity. It also gives harder edges. (Fig.03)

    The hpolish is still more intense. It also gives the

    most crisp edges. (Fig.04)

    The trim brushes are a bit more varied.

    The important ones to take not of are the

    TrimDynamic, TrimNormal, TrimHole, and

    TrimFront

    Fig 01

    Fig 02

    Fig 03

    Fig 04

  • page 36www.3dtotal.com Chapter 3

    Chapter 3: Hard Surface Sculpting Mike Jensens Zbrush Techniques

    TrimDynamic cuts into the surface of the mesh,

    but keeps the underlying structure. It acts similar

    to the polish brushes. (Fig.05)

    Trim normal trims a plane into the mesh with

    its surface facing the normal of the origin of the

    stroke. The end of the stroke dictates how deep

    the trim brush will cut. (Fig.06)

    TrimHole is good for cutting deep into a mesh,

    or for building it up high. The brush acts

    according to the camera normal. (Fig.07)

    Finally trimFront creates a plane that faces the

    camera. How deep the plane is cut depends on

    where the origin of the stroke is placed. (Fig.08)

    Fig 05

    Fig 06

    Fig 07

    Fig 08

  • page 37www.3dtotal.com Chapter 3

    Mike Jensens Zbrush Techniques Chapter 3: Hard Surface Sculpting

    Hard Surface TechniqueMy technique for developing hard surface

    models is very simple. I start by building up the

    basic shape with mainly the claytubes brush.

    After I have the shape I want I use the hpolish

    and trim brushes to clean up the mesh. If the

    mesh needs further cleaning, Ill break it up into

    parts to finish it off. Finally Ill add details using

    stamps Ive created.

    For this quick demo Ill use a sphere. (Fig.09)

    First I use the clay tubes brush to rough in the

    shape I want. (Fig.10)

    I also use the move, standard, and dam_

    standard brushes to rough in the overall shape I

    want. (Fig.11)

    Once Im happy with the shape, I use the

    hPolish brush to smooth everything out and

    create my hard edges. (Fig.12)

    Fig 09

    Fig 10

    Fig 11

    Fig 12

  • page 38www.3dtotal.com Chapter 3

    Chapter 3: Hard Surface Sculpting Mike Jensens Zbrush Techniques

    At this point I could break up the mesh into

    polygroups. I do this by painting different

    colors on the mesh where I want the separate

    polygroups. Then under the Polygroups

    subpalette, I press From PolyPaint. (Fig.13) &

    (Fig.14)

    This gives the result below. (Fig.15)

    To clean up the borders of the mesh, we

    can use the Group Loops function under the

    Geometry Subpalette. (Fig.16) & (Fig.17)

    Fig 13

    Fig 14

    Fig 15

    Fig 16

  • page 39www.3dtotal.com Chapter 3

    Mike Jensens Zbrush Techniques Chapter 3: Hard Surface Sculpting

    In the brush palette, under the Auto Masking

    subpalette, there is a feature called mask by

    Polygroups. There youll see a slider. If turned

    to 100, the polygroup you start a stroke on will

    be the only part of the mesh affected. This is

    because once you choose a polygroup with

    your stroke; it automatically masks all other

    polygroups. The slider affects the intensity. This

    means if it is set to 50, other polygroups will still

    be affected by your brush strokes, but at 50%

    the true intensity of the stroke. (Fig.18)

    This is one way to break up the mesh, but

    I prefer to actually break the mesh into the

    separate pieces I want to use. To show which

    areas I want to break up, First I use the dam_

    standard brush to cut into the mesh and define

    my edges. (Fig.19)

    Then I select the first area of the mesh I want

    to make into its own mesh. Hide the areas

    of the mesh you wont use, and hit the Make

    PolyMesh3d button at the top of the tool palette.

    Then add the new mesh as a subtool. (Fig.20)

    Fig 17

    Fig 18

    Fig 19

    Fig 20

  • page 40www.3dtotal.com Chapter 3

    Chapter 3: Hard Surface Sculpting Mike Jensens Zbrush Techniques

    Now Im able to go in with the hpolish brush and

    clean up the edges. (Fig.21)

    Ill do the same for the next mesh. I want. Ill

    clone it off as a new mesh, and then add the

    clone as a subtool. (Fig.22)

    Then Ill push in the areas that conflict with my

    previously made mesh using the clay tubes

    brush. (Fig.23)

    If its hard to work on the underlying mesh,

    you can press ctrl+t to enable transparency.

    This way your brush is not influenced by other

    subtools. (Fig.24)

    Fig 21

    Fig 22

    Fig 23

    Fig 24

  • page 41www.3dtotal.com Chapter 3

    Mike Jensens Zbrush Techniques Chapter 3: Hard Surface Sculpting

    I then use the hPolish brush to refine the surface

    of the underlying piece and

    create its hard edges. (Fig.25)

    To hide the imperfections of the underlying

    mesh, we can simply add a sphere for the sake

    of the tutorial. If this were a real mesh, however,

    I would make sure that mesh edges did not

    visibly exist. I do this by hiding them inside other

    subtools. (Fig.26)

    Then I use some previously made stamp

    brushes to create mechanical detail. (Fig.27)

    After that, I use the dam_standard brush to

    create the illusion of separate plates. For this

    its usually good to have lazymouse enabled.

    (Fig.28)

    Fig 25

    Fig 26

    Fig 27

    Fig 28

  • page 42www.3dtotal.com Chapter 3

    Chapter 3: Hard Surface Sculpting Mike Jensens Zbrush Techniques

    Then I finish it off with some other stamp

    brushes I created. The result is a mechanically

    detailed 3d total logo. (Fig.29)

    Applying the Technique to an Armor Piece

    Now that the basic technique has been run

    through, Im going to walk you how to apply this

    to a piece of armor. I chose to do a torso piece.

    For this part of the tutorial Ill use the mesh

    made from the previous zsketch tutorial. The

    first thing thats important to note is the new

    smooth algorithm. Since unified skin meshes

    produce very bad edge flow, the smoothing

    brush will create pinching in certain areas.

    (Fig.30)

    To smooth the mesh correctly, hold shift, start

    smoothing, and then release shift while your pen

    is still smoothing. Once you release shift, the

    smooth algorithm will automatically change to

    the more accurate one. (Fig.31)

    For this example Ive broken off the chest

    piece as a separate mesh, so I can focus on

    it. Ive also broken off the shoulders merely for

    reference to their location. (Fig.32)

    Fig 29

    Fig 30

    Fig 31

    Fig 32

  • page 43www.3dtotal.com Chapter 3

    Mike Jensens Zbrush Techniques Chapter 3: Hard Surface Sculpting

    Here I start using the hpolish brush to try to find

    forms. Since I already did a lot of work during

    the zsketch stage Ive already got a good start.

    (Fig.33)

    I continue using the hpolish brush in both zsub

    and zadd to create straight edges. (Fig.34)

    Using hPolish I go around the entire mesh and

    continue to refine areas into the shapes I want.

    The first thing I want to do is smooth out all the

    areas. At this point Im still trying to figure out the

    exact shapes I want. (Fig.35)

    To define edges I use the dam_standard brush

    to cut deep into the mesh. (Fig.36)

    Fig 33

    Fig 34

    Fig 35

    Fig 36

  • page 44www.3dtotal.com Chapter 3

    Chapter 3: Hard Surface Sculpting Mike Jensens Zbrush Techniques

    I continue to refine all the places, not being

    afraid to mess up a smooth surface Ive created

    with the claytubes brush. (Fig.37)

    At this point I dont like the back much. So I

    decide to go in and heavily refine it. I start by

    carving into it with the claytubes brush. (Fig.38)

    I break up the back into multiple parts using the

    dam_standard brush,

    claytubes, and the hPolish brush. (Fig.39)

    Using the hPolish brush I clean up the top of the

    back. (Fig.40)

    Fig 37

    Fig 38

    Fig 39

    Fig 40

  • page 45www.3dtotal.com Chapter 3

    Mike Jensens Zbrush Techniques Chapter 3: Hard Surface Sculpting

    I want something similar to a scapula on the

    back. So I cut in the general shape

    of the shoulder blade. (Fig.41)

    I continue by fleshing out the scapula a bit more

    to distinguish it from the surrounding parts.

    (Fig.42)

    Using the dam_standard brush I search for other

    shapes in the back. (Fig.43)

    I finally arrive at something I like on the back.

    (Fig.44)

    Fig 41

    Fig 42

    Fig 43

    Fig 44

  • page 46www.3dtotal.com Chapter 3

    Chapter 3: Hard Surface Sculpting Mike Jensens Zbrush Techniques

    Its now time to refine the front. I carve out a

    shape I feel works with the front. (Fig.45)

    I smooth it out and use the hPolish brush to

    clean it up and set it in

    with the rest of the mesh. (Fig4.6) & (Fig.47)

    After a few refinements below is the final

    concept sculpt. Now its time to break it up into

    parts and clean the mesh up. (Fig.48)

    Fig 45

    Fig 46

    Fig 47

    Fig 48

  • page 47www.3dtotal.com Chapter 3

    Mike Jensens Zbrush Techniques Chapter 3: Hard Surface Sculpting

    I start with the chest for individual pieces.

    Using the hPolish brush I clean it up and make

    it smooth. Every once and a while I change

    materials to see how different lighting affects the

    mesh. (Fig.49), (Fig.50), (Fig.51), & (Fig.52)

    Fig 49

    Fig 50

    Fig 51

    Fig 52

  • page 48www.3dtotal.com Chapter 3

    Chapter 3: Hard Surface Sculpting Mike Jensens Zbrush Techniques

    I next move onto the lower front torso. After

    breaking it off I hide areas that arent supposed

    to show by pushing them below with the clay

    tubes brush. (Fig.53) & (Fig.54)

    I go around the entire mesh and clean

    everything up and making sure each piece

    fits well with its neighbors. (Fig.55), (Fig.56),

    (Fig.57), (Fig.58) & (Fig.59)

    Fig 53

    Fig 54

    Fig 55

    Fig 56

  • page 49www.3dtotal.com Chapter 3

    Mike Jensens Zbrush Techniques Chapter 3: Hard Surface Sculpting

    Here is the difference between the single mesh

    and the split meshes. (Fig.60), (Fig.61) &

    (Fig.62)

    Fig 57

    Fig 58

    Fig 59

    Fig 60

  • page 50www.3dtotal.com Chapter 3

    Chapter 3: Hard Surface Sculpting Mike Jensens Zbrush Techniques

    Finally I use the same technique described in

    the previous example to create details. I use the

    dam_standard brush to cut holes in the mesh

    and separate out parts, and some previously

    created mech stamps to add more details.

    Below is the result. (Fig.63)

    Mike JensenFor more from information contact

    [email protected]

    Fig 61

    Fig 62

    Fig 63

  • In this series we will be working our way through the basic process of creating a creature bust, then taking it to completion by the last chapter. We will be starting with a basic Zsphere base mesh that we will create ourselves and well use this as our starting point for sculpturing and finally adding texture to. The tutorial series is split into 7 chapters so that we can take it at a beginners pace and cover as much ground as possible for people totally new to Zbrush. (Plus youll end up with a finished digital sculpt that will give you the confidence to approach you own projects in a similar manner.)

    Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 52

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  • Introduction:The original character of the Swordmaster was created by Seong-wha Jeong and we had 3DTotals in-house 3d artist Richard Tilbury, re-create the character in 3dsmax as well as create the textures in Photoshop, in our new precise, step-by-step tutorial for highly polished, low polygon game character with detailed texturing for real-time render-ing. We have also converted the tutorials into Cinema 4D, Maya, Lightwave and Softimage platforms. Even if you are not a user of one of them, the principles should be easily followed in nearly all other 3D applications.

    The Swordmaster tutorials is spread over 8 Chapters which outline, in detail, the process for creating the Swordmaster below are the details.

    for more products in our range visit http://www.3dtotal.com/shop

    Chapter 1: Modelling the HeadChapter 2: Modelling the Torso Chapter 3: Modelling the Arms & Legs Chapter 4: Modelling the Clothing & Hair Chapter 5: Modelling the Armour Chapter 6: Mapping & Unwrapping Chapter 7: Texturing the Skin & Body Chapter 8: Texturing the Armour & Clothing

    image by Seong-wha Jeong

    Downloadable Tutorial EBook

  • The series is split into 6 chapters and will endeavour to give you an insight into how a fully realised 3D scene may be arrived at from beginning to end. The tutorials will attempt to address the key issues and techniques appropriate in achieving this, from concept sketches through to building the 3D scene, mapping and unwrapping, texturing and eventually to lighting and rendering, culminating in a final render. The emphasis over the course of the series will be on the texturing and principally the aging and wear of materials.

    Original Author: 3DTotal.com Ltd | Platform: 3ds max, Cinema 4d, LightWave, Maya and Softimage XSIFormat: DOWNLOAD ONLY PDF | Pages: 38+

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  • Introduction: Michel Rogers famous Joan of Arc tutorial re-written for Maya by Taylor Kingston, Cinema 4D by Giuseppe

    Guglielmucci & Nikki Bartucci, Lightwave by Vojislav Milanovich and

    Softimage by Luciano Iurino and 3DCreative Magazine.com.

    If there has been one single tutorial that has educated and inspired more

    budding 3d artists than anything else, this complete step by step project by

    Michels must be it. The community is in debt to him.

    for more products in our range visit http://www.3dtotal.com/shop

    These 120 plus page, Downloadable PDFs are designed for ease of use to help beginners and intermediate level of artist alike in the creation of a female character. The tutorial takes you through the process of modelling, texturing and mapping to finally adding bones.

    Chapter 1: Modeling of the Body - BodyChapter 2: Modeling of the Head - Head, Ear & AssemblyChapter 3: Modeling of the Accessories - The Sword & Armour Legs Chapter 4: Modeling of the Accessories - Armour Bust, Hair & Glove Chapter 5: Modeling of the Accessories - Accessories & UVW MappingChapter 6: UVW Mapping - Sword, Clothing, Armour & Body Chapter 7: Texturing & Hair - Eyes, Skin & Hair Chapter 8: Bones & Skinning - Bases, Hierarchy & Skinning

    Imag

    e by

    Mic

    hel R

    oger

    Zbrush Character Creation is a comprehensive look at the techniques and tools used to sculpt a variety of physical characteristics specific to several character types. The lessons on offer show how to transform a general base mesh into a definitive character class and explains the tools used to not only create the details and unique facial features, but also how to manipulate the overall proportions and head shapes. There are nine chapters in all, five of which cover the human condition and four of which cover creatures with human characteristics including zombie, werewolf and Frankensteins monster.

    Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 091

    Visit 3DTotal.com to see our full range of training products3DTOTAL.COM

  • Introduction: Michel Rogers famous Joan of Arc tutorial re-written for Maya by Taylor Kingston, Cinema 4D by Giuseppe

    Guglielmucci & Nikki Bartucci, Lightwave by Vojislav Milanovich and

    Softimage by Luciano Iurino and 3DCreative Magazine.com.

    If there has been one single tutorial that has educated and inspired more

    budding 3d artists than anything else, this complete step by step project by

    Michels must be it. The community is in debt to him.

    for more products in our range visit http://www.3dtotal.com/shop

    These 120 plus page, Downloadable PDFs are designed for ease of use to help beginners and intermediate level of artist alike in the creation of a female character. The tutorial takes you through the process of modelling, texturing and mapping to finally adding bones.

    Chapter 1: Modeling of the Body - BodyChapter 2: Modeling of the Head - Head, Ear & AssemblyChapter 3: Modeling of the Accessories - The Sword & Armour Legs Chapter 4: Modeling of the Accessories - Armour Bust, Hair & Glove Chapter 5: Modeling of the Accessories - Accessories & UVW MappingChapter 6: UVW Mapping - Sword, Clothing, Armour & Body Chapter 7: Texturing & Hair - Eyes, Skin & Hair Chapter 8: Bones & Skinning - Bases, Hierarchy & Skinning

    Imag

    e by

    Mic

    hel R

    oger

  • This e-book provides a detailed account of building, texturing and lighting the interior of a Gothic Church based upon a concept painting. The ebook is available in five different platforms. Chapter two however is dedicated to creating a gargoyle in Zbrush the focal point in our scene. Here the author will start by creating a rough body form using ZSpheres and move through the numerous sculpting phases and modeling the details for each part of the character, highlighting the various brushes and tools used throughout.

    Original Author: 3DTotal.com Ltd | Platforms: 3ds max, Cinema 4d, LightWave, Maya and Modo.Format: DOWNLOAD ONLY PDF | Pages: 47+

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  • The tutorial eBook will begin by creating and applying materials for the various parts of the car, such as glass, chrome and tyres, as well as texturing some simple geometry that will make up a scene. It will then move onto lighting where the focus will be on setting up a lighting rig and the various parameters connected to this. Finally the series will culminate with a section on rendering, where the aim will be to finish with a polished image.

    Original Author: 3DTotal.com Ltd | Platform: 3ds max, Cinema 4d, LightWave, Maya and Softimage XSIFormat: DOWNLOAD ONLY PDF | Pages: 44+

    Visit 3DTotal.com to see our full range of training products3DTOTAL.COM

  • This series of ZBrush tutorials orientates around speed and efficiency and how to achieve detailed sculpts within a few hours. Each of the ten chapters focuses on a different character topic ranging from mythical creatures such as the Minotaur and Cyclops to Pirates and monsters. With over seven hours of video footage and covering ninety seven pages this e-book provides an insight into the working methods of eleven professional artists. Each individual showcases their particular approach to the subject and treats us to an exhibition of both their artistic and technical skills that form the backbone of their creative process.

    Original Author: 3DTotal.com Ltd | Platforms: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 97

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  • This six chapter eBook aims to show the value of post-production and more specifically the ways in which Photoshop can be used to aid the 3D pipeline. Over the course of six chapters we shall focus on the various tools and techniques on offer in Photoshop that are frequently used to improve 3D renders. Compositing passes, adding particle effects, improving lighting and making general colour adjustments are a few of the topics covered, as well as ways to create backgrounds that both complement and enhance characters.The methods presented within this series can provide an efficient alternative to lengthy render test.

    Original Author: 3DTotal.com Ltd | Platform: Photoshop | Format: DOWNLOAD ONLY PDF | Pages: 049

    Visit 3DTotal.com to see our full range of training products3DTOTAL.COM

  • Manimal is a Zbrush tutorial series divided into six parts, covering nearly 70 pages and addressing the process of transforming a generic base mesh into an original creature design. The notion behind the series assumes the task of genetically splicing a human being with a different animal class and sculpting the resultant character. Each of the tutorials adopts a different animal class as its theme and walks through the stages of developing a concept and sculpting the overall proportions through to the individual features and particular anatomical mutations.

    Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 067

    Visit 3DTotal.com to see our full range of training products3DTOTAL.COM