Introduction to Zbrush | Part 2
Class Begins On
2nd Week of October
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Michael Pavlovich
3D Concept Artist
Michael Pavlovich graduated from Ringling College of Art and Design in 2005 with a Bachelor of Fine Arts in Computer Animation. He started at Electronic Arts creating environment art on Madden NFL and NCAA Football and then brought comic books characters to life in DC Universe Online at Sony Online Entertainment. Currently, Michael creates character, weapon, and vehicle art, as well as specializes in 3D concept art pipelines for the top video game franchises including Halo, and Call of Duty.

Course Description

Before You Take This Class...

This course is the more in depth version of Michael's second installment to his Intro to Zbrush Series. Prior to taking this course, please make sure to review/complete Intro to Zbrush | Part 1 before enrolling. Otherwise, this class assumes that you're familiar with the basics of Zbrush.

Introduction to Zbrush | Part 2: Descrption

This class will focus on getting you up and running in ZBrush in as little time as possible, while still giving you a comprehensive overview of everything you need to be proficient enough to begin using ZBrush as an integral part of your modeling tool set. Once you've completed the course, not only should you be comfortable in general ZBrush usage and terminology, you will have also learned skills that will allow you to create models and problem solve for multiple areas of 3D asset creation, from concept visualization to final production model techniques! In terms of general format, elective classes work exactly the same way as our existing 3D program classes. Every week there will be a lecture, assignment, recorded feedback, and live Q&A.

Course Outline

Wk1

Overview and introduction to Zbrush UI. We will discuss the creation of custom hotkeys & menus, and the creation of custom interfaces. This will include operations such as: Insert and Append, Additive and Subtractive Inserts, Subtool Merge Dynamesh, Insert Mesh Basics, Insert Multi Mesh Brushes, Auto Captuing Multi Brush, and Custom Insert Brush. Bonus material will include: Seperating Parts from Scan Data, and Scan Data Insert Brushes.

Wk2

Lecture will center around base mesh creation for: Dynamesh, Insert Mesh, Archive, Zsphere Basics and Zsphere Body's. Additionally, we will touch on Append and Radial Zspheres, Zsketch (via armature and freeform Zsketching), before diving into Transpose Posing, Zsphere Posing, and Mask & Transpose. Thes will all directly relate to us creating a creature basemesh. Lastly, we will briefly dicuss spotlight basics for your Zbrush scene.

Wk3

Focus will be on Decimating for ZRemesher. This includes ZRemesh: basics, sysmetry, polypaint, and curve strength prior to learning about "Project All" and "Remesh". From there, the lecture will transition into the ZProject Brush and Smart Resym. This includes an accessory mesh creation Intro (i.e. an accessories concept sculpt, splitting pieces, concepting gloves, and going over Smooth Stronger functions).

Wk4

This class will continue to focus on the creation of accessories ranging from an updated jacket, extract & refine, and shirt refine, to more extract & polish, morph diff, and pants creation. Basic Subtool organization and Advance Subtool Orginization will also be covered.

Wk5

Focus will be on Topology Brush basics and Creasing. We will review Topology Brush Helmet and Curve Snap Surface accessories and other Curve Fill Brushes before jumping into ZSphere Retopology, Projecting Detail, and ZSphere Select Topo Cleanup. The lesson will wrap on Accessories - ZSphere Thickness.

Wk6

The last week of the course will cover Shadow Basics and Shadowbox accessories. We will then switch focus onto Curve Mesh Brush Basics, the Custom Curve Brush, Tri Curve Brush Basics, and the Organic Tri Curve Brush. There will be a bonus two-part Reptile Bust Sculpt/Polypaint and marketing session.

Benefits

From Concept to Ultra-High Detailed Model The world of cinema is changing at a lightning pace. Directors and producers insist that the industry goes faster and farther. Audiences demand that it must be visually richer and that the final result be very detailed so that the boundary between what is real and what is virtual no longer exists. ZBrush is one of the biggest contributors to this virtual revolution, allowing artists to produce concepts and realize them in a few days or even a few hours. Create both creatures and environments with strong credibility. You will also be able to produce more iterations or variations before going into production. Its incredible speed and versatility even make it possible for the artist to work with the director in real-time, applying ideas and changes on the spot. Benefits include: Freedom for the Artist, Better Quality and Productivity, Non-Linear Workflow, Powerful UV and Optimization Plugins, Unlimited Surface Details, Pipeline Integration, Automatic Retopology with One Click, Export the Fine Details, Create, Composite and Share.

Features | ZBRUSH 4R7

ZBRUSH 4R7

ZBrush 4R7 is the final iteration within the ZBrush 4 series. It's packed with major additions and is one of the most extensive releases since ZBrush. Signature features in ZBrush 4R7 include: ArrayMesh, NanoMesh and ZModeler with QMesh. All of these features are useful throughout the creative process, from initial creation of models to beautifying artwork.

ZMODELER

ZModeler brush is a smart polygonal modeling system designed to simplify the creation process. Quickly and dynamically create new shapes more easily than before. From fusing polygons, deleting full blocks of geometry, connecting parts with advanced paths, or repeating your actions with a single click- this tool is a life saver. ZModeler allows you to refine the shape of models in real-time, and greatly streamlines the creation of hard surface models, architectural structures or highly detailed environments.

MULTIPLE INSTANCES AND INFINITE DETAILS

With the new NanoMesh and ArrayMesh features,artist can bring more complexity and detail to their work while still maintaining a low polygon count. Both NanoMesh and ArrayMesh will allow for multiple instances of any object to be created and then adjusted in a matter of seconds. With ZBrush 4R7 the BPR Render system will now render all Surface Noise as displacement, deforming the mesh to match the attributes of any procedurally created noise. See extremely detailed results at render time regardless of polygon count.

ZBRUSH TO KEYSHOT

With the ZBrush to Keyshot Bridge1, artist can seamlessly connect ZBrush with KeyShot 5 to produce hyper-realistic and high quality images. The KeyShot to ZBrush Bridge changes the Best Preview Render (BPR) button to instead send models to KeyShot with a single click. All associated data transfers automatically, including materials, displaced geometries, procedural noise, PolyPaint or textures -- and of course the new NanoMesh and ArrayMesh. If ZBrush can display it, KeyShot can render it!

Careers

  • Game Character Artists
  • Texture Artists
  • Game Environment Artists
  • Prop Artists
  • Concept Artist
  • Visual Effects Artists