ZBrushCentral

Characters Made Easy Video Set ( 12 hours )

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I promised a time lapse, so here it is.

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I should note that the original video is 12 hours long, realtime.
It is geared toward the new ZBrush user, and for the first two
weeks there is a 15 dollar discount, so it only costs $30.

The full video can be bought from www.source3d.net,
and soon from http://www.thethirdguild.com

The Timelapse has all of its narration, discussion, etc edited out.
I made it as lean as possible. No excess fat here

This Tutorial starts with Quick sketch. I found this to be a very
simple way to introduce the user to the idea of working in ZBrush.
We explore the brush menu, the document navigation, and painting
on a 3d object.

Before we start doing any further, I go into some important aspects of the
interface that the user will need to know while working with Zbrush.

It later goes into ZSpheres and the creation of your armature that
you will be using for generating your working mesh. We also go into
things like Layers during this process to save Poses while you test
your models for proportions.

Then we go ahead and go through the tools involved with making
an organized PolyGroup setup so that later sculpting can be simplified.
The Tool visibility tools are explored during this time.

Before I go into sculpting, I talk about the major properties of a brush and
what the user needs to know when doing any sculpting on the model, or
changing these aspects of the brush.

Once the mesh is made and organised, we go into the process of
sculpting the model, and this is where we spend the majority of
our time. Initially I spend time editing the mid sized proportions
on the model and this is where transpose is introduced in some
detail. I only introduce what is needed however, so as we move
further ahead, I add bits of information as they are needed. As a
result of covering transpose, we also go over the topic of masking.

After we have our base mesh fixed up to a certain extent, and the
initial sculpting is done using the Clay brush, I start going into the
process of extraction. I use the Tool, Extract function to generate
very basic meshes for the clothes. At tis time, the process of
retopology is just introduced lightly, for when we need to create
the belt. This is also coupled with Extraction to create a very
clean extruded mesh with holes.

Shadow box is used for the smaller items that need to have a more
specific shape. We create the bits of cloth that are holding the belt,
the belt buckle using this tool.

Once that is done, the MatchMaker brush is introduced to add
curvature to the belt buckle.

Later chapters deal with sculpting, and using the tools learned up
to this point. Some more things get elaborated, but from this point
on the focus changes from only the toolset that Zbrush provides,
into covering topics that will ultimately make a successful character.
There are some discussions about wrinkles and what causes them,
the process of making them, when is the right time to get into further
details like veins, etc. There is a chapter dedicated toward a discussion
about what I have done up to this point, and why, and it is at this
point where we must step back and look at our work, before we go
into detailing further, because the last 20 percent will take as long
as the first 80 percent.

Part Two of the series will deal with Topology issues and thoroughly
discussing things like proper use of topology for animation, and different
surface types. Texturing, and exporting will also be major topics that
will be covered. It will be more technical than part 1. Though the
Texturing portion will once again be very new user friendly.

cheers.

Once again, the full video can be bought from www.source3d.net,
and soon from http://www.thethirdguild.com

Here is a chapter list for those interested.

http://www.martinkrol.com/uploads/ZB_Char_Intro/IntroVideo.png