RSS: 

SCULPTING TUTORIALS
Powered by Squarespace

Entries in ZBrush (38)

Friday
Jan272012

ANATOMY: Écorché ZBrush Model

Here is another video from Ryan Kingslein, (that makes three posts in a row!).

This time it shows the Female Écorché model included within the latest version of ZBrush (4R2b).

 

 

 

This should prove to be an invaluable resource in mastering the understanding of human form. Écorché sculpting (and drawing) is the most vitaly important exercise one can undertake to understand the figure. Undertaking this study is essential in commiting the forms to memory so that your observations and artwork can near the truth.

 

Perfection is a bi-product of observation, and observation is informed by knowledge.

Thursday
Jan192012

ANATOMY: Going Pro

Thursday
Jan192012

ANATOMY: The Bicep & Shoulder

Here is a couple of videos from Ryan Kingslein, founder of ZBrush Workshops.

Ryan is a pro at the approach to understanding anatomy and the work flow involved, using ZBrush, in acheiving perfect results with your sculpt.

 

 

http://www.visualarium.com/

http://www.zbrushworkshops.com/

http://www.anatomy-for-artists.com/

http://www.youtube.com/user/rkingslien

Saturday
Jan072012

HOLY SH!7!!!!

Had to pick my Jaw up from the floor after watching this:

 

Saturday
Jan072012

Classical Anatomy for Artists: Anatomy App

Looking forward to the release of this Anatomy app:

 

Friday
Sep162011

Learning ZBrush Overview

Every now and then I receive an email asking where to start with ZBrush. Below is a copy of a recent email I sent in response to such a question. It is a basic outline of where to start your path of learning and some of the best resources to point your attention towards...

 

 

 

Hi _____________
Thanks for the email and the kind words.
I'm pretty much a hobbyist myself with digital sculpting. I have been a character sculptor for about 15 years so a lot of what I have learned using traditional medium has transferred over to the digital tool set.
There are two sides to digital modelling: Character sculpting & Hard Surface modelling. Think of as Organic forms (humans, animals and creatures Vs Industrial shapes (weapons, robots, vehicles or aircraft). There is a lot of crossover between, and it's best to learn both, but be aware of the different approaches needed for each. 
If it's characters you wish to make, as I do, then my first advice would be to learn anatomy. An understanding of the human form will inform your sculpt more than anything else. It is the foundation of all great sculptors.
Night classes in Life Drawing are great for developing understanding and I would recommend this book first: amazon.co.uk/Atlas-Human-Anatomy-Artist
Learning Zbrush can be daunting, it was for me anyway, it's language, layout and workflow were completely alien. I have however found many good resources which teach ZBrush and can recommend them below.
To gain insight into the various aspects of ZBrush watch all the videos on Pixologic's classroom page:
A great set of free tutorials from Jason Welsh are available on youtube watch and/or work through them as you need: http://www.youtube.com/view_play_list?p=AF8FE85B2A969BD3
For pure eye candy, keep an eye on the top row threads and gallery here: zbrushcentral.com/
An amazing set of Pro level tutorials are available here: thegnomonworkshop.com however they are expensive. The best digital artists in the world are creating the material for Gnomon and they are mind blowingingly good - search google and youtube for Gnomon and you'll find snippets. Sign up for the newsletter and keep an eye on what they do.
Another option to learn more once you have a grip of the basics and are ready for advanced material is to do an online course. There are two sites which I can recommend as delivering material which advance your understanding faster than any other.
First C.G.Society offer a good range of online courses taught by professionals in the field. I took a Character Design for Production course with them and it was where I learned to get to grips with ZBrush. 
Secondly zbrushworkshops offer workshops and classes. Again sign up for the newsletter, and check out the free stuff they have on youtube.
There is more than enough there to set you on the right path to conquering ZBrush and digital sculpting. It can be daunting and sometimes frustrating while learning this stuff and if you ever get stuck it is a sign that you are learning! remember Google is your friend to finding answers and If you ever need any more advice from myself just drop me an email.
Good luck and all the best
Wayne
Wednesday
Sep142011

Sculpting The Face - Webinar with Ryan Kingslien

An 80 min 'webinar' on sculpting the face by Ryan Kingslein

Sculpting The Face - Webinar with Ryan Kingslien from Image Metrics on Vimeo.

Sculpting The Face - Anatomy & Form with Ryan Kingslien

Image Metrics was happy to host this 90 minute free webinar with guest host and ZBrushWorkshops founder, Ryan Kingslien.

Ryan delves deep into the science and art of facial sculpting and clearly demonstrates to the audience why he is one of the industry's top sculptors.

Note: The first 2 minutes were cut off unfortunately due to a technical problem so he starts off mid-sentence.

Length: 80 minutes
Hosts: Jay Grenier and Ryan Kingslien

For more information on Ryan and ZBrush Workshops visit:

http://www.zbrushworkshops.com

Visit Image Metrics for more free webinars and information about our industry-leading facial animation software, Faceware.

http://www.image-metrics.com

 

Ryan hosts the awesome resource/workshop site Zbrush Workshops and is a one the pioneers in developing the techniques of digital sculpture. He also helped the developers at pixologic in the growth of ZBrusg itself. A true modern master!

Sunday
Oct312010

UV map and Teeth


To familiarise myself with the basics of UV mapping, I made a quick un-wrap of my
skull, before moving on to create the teeth.
UV maps are the surface area of a model displayed as a flat plane. This pelt or un-wrapped skin is used to hold textures and colours for models used in games, animations or renders. the image to the right shows a basic 'pelt' of a human figure. The aim is to cut the seams in places where we wont see them, and not across areas where they may be noticeable such as the face.
Using reference sourced from google I made an image plane within ZBrush and using a simple cube subdivided once, repeated for each tooth, laid out and adjusted in size and orientation for one side of the mouth. I cloned and mirrored these for the other side, then cloned and the mirrored the full set to use on the lower jaw.
I divided the cubes again and modelled them into their basic shape, then appended them to the Skull model, and made a few further adjustments to set them right. Now that all parts are complete and in place, I can unwrap the whole for UV's and move on to refining the forms, detailing and finishing the sculpt.
The video playlist above covers the use of the Pixologic's UV Master plug-in. Follow the video to you tube for further chapters.
A test at unwraping the cranium showing the flattened UV map (pelt) and the cranium base where the seams meet. I'm not sure why there is a pink square present?

Teeth template, subdivided cubes set into place, and appended tooth set to skull.

Both sets of teeth, appended to model, subdivided and ready for detail pass.
Friday
Oct292010

Back to ZBrush

Before I ever had a website, back before I went Self Employed, I ran a blog over on Blogspot called DigitalWAX. The purpose of which was to document my transition from a traditional sculptor to mastering a digital toolset. I fell in love with ZBrush, was determined to switch career path and I began to embrace the concepts of a digital work flow. As life does, when we make plans, the option to go freelance sprung up and I haven't had time to stop since. Zbrush had to take a back seat to all the new priorities that my career twist presented. Untill now.

Back to ZBrush

ZBrush 4 was released late August, and with it came a whole new set of functions and smoothed out work flows. The beta-tester's images blew my mind and I updated my software and sat back down at the pc with a reborn passion for the digital sculpting techniques.

First thing I found was my general inability to use the program as I remembered. The interface had once again became an alien thing to me. Simple working methods had faded with time  since I last used the program. I was once again a floundering novice. Time to start afresh.

 

So once again, I begin a transitional journey, and once again I plan to document the experience.

 

Lets begin...

 

During my first foray into the ZBrush territory I attended an online sculpting class and as part of the work flow we first set up image planes. This is what I needed to relearn. 

My first duty was gather some resources around me to get my knowledge back up and running. First stop is always going to be ZBrush's home at Pixologic.com and the galleries and forums of ZBrushcentral. Also, I picked up ZBrush Essentials Magazine but I found it skipped the essentials in favour of repeating the same project over, but with different artists. There is some nice work in there and a a lot of helpful advice but it was not what I needed.

Then I hit YouTube, to view the new ZB4 videos from ZBRUSHatPIXOLOGIC which got me exited again, but a search for 'image planes' led me to a great find: Canned Mushrooms ZB4 DVD series playlist. This is exactly what I needed to kick things off again, so I pressed play and had the first chapters play out while I was working, with intentions of re-watching whilst using Zbrush later.

his chapter on the skull sparked my attention and I immediately booted up ZBrush and followed along. Here's some images of my tinkerings...


Stage 01: SHAPE - Setting up the Image planes, to use with 'shadowbox', generates basic skull shape.

STAGE 02: FORM - Form re-done with separate Jaw. Forms cleaned up and less dense mesh generated (ReMesh All)

Stage 03: REFINE - Forms refined to fit Image Planes. Teeth to be separately added at later stage.

Stage 04: RETOPOLOGY - lines drawn onto skull to show flow of form. New Mesh constructed to follow form better.

Stage 05: POLYMESH - Mandible and Cranium Re-Meshed with neat topology. These can be used to generate UV Maps from.

Stage 06: SUB DIVIDE - The finished Polymesh, divided once, ready for sculpting details upon.

The six steps above required two days to complete. This could be sped-up, but as I was refreshing myself to the process, much net trawling and deliberation was necessary.

Next I'll make a set of teeth and generate UV Maps, before moving into sculpting and detailing. I'll document these in the next post. Also I'll detail the procedure of setting up the 'Image Planes' in a dedicated post, a process that is hard to find a sufficient tutorial on, and tricky to figure out as a novice.

 

I'll be back in a few days.

Saturday
Oct232010

ZBrush 4 creations

Scanning through gallery at ZBrush Central is a regular pleasure and over the years I have been constantly inspired, and often awe struck at the creations. Since the release of the ZBrush 4 The work which has appeared has become insanely good. With the latest release the ability to construct highly complex hard surfaced models (such as the bike and tank images below), mixed with soft and delicate organic work is possible. ZBrush has finally become THE tool for the modern digital artist.

I thought I'd share some of the recent additions to the site, some images are from ZBrush 3.5 and rendered in dedicated software (such as Pixar's Renderman) but all the work is constructed and sculpted in ZBrush. Enjoy:

 Nope not a photo - but based on the classic, haunting portrait by Steve McCurry.

Be sure to check out the two videos on how this was constructed.