Zbrush Character Likeness Sculpting Tutorial

BY
Udemy

Develop an in-depth understanding of the techniques and strategies utilized for creating game characters like Anthony Hopkins using Zbrush.

Lavel

Intermediate

Mode

Online

Fees

₹ 449 2499

Quick Facts

particular details
Medium of instructions English
Mode of learning Self study
Mode of Delivery Video and Text Based

Course overview

Nexttut Education Pvt.Ltd., a certified specialist in CG tutorials, developed the Zbrush 2021 Character Likeness Sculpting Tutorial online certification, which is offered by Udemy and is designed for applicants who want to become professional character modelers for video games and animated films using Zbrush. The Zbrush 2021 Character Likeness Sculpting Tutorial online course by Udemy is designed to assist applicants in learning the entire process of sculpting game characters in ZBrush.

Zbrush 2021 Character Likeness Sculpting Tutorial online classes guides applicants through all of the procedures and strategies for producing a comprehensive and realistic 3d model of Anthony Hopkins to help them get started on their path of studying and creating outstanding 3d models. This is a self-paced study program that includes 32 hours of comprehensive video-based instruction on sculpting, modeling, skin details, compositing, poly painting, UV unwrapping, and other areas of character creation. For character design projects, applicants will also be taught how to use technologies such as UV master, Post FX, ZModeler, and Photoshop.

The highlights

  • Certificate of completion
  • Self-paced course
  • 32 hours of pre-recorded video content

Program offerings

  • Online course
  • Learning resources. 30-day money-back guarantee
  • Unlimited access
  • Accessible on mobile devices and tv

Course and certificate fees

Fees information
₹ 449  ₹2,499
certificate availability

Yes

certificate providing authority

Udemy

What you will learn

After completing the Zbrush 2021 Character Likeness Sculpting Tutorial certification course, applicants will be introduced to the concepts of modeling and sculpting for creating characters using Zbrush. Applicants will explore various aspects of Zbrush for character creation which includes UV unwrapping, poly painting, skin detailing, composting, and post fx. Applicants will learn about the features of ZModeler, UV Master, and Photoshop, as well as other character creation software and plugins. Applicants will learn how to sculpt the head, neck, chin, eyes, ears, mouth, nose, teeth, gums, eyebags, t-shirt, blazer, and more utilizing fiber mesh, as well as skin detailing skills such as skin pores, wrinkles, and alphas.

The syllabus

Introduction

  • Zbrush Custom User Interface
  • Reference Images
  • How can we start

Sculpting the Head

  • Dynamesh Generic Base
  • Dynamesh Generic Base - part 02
  • Understanding Loops and ZRemeshing Base
  • Starting to match the references
  • Comparing distances, camera angle and focal length
  • Negative spaces, silhouettes and reading volume
  • Structures on three-quarter view
  • Forms perception plus anatomical knowledge
  • Some anatomical structures
  • Understanding Cranium Structures
  • Reading Cranium Structures on References
  • Cranium Structures on Anthony
  • Measurements and Life Masks
  • Comparative Lines
  • Ears Anatomy and Structures
  • Sculpting Ears
  • Sculpting Ears - part 02
  • Starting to read asymmetries
  • Breaking Symmetry
  • Eyelids and some initial wrinkles
  • Copying more wrinkles and structures
  • Anatomical Structures around the Eyes
  • Understanding some wrinkles
  • Comparing small shapes
  • Eyebags and wrinkles
  • Comparing overall silhouettes
  • Nose Anatomy and asymmetries
  • Mouth Anatomy and fat pads
  • Sculpting the mouth
  • Mouth and chin shapes
  • Anatomy of the Neck
  • Sculpting the Neck
  • Polypainting the eyes - part 01
  • Polypainting the eyes - part 02
  • Polypainting the eyes - part 03
  • Adjusting Eyes Poly painting on Photoshop
  • Sculpting the interior Mouth
  • Sculpting teeth and gums
  • Using Spotlight as Reference
  • Matching forms with Spotlight
  • Starting to sculpt Secondary shapes
  • Sculpting some surface wrinkles
  • Wrinkles on the right side
  • Wrinkles on the left Eye bag
  • Small wrinkles around the eyes
  • Small wrinkles and breaking surface uniformity
  • Comparing small shapes
  • Others materials can change perception
  • Matching more small features
  • Comparing versions
  • Modeling the cloth - Blazer
  • Blazer collar with ZModeler
  • Modeling the T-Shirt with ZModeler
  • Collar topology adjustment and thickness on cloths
  • Adjusting Cloth Shapes and Saving Polycount
  • Sculpting wrinkles, folds and seams on clothing
  • Preparing polygroups for right UVs
  • More Cloth sculpting and detailing
  • Unwrapping UVs with UV Master
  • Correcting UVs position for detailing
  • Surface detailing with Noise Maker
  • Detailing T-Shirt
  • Refining Details on Blazer

Skin Detailing

  • Analysing skin pores and alphas
  • Analysing skin alphas
  • Getting more high res references
  • Starting to sculpt skin pores
  • Pores Directions
  • Overall Pores and Slash1 brush
  • More steps on pores detailing
  • More study on skin pores directions
  • Adjusting Pores intensity with layers
  • Refining wrinkles with Slash1
  • Greyscale poly painting - part 01
  • Greyscale poly painting - part 02

Hair Making

  • Creating hair with Fibermesh
  • Refining Hair and Creating Eyebrows
  • Some Fibermesh Parameters and Eyebrows
  • Some Render Parameters and last refinements

Rendering Presentation

  • Refining the eyes poly paint - part 01
  • Refining the eyes poly paint - part 02
  • Refining the eyes poly paint - part 03
  • Small refinements on overall poly paint
  • Render, lights and material settings
  • Compositing light passes on Photoshop and post-fx

Instructors

Mr Nalini Kanta Jena

Mr Nalini Kanta Jena
3D Character Instructor
Udemy

Other Bachelors

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