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Author Topic: ZBRUSH: Characters Made Easy ( Part 1 ) Released  (Read 3283 times)
MartinK
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« on: February 22, 2011, 08:49:35 PM »



I have finally finished part 1 of this series. This 12 hour video set deals with creating a character fully in ZBrush. It is all real time, and very new user friendly. Everything is explained, and often repeated.

You can Buy the full video at:

http://www.thethirdguild.com

The Chapter List of topics covered can be found in the link below:
www.martinkrol.com/uploads/ZB_Char_Intro/IntroVideo.png

It is gearedtoward the new ZBrush user, and for the first two weeks there is a 15 dollar discount,
so it only costs $30.

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

The full 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.
« Last Edit: March 29, 2011, 11:30:23 AM by MartinK » Logged

-mk-
ArtBot
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« Reply #1 on: March 01, 2011, 09:05:30 PM »

Greetings!
I am a new user and just got the "Characters Made Easy" (Part 1). I am up to Chapter 9, so it's time for me to start experimenting and make some crazy ZSphere characters of my own for "homework". Martin, so far I love your instruction. The detail and time you are taking to explain are much appreciated. I hope when you make the topology training that you use a lot of Cinema 4D as that is the 3D program I am going to use with my ZBrush models.
Thanks again!.
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MartinK
Full Member
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« Reply #2 on: March 03, 2011, 12:10:55 AM »

Hey man.

Yeap, I intend to use cinema4d in my video for when I export out of ZBrush. I wont be building the retopology within Cinema though. I will use the ZBrush tools and then take the texture maps that will be made in ZBrush and I will export everything into modo, and Cinema.

I will show how to apply the texture maps to the models, set up the shading, etc.

I am glad that you are enjoying the tutorials Smiley

By the way, on a somewhat related note. I decided that I will split part 2 into two videos. The next one will deal with only Texturing, and then the one after that will be about Retopology.

It will make it easier for me to manage, as I can release 2 smaller packages and not one huge one. It's easier to update the videos should anything happen and I ever need to update the set of videos, etc.

« Last Edit: March 03, 2011, 12:13:39 AM by MartinK » Logged

-mk-
bisenberger
Newbie
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« Reply #3 on: March 05, 2011, 02:31:41 PM »

Hi Martin,
Really enjoying Characters Made Easy Part 1 Smiley

Look forward to the texture and retopology tutorials and exporting to modo.
Thanks,
Bill
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MartinK
Full Member
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« Reply #4 on: March 05, 2011, 06:59:46 PM »

Thanks man Smiley

Glad you like it. I am also glad that the only complaints that I am getting is the zip job and no complaints yet about the actual videos.

cheers Smiley
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joshfilms
Newbie
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« Reply #5 on: March 08, 2011, 01:45:56 PM »


Yeap, I intend to use cinema4d in my video for when I export out of ZBrush. I wont be building the retopology within Cinema though. I will use the ZBrush tools and then take the texture maps that will be made in ZBrush and I will export everything into modo, and Cinema.


We bought the DVD at work and it's excellent so far.  I've watched several so far and have learned a lot of zspheres.  Thank you!  What videos do you cover retopology or is that in part 2 or 3?

Cheers,
Josh
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MartinK
Full Member
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« Reply #6 on: March 08, 2011, 01:51:51 PM »

Hey.

Topology will be part 3.

I decided to split the second video set, so that each set can be about its own topic. and to keep things more manageable for me.

I am glad that you like it Smiley

cheers Smiley
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-mk-
ArtBot
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« Reply #7 on: March 22, 2011, 07:23:56 PM »

Hi Martin,

I am learning a lot from your tutorials. I appreciate how thorough you are introducing and explaining the topics. I have stopped the tutorial at the "homework assignment and will concentrate now for a while on making my first batches of characters. Here is my first page of attempts. I will try to send you more soon.

Thank you again. I am looking forward to the textures tutorials.

Lawrence
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MartinK
Full Member
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« Reply #8 on: March 22, 2011, 09:52:00 PM »

Hehe, cool man. Very wacky designs you got there Cheesy

Since you mentioned part 2, I should mention that it is finished. Now we just need to wait for Thethirdguild.com and source3d.net to add the product to their site and set stuff up, and we are golden Smiley

I will release a timelapse for that one too, but I have to make it still.

Keep it up, I love some of those designs.

One question. Have you tried to look at how the wireframe cage is made when you preview it? I am curious as to the results that you are getting.
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