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| Click on the images below for links to Video Tutorials. This series covers creatinga Zbrush Character from scratch using Zbrush with minor additions from Maya. All images and videos are copyright Andrew Klein. | |
In part 1 of this 11 part series from Andrew Klein (http://www.andrewklein.net), we cover how with Zbrush's Zsphere's you can create an organic model from scratch in very little time. This video discusses creating Zsphere chains, drawing, moving and scaling spheres, and creating Adaptive Skins. |
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In part 2 of this 11 part series from Andrew Klein (http://www.andrewklein.net), we look at how, from the adaptive skin created in part 1, that we can start to transform the low-poly mesh with the move brush and the standard brush. |
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In part 3 of this 11 part series from Andrew Klein (http://www.andrewklein.net), I take a look at how, using the clay brush and the clay tubes brush that you can add secondary form the model. Then by creating a mask and using the snake-hook brush we pull out detail not easily accessed through normal sculpting alone. |
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In part 4 of this 11 part series from Andrew Klein (http://www.andrewklein.net), I use another Zsphere to start retopologizing the War-Sloth model so that it's underlying poly structure will be set for easy animation later on. We again cover the process of creating an adaptive skin, but new to this tutorial is casting a projection from the original sculpt, as well as use of the Rigging and Topology sub-palettes. |
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In part 6 of this 11 part series from Andrew Klein (http://www.andrewklein.net), we use Maya to create hands and feet and attach these to the already existing mesh. In this section we also look at extruding in the mouth opening to create a more realistic "closed" look. The video concludes with the model being exported as an obj to go back to Zbrush. |
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In part 7 of this 11 part series from Andrew Klein (http://www.andrewklein.net), my first step is append the new mesh from maya as a subtool with the retopologized model from video 5. I split the eyes from the maya subtool into THEIR own subtools, and we are left with 4 subtools: 1-the retopo'd mesh, 2 and 3- the eyes, and 4-the mesh with hands and feet. After turning off the visibility on the eyes, we PROJECTALL in the subtool palette (with the new mesh selected). As we will see, this will cast the original sculpt to the new model. This video also covers storing a morph target, using the morph brush, and sculpting details in that were lost in the transfer. |
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In part 8 of this 11 part series from Andrew Klein (http://www.andrewklein.net), we look at creating one of the sheets of armor for the War-Sloth. This is done using the retopologization tools. Here we look at creating surface thickness with the new adapative skin, and appending a subtool. |
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| In part 9 of this 11 part series from Andrew Klein (http://www.andrewklein.net), I use zsphere chains to create a strap for the armour. | |
In part 10 of this 11 part series from Andrew Klein (http://www.andrewklein.net), I use the Subtool Master plugin for zbrush to duplicate the gauntlet from the left arm to the right. |
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| In the 11th and final part of this series from Andrew Klein (http://www.andrewklein.net), I use the Transpose Master plugin for zbrush to create a TposeMesh, which is essentially a combined version of the level 1 of each of my subtools. This allows for easy posing with the transpose tool, quick masking, and action line. | |