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Click on the images below for links to Video Tutorials. The tutorials are silent and sped-up using Zbrush 3.1. The techniques used in this tutorial allowed for image completion time from start to finish of 7 work hours. All images and videos are copyright Andrew Klein.

This Video Tutorial covers using Zspheres to create a base form for the Hammerhead Shark which can be used to sculpt from later. For more information on Zspheres, read the the week 7 notes on my Advanced 3d Modeling and Texturing webpage. The hotkey "A" is used to toggle back and forth from the zsphere view to the adaptive skin preview. X-symmetry is active.

This Video Tutorial covers using several of Zbrush 3.1's brushes, including the Move, Standard and Smooth brush to reform the Adaptive Skin made from the zsphere mesh in the previous video. The model is reformed and the bulky spherical shapes created from the zspheres are tapered into a more general shape. X-symmetry is active.

This Video Tutorial covers using several moreof Zbrush 3.1's brushes, inlcluding the Rake, Clay, and Claytubes to form textural ridges and muscle forms. X-symmetry is active.

This Video Tutorial covers using a variety of alphas and strokes to create finer surface/skin detail for the shark. A sampling of the scratch and skin alphas that come standard with Zbrush 3.1 are used, as well as some additional alphas created from photos. A combination of the Spray stroke and DragRect stroke is used for varrying purposes to add detail. X-symmetry is active, except in areas near the center line of the mesh.


This Video Tutorial illustrates how to retopologize a base mesh. While the video does not go through the complete process of retopoing the whole model, it illustrates how to pull off a large section. While X-symmetry is active, first a zsphere is created. Under the tool-rigging subpalette, the shark is selected. Under tool-topology, the edit topology button is hit, allowing you to click and draw in new major gridflow bits. The hotkey to see the new retopo'd skin is "A".

At first, hitting "A" shows a low poly section, but as the adaptive skin density and rigging density are enabled, when the Projection button is hit, all of the detail from the first mesh is transfered to the second.

This Video Tutorial shows how the teeth were created on this shark. First, a mask was generated from the tracks brush with a dot stroke by drawing while holding down "ctrl". once the mask was created, it was inverted by clicking ctrl on the document's freespace. From there, the move, displace, and snake hook brushes are used to pull out the teeth. Finally, a standard brush with a lazy mouse stroke is used to add emphasis to the gums.

This Video Tutorial shows how to use the Transpose tool's action line and interactive masking to pose the shark. Masks are drawn by holding down ctrl while drawing on the model. The mask is softened by tapping ctrl on the masked area of the model. The action line is drawn by switching from the draw tool to the move tool (while still in edit mode). Once the action line is drawn, the rotate feature is used to repose the fins and torso.

This Video Tutorial wraps up the model, illustrating the first few minutes of the color texture paint. Now that there are two subtools on the model (the eyes have ben seperated), both tools have had tool-texture-colorize enabled with material painted on the eyes to make them reflective. On the skin, the model is masked by cavity and "drybrushed" using freehand and spray strokes with rgb enabled (no zadd). The Polypaint is done on the 2.1 million poly version of the model since the color is not painted to texture, but to each individual face of the model. The video shows several passes of the poly paint, inversing and blurring