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ZBrush 2020 Essential Training

ZBrush 2020 Essential Training

6h 31mBeginner2020-03-18

Authors

Ryan Kittleson

Ryan Kittleson

CG Artist who teaches 3D modeling, sculpting, and printing

Course details

ZBrush combines 3D modeling, texturing, and painting into one digital sculpting workflow. Take a tour of the features in ZBrush and see how to use them in real-world projects. Instructor Ryan Kittleson shows how to create basics forms with meshes, sculpt details with brushes, paint and texture models, and render the results using professional-level project pipelines.

Topics include:
- Using primitives
- Working with subdivision levels
- Sculpting with brushes
- Applying materials
- Creating and combining polygroups
- Creating voxel models with Dynamesh
- Editing a mesh with the ZModeler brush
- Working with ZRemesher
- Moving, scaling, and rotating objects
- Painting on a model
- Using texture maps
- Sculpting and painting a UV layout
- Using split screen mode

Skills covered

3D SculptingZBrushPixologicVisualization and Real-TimeEssential TrainingAnimation and Illustration

Concepts

0. Introduction

  • 01 - ZBrush 2020 in action
  • 02 - Preparing for this course

1. ZBrush Quick Start

  • 03 - Starting ZBrush for the first time
  • 04 - Loading tools vs. opening projects
  • 05 - See what's new since version 2018
  • 06 - Learning the interface
  • 07 - Navigating in 3D space
  • 08 - Using the Gizmo
  • 09 - Additional Gizmo tips
  • 10 - Using Undo History
  • 11 - Working with the camera
  • 12 - Importing 3D models

2. Sculpting

  • 13 - The most commonly used brushes
  • 14 - Using Brush settings
  • 15 - Using Symmetry
  • 16 - Controlling brush size
  • 17 - Smoothing a model
  • 18 - Inverting brush effects
  • 19 - Working with Alphas
  • 20 - Using the XTractor brushes
  • 21 - Sculpting with undo history
  • 22 - Moving with infinite depth
  • 23 - Using the DecoCurve brushes
  • 24 - Using a brush without back and forth

3. Using Tools and Subtools

  • 25 - Working with subtools
  • 26 - Adding new tools and subtools
  • 27 - Splitting subtools
  • 28 - Combining subtools
  • 29 - Using Insert Mesh brushes
  • 30 - Creating Insert Mesh brushes
  • 31 - Using Curve brushes
  • 32 - Extracting new shapes
  • 33 - Using Live Booleans
  • 34 - Generating the Boolean mesh
  • 35 - Using Transpose Master
  • 36 - Creating text
  • 37 - Using folders

4. Making Models with ZSpheres

  • 38 - Creating ZSphere models
  • 39 - Using the animal ZeeZoo library
  • 40 - Converting ZSpheres to geometry
  • 41 - Using ZSketch

5. Selections, Masking, and Polygroups

  • 42 - Selecting parts of an object
  • 43 - Making masks
  • 44 - Creating polygroups
  • 45 - Mask, polygroup, and selection tips
  • 46 - Generating masks by topology
  • 47 - Splitting by mask, hidden, or polygroups
  • 48 - Masking where two objects overlap
  • 49 - Masking by color

6. Using the ZModeler Brush

  • 50 - ZModeler introduction
  • 51 - Inserting and removing edges
  • 52 - Closing holes
  • 53 - Extruding faces
  • 54 - Bridging holes and edges
  • 55 - Splitting points
  • 56 - Polygrouping with ZModeler
  • 57 - Limitations of ZModeler

7. Using Subdivision

  • 58 - Dividing a model
  • 59 - Sculpting on a subdivision model
  • 60 - Limitations of subdivision models
  • 61 - Using Dynamic Subdivision
  • 62 - Creasing edges

8. Using DynaMesh

  • 63 - Activating DynaMesh
  • 64 - Sculpting with DynaMesh
  • 65 - Combining objects with DynaMesh
  • 66 - Limitations of DynaMesh

9. Using Sculptris Pro

  • 67 - Activating Sculptris Pro mode
  • 68 - Sculpting with Sculptris Pro
  • 69 - Using the new Snake Hook brushes

10. Paint, Materials, and Texture Maps

  • 70 - Applying materials
  • 71 - Painting color
  • 72 - Laying out UVs
  • 73 - Converting between color and texture maps
  • 74 - Painting with SpotLight
  • 75 - Using NoiseMaker
  • 76 - Importing models with texture maps

11. Editing Models

  • 77 - Deleting part of a model
  • 78 - Mirroring a model
  • 79 - Working with ClayPolish
  • 80 - Painting with alphas
  • 81 - Using the Clip and Trim brushes
  • 82 - Closing all holes
  • 83 - Flipping and doubling surfaces
  • 84 - Using Deformers
  • 85 - Using Morph Targets
  • 86 - Adjusting colors
  • 87 - Decimating models
  • 88 - How to sculpt and paint on UV layout
  • 89 - Using EdgeLoop
  • 90 - Using Paint Fade
  • 91 - Using ZRemesher
  • 92 - Projecting detail

12. Visualizing and Analyzing Models

  • 93 - Visualizing wall thickness
  • 94 - Calculating volume and surface area
  • 95 - Seeing draft analysis feedback
  • 96 - Rendering with filters

13. Exporting Work from ZBrush

  • 97 - Using GoZ
  • 98 - Using the 3D Print exporter
  • 99 - Exporting with the Multi Map Exporter
  • 100 - Exporting to FBX format
  • 101 - Using the Standard Export option

Conclusion

  • 102 - Next steps

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