Digital Tutors - Texturing a Female Hero in ZBrush 4
English | Duration: 2h 30m | VP6F | 1280x720 |15fps 717kbps | MP3 44.1KHz mono | 1.26GB
In this tutorial we will use a variety of techniques to paint textures for our female hero model in ZBrush.
In this series of lessons we'll use ZBrush's powerful materials and painting tools to add color and texture to our female hero model. We'll start by adding simple materials to some of the clothing and accessories and look at how we can customize those materials. We'll talk about the importance of adding color variation in getting realistic results as we paint the different articles of clothing for our character. We'll also learn to isolate different polygroups for painting and look at adding dirt and grime. We'll paint and sculpt together to add detail to the model and talk about using UV layouts and texture files to help us finish the clothing. We'll use Spotlight to paint through photographs in order to texture the face, arms, and abdomen. We'll go step by step through the process of texturing our female character so that by the end of this tutorial, you'll have a painted model, but you'll also have the knowledge you need to begin texturing your own ZBrush creations.
Digital Tutors - Modeling a Female Hero in ZBrush 4 and Maya 2012
English | VP6F 1280x720 | MP3 96 Kbps | 2.88 GB
In this tutorial we will build a high-resolution female hero character from scratch using ZBrush and Maya.
Throughout this detailed tutorial, we'll leverage the power of ZBrush and Maya to build a strong female hero character from start to finish. We'll use Zspheres to block in the rough shape of our model and then send our geometry over to Maya using the one-click GoZ functionality. In Maya, we can recreate the topology of any of our pieces, we can create new geometry to send back to ZBrush, or modify existing geometry. We'll be going back and forth quite a bit in order to use the tools most appropriate for building the character's clothing and accessories. In addition to the modeling tools in Maya, we'll also use many of ZBrush's built in modeling functions including Shadowbox, mesh extraction, and the topology tools. Once we're done, we'll have a finished high-resolution character that can be painted or prepared for rigging, and you'll have the knowledge to repeat the process on your own character.