The document provides instructions for creating a "bird-man" character using ZBrush. It discusses the concept, blocking in the base mesh, sculpting details like muscles and skin folds, projecting details across symmetry, and texturing the character with polypainting. Final steps include posing the character, setting up materials and lighting for rendering, and compositing the render layers in Photoshop. The goal is to walk through the full workflow to develop a creature that blends both bird and human features.
The document provides instructions for creating a "bird-man" character using ZBrush. It discusses the concept, blocking in the base mesh, sculpting details like muscles and skin folds, projecting details across symmetry, and texturing the character with polypainting. Final steps include posing the character, setting up materials and lighting for rendering, and compositing the render layers in Photoshop. The goal is to walk through the full workflow to develop a creature that blends both bird and human features.
The document provides instructions for creating a "bird-man" character using ZBrush. It discusses the concept, blocking in the base mesh, sculpting details like muscles and skin folds, projecting details across symmetry, and texturing the character with polypainting. Final steps include posing the character, setting up materials and lighting for rendering, and compositing the render layers in Photoshop. The goal is to walk through the full workflow to develop a creature that blends both bird and human features.
The document provides instructions for creating a "bird-man" character using ZBrush. It discusses the concept, blocking in the base mesh, sculpting details like muscles and skin folds, projecting details across symmetry, and texturing the character with polypainting. Final steps include posing the character, setting up materials and lighting for rendering, and compositing the render layers in Photoshop. The goal is to walk through the full workflow to develop a creature that blends both bird and human features.
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ZBrush Character Creation
3DTotal.com eBook series
- Free MatCap - Free Movies - Free Base Mesh You can fnd all the relevant resource fles in the resources folder that accompanies this pdf. chapter 01 Page 3 | Bird-Man chapter 02 Page 14 | Mammal-Man chapter 03 Page 22 | Aquatic-Man chapter 04 Page 36 | Amphibian Man chapter 05 Page 46 | Insect-Man chapter 06 Page 58 | Reptilian-Man chapter 1 page 5 www.3dtotal.com Chapter 01 Manimal ZBrush Character Creation eBook Chapter 01: Bird-Man Bird-Man Created In: ZBrush, 3ds Max & Photoshop Introduction Im going to kick this brand new Manimal series off this chapter by sculpting and texturing a bird-man. I will need to sculpt a creature with some aspects of both a bird and a man, and then texture it to complete the tutorial. Ill walk you through my creative process and my workfow, discuss those things that are most important, and explain some tips and tricks that I use when creating characters in ZBrush. So lets get started! Concept One of the most common mistakes that I see people make is starting to work without frst thinking about what it is theyre doing they just open ZBrush and start to sculpt. When I start a new project, I like to do some research for references, information, inspiration, or simply look for something that will help me to fnd an interesting idea based on my theme or brief. This way, I can start my sculpting work with more objectivity. So with this I mind, I begin this project by searching for some photographic references of different types of birds some even in action (fying, eating, etc.) just to work out bird features and gestures to help me with my initial ideas. I choose certain bird features, such as a beak, thin skin, the gesture of an infant bird, and the humpback feature found in some birds, to mix with human anatomy. With some of this information I can start the next step. If you want to, it can be pretty interesting to sketch some ideas down at this stage of the process, but as I have an idea in mind about what Im looking for Im going to go ahead without any reference drawings. Blocking In The frst thing that I do with the base mesh provided for this project (Fig.01 the base mesh is free for download with this tutorial) is remove one of the fngers I think that a chickens foot will best describe what I have in mind. After starting to block in the model, I get an idea for the fnal pose, and so I decide to sculpt with the arm bent to help with the pose later on. To make these changes I simply use the Transpose tool, with masks on areas that I dont want to make changes to (using Rotate (hotkey R) and Move (hotkey W)). I also use this simple base mesh to block the beak onto, just to help me in this initial stage (Fig.02). I will now export my base mesh to 3ds Max to add some edges and fx any possible errors/ make any necessary adjustments in order to prevent potential problems further down the line (Fig.03). For this character, adding edges page 6 www.3dtotal.com Chapter 01 Chapter 01: Bird-Man Manimal ZBrush Character Creation eBook will not be very important, so I simply put some edges in to increase the amount of polygons in these areas when subdividing the model in ZBrush, therefore avoiding any problems with low resolution in areas that need more defnition. Its very important to verify whether the model will have perfect symmetry, whether the pivot is in the centre of the object, and if the model is in the centre of the absolute world (just right-click, select and move to access Move Transform Type-In, as seen in Fig-04). These adjustments are very important in order to make good symmetry in ZBrush, and to make safe use of some of the features Ill be discussing later. Sculpting Now that I have made adjustments to the mesh, I increase the level of subdivision (two more levels), and with the Move, Standard and Clay brushes I start to block in some of the main muscles (with Clay and Standard), and adjust some of the basic proportions (Move tool). At this stage I dont worry about details; the objective is simply to fnd some good shapes with desirable features (Fig.05). I sculpt in some fake eyes too, just for a rapid guide its easier to make adjustments to the entire sculpt without many SubTools. Later on, I will use some spheres as eyes. I like to isolate some parts and work with pieces of my model (such as the head) when necessary. I sketch in some details to give the head a better overall look, whilst still keeping the details rough (Fig.06). This block-in step is one of the most important; I spend a lot of time experimenting and testing some things out at this stage. I also often change the materials as page 7 www.3dtotal.com Chapter 01 Manimal ZBrush Character Creation eBook Chapter 01: Bird-Man I work in order to see my model better at the different stages.
Im happier with the overall proportions now, and so I subdivide a few more times and start to apply the medium level details, like muscle defnition, cartilage, and skin creases and folds, using the Standard brush with some alphas, like Alpha 35, 36, 37, 38, and 39. This, combined with a bit of the Infat tool, can make a feshier and more believable model, but I still need to check some of the proportions and make some much needed changes before Im fully happy (Fig.07). For the hands, I always sculpt one isolated hand and then project all details onto the other hand. To do this, I create a mask over the newly sculpted hand, go to Tools > Deformation, and press Smart ReSym (Fig.08). This tool will recreate a mix of projection on both hands, but my intention is to preserve the sculpted hand, so with the mask any details will not be lost, and the other hand will be given the same details (Fig.09). I make use of a mask for the nails, too. I draw a mask in the desired form for the nails and then invert it. I use the Move and Standard brush to pull off all the nails, and with the Smooth brush I soften the shape before inverting the mask again. With the Infat brush I can then work on achieving some great volume (Fig.10). page 8 www.3dtotal.com Chapter 01 Chapter 01: Bird-Man Manimal ZBrush Character Creation eBook Im using Smart ReSym again now, but this time Im working with more details. I always start using Smart ReSym at the lowest levels of subdivision and will use it again for each level of subdivision ahead, but its important to be careful because its very common for crashes and errors to happen. So always save your work before you perform this kind of task on your model (Fig.11). For the fnal details, I use the Standard brush with a thin alpha (like Alpha 39), sometimes with Lazy Mouse turned on, for laying down some wrinkles, as well as the Infat and Clay brushes with alphas (Alpha 01, for example). To make the fnal details I start to use more skin alphas (human skin, reptile, pores, etc.) over the entire sculpt but not as a sculpting tool; I use masks over some parts (Fig.12) and I can then sculpt over with different intensities and brushes (Standard for all details, and then a little bit of page 10 www.3dtotal.com Chapter 01 Chapter 01: Bird-Man Manimal ZBrush Character Creation eBook Infat in some areas to get a more natural look). This workfow is a very nice way of controlling skin details, and for fnding what Im looking for (Fig.13). Texturing I usually use MatCap White to begin my texture work, starting my texturing job with Polypainting. I make a rough base colour over the entire sculpt (Menu > Colour > Fill Object) and defne some warm tones (like the ears, and thin skin, and so on) (Fig.14). I then paint some tonal variation onto the model using the Spray brush with Alpha 07 (always using a low intensity), mixing the colours (Fig.15). For the nails, I paint a mask in order to texture the nails only (Fig.16). For the fnal details I use DragRect stroke with some alphas, like Alpha 22 for veins and Alpha 08 for small skin details. On the beak I use a photo edited in Photoshop, and apply it using DragRect. In this case I use a single texture from the Total Textures DVD collection (www.3dtotal.com/textures) (Fig.17). Posing & Final Adjustments I decide to keep the post for this character very simple; I use the Transpose Master for the main deformations, and then use the Move brush for some adjustments with Transpose, too. I try to keep the pose simple because my intention is only to break up the symmetry a little in order to get something more dynamic (Fig.18). page 12 www.3dtotal.com Chapter 01 Chapter 01: Bird-Man Manimal ZBrush Character Creation eBook Rendering & Compositing I use GW_Skincore as the main fnal shader (which can be downloaded at www.pixologic. com, thanks to Grant Warwick), two Toy Plastic shaders (with some adjustments made in Material > Modifers to show only specular, and in SpecularCurve), one for a more open specular, and another for a thin specular, as shown in the example (Fig.19a), a Refected Mat Material for fake refections, and a custom shader for SSS (Sub Surface Scattering) (Fig.19b). For the lighting settings I make some shadow adjustments to get a harder shadow (keep the Aperture around 50-70 and Length about 250), and I change the position of the light (go to Light menu > Shadow) (Fig.20a). For the render settings I simply adjust the Super Sample to 2 (Render menu), as shown in the example (Fig.20b). With Photoshop I blend all layers using some blending modes like Multiply, Overlay, Soft Light, and Lighten. To be honest, this part is very intuitive; I dont use the same blending mode for every work as a general rule, as I prefer to make many tests to get what I want for each layer. I also use some masks to control the intensity of each layer; for example, to control the specular intensity in regions that dont need too much specular (Fig.21). And here is the fnal result after some correction work done in Photoshop (Fig.22). Conclusion Well, I have tried to show my workfow, especially in the ZBrush sculpting stage. It has been lots of fun working on this bird-man creature; I hope youve found the tutorial useful and youre pleased with the fnal image after seeing the work in progress. Please feel free to contact me by email should you have any questions. Thanks for reading! Bruno Melo For more from this artist please his website: http://bmelo.cgsociety.org/gallery/ or contact him at: [email protected] Note from the Editor: Grant Warwick has kindly provided us with the GW_Skincore MatCap that Bruno Melo has used, which you can fnd along with the base mesh in the Free Resources folder. chapter 2 page 15 www.3dtotal.com Chapter 02 Manimal ZBrush Character Creation eBook Chapter 02: Mammal-Man Mammal-Man Created In: ZBrush Introduction When I was asked to create something for this Manimal series of tutorials, I snatched up the Mammal-Man option and thought I had a really nice opportunity to design and create something really cool. But when I started thinking about which kind of mammal to base it from, I was really torn. I mean all I have to do is create a human body and stick on some random mammals head and call it a day, right? Wrong! I have to think about the expression, the pose, the character itself There has to be a reason why I choose with a certain kind. So I decided the best bet would be to create something that isnt anything specifc at all, and so Im going with the idea of doing a hybrid. Deer and cows came to mind as my foundation because I know that they get spooked, or get caught in the headlights which may lend to a fun pose of being spooked and recoiling! Sculpting Starting off, I do my usual setup of Polygroups. To do this, press Shift + Ctrl, and click and drag to isolate the polys you want included in a group (i.e. the head and neck). To hide any polys directly, you can Shift + Ctrl-click and drag, and then let go of Shift. It sounds complicated but once your fngers remember the pattern, its really simple. Youre basically toggling that Shift key after you click and drag. Once you have the intended polys isolated, you can group them by going down to the Tools > Polygroups rollout and click on Group Visible. Auto Groups will group your model by separate elements so thats handy too. So after this I continue on by blocking out major forms of muscle groups. I need to establish the design of the head of the character early on. I pull out the ears, enlarge the eyes, and draw the snout out in order to make it look a bit more like a deer type animal (Fig.01). I thought itd be fun to give him some hooves on his hands, but only to replace a couple of his fngers. I dont want to get too literal or realistic with it, though. At this stage Im just using Move, Clay, Clay Tubes, and occasionally Infat brushes. The Move brush is good for literally transforming polys around based on the brush size and Focal Shift. I like to turn up my Focal Shift to get a higher falloff. Its great for getting your low-poly base mesh in the right forms early on. The Clay brush is a good brush for slowly building up forms, which is what I do in the frst 2-3 levels of subdivision before moving to fancier details or wrinkles/folds. Its nice because it has a nice built in falloff thats real soft on the edges, but fat in the centre. Clay Tubes brush is similar to Clay, but its a bit more rough and excellent for setting up muscle fow. I like to change the alpha to a circular one with a tight falloff and turn up the Focal Shift a bit so its not so harsh. For both Clay and Clay Tubes page 16 www.3dtotal.com Chapter 02 Chapter 02: Mammal-Man Manimal ZBrush Character Creation eBook brushes, I change the BrushMod. This basically increases the effect of the brush so you can lay in forms quicker. I usually only raise up to 30-40, but Ive gone a little higher in the example so you can see the difference (Fig.02). I dock the main button to my interface so that I dont have to dig for it its in the Brush menu next to Mesh Insert. And to drag the button somewhere, just go to the Preferences menu, click on Customize UI, and then click Enable Customize. Then you can Ctrl-click and drag buttons anywhere on the interface from menus or wherever else. Also, keep in mind that when you work in ZBrush, its commonly known to work your way up the subdivisions and nail your forms down frst. Foundation is important (Fig.03). Once I get to the point where Im happy with the model, and before detailing it with textural alphas and wrinkles, I go ahead and pose the character. To do this click on Move, Rotate, or Scale and mask off areas you dont want effected on your model. If you click and drag up on an area like an arm, the masking will follow your stroke. You can also Ctrl-click on a Polygroup and it will mask everything else. Very handy! So for the actual posing, I start off by rotating the lower arms by using Rotate and click-and-dragging the gizmo from the elbow joint to the wrist. This way youre simulating an accurate rotation. I dont use Move too much because it stretches the geometry if you click on the end circles of the gizmo. If you click on the middle circle, itll keep the polys intact but will move from that position. So it is actually good for tweaking the position of the arm after doing the rotation. I then rotate the spine, head, and upper arms in the same way. At this point Im nailing down the general action line to try and get a nice silhouette as well as strengthen the expression on the characters face. Then its about tweaking the arm rotation and span (by span I mean how close they are to the sides of the torso). Then its a matter of rotating the wrists, but only to the point where they can realistically rotate. I like to get the pose at about 90% and I leave myself the freedom to change it later on if it isnt perfect (Fig.04). I fddle with the expression on the face a bit here. I do most of this work on the face with the Move brush to keep the forms intact, and go through a lot of different emotions in the eyebrows until I fnd a nice spooked look. On one side Im going for a wide eye showing the whites with the iris being close to being page 17 www.3dtotal.com Chapter 02 Manimal ZBrush Character Creation eBook Chapter 02: Mammal-Man completely exposed; the other eye squinting and wincing in anticipation. The eyebrows are pulled up with a worried feel; the mouth corners turned down; the nostrils slightly fared out from breathing in sharply. Later on, the detail I add will be to support the pose of the face: wrinkles above the eyebrow, bulging around the corner of the mouth, folds for ear connections, and so on (Fig.05). After getting the basic look for the face sorted, I go back to sculpting the rest of the body. Since Ive posed out the character, I can no longer run regular symmetry, so I have to turn on Poseable Symmetry. Ill turn it off every now and then to do some asymmetrical work in areas that need independent attention because of the pose. So I continue to defne out the forms and cut in areas to express the nature of the muscles, bones, tendons and skin, now that I have a set pose. I also add some skin texture effects by using the Standard brush, DragRect, ZIntensity 10-20, and SW_Wrinkles_02.psd from the Pixologic alpha library (www.pixologic.com/zbrush/ downloadcenter/alpha) (Fig.06). To do the hair, I use the SnakeHook brush with a pores alpha, a large brush size, and at full RGB intensity I methodically lay the hair effects in (Fig.07 08). Texturing For texturing, I do it entirely by Polypainting, with no texture maps. To set up for Polypainting, your model needs to be at the highest subdivision because it will be assigning an RGB value for every poly the more polys, the better the resolution of your painting. For this tutorial, I could subdivide my model one more time, but this would put me at 5 million polys and my laptop gets a little shaky at this kind of poly count. So for the sake of my sanity doing this tutorial, Im working with the 1.25 million poly model and painting that. To start with, I go to the Tool menu and open the Texture rollout. I turn on Colorize. Now I can paint on my colours using any of the sculpting brushes. When youre doing this, just be sure to turn off ZAdd; its also usually a good idea to work at a low RGB level, but thatll depend on what youre doing. I like to tear off the Color menu and dock it to the right so I can pick colours easily as I go. You can either select colour by dragging into the colour picker area, clicking on the modifers tab and having a lot of different kinds of swatches, or by clicking on the main colour square and dragging anywhere on the screen to pick a colour. Also remember that you can use the Shift key to blend and blur your Polypainting (Fig.09). The frst thing I want to paint page 18 www.3dtotal.com Chapter 02 Chapter 02: Mammal-Man Manimal ZBrush Character Creation eBook is the eyes. I know I want a big iris, but I need to keep enough white area to get across the expression of fear. So I paint the iris in a really dark brown, almost black, and paint the white areas a pale yellow, since they arent really white in real life. I add some reddish tones in the corners of the eyeballs and apply some veins with a very small brush size. If I mess up an area and want to erase it, I just click on the main colour square and drag onto a nearby colour, and then repaint the colour back over the error in a few strokes to blend it away (Fig.10). For the body, Im taking an approach that Ive learned from the great Scott Spencer, more specifcally from one of his mini-tutorials on traditional airbrush painting. Ill admit that Ive never airbrushed anything in real life, but the principles seem to be easy to understand once you get going. Basically, you frst start by spraying colours to simulate whats going on underneath the epidermis layer. Application wise, I grab a nice red colour and use Colorized Spray with the Color Mod turned down to 0 (in the Stroke menu), an alpha mask like Alpha 07, and RGB intensity set to 100 (Fig.11). I continue by just spraying across all areas of where there are muscles or heavy blood fow, like the ears, nose, etc. Im keeping it really loose and liberally covering lots of area as quickly as possible. It doesnt have to be perfect, and you want to be sure not to completely saturate any areas besides the real hot zones. I like to take a yellow and spray across areas where bone is really close to the surface, such as collarbones, the sternum, forehead, cranium, elbows, tendons, the bridge of the nose, etc. I also think its handy for some fatty areas like the belly to be a bit more orange in colour. I take some purples and blues and hit the recessed areas, such as around the eyes and the jaw line/ beard area. I also fnd it nice to blend some of these colours a bit and make some variations on the primary colours to make some purples and oranges. The next step is to take a white, or a slightly off-white, and start the noodling phase. This brings a really nice effect to the subdermal work were doing here. So either using DragRect and Alpha 22, or by doing it freehand, noodle in with a small brush size some white squiggles everywhere. I like the effect of doing it freehand but its a lot of area to cover so feel free to use both methods. Also be sure to keep this really loose, because its only going to be slightly visible later on (Fig.12). Once the noodling is done, I throw on a skin shader I like to use MatCap_Skin01. Then, using a Spray application with a very low RGB level between 4 and 10, and a neutral skin colour, I start to lay in colour over the subdermal work. Dont completely cover it up though. Just use the colour to blend it altogether and youll start to see the effect its meant to create (Fig.13). Ill admit that this technique results in a lot of work to do all this subdermal painting only to go and cover it all up afterwards. But once youre done, try page 19 www.3dtotal.com Chapter 02 Manimal ZBrush Character Creation eBook Chapter 02: Mammal-Man as a comparison flling the whole character with a neutral skin colour and youll clearly see the difference! Plus, although the noodling effect is pretty subtle, its also very powerful. Its okay to go back over some areas and enhance the intended colour by using a low RGB level again. So thats what I do in the recessed areas and around the eyes, etc. By keeping the colour level low, youre able to keep the intended effect but change the hue of certain areas. Of course, if you keep going over areas many times, youll eventually fatten it out with that colour, so watch out for that. Lastly, I colour in the fngernails, hooves, nipples, veins, and dot in some freckles here and there. And for the hairy areas, I use a Standard brush, Colorized Spray, Color Mod at 0.7, and fow at 1.0 (Stroke menu) and Alpha 67. Then, with a medium brown and RGB at 100, I start to spray on the hair by stroking top to bottom (Fig.14). The hair follows the fow of the stripes in the alpha. After applying the hair effect to all areas (dont forget the fngers), I use a light tan grey and spray some striped effects on the bridge of the nose, the arms and down the back, just to break up all that brown and black (Fig.15). page 20 www.3dtotal.com Chapter 02 Chapter 02: Mammal-Man Manimal ZBrush Character Creation eBook Ive also thrown together a ZBrush render composite in Photoshop to show you the fnal results after rendering in ZBrush (Fig.16a 16c). Its pretty fun but not quite as powerful as a Max/Mental Ray render (Fig.17). So there you have it: modelling and texturing a Mammal-Man in a nutshell! I hope the breakdown of this character creation has helped you. If you have any questions about what Ive done, feel free to contact me via email. Note from the Editor: Jesse Sandifer has kindly provided us with 8 movies to accompany this tutorial, which you can fnd in the Free Resources folder. Jesse is also currently considering doing some private one-on-one ZBrush tutoring to the beginner or amateur artist, so if you are interested please feel free to contact him via email for further details and information. Jesse Sandifer For more from this artist visit http://www.jessesandifer.com or contact [email protected] chapter 3 page 23 www.3dtotal.com Chapter 03 Manimal ZBrush Character Creation eBook Chapter 03: Aquatic-Man Aquatic-Man Software Used: ZBrush Introduction I was asked to create a character for this tutorial article under the heading of Aquatic-Man, to show how ZBrush can be utilized to sculpt and texture such an extraordinary creature, thought up from the depths of my imagination by crossing human elements with those of aquatic beings. Heres how well go about creating such an amalgamation in this second part of the Manimal tutorial series. Base Mesh I decide to work straight from the offset by sculpting directly in ZBrush from the base mesh provided (Fig.01 02 you can download the same base mesh with this tutorial look out for the Free Resources logo), without creating a concept before starting. I fnd ZBrush is a pretty cool tool that enables you to fgure out good designs directly in 3D, without the need for preliminary drawings on every occasion. Sculpting in ZBrush So to start, I choose a material for the base mesh that I think most suitable and that will help in this initial sculpting stage. You can try different materials by clicking on the sphere on the left-hand side of the screen. Using Transpose I manipulate the character into a pose closer to what I imagine the fnal character will be in something like that of a creature moving through the current of water (Fig.03 05). To use Transpose, youll see at the top of the screen the Move, Scale and Rotate buttons in this case Im using the Rotate function. To make a mask in order to move individual elements of the model, you simply hold down Ctrl and drag your cursor over the model. You then simply need to draw a line from the rotation point to the point that you need in order to successfully move your model. Im trying out this pose to illustrate a swimming creature. Unfortunately the base mesh has not been provided with any legs so I cant use the bottom part of his body to work into the concept, so instead Im using his page 24 www.3dtotal.com Chapter 03 Chapter 03: Aquatic-Man Manimal ZBrush Character Creation eBook arms pulled backwards to give a sense of this creature gliding through water. Im using fresh water fsh as my references, rather than salt water fsh, because I want to work with aquatic references with fewer colors going on I think sea creatures could be too colored for this character. Before I start the sculpting work, I like to subdivide my base mesh as much as possible, but Ill reduce all those subdivisions again before starting the modeling. I do this because sometimes youll subdivide the mesh with some hidden parts, and only unhidden parts will be subdivided. When using Transpose I like to work in the second or third level of subdivision. I do this because the mask function doesnt work very well on the frst level of subdivision, and its much harder to get smooth results on higher levels. So from experience I recommend using levels two or three at this stage. I dont have too much of an idea about how my characters head will look at this stage, so Im simply playing around with form and shape to fnd a good design for his face and head (Fig.06 07). Im using the Standard brush and working in the third level of subdivision here. As I work I keep checking the silhouette as often as I can, as it helps in fnding a good design. To create a silhouette of your model, simply fnd the Flat Color material on the Material palette, again by clicking on the sphere on the left-hand side of the screen. With the head design established frst, it will be much easier to create the body afterwards. I decide to add some skin plates and scales to the character to give him a fshy look, also pulling the jaw out quite a lot as you can see in some deep sea fsh creatures all the while checking the silhouette is working and the design is strong (Fig.08 11). Im still working in the third level of page 25 www.3dtotal.com Chapter 03 Manimal ZBrush Character Creation eBook Chapter 03: Aquatic-Man subdivision here, using the Standard and Move brushes. Ill sometimes also load in Alpha 39 into my Alpha palette in order to achieve some stronger lines. Because Im still unsure about how the body will be, in terms of its design, I decide to block in some simply human anatomy frst to give me a starting ground from which to build upon, isolating parts individually and working on them separately (Fig.12 16). Im now working in the fourth level of subdivision, still using the Standard Brush to fnd the shapes. To hide parts of your model you simply need to press and hold Ctrl and Shift on your keyboard, and draw a green mask over the model. If you need a different type of mask you can always hit Lasso on the right-hand side of the screen, or you can use the shortcut, Ctrl + Shift + M. The beauty at this stage is that I can work on just one side of the body, and then, using the SmartResym tool, simply copy the work done to the other side of the model (Fig.17). To do this, you simply create a mask again by pressing and holding Ctrl and clicking and dragging your left mouse button where youve being working, leaving the untouched part of the model outside of the masked zone. Go to Tool > Deformation > SmartResym, and you will see work copied across to the unmasked area. Moving on from the torso and arms now, I start work on the hands, working with each fnger separately (remember: to hide parts of your model you simply need to press and hold Ctrl and Shift on your keyboard, and draw a green page 26 www.3dtotal.com Chapter 03 Chapter 03: Aquatic-Man Manimal ZBrush Character Creation eBook mask over the model). Its diffcult to work on the inner parts of the hand when you have all fngers in the viewport, which is why I prefer to work with them individually, using the Clay brush to give some volume to the skin at the joints where the skin creases and folds, and using the Standard brush to add lines and wrinkles to the skin (Fig.18 24). The entire block-in stage of the work has been done in subdivision levels four to six. The fner details are then added in the seventh level. Finishing work on the hand, when happy with the detailing gone into it, I can then make the gesture of the hand much more interesting and realistic looking using Transpose (Fig.25). As before, Im using Transpose to manipulate the model to get the desired pose, in the same way as we did earlier. Here I add a fn-like element to his arm in order to give more detail to the silhouette, just using the Move tool at this stage to achieve the needed results (Fig.26). Using SmartResym again, I add the deformation to the other arm, too, balancing out the design to both sides of the body, as before (Fig.27). At this point, Im starting to add some more skin plates, scales, and fns to the body by drawing page 27 www.3dtotal.com Chapter 03 Manimal ZBrush Character Creation eBook Chapter 03: Aquatic-Man freely with the Standard brush, not worrying too much about the small details, simply trying to respect the natural fow of muscles in human anatomy (Fig.28 31). I also fnd the Clay brush useful to use here it gives a more organic effect and its a great brush to work on the skins surface with. Remember to regularly check your designs in silhouette by using the Flat Shader, as explained earlier (Fig.32). Continuing work now, I add even more skin plates and detail to the spine (Fig.33 37), still working with the Standard brush and Alpha 39. Im not using any direct references to sculpt; Im simply trying to follow the fow of the anatomy and adding features that wed generally recognize from fsh. To carry on the detailing work I add similar details as just given to the body, onto his arms, page 28 www.3dtotal.com Chapter 03 Chapter 03: Aquatic-Man Manimal ZBrush Character Creation eBook in the same way as before but this time sectioning off just the one arm to work on it separately (Fig.38 41). With the design nearly complete at this stage, its a good time to check on the silhouette again to see if the concept is still strong before fnalizing it (Fig.42). For me, design is a very complex thing. There are some techniques you can follow, but to me it is more about a feeling. You have to practice lots and youll learn to know when to keep going and when you need to stop its all about building up experience and experimenting. I like to keep my silhouette very detailed, but its also interesting to allow the eye to rest in some areas, too, as too much detail can be as big a problem as too little! I think the best training you can do is to observe and copy the work of great artists, as well as use real life as a reference. Try to take notice of when the greats exaggerate details, and when they dont. A good understanding of anatomy is a must- have, as well as drawing skills drawing is a very powerful tool! I havent drawn anything in this case, but it is a skill worth developing, even in 3D. I feel the design is missing something here to be honest, so what Im going to do is to add some more detail to the neck area to improve the concept (Fig.43). Im creating the new detail using the Standard and Clay brushes. This detail might seem useless, but it helps the eye to stop reading at this point. Its very important that the eye takes some moments to pause when reading artwork, and so I always aim to add some accents throughout my models designs in order to achieve this. Because organic creatures are not perfectly symmetrical, Im going to break up the symmetry now at some points and add some fnal detail to fnish up work on the head (Fig.44 48). You can activate or deactivate Symmetry using the X shortcut key. Again, Im using the Clay brush to give the skins surface a nice organic feel, page 29 www.3dtotal.com Chapter 03 Manimal ZBrush Character Creation eBook Chapter 03: Aquatic-Man at this stage working in the seventh level of subdivision. I do the same for the arms and the body, breaking up the symmetry further still to make the creature all in all more believable (Fig.49 51). To start giving some relief and impression to the skin and get more realistic results, when working on a creature such as this its often useful to use the alpha from animal photographs. I can use it by simply dragging and applying it, following the objects surface and the fow of anatomy (Fig.52 55). To make an alpha youll need to do this in Photoshop by opening up a photo that you like. Convert it to grayscale and make a soft round border turning to black. Save this as a PSD and youre done. You can then import this new alpha into your Alpha palette in ZBrush and to use it, simply change the stroke to DragRect and youll be able to drag the alpha over the surface of your model. page 30 www.3dtotal.com Chapter 03 Chapter 03: Aquatic-Man Manimal ZBrush Character Creation eBook As for the pores, I use the Spray stroke and Alpha 07 to give the skin its ability to breathe and lose it plasticity, making it more believable to the viewer (Fig.56 57). Texturing in ZBrush Right then, its time to start texturing in ZBrush now. I always use a fast shader for textures and avoid using colored shaders for this part of the process. So simply change the color to one that you prefer and fll the object (Fig.58 59). Simply choose the material from the Material palette (remember its the sphere on the left- hand side of the screen), and then go to Color > Fill Object. Photographic references are extremely helpful at this stage of texturing. For my own character Im going to use a photo of a cold water fsh, painting some areas with a lighter color as you can see on some fsh and using an alpha from an animal skin with my brush (Fig.60 63). Again, to create a new custom alpha you can simply take your photo into Photoshop and follow the afore-mentioned procedure. After youve imported it into your Alpha palette you can then paint using the Alpha as a brush. I can also use the DragRect stroke to apply some color, remembering to turn off ZAdd for this part of the texturing process (Fig.64 66). If you change the stroke to DragRect, youll be page 31 www.3dtotal.com Chapter 03 Manimal ZBrush Character Creation eBook Chapter 03: Aquatic-Man able to drag the alpha over the surface. If you leave ZAdd turned on, it will apply deformation on the mesh, and at this point we just want the colors, so make sure that RGB is turned on. This technique is good to help you get a better blend from one color to another. Remember to check with the fat shader all the time, though, and sometimes the shadows on the model can start to confuse you when apply texture! Here I am starting to introduce a third color to the model by painting some of his body with a bluish gray, using the FreeHand stroke and an imported alpha from Photoshop of animal skin (Fig.67 68). Working with the Cavity Mask can be used as a great trick to better and more realistic results. Try to use fat color when youre doing this; you can edit the curve and the value of the cavity from 100 to -100 (Fig.69 72). Cavity Mask allows us to paint only into or around the depressions of our mesh. The values 100 and -100 are the setting to paint just inside and outside the cavity, but you can also edit the curve to get different results. Try playing around with the settings of this powerful tool to better understand how it works. page 32 www.3dtotal.com Chapter 03 Chapter 03: Aquatic-Man Manimal ZBrush Character Creation eBook With the head and torso pretty much sorted color wise now, I continue by painting the interior of the mouth (Fig.73), and then move across the body simulating shadows through a new range of blue tones (Fig.74 75). These shadows are sort of an occlusion. Try to simulate some soft shadows on the contact areas not actually a dark shadow from a point of light, but something soft. Moving onto the arms now, I want to give them some more interesting colors particularly to the forearm. I go in with a mix of hot and cold colors (Fig.76). The teeth need some attention now, and I paint them using a yellow tone with a hint of brown to give them a dirtier, aged look (Fig.77). Nearly fnished now! Im just applying some veins using DragRect and Alpha 22, trying out a variation of green, blue and red veins on the skin (Fig.78 79). Finally, to fnish up the texturing of my model, as Im pretty happy with what Ive achieved until now, Im simply taking an overall look at the character and then going into areas to add more detail with the Cavity Mask, to really fnish things off (Fig.80 81). At this stage you have to make sure that there arent any details missing we have to try not to let our earlier hard work not go to waste in this last stage! And here is the fnal model, complete with textures (Final.01 04). page 33 www.3dtotal.com Chapter 03 Manimal ZBrush Character Creation eBook Chapter 03: Aquatic-Man Rendering When youre happy with the coloring of your ZBrush creation you can then go on and render it. You can fnd lots of great MatCaps at the ZBrush Download Center: www.pixologic.com/ zbrush/downloadcenter. Theres plenty of good stuff there, including some nice plugins and videos which are always very helpful. Pretty much any default material in ZBrush is affected by light, as well as lots of other MatCaps, too. But if you play around with lighting and some different MatCaps, youll soon realize that not all of them are affected by the lighting scenario, so do be careful and pay attention when using new MatCaps. Before you render youll need to set up your lights frst of all. So go to Menu > Light there youll be able to play with your light settings; you can change the direction of the lights by using your cursor and rotating the sphere. You can any increase the number of lights if you need more by simply clicking on the small light icons. Below the lights you can change the light color and intensity of them. And if you open up the Shadow option on the bottom of the Light menu, you can change the shadow intensity by playing with the Aperture and Length settings. Its very important to make some quick tests, just playing around with all the different light settings, in order to better understand what each is used for and what it can achieve. With your lighting setup ready to go, you need to render. So go to Menu > Render there youll fnd the render options. You can turn on the Fog and Depth Cue functions, and youll also fnd a slider to change the intensity and range of the depth of feld. If you open up the Fog menu (you can fnd it right below in the Depth Cue menu) you can change the color of the frst and forth quads to a darker color (I usually use a very dark gray and a dark bluish gray). Once again, you can change the intensity and range of the fog using the sliders. As usual, play around with the settings to increase your understanding of what they do. When ready, click on the Best button to render. To create a fnal image of my character I render out the following render passes in ZBrush: Lighting a fast shader with no textures Mask using Flat Color will allow us to separate the character from the background Constant Diffuse using Flat Color with textures you can get back some of the texture detail lost after rendering, as well as getting better contrast over the fnal image Depth this is really helpful to get the correct camera depth of feld. I create this pass using Flat Color with no textures, playing with the Fog settings (to fnd Fog go to Render > Fog) Occlusion using a MatCap called MatCap White01, with no textures, I pull the color towards blue SSS I use a MatCap called RS_SkinBase with textures Specular 1 I use the MatCap called Bonus 02, which is a regular specular for skin Specular 2 I use the ToyPlastic MatCap with the black color to get a wet-look appearance and to break up the specular, bringing the look closer to something wed recognize on real fsh With all my render passes done, I take them into Photoshop, relax, and then have some fun playing around with the layer blending modes, Brightness/Contrast values, Hue/Saturation settings, and the Blur flter. Here is the fnal result after some post-production in Photoshop (Final.05). Conclusion I found the workfow that I employed for this piece quite successful, although I do recommend that you come up with a more exact idea of what you want to model before you start a new character design, as Im sure I could have come up with a much better design for this creature, in hindsight, if I had done some preliminary sketches at the beginning. Another nice process that can improve character creation is to retopologize your model, make a UVW map and export the maps (displacement, normal and diffuse) in order to then render your image in other 3D software for better results. This is particularly a good, quick workfow for animation production. I hope youve found this tutorial helpful, Id like to thank the 3DTotal team for the opportunity to create this tutorial for you all, it has been really fun to work on thank you for reading! Diego Maia For more from this artist visit http://maia3d.blogspot.com/ or contact [email protected] chapter 4 page 37 www.3dtotal.com Chapter 04 Manimal ZBrush Character Creation eBook Part 4 - Amphibian Man Amphibian Man Software Used: ZBrush & Photoshop Introduction This chapter Im going to be sculpting and texturing an amphibian-man, so I will need to sculpt a mutant with aspects of both amphibians and humans, and then proceed to texture it in the fnal stages of this tutorial. Ill be taking you through my creative process when creating characters in ZBrush, guiding you through the stages, enabling you to create your very own amphibian-man. Youll hopefully pick up some tips and tricks along the way as well, so lets begin without further ado! Concept Whenever I start a new project I begin by doing research on the brief that I have been given, looking for references, information, and inspiration anything that will help me to come up with an interesting concept. With this I mind, I begin my amphibian-man project by searching for photographic references of different types of amphibians mostly toads and frogs to familiarize myself with some classic characteristics of these amphibious creatures, allowing me to work out in my mind the kind of features my guy is going to adopt. Ive chosen to combine the characteristics of a toad with that of the human, but I want to keep a lot of the male anatomy in my creature this time and concentrate on adding the primary amphibious design to his head, focusing on the mouth, as well detailing the skin texture of the whole design to give it that toad-like feel. Blocking-In Im looking for a more stylized creature with this design: strong in build, perhaps with a crazy expression going on to defne a personality and give him some character. So with the concept forming in my mind, the frst thing I want to do is to start the model off by taking the base mesh (free with this tutorial click on the Free Resources icon to download), turning the symmetry on (Transform > Activate Symmetry), and blocking in the main shapes and forms (subdivision levels 1-2) whilst remembering that I want to build a tough guy with muscles and a strong body. I use the Clay and Standard brushes for this work these are great for building up the volumes, and then the Move brush is particularly useful when it comes to working out the correct proportions. Im working in the frst level of subdivision here (Fig.01). With the overall form established, Ive decided to go for an open-mouthed character, as this gives him much better expression. To do this, I subdivide again, to level 3 this time, and I rework the mouth area using the Standard, Move and Clay brushes (Standard is used for the overall sculpting, the Move brush helps to move the geometry, and the Clay brush can achieve a better shape, for example on the lips). In this case, its better to rework the mouth area, because if I try to open up the mouth, using something like Transpose or the Move brush, Ill end up with a low mesh resolution inside the mouth, which can of course be a problem because with a low resolution mesh (to check if you have a low number of polygons in areas, turn on the Wireframe for a better view) I wont have a good enough amount of polygons for the detail work in the last level of subdivision (Fig.02). Sculpting Satisfed with the basic form of my character after the block-in, I continue work at subdivision level 3 with the Standard, Clay and Infat brushes. This time, I start by using the Infat brush to get nice muscle defnition, and then continue to defne the main muscles and adjust the overall volumes (Fig.03). Im still not worrying about the details yet, as we should remember that our goal is to work out good shapes and volumes before detailing the detailing comes later! page 38 www.3dtotal.com Chapter 04 Chapter 04 - Amphibian Man Manimal ZBrush Character Creation eBook To give the character some eyes, I frst of all select Sphere3D from the Tool palette and make a Polymesh copy (hit the Make Polymesh3D button). I append the sphere to my model and using the Transpose function (Move and Scale) I simply adjust the size and position of the sphere as appropriate. And then the SubTool Master Plugin comes in handy (www.pixologic. com/zbrush/downloadcenter/zplugins) I just click on Mirror to copy the eye across to the other side (Fig.04). I subdivide the model a few more times now (to level 4 or 5), and start applying more details, working on the muscle defnition, cartilage, and deformations, using the Standard (with alphas like Alpha 01 and Alpha 35) and Infat brushes. The Infat brush is awesome to use when sculpting muscles because its brush properties help to make the character more believable and solid. Happy with how things are looking I now want to change and try out some different materials to see how things are looking when other shaders are applied (Fig.05). When sculpting, I like to isolate some areas and work with just sections of my model, such as the head and the hands, when necessary. This just makes it easier to work on the details and gives me the chance to get a better look at certain parts in this case the head (Fig.06). Remember that were constantly searching for good overall shape and volume in our models. I also use the Standard brush (with Alpha 35 and 37) to start the skin detailing on the eyebrows here later on Ill use the Spray Stroke to get better skin detail, but only in the fnal sculpting stage. When working on hands in ZBrush, I always sculpt just one isolated hand only, and then simply project all the details onto the opposite hand. To do this, I create a mask over the hand to isolate it (Masking > HidePt) so that page 39 www.3dtotal.com Chapter 04 Manimal ZBrush Character Creation eBook Part 4 - Amphibian Man I can sculpt with more control (Fig.07). Im not worrying about adding fnal details to the hands yet, I just want to defne them to get better volume and some of the main details established. With the one hand done, I reveal the rest of the model that was hidden previously (Shift + Ctrl and click off the model to show all), create a mask over the sculpted hand, and go to Tools > Deformation. I hit Smart ReSym which then projects the details of the defned hand onto the other (Fig.08). Time for the teeth now, which are actually much simpler than they look! I start off by creating a mask over the lip area (just hold down Ctrl to paint the mask), so I can sculpt without affecting other parts of the model. I use the Standard brush to sculpt, always with a low intensity, the Move brush to help me to adjust the size of them, and I also add the Pinch brush to my tool belt this time to achieve a better connection between each tooth and the fesh that it sits in. Finally, I use the Infat brush with a very low value between each tooth to give more volume to the gums (Fig.09). Ive decided to go a little off-topic here and create some accessories for my guy to beef page 40 www.3dtotal.com Chapter 04 Chapter 04 - Amphibian Man Manimal ZBrush Character Creation eBook up this character design. I thought this would make an interesting addition when it comes to compositing the character. Aiming for a body-builder look to my fnal design, I build a dumbbell which is actually very easy to make. I use Cylinder3D, and with the Transpose function I can manipulate the cylinder into all the different cylinder shapes that build up a classic dumbbell design. I can then append each cylinder to form a single tool by going to SubTool > Append (select each cylinder) (Fig.10). To get a good pose I of course use the Transpose function, but frst of all I need to create a new layer to work on (Tool > Layers > New) for the pose, and Ill explain why I do this later. Its also very important to step back a number of subdivision levels to make better deformation without too many wrong deformations. With the Transpose Mask feature (just hold down Ctrl and click-and-hold on the model; the mask will be created following the cursor direction. If you want to mask the entire model minus one fnger, hold Ctrl and click-and- hold on the hand, and then go to the fnger the mask will follow the cursor). I can use Rotate for the deformations and then use the Move brush to make the fnal adjustments (Fig.11). Moving back to the head now, I need to add a tongue, so I want to append a ZSphere (Fig.12a). I turn off the perspective view and start to create the new mesh. To make a ZSphere turn into a mesh, go to Adaptive Skin > Make Adaptive Skin. I can now subdivide and start the sculpting work on the tongue, using the Standard brush to defne the model and the Move brush for better adjustments and placement in the mouth (Fig.12b). For the fnal details I use the Standard brush with a thin alpha, like Alpha 35-39, and the Infat brush. I also start to incorporate more skin alphas of human skin, pores, and so on using different strokes: Spray Stroke with low values to get nice pores and a slight noise effect over page 41 www.3dtotal.com Chapter 04 Manimal ZBrush Character Creation eBook Part 4 - Amphibian Man the sculpt (especially on the tongue). A pore alpha can help with this, or you can simple use Alpha 07 instead. DragRect and DragDot strokes with a more defned alpha, like alpha 22 or 59 for example, can give some nice details with more control, without the randomized effect of the Spray Stroke (Fig.13). You can get many alpha packs on www. pixologic.com, which will help you to build up the characters credibility as a half human-half animal. And here is the fnal sculpt (Fig.14). Texturing Moving onto the texturing work now, I make a rough base color over the entire sculpt (Menu > Color > Fill Object), and then defne some of the warmer tones, such as on the chest. To illustrate the thin skin, for example, just change your desired color and give it a lower RGB Intensity. Using the Standard brush with FreeHand stroke I can complete this initial stage without any problems (Fig.15a). I turn off the layer that I created for the pose at this point, which I do because this way I can turn the symmetry back on and save some time texturing. I hide the other SubTools now (SubTool > click on the eye to hide it, for example) to concentrate on the main model only. I apply some tonal variation onto the model using the Spray Stroke (with Scale and Color Intensity values kept low) with Alpha 07 (always using a low intensity), mixing the colors as I go (Fig.15b). page 42 www.3dtotal.com Chapter 04 Chapter 04 - Amphibian Man Manimal ZBrush Character Creation eBook Getting onto the detailed texturing stage now, I use Spray Stroke, DragRect and the Freehand Stroke to apply the details (using some different alphas like using Spray Stroke with Alpha 07 for a nice noise effect, DragRect with Alpha 59, and Alpha 22 to give detail with better size and placement control (Fig.16). A good quick trick to get more detail in ZBrush is to use the cavity mask function (Mask > Mask by Cavity) and paint with a darker color in a very low intensity, or just go to Color > Fill Object and use a dark color (such as a dark grey, for example) with a very low RGB Intensity. Observe that the pose layer is turned on again here as we are now at the fnal detailing stage and its very important to make give these details without using symmetry, in order to bring more life to the model (Fig.17). And here is the fnal textured model (Fig.18). Rendering & Compositing I use this stage of the design process to make my work pop, using passes, blending modes, and masks. I shall try now to talk you through my rendering and compositing workfow using ZBrush and Photoshop. The frst step is to confgure the light, which is basically just a case of positioning it however you require by clicking and moving the little orange highlighted box (Fig.19a). The second step is to confgure the main shader which will be used as the base shader. I use GW_Skincore by Grant Warwick as the main fnal shader (which can be downloaded by clicking on the Free Resources icon, or by going to www.pixologic.com), but other shaders can be used as well, such as MatCap Skin 04, for example. I want to make some adjustments now by going to Materials > Modifers these adjustments are different for each shader, and are made according to the light (Fig.19b). The third step is to confgure the shadows. For this character design I just make some simple shadows adjustments to achieve a harder shadow (see Fig.19a). page 43 www.3dtotal.com Chapter 04 Manimal ZBrush Character Creation eBook Part 4 - Amphibian Man dumbbells. Layer blend mode: Lighten/Color (Fig.20b) Color pass Flat Color Material With this pass I have more color control in Photoshop. In the Render menu now, I change the Antialiasing to 2 to get a better render quality when rendering my passes. The other shaders used as passes for the fnal render composite in Photoshop are as follows: Specular passes I use a simple shader the Toy Plastic shader, for example and modifer to show only the specular. The other specular passes use the same shader but I change the Light direction and the Specular Curve. ZBrush produces too much specular over the entire model, so I use masks to remove some specular in some areas, and a low opacity (around 10-20%). Layer blend mode: Lighten (Fig.20a) Refection pass This is just the RefectedMap material used to fake a refection pass. I use this pass with different values for the body, the tongue and the For this example I use Hue/Saturation to make it more reddish, and use it to achieve a nice skin tone on the chest. Layer blend mode: Color/Lighten (Fig.20c) page 44 www.3dtotal.com Chapter 04 Chapter 04 - Amphibian Man Manimal ZBrush Character Creation eBook Occlusion pass MatCap White pass without any texture. Layer blend mode: Multiply (around 40-60% Opacity) (Fig.20d) Mask pass Flat Color Material again but this time with a different color for each SubTool (using Color > Fill Color) can be used to pick masks in Photoshop (using Select > Color Range in Photoshop). With these masks I can control the passes by element; for example, I duplicate the Refection pass and use one for the body with a low opacity, and one with higher opacity for the gym accessories (Fig.20e) Main pass (Fig.20f) I use other Photoshop adjustments, too, such as Color Balance, Sharpen, Levels, Contrast It may look like it took a lot of time to achieve the fnal composite, but the entire compositing step was done in around 30-50 minutes only. And here the fnal result (Fig.21). Conclusion Hopefully I have succeeded in walking you through my workfow, and have explained the process in enough detail for you to now create your very own half man-half creature mutant. I hope youve found the tutorial useful. Please feel free to contact me by email should you have any questions. Note from the Editor: Grant Warwick has provided us with the GW_Skincore MatCap that Bruno Melo has used in this tutorial, which you can fnd in the Free Resources folder. Remember that you can also fnd the base mesh that Bruno used with this tutorial in the same folder, too! Bruno Melo For more from this artist visit http://bmelo.cgsociety.org/gallery/ or contact [email protected] chapter 5 page 47 www.3dtotal.com Chapter 05 Manimal ZBrush Character Creation eBook Chapter 05 - Insect Man Insect-Man Software Used: ZBrush and 3ds Max Introduction The idea of a hybrid mutation from human to insect was really exciting to me right from the beginning of this project. The possibilities, design-wise, are immense, and because the world of insects is so complex and varied it forced me to do lots of research before starting, since its not a subject I have had experience with in the past. Concept I began with some research, and obviously the frst real problem to solve was how to mutate an endoskeletal being into an exoskeletal one. This was something that really worried me, and at frst I was stuck at this phase for quite some time. I tried to get inspiration from sculptures by great artists, and slowly started to understand what I liked and didnt like, and what was plausible and not so. There is a fne line between what is plausible and what is cool, and you have to be very careful where this is concerned and aim to get a good balance between the two; fnding the right balance is completely up to you though, depending on your own style and artistic intentions. First of all, I had to see if something that blends an exoskeleton with an endoskeleton could actually really exist Turtles have both endoskeleton and exoskeleton characteristics, but I was looking for something different: a mix of both, not coexistence. The closest thing I have found is a hydrostatic skeleton, which Wikipedia says is a structure found in many cold-blooded organisms and soft- bodied animals consisting of a fuid-flled cavity, the coelom, surrounded by muscles. Hmm, interesting! Without being too rigid and technical, since I dont have the knowledge to fully understand something like this, but at the same time wanting to take some inspiration from it, what I imagined was an evolution where the outer surface of the body is morphed into a net of fuid-flled cavities that hardens the outer structure. Not as rigid as a chitin based exoskeleton, but something that somehow can adapt to movement with an internal pressure system. This concept was enough to give me an idea of the look of this mutation. So with the concept in mind, I needed to think about which human features could best mutate into insect characteristics. And so, keeping in mind the balance I mentioned before, I chose to work with human limbs, because I felt these would work best. The facial structure is a particularly fun part to work with, because I dont want to change too much of the skull structure; I want to retain the idea that this creature was once actually a human. Im going to focus most on the mouth, since this area is crucial in my design concept, and will be really eye-catching. The top gums and top lip will be fused into the insects labrum; the mandible will be cut at the front to become the new mandible, and I will add an extra structure, the maxilla, which is a newly formed part from the mutation. The tongue and bottom lip will also become the labium. At this point I took advantage of the newly released plugin from Pixologic, PaintStop (www. pixologic.com/zbrush/features/PaintStop/), to rough out a concept to help me visualize the fgure (Fig.01). PaintStop is really handy and easy to use, and has a lot of potential. You dont need to be a painter to use it, just draw and have fun! page 48 www.3dtotal.com Chapter 05 Chapter 05 - Insect Man Manimal ZBrush Character Creation eBook Concept Refinement Id like to just mention now something that happened during the sculpting process. Sometimes viewing things in 3D really shows whats working and whats not working in your design. Right in the middle of the sculpting session I realized that what I was creating was too similar to a suit, rather than a hybrid creature. This really bothered me, I didnt like it and I felt I had to fnd a solution to fx it. This was perhaps the hardest part of the creation process for me, because for the frst time I had to face the mutation phenomena in a very different way: I started to think about what mutation would mean for a human being; how the character would feel about it. I had to think about him, and not just about the design. So whilst sculpting, I changed my initial concept to something more repugnant, something which would make you think about what is actually going on in the image, rather than just looking at it and moving on. I introduced the human side of the creature to the concept, the portion of him that reveals his humanity, his feelings, and allows you to get a little closer to the design. For this part of the concept I looked mainly for references concerning the molting (obviously I had to keep in mind that I was using a base mesh, so I couldnt expect to be able to do something like actually perform molting on the model; it would need to be sculpted to appear that way) and started to think about the transition between the two stages ZBrush The given base mesh was unfortunately not the easiest thing to adapt to my concept, but tricky or not I had to go on and focus on doing it right. Ill now take you through my ZBrush sculpting process. At level 0 it is really hard to fnd the right shapes; I push and pull vertices around to fnd the best positions, mainly working on proportions using the Move brush and the Transpose function (Fig.02). Stepping up a subdivision level, I work with Transpose again to mask and adapt better the silhouette to my concept, and use the Standard and Infat brushes to sculpt the main volumes (Fig.03 04). page 49 www.3dtotal.com Chapter 05 Manimal ZBrush Character Creation eBook Chapter 05 - Insect Man Its really important to focus on the main forms right now, zooming out a lot to see if everything fts together, and not being afraid to make drastic changes if unsatisfed. At this stage were working on the foundation of our sculpture; everything we will do later will be affected by the choices we make right now (i.e. in the lower subdivision levels). Later sculpting details will rely heavily on the previously sculpted surface, so basically you have to visualize in your mind the details that are not yet there, and sculpt the average version of them a bit like a blurred image. As an example, think about painting a tree you see at 1km distance: its nothing more than a green irregular spot. The nearer you get to the tree, the more detailed information you get to paint (describe) it. What I also do, is use the whole range of the brushes Draw Size, not just the big and medium ones; try to use a very small brush in the beginning as well, to emphasize some smaller details but remember: only from the distance! Sometimes you can focus on close-up details in your sculpting, perhaps because you need to better see just one part of the model in order to adjust everything else accordingly. Another thing I like to do is to quickly pose some parts, like the hands or arms, in a gesture that helps me to better understand the volumes and forms. Once I get to subdivision level 3 or 4, I started using mostly the Clay Tubes and Clay brushes, since I fnd myself being very comfortable working with them; they help you to get rid of the bulginess from the lower levels, averaging out forms and consolidating the major volumes (Fig.05 06). Additional Objects At this stage I use 3ds Max to create some very simple geometry to use as base meshes for the mandibles and maxillae. As you can see, they are just standard cubes scaled and subdivided a few times, and just for the mandibles Ive made an extrusion to better conform the shape I have in mind (Fig.07). For the eyes I temporarily place some ZBrush Sphere primitives to hold the shape (I will come back to these later on). Once Ive imported the newly created .obj, Ive got everything I need and I can start working on the object as a whole, trying to sculpt everything at the same level without leaving parts too roughly sculpted (Fig.08). This is important because you want to have a good general understanding of what is going on in the model to be able to judge what is working the way you want it, and what needs adjustments. page 50 www.3dtotal.com Chapter 05 Chapter 05 - Insect Man Manimal ZBrush Character Creation eBook Moving on, I isolate the shell, and with the Clay brush I sculpt some variations into the surface (Fig.09 10). As mentioned earlier, try to use your Draw Size range, as this will help you to to create believable variations and patterns in your sculpting work (Fig.11). With the shells main volumes roughed out, I work on the junctions in the limbs next, trying to recreate a net of underlying fbers and nerves, tendons and cartilaginous structures, and everything else that could ft to mimic what once was human and still there, but is now morphed into this new form (Fig.12). Something very clear on insects is that their shells tend to have borders; in most cases they are jagged and have little spikes. To sculpt these details into my model, I use a cloud-like alpha with a Standard brush, with the Stroke set to DragDot this is because I can get realtime feedback of both the position and the altitude of the brush, so I can very precisely place those little spikes where I want them (Fig.13). Adjusting the Sculpt for the New Concept As I mentioned earlier, during the sculpting process I changed my mind, deciding to break up the insect mutation to reveal human portions to the character. Here is how: I step back to the lowest subdivision level and smooth and reconstruct from there the human features I want to see (Fig.14). Im not afraid at all about erasing all of what Ive previously done, because I am very confdent about the new concept. At frst the work seems massive, and its easy to get a bit stressed because your progress is very slow, but its very important to always remember the meaning of what youre doing: you have very good reasons to go through this process and the result will be much better than what you had previously. So, put your favorite music on the playlist and relax! I focus on the anatomy being in the process of mutation, which is refected in the sculpt on the other side of the face/body, so everything we know from human anatomy will be more recognizable on this side of the character, giving the appearance that the process is already taking place (Fig.15). page 51 www.3dtotal.com Chapter 05 Manimal ZBrush Character Creation eBook Chapter 05 - Insect Man Inner organs and structures would be stressed by this mutation, so I start sculpting some hybrid anatomy where parts are more human like; others are blended, whilst some are a complete mess all this is to show that something weird is going on right now, making it diffcult to fully understand what this creature once was. The sculpting process here is the same as done for the earlier concept, using the Clay and Clay Tubes brushes, sometimes also taking advantage of the Standard brush to apply some sharp details (veins, depressions) (Fig.16 17). For the fne tendons you can see in the examples, I used the Clay Tubes brush to rough out the inner part of the elbow, or the human side of the torso, crossing strokes until I got a pattern that mimicked what I needed. Taking the Standard brush, with a really low ZIntensity and a small Draw Size, I started to slowly sculpt patterns, crossing them together and fnding merging points. Looking at sculptures from Masters such as Jordu Schell, or Steve Wang, you can really understand how these patterns work and be inspired by them! Final Sculpting Details When most of the work is done you need to spend time working on the smaller details. Dont be in a hurry, all the steps need time and hard work, and its really important to continue working until you feel satisfed. Every step needs the same level of attention. In my case, I cant really get close to the shells appearance just with the sculpting alone, but with some fne details I can describe the surface much more and add an extra level of realism. One way to do this is to use the projection of alphas of random organic noise patterns, created freehand in Photoshop or using a section of a texture (I use the 3DTotal Texture DVDs, they have a huge amount of different surfaces to sample from), with a Standard brush and the Stroke set to DragRect. Try to vary the scale and rotation of your projection to get a more organic and believable distribution of details. You can also use customized and more focused alphas, and place them where you need them. I used this method to simulate little cracks of plastered effects; you might want to use this method also for veins or pores (Fig.18 19). The other way is to sculpt what you need with custom alphas and use the Color Spray or page 52 www.3dtotal.com Chapter 05 Chapter 05 - Insect Man Manimal ZBrush Character Creation eBook Spray Stroke. You can use a very small jagged circle to simulate little spikes, for example. The insect eye was tricky to get it how I wanted it. As I mentioned previously, I used ZBrushs Sphere Primitive in the frst instance as a placeholder, but I realized that the poles of the sphere tend to get jagged once subdivided and sculpted, so I needed clean geometry to work with. Using 3ds Max I create a simple primitive sphere with spherical UV mapping; I export the mesh as an .obj, import it into ZBrush, and position it using Transpose (Fig.20). I then use Photoshop to create a beehive-like pattern that can mimic the insects divided eye basically a black and white image with white hexagonal cells separated by black (Fig.21). Once I have the height map for the cells done, I import it into ZBrush as a texture, apply it to the imported sphere, and use it to mask the geometry of the eye based on the textures intensity (Fig.22). With the sphere masked, I the use the Infat Deformation to pull out the cells and get the fnal divided eye (Fig.23). I had a few problems with antennae. I frst used ZSpheres to create a rough base mesh for them, appended them as a SubTool, and sculpted. I wasnt satisfed with this version though; the antennae were too distracting for me and I didnt like the shape too much (Fig.24). So to fx the antennae problem, I create a cylinder in Max with evenly spaced subdivisions, and then, using an FFD box modifer, I proportionally scale down the top. To create the repeated bulging effect I just use the scale tool with an edge every once in a while to get the recesses I need (Fig.25). In order to make the antennae curved the way I want them to, I create a Spline with the desired curvature and then deform the cylinder using a Path Deform (WSM) modifer, with the spline as the path (Fig.26). page 53 www.3dtotal.com Chapter 05 Manimal ZBrush Character Creation eBook Chapter 05 - Insect Man Once the sculpting is fnished I want to pose the character using Transpose Master. Something to be aware of here is that sometimes this amazing tool doesnt work properly; I dont understand if its something Im doing wrong or something related to this particular model, but what happens is that when I use the tool to pose the character how I want him, and once I transfer the pose back to the subdivided mesh, I lose all my subdivision levels. My solution for this problem is to disable the UV for all my SubTools. This works just fne, and fnally I have my happy ending with the results I want (Fig.27). Polypainting and Texturing I collect all the references I can about insects for this part of the process, as this is perhaps the most important part of texturing its not just about colors, but also being able to understand and recreate how nature works as closely as you can. Ive found some really very interesting color schemes in the insect world, but I also realized that its very diffcult to adapt bright colors to my concept, even though they are the most interesting ones. I think the main problem with this is that they look too fake when painted. The frst thing I do to begin the Polypainting process is to fll the object (remember to turn on Colorize from the Texture sub palette in the Tool menu, and have the RGB value set to 100) with a bright green color this will be my base color for the insect half of the character (Fig.28). To keep things looking interesting, I use mostly the Color Spray stroke to get some variations page 54 www.3dtotal.com Chapter 05 Chapter 05 - Insect Man Manimal ZBrush Character Creation eBook in luminosity, with different values for the Draw Size and lots of different tones of green, red and yellow. I then use the same process for the human side of the model, just using skin tones instead (Fig.29 30). With the main variations painted, I decide to create a texture just for the body (leaving other SubTools, such as the antennae and eyes, for the Polypainting technique) for two reasons: frst of all, I dont have enough polys to describe the textures; and second, I need some other tools that you can only access using the Projection Master. So frst I create an 8K white texture (this might be a bit large, but if you can handle these large fles its better to resize them down later rather of realizing in the middle of the texturing process you dont have high enough resolution). Then, with the body SubTool selected, I turn off Colorize from the texture sub palette, go down to level zero in my geometry subdivisions, set 100 for the RGB value, apply an AUV tiles mapping, and fnally hit the Col > Txr button to transfer all my polypainted data onto the texture (Fig.31). So far so good! Now I have a lot more possibilities painting wise; not only using the Standard brush, but also the ability to use all the Pixol tools, such as the Sharpen, Blur, Intensity and Contrast brushes, and so on. The frst step is to enforce the depth of my texture by dimming the cavity areas and lightening the elevated ones. To do this I mostly use the Standard brush with falloff alphas like Alpha 01 or Alpha 37, to get a nice gradient between the two tonal values, also with the help of the Intensity brush (Fig.32). page 55 www.3dtotal.com Chapter 05 Manimal ZBrush Character Creation eBook Chapter 05 - Insect Man Sometimes when you use the Intensity brush too much, you can get noisy results, but dont worry because its easy to fx with the Blur brush in no time at all! Its OK to use custom alphas to break down the color, using either the Spray or the DragRect stroke. And its important not to cover your sculpted data with a generic texture, but make sure you always enforce or highlight what you had previously described in your sculpt. For example, if you have tiny spots all around the sculpted surface, make sure to paint over them with a different color to accentuate them, or if you have a crack in the surface, just enforce it by dimming the recess. On the feshy side I use the Standard brush with a very small Draw Size to paint in some veins, trying to change the Draw Size to get some variations in the scale, using different colors, from green to purple (Fig.33 34). I use some cropped textures from the 3DTotal Textures DVDs (www.3dtotal.com/textures) as alphas to DragRect onto the surface to get some sharper variations; you could use dirt, concrete, organic-looking textures, or just patterns that ft with your model and concept (Fig.35 36). Also experiment with the already mentioned Pixol brushes (Intensity, Contrast etc.) with custom alphas. You can get some very nice effects with the right settings; just remember that, while in Projection Master, youre basically painting as with a traditional 2D package, so take full advantage of it! Something to be aware of is that the RGB value tends to color a lot from the very lower settings: working with a value like 2 or 4 was enough for me for most of the painting session; the higher I got it was something like 18 on a range from 0 to 100. You can project paint some photo references if you need them, too. There is a great video tutorial by Krishnamurti Costa (www.antropus. com/tutorials.htm) that explains this process very well. Basically, once in Projection Master, you select a ZBrush Plane as a tool with the photo reference image you need as the texture, and a basic circle with falloff as the alpha to smooth out the corners. Make sure you have ZAdd set to 0, and simply draw your plane on the canvas. You can then use the standard sculpting tools to deform it to make it better ft your model. This is a handy way to use photos to texture your model thanks to Krishnamurti Costa for sharing his technique with the community! Rendering and Compositing Were now at the fnal stage of production of this Manimal. I frst of all create a pass of the texture alone, with a fat material (Fig.37). I then fll all the SubTools with a white color and use MatCaps to render out different passes, with and without shadows (I can then choose what I will or wont page 56 www.3dtotal.com Chapter 05 Chapter 05 - Insect Man Manimal ZBrush Character Creation eBook use). I use some human skin and insect photos to create some custom MatCaps this process is well explained in the ZBrush Documentation you can already fnd online. For the shadows and Ambient Occlusion, I use a custom-made MatCap that mimics the effect. Im also sure to render out a ZDepth pass that will be handy for a depth of feld effect later on in Photoshop. To do this, go to the Alpha palette, press (at the very bottom) the GrabDoc button, and export it. Other custom materials are used for the specular: I fll all the SubTools with black and use the Basic Material or the Toy Plastic Material, and I adjust the specular curve as I need to in order to get wet-looking highlights, or glossy specular (Fig.38a b). In Photoshop youre free to experiment, adjusting the Brightness/Contrast and/or the Color Balance, using masks to differentiate the shading or even doing some paintover work if you need to. For example, I have added a bit of smoke to the bottom to better blend the character with the background (Fig.39). Conclusion This was an extraordinary project, not only because I was free to develop my own interpretation of the subject but also because I have learned so much about the insect world, as well as about sculpting and texturing. Every project needs you to fnd solutions to achieve the desired results, and every time its a great challenge. What I can suggest is for you to work hard to get to where you want to be, and if you cant get there, well youll have to work harder, defeat the problems and fnd solutions; think in a different way and enjoy what youre doing. This is the fundamental point to all this! I hope you have found this tutorial interesting and the techniques offered will be useful to you with your own projects. Good luck to you all, please feel free to contact me with any questions! Federico Scarbini For more from this artist visit http://www.federicoscarbini.com or contact [email protected] chapter 6 page 59 www.3dtotal.com Chapter 06 Manimal ZBrush Character Creation eBook Chapter 06 - Reptilian-Man Reptilian-Man Software Used: ZBrush and Photoshop Introduction In this tutorial Ill try to teach you my workfow while creating a reptilian-man from simple base mesh in ZBrush. Ill aim to show you through the whole process from the basic development of proportions, through retopologizing in ZBrush, to rendering, and fnally post-production in Photoshop. I wont start out with any concept drawings before starting this model in ZBrush when you download the free movies with this tutorial youll see that my reptilian concept is created during the sculpting stage. This way of working is not always a good idea its always better to know what you want to do before you start, and if you cant draw then you can at least look for some good reference images on the internet to give you an idea. Sculpting I start this new character in the same way as all the other artists of this series have done before me, with a simple human base mesh (which is available for download with this tutorial). Before I start sculpting, for easier selection I go ahead and divide the mesh, whilst at the lowest subdivision level, into Polygroups. I hide any unnecessary parts of the model (press Ctrl + Shift, and then release Shift) and use Group Visible in the Tool > Polygroups menu. With the Polygroups created, I can then start to transform the base mesh by masking, using the Move brush, and the Move/Rotate/Scale Transform tools (W/E/R) to change the overall shapes and proportions to something less human-like in shape (Fig.01). To create a mask, you simply press and hold the Ctrl key when painting on the surface of your model. You can also erase unnecessary parts of mask by pressing and holding the Alt key, whilst the Ctrl key is still being held. To completely erase a mask drag on the empty canvas holding Ctrl; Ctrl-clicking on the canvas will invert the mask. You can also blur a mask (Ctrl-click on the masked part of your model) and sharpen it (Ctrl + Alt-click). I like to hide my mask during work to make the changes I create more visible (Ctrl + H). There is also a very useful feature called Topological Masking which works with the Move, Rotate or Scale Transform active simply press and hold the Ctrl key whilst in one of these modes and click-and-drag over your model. You can then create a mask following your mesh topology. Whilst still at the lowest level of subdivision (or in the second level at most), I begin to block in the basic body shapes, generally using the Standard and Clay Tubes brushes. Its a good idea also to lower the Smooth brushs ZIntensity here; standard settings make the smoothing too destructive when working in low levels of subdivision (Fig.02). page 60 www.3dtotal.com Chapter 06 Chapter 06 - Reptilian-Man Manimal ZBrush Character Creation eBook When working on the overall shapes of a character design, I try to not concentrate on just one part of model. I jump from head to hands, using masking and the Move tool to change proportions. From time to time I also like to change the material to a fat black color to check how the silhouette is working (Fig.03). You can create your own black silhouette viewing material and save it in material menu out of any of basic ZBrush basic materials (Fig.04). When I have something looking more or less satisfactory, I subdivide once or twice more and then start working on the smaller forms of the body, such as the eye sockets, fngers and muscles. Using mostly the Clay Tubes brush with a strong ZIntensity, I try to create natural looking shapes for the muscles. Its important to always keep in mind at this stage of work the bone structure, too. Muscles dont exist without an underlying bone structure, so it can be really helpful at this point to mark some of the bones and joints in. From time to time I fnd it useful to look at anatomy reference images not completely trying to copy human muscles, just using them as a guide for my modeling work. I then use the Infat brush to add some volume to the larger muscles of the body. To create the eye sockets I choose to append an eyeball SubTool. This helps me to make the eyelids correctly and helps me to avoid problems later on when matching them to the eyeballs (Fig.05). To create an eyeball I use the Sphere3D tool from the Tool menu. Draw it on the canvas and use the Make PolyMesh3D button in the Tool palette to enable sculpting. Next, switch to your main tool, use the Append button in the SubTool palette and choose your Polymesh sphere. Switch to your eyeball SubTool in the SubTool palette and use Move (W), Scale (E) and Rotate (R) to place the eye in the right position. With the eye SubTool selected, use the Clone button in the Tool menu to create a copy of the eyeball. Append the copied eyeball in SubTool palette. Next, skip to the Deformations palette and use the Mirror button to mirror your cloned eyeball tool to right side of the model. Whilst working on my reptilian head Im using some iguana reference photos that Ive found on Google Images. Im not trying to make a perfect copy of a reptilian head, I just like to use photos to follow and use them as a guide for the overall shapes. Ive chosen to make the back of his head much bigger than what youd expect of a reptile, as he should in theory have a bigger brain. Ive also decided to make his mouth shorter. With the overall forms defned, Im now going to start to add the smaller details. Using the Standard brush with Gravity set to around 30 in the brush options, I sculpt in some skin folds, and then use the Standard brush with Brush Mod at 15-20 and a small alpha to sharpen some of the edges, like the eyelids, nostrils and smaller skin creases (Fig.06). Retopologizing After playing with details and sharpening up edges, Ive decided to retopologize my model. It isnt absolutely necessary, but Ive noticed some geometry stretching in the lower parts of the body which could lead to problems in later stages of sculpting especially as Ill be working with scales. To start the retopologizing process, I create a ZSphere on my canvas. I go to the Tool > page 61 www.3dtotal.com Chapter 06 Manimal ZBrush Character Creation eBook Chapter 06 - Reptilian-Man Rigging menu and use the Select Mesh button to choose my model (Fig.07). With the mesh selected I then go to Tool > Topology and choose Edit Topology. Before I start to create new topology, I like to turn off the viewport shadows in the Render > Preview Shadows menu this just makes the visibility of the model better, especially in areas like the bottom of the chin or armpits. I then click on the canvas outside of the model to avoid attaching the frst topology point to a point already existing inside the model. Creating new topology in ZBrush is rather easy, much like building a cage of quads on a models surface. In this part of the work I switch from graphics tablet to mouse to have better control and avoid any random clicks. Keeping the brush size small, I start creating new topology simply by clicking on the model. When you create a new topology point, its selected (a red circle around the point), and the next click on the models surface will create the point connected to it. If you want to create a new point without connecting it to the last one, click on the canvas to deselect your last point. To select a new point without creating a new edge, press Ctrl and click on it. You can also delete unnecessary points (Alt-click) or move them (W and Q back to paint mode). You can also use Ctrl-Shift to hide parts of model if necessary, just like when in sculpting mode. When creating new topology in ZBrush I try to use the same rules as when sculpting or painting. First I create big shapes (edge loops around the muscles, eyes or mouth), and take care of the details later (flling big edge loops with smaller quads). I prefer to turn off the symmetry when creating geometric points in the center of the model, just to avoid errors with doubled centered points. Its important to keep all topology in quads if possible (ZBrush doesnt like triangles!). Create denser topology in places which need more detail, like the mouth, eyes or ears. Use fewer, larger quads in less important places (Fig.08). When the new topology is ready, I use the Preview button in the Adaptive Skin menu to make it visible. I set the Density slider to 1, turn on Polyframe view (Shift + F) and carefully check for errors in the mesh (look out for any unnecessary holes or doubled edges). page 62 www.3dtotal.com Chapter 06 Chapter 06 - Reptilian-Man Manimal ZBrush Character Creation eBook If everything looks fne I then use the Make Adaptive Skin button to create my 3D tool from the topology (Fig.09). Reprojecting Details onto New Topology First I select my original model from the Tool menu. I draw it onto the canvas and hit T to get into Edit mode. Next I use the Append button in the SubTool menu to append my new topology object as a new SubTool. I set my old model to the third or fourth subdivision level and switch to the new topology SubTool. For safety, I create a new Morph Target (StoreMT in the Morph Target menu). With the Morph Target stored I can use the Morph brush to remove any projection errors, like exploding vertices. I then hit the Project All button in the SubTool menu. If everything looks good I can switch to the frst SubTool, go to a higher subdivision level, then go back to the new topology tool, subdivide it and use Project All again (Fig.10). Do the same for every subdivision level. In the case of problems use the Morph brush to erase projection errors. Of course, you can use projection immediately on the highest subdivision level rather than skipping between tools and using this step-by-step technique, but I prefer this method it takes more time but helps to avoid errors. With the details projected onto my new model I use a mask and rotate (R) to open my reptilian- mans mouth (Fig.11). I can now go back to Edit Topology, this time using the lowest subdivision level. Using the same method as before I go into Edit Topology mode and, holding Shift, I simply paint the existing topology onto my model. All I have to do is to patch the hole inside his mouth with new geometry (Fig.12 13). page 63 www.3dtotal.com Chapter 06 Manimal ZBrush Character Creation eBook Chapter 06 - Reptilian-Man I repeat the same steps as before to project the details onto the model with the patched mouth. Finishing Details and Adding SubTools With my new retopologized mesh I can now work some more details over it, sharpening some edges with the Pinch brush, and using the Standard brush with Gravity and the Infat brush to give a more natural look to the skin folds and muscles. For some of the smaller wrinkles I use the Standard brush with a blurred Alpha 59 (Fig.14). To make teeth for my model, give him spikes on his back and tongue, as well as some claws, I append a ZSphere SubTool. I model some simple ZSphere teeth (Fig.15) and use Adaptive Skin > Make Adaptive Skin to turn it into geometry. I then use Tool > Clone, along with Mirror in the Deformation menu, to make the upper teeth. I model just one ZSphere spike and use copies of it for all the other spikes, and with a few small changes I can use it for the claws as well (use Clone just once and then append as many copies as needed in the SubTool menu). I use Transpose, Move, Scale and Rotate to place the spikes and claws into the right positions. And fnally, I use the SubTool Master plugin (http:// www.pixologic.com/zbrush/downloadcenter/ zplugins/) to merge all claws and spikes into one SubTool this makes the navigation between SubTools much easier (Fig.16). With all the spikes and claws in place Ive decided Im going to make some scales now, rather than just have a fat skin I want to make my reptilian-man look less human and more interesting! For small scales Im using the Standard brush with low ZIntensity, DragRect stroke, and a couple of reptile skin alphas which Ive found on the internet. You can fnd lots of free alphas at the Pixologic Download Center (http://www.pixologic.com/zbrush/ downloadcenter/alpha/). You can also create your own alphas in Photoshop from photos simply convert a photo to 8- or 16-bit grayscale. I actually prefer to paint my alphas by hand though, as it gives me more control than using a photo (Fig.17). To avoid ugly intersections between individual brushstrokes I make use of Radial Fade in the Alpha menu, which makes the outer edges of the alpha more transparent. I always try to follow the natural fow of muscles and skin, placing my brushstrokes carefully and trying to rotate the alpha in the right direction (move your graphics tablet or mouse holding the left button to rotate or scale the alpha with the DragRect stroke) (Fig.18). page 64 www.3dtotal.com Chapter 06 Chapter 06 - Reptilian-Man Manimal ZBrush Character Creation eBook The large scales on his head and fngers I have made by hand. I start by painting the shape of the scales using a mask (holding Ctrl). I then invert the mask (Ctrl + I) and hide it for better visibility (Ctrl + H). When sculpting scales, I use the same technique as before, mostly using the Clay Tubes brush along with the Standard and Pinch brushes, and fnally the Infat brush comes in handy to give volume. A couple of strokes of a low intensity Flatten brush helps make the scales look more angular (Fig.19). Pose To pose my character I use the Transpose Master plugin (http://www.pixologic.com/zbrush/ downloadcenter/zplugins/) (Fig.20). Its simple to use: just click the TPoseMesh button in the plugin menu and it creates a low version of the model with all SubTools merged together. I use the usual masking and rotate technique to make some pose changes here, and when ready I press the TPose > SubTool button in the Transpose Master menu to transfer changes to the original model, including all SubTools. Finally, I use a couple of strokes of the Infat and Standard brushes to make the posed muscles look much more natural (Fig.21). PolyPainting Before I start painting, I change the material to MatCap White. I also use a modifed FastShader (Fig.22) and Flat Color materials to check the look of my texture from time to time. I dont like ZBrushs color selection too much, so I prepare a couple of color palettes from reptile photos in my paint program and load them onto a ZBrush canvas using the Image Plane plugin (http://www.pixologic.com/zbrush/ downloadcenter/zplugins/) (Fig.23). I can now select colors from my palette just by clicking on the ZBrush color selector and dragging it to the right color in my palette on the canvas. You could do the same thing with a photo rather than a palette, to sample real colors from it. Im now going to turn off ZAdd on my Standard brush, turn RGB on, and fll the model with a base color (Color > Fill Object). I add some color page 65 www.3dtotal.com Chapter 06 Manimal ZBrush Character Creation eBook Chapter 06 - Reptilian-Man variation with the Color Spray stroke with a low RGB intensity, with a couple of different alphas. I continue painting with a very low RGB intensity (around 3-6) with different color variations, trying to make recessed parts of the model darker, and adding small details with skin alphas and the DragRect stroke. Finally, I use cavity masking to select cracks between the scales and I fll them with a dark, almost black color (still using a low RGB intensity), just to make them more visible (Fig.24 25). Rendering For the fnal render I use Grant Warwicks GW_SkinCore material as the base shader (free to download with this tutorial simply click on the Free Resources icon). Three versions of basic materials are setup to show only specular highlights with different specular curve settings (Fig.26); white MatCap is used as an ambient occlusion pass for compositing; and I make a Flat Color render just to be safe (in case I need to make some color corrections later). I also use Alpha > Grab Doc to create a ZDepth pass, plus a fat color render with the various SubTools flled with different colors to use as a mask in Photoshop (Fig.27). I make some changes now to the standard light settings (Fig.28) where I set Super Sample to 2 in the Render > Antialiasing menu. I then make the fnal renders in double the resolution of the fnal image, simply for better antialiasing. Compositing And now its time for a little post-production in Photoshop. The fnal refnement in your 2D application of choice is one of most important parts of creating a good image. My basic render from ZBrush doesnt look too encouraging (Fig. 29), but then even the best Mental Ray renders sometimes need some help from Photoshop! So frst of all I create a new Photoshop page 66 www.3dtotal.com Chapter 06 Chapter 06 - Reptilian-Man Manimal ZBrush Character Creation eBook document with all my ZBrush render passes in it (Fig.30). I use my Flat Color render as a clipping mask for all the other layers, so I apply it over the background and use the Create Clipping Mask function (Alt + Ctrl + G) for all layers over it. Now, with the clipping mask active for higher layers, I can work on my background. I use a low opacity brush to make a smoky looking effect, a couple of low intensity color gradients, along with a little use of the Blur and Smudge tools, and its ready! I can now take care of the reptilian fgure. I use some different layer compositing options and opacity values for my render passes: Color Burn for my fat color pass, Overlay for my ambient occlusion one, and Screen and Lighten for different specular passes. I also use a Layer Mask for some of the passes and make some hand corrections to them. This part of the work is mostly about experimentation with different blending modes and opacity levels. I fnd that using a couple of adjustment layers like Levels, Hue/Saturation and Brightness/Contrast are also particularly effective to help you get your desired results (Fig.31). To fnish the post-production work, Ive decided to add a little drool effect to his mouth. I was a bit too lazy to paint all the tiny highlights in his saliva by hand, so I simply use a new layer with couple of blending options like Drop Shadow, Outer/Inner Glow, and Bevel and Emboss (Fig.32). With these blending effects set I can page 67 www.3dtotal.com Chapter 06 Manimal ZBrush Character Creation eBook Chapter 06 - Reptilian-Man paint drops of saliva with a simple black color, and the layer effects do the rest of work for me (Fig.33)! I use the Screen blending mode for this layer, and after fattening the image I use the Dodge Tool to emphasize the highlights in the drool. And here is the fnal composition (Fig.34). Conclusion Im pretty happy with how my fnal image has turned out. It may not be photo realistic, but I like the results and what Ive achieved. This was my frst work completely rendered in ZBrush (I normally use Mental Ray to render) so I think it has come out pretty well for a debut! I also had lots of fun working on it, so I hope youve enjoyed this tutorial and that it helps you to come up with something in ZBrush that youre also proud of. Thanks for reading! Tomasz Kwiecinski For more from this artist contact them at: [email protected] In this series we will be working our way through the basic process of creating a creature bust, then taking it to completion by the last chapter. We will be starting with a basic Zsphere base mesh that we will create ourselves and well use this as our starting point for sculpturing and fnally adding texture to. The tutorial series is split into 7 chapters so that we can take it at a beginners pace and cover as much ground as possible for people totally new to Zbrush. (Plus youll end up with a fnished digital sculpt that will give you the confdence to approach you own projects in a similar manner.) Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 52 Visit 3DTotal.com to see our full range of training products 3DTOTAL.COM Introduction: The original character of the Swordmaster was created by Seong-wha Jeong and we had 3DTotals in-house 3d artist Richard Tilbury, re-create the character in 3dsmax as well as create the textures in Photoshop, in our new precise, step-by-step tutorial for highly polished, low polygon game character with detailed texturing for real-time render- ing. We have also converted the tutorials into Cinema 4D, Maya, Lightwave and Softimage platforms. Even if you are not a user of one of them, the principles should be easily followed in nearly all other 3D applications. The Swordmaster tutorials is spread over 8 Chapters which outline, in detail, the process for creating the Swordmaster below are the details. for more products in our range visit http://www.3dtotal.com/shop Chapter 1: Modelling the Head Chapter 2: Modelling the Torso Chapter 3: Modelling the Arms & Legs Chapter 4: Modelling the Clothing & Hair Chapter 5: Modelling the Armour Chapter 6: Mapping & Unwrapping Chapter 7: Texturing the Skin & Body Chapter 8: Texturing the Armour & Clothing image by Seong-wha Jeong Downloadable Tutorial EBook Introduction: The original character of the Swordmaster was created by Seong-wha Jeong and we had 3DTotals in-house 3d artist Richard Tilbury, re-create the character in 3dsmax as well as create the textures in Photoshop, in our new precise, step-by-step tutorial for highly polished, low polygon game character with detailed texturing for real-time render- ing. We have also converted the tutorials into Cinema 4D, Maya, Lightwave and Softimage platforms. Even if you are not a user of one of them, the principles should be easily followed in nearly all other 3D applications. The Swordmaster tutorials is spread over 8 Chapters which outline, in detail, the process for creating the Swordmaster below are the details. for more products in our range visit http://www.3dtotal.com/shop Chapter 1: Modelling the Head Chapter 2: Modelling the Torso Chapter 3: Modelling the Arms & Legs Chapter 4: Modelling the Clothing & Hair Chapter 5: Modelling the Armour Chapter 6: Mapping & Unwrapping Chapter 7: Texturing the Skin & Body Chapter 8: Texturing the Armour & Clothing image by Seong-wha Jeong Downloadable Tutorial EBook The series is split into 6 chapters and will endeavour to give you an insight into how a fully realised 3D scene may be arrived at from beginning to end. The tutorials will attempt to address the key issues and techniques appropriate in achieving this, from concept sketches through to building the 3D scene, mapping and unwrapping, texturing and eventually to lighting and rendering, culminating in a fnal render. The emphasis over the course of the series will be on the texturing and principally the aging and wear of materials. Original Author: 3DTotal.com Ltd | Platform: 3ds max, Cinema 4d, LightWave, Maya and Softimage XSI Format: DOWNLOAD ONLY PDF | Pages: 38+ Visit 3DTotal.com to see our full range of training products 3DTOTAL.COM Zbrush Character Creation is a comprehensive look at the techniques and tools used to sculpt a variety of physical characteristics specifc to several character types. The lessons on offer show how to transform a general base mesh into a defnitive character class and explains the tools used to not only create the details and unique facial features, but also how to manipulate the overall proportions and head shapes. There are nine chapters in all, fve of which cover the human condition and four of which cover creatures with human characteristics including zombie, werewolf and Frankensteins monster. Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 091 Visit 3DTotal.com to see our full range of training products 3DTOTAL.COM Introduction: Michel Rogers famous Joan of Arc tutorial re-written for Maya by Taylor Kingston, Cinema 4D by Giuseppe Guglielmucci & Nikki Bartucci, Lightwave by Vojislav Milanovich and Softimage by Luciano Iurino and 3DCreative Magazine.com. If there has been one single tutorial that has educated and inspired more budding 3d artists than anything else, this complete step by step project by Michels must be it. The community is in debt to him. for more products in our range visit http://www.3dtotal.com/shop These 120 plus page, Downloadable PDFs are designed for ease of use to help beginners and intermediate level of artist alike in the creation of a female character. The tutorial takes you through the process of modelling, texturing and mapping to fnally adding bones. Chapter 1: Modeling of the Body - Body Chapter 2: Modeling of the Head - Head, Ear & Assembly Chapter 3: Modeling of the Accessories - The Sword & Armour Legs Chapter 4: Modeling of the Accessories - Armour Bust, Hair & Glove Chapter 5: Modeling of the Accessories - Accessories & UVW Mapping Chapter 6: UVW Mapping - Sword, Clothing, Armour & Body Chapter 7: Texturing & Hair - Eyes, Skin & Hair Chapter 8: Bones & Skinning - Bases, Hierarchy & Skinning I m a g e
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R o g e r This e-book provides a detailed account of building, texturing and lighting the interior of a Gothic Church based upon a concept painting. The ebook is available in fve different platforms. Chapter two however is dedicated to creating a gargoyle in Zbrush the focal point in our scene. Here the author will start by creating a rough body form using ZSpheres and move through the numerous sculpting phases and modeling the details for each part of the character, highlighting the various brushes and tools used throughout. Original Author: 3DTotal.com Ltd | Platforms: 3ds max, Cinema 4d, LightWave, Maya and Modo. Format: DOWNLOAD ONLY PDF | Pages: 47+ Visit 3DTotal.com to see our full range of training products 3DTOTAL.COM The tutorial eBook will begin by creating and applying materials for the various parts of the car, such as glass, chrome and tyres, as well as texturing some simple geometry that will make up a scene. It will then move onto lighting where the focus will be on setting up a lighting rig and the various parameters connected to this. Finally the series will culminate with a section on rendering, where the aim will be to fnish with a polished image. Original Author: 3DTotal.com Ltd | Platform: 3ds max, Cinema 4d, LightWave, Maya and Softimage XSI Format: DOWNLOAD ONLY PDF | Pages: 44+ Visit 3DTotal.com to see our full range of training products 3DTOTAL.COM This series of ZBrush tutorials orientates around speed and effciency and how to achieve detailed sculpts within a few hours. Each of the ten chapters focuses on a different character topic ranging from mythical creatures such as the Minotaur and Cyclops to Pirates and monsters. With over seven hours of video footage and covering ninety seven pages this e-book provides an insight into the working methods of eleven professional artists. Each individual showcases their particular approach to the subject and treats us to an exhibition of both their artistic and technical skills that form the backbone of their creative process. Original Author: 3DTotal.com Ltd | Platforms: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 97 Visit 3DTotal.com to see our full range of training products 3DTOTAL.COM