Creating a Sea Creature in Maya and ZBrush
Pluralsight
Course Summary
In this Maya tutorial, we will learn time-saving techniques and workflows for creating a digital creature maquette in Maya, ZBrush, and TopoGun. Software required: Maya 2011, TopoGun 1.06, ZBrush 4R2.
-
+
Course Description
In this Maya tutorial, we will learn time-saving techniques and workflows for creating a digital creature maquette in Maya, ZBrush, and TopoGun. When creating a creature concept for the film industry, it is common for a director to ask for a detailed character rendering or even a 3D print of the creature before approving a character concept. Throughout these lessons we will look at the creative process of taking a 2D concept and turning it into a 3D digital maquette that is detailed enough to show a film director for approval. Once approved, before the VFX studio can integrate the character concept into its pipeline, it must first be fully retopologized into a clean mesh that is ready for rigging and animation. By the end of this tutorial, we will have gone through the entire conceptual process of creating a film-ready character concept that is posed, prepared in accordance with 3D printing standards, and rendered for a dramatic presentation. Software required: Maya 2011, TopoGun 1.06, ZBrush 4R2.
-
+
Course Syllabus
Introduction and Project Overview- 1m 30s
—Introduction and Project Overview 1m 30sCreating a Sea Creature in Maya and ZBrush- 3h 26m
—Modifying Our 2D Concept and Creating a Base Mesh 22m 54s
—Setting up Our ZBrush Preferences and Sculpting Brushes 12m 8s
—Blocking in the Sculpt 14m 21s
—Starting on Initial Refinement 17m 6s
—Using Maya Geometry to Guide Our ZBrush Sculpt 18m 23s
—Importing Reference Images into ZBrush 9m 34s
—Using Masks to Guide the Sculpt 12m 14s
—Creating Teeth Using DynaMesh 12m 38s
—Using Photoshop to Speed up Our Concepts for ZBrush 11m 42s
—Sculpting the Creature's Head and Gills 12m 11s
—Building New Topology for the Face in TopoGun 9m 6s
—Re-projecting Detail to Quickly Sculpt Asymmetrically 11m 23s
—Posing Our Creature with Transpose Master 7m 47s
—Sculpting High-frequency Details 13m 11s
—Rendering and Compositing Our Final Image 21m 55s