แสดงบทความที่มีป้ายกำกับ sculpting แสดงบทความทั้งหมด
แสดงบทความที่มีป้ายกำกับ sculpting แสดงบทความทั้งหมด
วันพฤหัสบดีที่ 1 พฤศจิกายน พ.ศ. 2555
Digital Tutors - Creative Development - Sculpting Models for Illustration in ZBrush
วิดีโอสอนการ Scuplting ด้วยโปรแกรม Zbrush ให้งานออกมาเหมือนภาพ Illustration สอนละเอียดกว่า 11 ชม. 2DVD ราคาพิเศษ
Digital-Tutors – Creative Development – Sculpting Models for Illustration in ZBrush
Advanced | 11h 50m | Project Files 249 MB | Required Software: ZBrush 4R3, Photoshop CS5
In this ZBrush tutorial we will learn how to create a female sculpt. It is important to learn and know the principal shapes for anatomy. Without this basic shape, a sculpture will never have the strong base to support the detail we add while sculpting and painting our pores and wrinkles. Throughout this tutorial, you will be able to have a more critical eye for how important silhouette is and how important it is to spend some time on the early stages of the sculpting process.
ป้ายกำกับ:
Illustration,
painting,
Photoshop CS5,
sculpt,
sculpting,
ZBrush 4R3
Digital Tutors - Creative Development - Sculpting a Digital Maquette in ZBrush Federico Scarbini
วิดีโอสอนการ Sculpting ความละเอียดสูง อย่างละเอียดกว่า 5 ชม. ด้วยโปรแกรม Zbrush 4R2
5h34mim | MP4| 1280?720 | Projetc Files Included
Course Details
Duration: 5h 43m
Release Date: June 1, 2012
Author: Federico Scarbini
Required Software: ZBrush 4R2
In this ZBrush tutorial we will go through the creation of a digital maquette from the very concept stage to the final high resolution sculpt. Throughout these lessons we will use the DynaMesh feature in ZBrush as a concept tool to explore our ideas and define the character’s gesture. From there, we will then start the sculpting process defining primary forms and structure before adding secondary forms and muscles volumes. Finally we will go through sculpting fine wrinkles and skin details for a very realistic skin surface. Along the way we will explore the use of FiberMesh to create fur and add realism to our character as well as the posing stage. The final steps will be the creation of realistic HDRI based light solutions to render the various passes to be used for the final illustration.
Introduction and project overview Lesson 1
Introduction and project overview 01:33 June 1, 2012
Creating a base mesh with ZSpheres Lesson 2
Creating a base mesh with ZSpheres 10:48 June 1, 2012
Starting to build the primary volumes Lesson 3
Starting to build the primary volumes 17:05 June 1, 2012
Defining secondary volumes and muscles Lesson 4
Defining secondary volumes and muscles 15:40 June 1, 2012
Detailing the muscle structures Lesson 5
Detailing the muscle structures 10:25 June 1, 2012
Continuing to add muscle detail Lesson 6
Continuing to add muscle detail 09:32 June 1, 2012
First sculpt pass on the head Lesson 7
First sculpt pass on the head 14:59 June 1, 2012
Laying down the first stage of details Lesson 8
Laying down the first stage of details 10:43 June 1, 2012
Adding to the arms and forearms Lesson 9
Adding to the arms and forearms 10:05 June 1, 2012
Refining the back muscles Lesson 10
Refining the back muscles 08:25 June 1, 2012
Creating fingers for our character Lesson 11
Creating fingers for our character 08:02 June 1, 2012
Building the hands Lesson 12
Building the hands 10:19 June 1, 2012
Using the CurveTriFill brush to create membranes Lesson 13
Using the CurveTriFill brush to create membranes 10:05 June 1, 2012
Looking at various head shapes Lesson 14
Looking at various head shapes 02:16 June 1, 2012
Cleaning the DynaMesh Lesson 15
Cleaning the DynaMesh 15:30 June 1, 2012
Working on the hands Lesson 16
Working on the hands 11:48 June 1, 2012
Defining tertiary details Lesson 17
Defining tertiary details 11:45 June 1, 2012
Continuing to add tertiary volumes on the body Lesson 18
Continuing to add tertiary volumes on the body 10:20 June 1, 2012
Adding a second stage of details Lesson 19
Adding a second stage of details 11:26 June 1, 2012
Creating skin folds and wrinkles Lesson 20
Creating skin folds and wrinkles 07:14 June 1, 2012
Building legs for our character Lesson 21
Building legs for our character 06:56 June 1, 2012
Sculpting some details for the legs Lesson 22
Sculpting some details for the legs 11:46 June 1, 2012
Starting to add some high frequency details Lesson 23
Starting to add some high frequency details 12:16 June 1, 2012
Detailing the skin with more wrinkles Lesson 24
Detailing the skin with more wrinkles 06:54 June 1, 2012
Creating fine details for the face Lesson 25
Creating fine details for the face 13:32 June 1, 2012
Using custom brushes to create veins Lesson 26
Using custom brushes to create veins 14:38 June 1, 2012
Masking layers with Morph Target Lesson 27
Masking layers with Morph Target 04:15 June 1, 2012
Posing our character Lesson 28
Posing our character 18:09 June 1, 2012
Adding fur using FiberMesh Lesson 29
Adding fur using FiberMesh 13:02 June 1, 2012
Storing masks in layers Lesson 30
Storing masks in layers 03:03 June 1, 2012
Starting to add lighting for our character Lesson 31
Starting to add lighting for our character 12:13 June 1, 2012
Continuing to light our character Lesson 32
Continuing to light our character 07:39 June 1, 2012
Looking at the final render settings Lesson 33
Looking at the final render settings 10:53 June 1, 2012
ป้ายกำกับ:
FiberMesh,
forms,
HDRI,
muscles,
sculpting,
ZBrush 4R2,
ZBrush tutorial
วันจันทร์ที่ 29 ตุลาคม พ.ศ. 2555
Digital Tutors - ZBrush and Mudbox Integration
วิดีโอสอนการทำงานร่วมกันของโปรแกรม Sculpting ระหว่าง ZBrush and Mudbox
Digital-Tutors – ZBrush and Mudbox Integration
Intermediate | 0h 47m | Required Software: ZBrush 4R3, Mudbox 2013, Maya 2012
In this course, we will discuss methods for transferring ZBrush projects to Mudbox and Mudbox projects to ZBrush. ZBrush and Mudbox are both powerful sculpting and painting applications that can be found in pipelines across the industry. They each offer unique tools and workflows for creating very detailed models and textures. Depending on your application of choice, there may come a time when you need to transfer a project in progress to the other program. Perhaps a model is being passed on by a colleague who’s been working in ZBrush or Mudbox and you’d like to continue working on it in the other application. Or there may be tools or particular workflows you’d like to take advantage of by transferring your projects. This course goes over the process for rebuilding projects, complete with subdivision levels and textures, in ZBrush and Mudbox. We’ll talk about different ways of transferring geometry and sculpted detail. We’ll go over methods for transferring textures back and forth and discuss the recreation of layers in both applications. Whether you need to take a project from ZBrush to Mudbox, or from Mudbox to ZBrush, you’ll have a much better idea of some of the issues involved and how you can make that transfer as smooth as possible.
Run Time Release Date
Introduction and project overview Lesson 1
Introduction and project overview 01:16 July 1, 2012
Reconstructing ZBrush levels in Mudbox Lesson 2
Reconstructing ZBrush levels in Mudbox 14:00 July 1, 2012
Reconstructing Mudbox levels in ZBrush Lesson 3
Reconstructing Mudbox levels in ZBrush 05:19 July 1, 2012
Transferring PolyPaint in ZBrush to Paint Layers in Mudbox Lesson 4
Transferring PolyPaint in ZBrush to Paint Layers in Mudbox 06:07 July 1, 2012
Transferring Paint Layers in Mudbox to PolyPaint in ZBrush Lesson 5
Transferring Paint Layers in Mudbox to PolyPaint in ZBrush 05:08 July 1, 2012
Transferring layer-based detail Lesson 6
Transferring layer-based detail 07:02 July 1, 2012
Transferring data through an external application Lesson 7
Transferring data through an external application 08:21 July 1, 2012
ป้ายกำกับ:
Maya 2012,
Mudbox,
Mudbox 2013,
painting,
sculpting,
subdivision,
ZBrush,
ZBrush 4R3
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