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Sculpting Characters from Concepts Workshop

This is a workshop that anyone can follow and work at your own pace. In this new Sculpting Characters from Concepts workshop, I'll show you...
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This is a workshop that anyone can follow and work at your own pace. In this new Sculpting Characters from Concepts workshop, I'll show you how to follow an approved concept and bring it to glorious 3D life!

After 18+ years in this industry and well over 150 characters, I've learned that if you can create something from a 2D concept, you'll have a good and stable career. If you can take it further and bring it to (virtual) life, then you'll be considered a Pro.

“Concept” can be from your internal concept department at work or an external client who wants you to “make this”. The approach is pretty much the same and that's what the heart of this workshop will be. (Our concept above is from the great Sean McNally! - Lucas Arts, Blur Studio, Blizzard, Whitemoon Dreams....and my sculpt on the right was to show a quick mockup). This isn't about “tracing”, it's about visual analysis, and using techniques to translate what you see and give them true form.

Here's a short preview (timelapsed with no audio to give you a general look):

https://www.youtube.com/watch?v=7wQB-brQ8oQ&t=73s

Here's a breakdown of the workshop:


Objectives -- Approaching sculpting from a 2D concept -- Working iteratively (don't just jump to the details!) -- Pose and silhouette (It's all about the initial read)

Length: 27 lesson segments (varies 30-60 min each)

Why should I buy this? -- If you want to accurately interpret concept art into 3D form -- If you already have basic knowledge of ZBrush but want to push yourself to sculpt accurately and creatively -- If you have trouble thinking of your own concepts

What mistakes will I learn to avoid? -- Sculpting details too early in the process makes your work appear amateur -- Not using proper anatomy reference that can lead to unrealistic final product


OUTLINE

01_Introduction and project overview

02_Studying the concept art - analyze the concept before sculpting

Identifying key design features Studying silhouette and proportion Analyzing style and lines

03_Beginning the sculpt in ZBrush - learn how to block in limbs and elements

Zspheres vs Dynamesh Separating elements into subtools Working in symmetry

04_Blocking in anatomy - learn how to block in major anatomical forms

Relating human anatomy to unique creature designs Using the major muscles to clarify surfaces Identifying areas of unique anatomical design

05_ Primary forms on the head - refine primary forms for the head

Block in major facial features Add eyes Opening the mouth Add simple teeth and tongue

06_ Primary forms on the torso

anatomical flow muscle groups

07_Primary forms on the arms

anatomical flow muscle groups

08_Primary forms on the hands & feet

anatomical flow sculpting in the nails

09_Primary forms on the lower body

muscle groups creating the pants solidify buckle elements

10_ Secondary forms on the head

Break down primary shapes into secondary

11_ Secondary forms in the mouth

Refining teeth/gums Refining tongue

12_ Secondary forms on the torso

anatomical flow muscle groups

13_ Secondary forms on the arms

anatomical flow muscle groups

14_Secondary forms on the hands & feet

anatomical flow skin, muscle, tendon, and bone sculpting the nails

15_ Secondary forms on the little torso hands

anatomical flow

sculpting the nails

skin, muscle, tendon, and bone

16_ Secondary forms on the pants

refine cloth folds and wrinkles on pants thinking about gravity, tension, and compression techniques for cloth sculpting

17_ Refining hard surface elements

adding hard surface qualities mech details

18_ Detailing on the head - add tertiary and fine details for the head

final details and refining wrinkles surface variation

19_ Detailing the torso - add tertiary and fine details for the torso

final details and refining wrinkles surface variation

20_ Detailing the arms - add tertiary and fine details for the arms

final details and refining wrinkles surface variation

21_ Detailing the hands - add tertiary and fine details for the hands

final details and refining wrinkles surface variation

22_ Detailing the feet - add tertiary and fine details for the feet

final details and refining wrinkles surface variation

23_ Detailing the mouth - add tertiary and fine details on the mouth items

final details and refining surface variation

24_ Detailing pants - add tertiary and fine details on pants

final details and refining using UV master and Surface Noise to create fabric patterns

25_ Posing with Transpose Master - pose the character

breaking symmetry to create dynamic pose silhouette exploration adding tension to hands and face applying to final model cleaning up distortions from pose adding final touches/details

26_ Final Polish

cleaning up distortions from pose adding final touches/details adding final expression

27_ Making a base – giving the character some context

Quick methods for making a simple base to set the creature Making quick renders with shadows, anti-aliasing, and saving cameras

FINALLY DONE!


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