Mô tả

Are you looking for a course that explains the full process of sculpting a character likeness in ZBrush?
Would you like to better understand how I sculpt a realistic portrait, using just photo references and anatomical knowledge?

If this is the case, then I welcome you to Nexttut Education's "Zbrush Character Likeness Sculpting" course.


By the End Of This Course, You Will Be Able To:

You will be able make better character models then you are doing now. Your 3d characters will be more realistic looking.


What You Will Learn:

  • Proper Anatomy of the Face

  • Matching the face with the reference images

  • Realistic wrinkles and Skin detailing of the face


About Me:

My name is Victor Yamakado, I'm a 3d character artist with 10 years of experience in 3d art. I've been working for many years with Character Sculpting for collectibles and character modelling for production.


Who is This Course For?

This course is focused on Intermediate Zbrush users who really want to take their sculpting and perceptions skills to a next level.


What Are The Requirements Or Prerequisites For Taking This Course?

  • You should have prior working experience with Zbrush. This course is not for complete beginners.

  • You need Zbrush and a Graphic Tablet.


Description:

In this course, I want to share with you all the way I do for creating a complete and realistic portrait of Anthony Hopkins and make you fully introduced into this amazing journey of studying and recreating famous portraits. This surely is the most challenging skill that a 3d character modeller can have, once we needs to be always concerned on developing our perception and sculpting skills.

By sharing my process, I really want to make you open your eyes and take a whole new look at how do you perceive your references and how could you translate it in the sculpture process.

We will develop a stronger perception, by using many techniques for comparing distances, comparing a lot specific facial shapes and also understanding some of the most important features on the anatomical structures of the human face.

We will learn to identify these features in the reference and check if they are quite the same on the model. We start by building a pretty simple and generic basemesh, focusing on a good topology for doing portraits. Then we're gonna to sculpt firstly the Primary forms, capturing the overall likeness on volumes and silhouettes.

After we break the symmetries and we start the fun! We're gonna try to match even more the overall volume, but now we start to sculpt realistic skin wrinkles and folding on the face.

And finally, we'll cover my whole process of doing the surface details like skin pores or the Tertiary forms, as they are usually called. And for this, we will focus on using just the default alphas we have on Zbrush, this way everyone will be able to make an amazing realistic skin detail, blending and fully understanding how to apply each one of them.

Not satisfied yet? Moreover, we'll also cover how do I modelled, sculpted and detailed his cloths, how did I do his hair with fibermesh and also how to do a really nice polypainting on your model, even on a greyscale presentation, simulating skin tones and a realistic eyes painting.


Join Me Now:

So if you want to make a realistic environment, then join me now, and take your skills to the next level. Don't forget that investing in yourself will pay for the rest of your life. Hope to see you in the course.




Bạn sẽ học được gì

How to Sculpt Photo Realistic Character Likeness

How to Match Your Model with the Reference.

How to Make Realistic Skin Detailing in Zbrush.

How to Present Your work.

Yêu cầu

  • You should have prior working experience with Zbrush. This course is not for complete beginners.
  • You need Zbrush and a Graphic Tablet.

Nội dung khoá học

5 sections

Introduction

3 lectures
Zbrush Custom User Interface
26:38
Reference Images
20:23
How can we start
20:03

Sculpting the Head

63 lectures
Dynamesh Generic Base
23:05
Dynamesh Generic Base - part 02
23:43
Understanding Loops and ZRemeshing Base
20:26
Starting to match the references
26:39
Comparing distances, camera angle and focal length
16:25
Negative spaces, silhouettes and reading volume
20:18
Structures on three-quarter view
19:25
Forms perception plus anatomical knowledge
21:29
Some anatomical structures
24:09
Understanding Cranium Structures
23:24
Reading Cranium Structures on References
28:54
Cranium Structures on Anthony
23:58
Measurements and Life Masks
20:12
Comparative Lines
18:50
Ears Anatomy and Structures
21:52
Sculpting Ears
21:26
Sculpting Ears - part 02
20:28
Starting to read asymmetries
12:58
Breaking Symmetry
21:06
Eyelids and some initial wrinkles
22:02
Copying more wrinkles and structures
31:30
Anatomical Structures around the Eyes
20:56
Understanding some wrinkles
05:36
Comparing small shapes
23:49
Eyebags and wrinkles
21:25
Comparing overall silhouettes
24:01
Nose Anatomy and asymmetries
34:27
Mouth Anatomy and fat pads
20:17
Sculpting the mouth
20:50
Mouth and chin shapes
21:39
Anatomy of the Neck
22:26
Sculpting the Neck
19:16
Polypainting the eyes - part 01
21:46
Polypainting the eyes - part 02
18:55
Polypainting the eyes - part 03
17:55
Adjusting Eyes Poly painting on Photoshop
19:05
Sculpting the interior Mouth
21:24
Sculpting teeth and gums
29:39
Using Spotlight as Reference
19:29
Matching forms with Spotlight
33:12
Starting to sculpt Secondary shapes
25:03
Sculpting some surface wrinkles
20:55
Wrinkles on the right side
28:34
Wrinkles on the left Eye bag
21:27
Small wrinkles around the eyes
21:32
Small wrinkles and breaking surface uniformity
27:20
Comparing small shapes
24:47
Others materials can change perception
20:35
Matching more small features
21:00
Comparing versions
18:31
Modeling the cloth - Blazer
21:54
Blazer collar with ZModeler
10:15
Modeling the T-Shirt with ZModeler
18:47
Collar topology adjustment and thickness on cloths
20:09
Adjusting Cloth Shapes and Saving Polycount
18:38
Sculpting wrinkles, folds and seams on clothing
20:19
Preparing polygroups for right UVs
23:44
More Cloth sculpting and detailing
24:24
Unwrapping UVs with UV Master
23:51
Correcting UVs position for detailing
20:19
Surface detailing with Noise Maker
20:29
Detailing T-Shirt
21:20
Refining Details on Blazer
09:52

Skin Detailing

12 lectures
Analysing skin pores and alphas
17:21
Analysing skin alphas
17:13
Getting more high res references
24:03
Starting to sculpt skin pores
19:03
Pores Directions
23:59
Overall Pores and Slash1 brush
30:33
More steps on pores detailing
21:18
More study on skin pores directions
27:36
Adjusting Pores intensity with layers
13:42
Refining wrinkles with Slash1
23:22
Greyscale poly painting - part 01
25:52
Greyscale poly painting - part 02
24:06

Hair Making

4 lectures
Creating hair with Fibermesh
28:18
Refining Hair and Creating Eyebrows
22:28
Some Fibermesh Parameters and Eyebrows
23:57
Some Render Parameters and last refinements
27:06

Rendering Presentation

6 lectures
Refining the eyes poly paint - part 01
20:50
Refining the eyes poly paint - part 02
22:14
Refining the eyes poly paint - part 03
21:56
Small refinements on overall poly paint
17:25
Render, lights and material settings
27:31
Compositing light passes on Photoshop and post-fx
10:50

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