Model a Character in Zbrush - For Beginners | Resu Chron | Skillshare

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Model a Character in Zbrush - For Beginners

teacher avatar Resu Chron, ZBrush Made Simple

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro to Course

      1:10

    • 2.

      Simple Modeling (Body and Eyes)

      10:41

    • 3.

      Further Insight into Modeling (Beaks and Wings)

      13:25

    • 4.

      Coloring and Texturing Your Final Model

      10:22

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About This Class

Welcome to the ultimate guide to character modeling in ZBrush! In this Skillshare course, you'll learn how to create stunning 3D characters using only the basic tools. Divided into three parts and multiple chapters, this course will take you from zero to hero in no time!

In Part 1, we'll cover the essentials of the interface and character modeling, from creating the basic shapes to adding the details that bring your character to life. You'll learn the best techniques for sculpting, refining, and optimizing your models, as well as how to work with symmetry and other handy tools.

In Part 2, We will go into more complex parts of modeling and polygroups.

And finally, in Part 3, we'll dive into the exciting world of coloring and texturing. We'll wrap things up with some advanced tips and tricks for taking your characters to the next level, you'll learn everything you need to know to create professional-quality characters that will amaze your audience!

So what are you waiting for? Enroll in this Skillshare course today and start creating your own 3D characters like a pro!

Meet Your Teacher

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Resu Chron

ZBrush Made Simple

Teacher
Level: Beginner

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Transcripts

1. Intro to Course: Hello my little brush limbs. What's the brush link? Anyone who wants to learn ZBrush, welcome to my course. This is a course for beginners or for anyone who wants to learn how to model this fellow. That is a baby Phoenix sec, that's glowing fire. I know, I know. It's quite a revelation. One of the easier things to model on ZBrush, well, my characters will come in different forms, so buckle up. If you have never used ZBrush before, that is completely fine. This is a beginners course where I will be explaining the tools that are relevant to this model. But there are also the basic tools and ZBrush, which means if you know them, you will be able to model almost anything. Zbrush is actually quite easy once you know how to get to use it. This course has three parts to it, and these parts are divided into chapters. It's just to make it easier for you to be able to take breaks so that you're not overwhelmed. So without boring you any further, let's get into it. 2. Simple Modeling (Body and Eyes): We're going to start by retrieving a reference image so that we know what we're modelling and what it looks like. For that, I want you to go to brush down two samples. Then I want you to click on Spotlight Projection to deactivate it. After that, I'd like you to go to texture and imports were importing an image as texture. There is a link to download this image under the course. Once you download it, you can import it. So this is the image we're looking for. Next, I want you to go to this button. It's called add two spotlights and click on it. As you see the image will appear on the canvas. It's not perfect, but it's good enough to work with. Now we're going to need to scale it down so that it doesn't get on our way. It has the word scale on it. And if you press it and drag it down, it's going to scale the image for you. Scale it in whatever way works for you, and place it on the site. We are just going to use this image as a reference. We're going to start with lightbox. Lightbox has different shapes in it. It has of course, preset models. However, we're just going to download a sphere. So click on DynaMesh sphere. You will need to double-click that. And as you see, the sphere appears on our Canvas. Right now, however, we can't edit the sphere yet because we need to get out of the image reference mode. In order to do that, we need to click. And as you see, the sphere then becomes selected in every modeling program, the green arrow always represents the y-axis, which is going to move the ball up and down. The red arrow represents the x-axis, which is going to move the ball from side-to-side. The blue arrow represents the z-axis, which will move the ball back and forth. The model is always going to be in the center. And we need it to be in the center because we are going to model symmetrically so that when we model one side or the other side gets modeled exactly the same. I will show you how if you click on the yellow square, you're able to scale the model. So what we need right now is to make sure that symmetry is turned on. We need symmetry to be turned on in the x-axis, which means anything we model on the right or on the left is going to be identically mirrored. Mirroring is exactly what the M stands for, which is why we're going to need to have the M clicked as well. So I'm going to show you what this really means. As you see, the character is egg-shaped. So we're going to need to create an egg out of the sphere in order to deform the sphere a little bits, we're going to need to go to brushes. If you click on that, you are going to see a load of brushes. We are looking for the Move brush, which is the most commonly used brush. Now since the ball is bigger, we're going to need to change the size of the brush to be a little bigger. That looks about right. So let's start modelling. Notice that every time I model the sphere, I click on Shift. Clicking on Shift activates the smooth brush, which smoothens anything you remodel. Usually when we model something, we use any brush we want and the smooth brush interchangeably. So keep that in mind and use the smooth brush every now and then to keep your models looking clean. Keep modelling until you have an egg shape. So now that our egg shape is done, we are going to model the sockets for that. We're going to have to go to brushes again and click the standard tool. We are going to change the size of the brush to match the eye sockets. The Phoenix has big eyes, so make sure to have a similar sized brush. Let me show you what the standard brush does. If you click on it, normally, this is what it does. However, that's not what we want. We want sockets which goes inwards in order to revert the direction of the brush. Just click Alt. So press Alt while modelling and you're going to see the opposite results. The eye sockets need to be a little bigger and they should match the reference image. Keep playing with it until you are happy with the results. Don't be afraid to experiment. The more you get used to the tools, the better you will become. I think I'm happy with the way this looks. It doesn't have to be perfect. Remember we're just making basic shapes. The details will come later. Now that the eye sockets are ready, let's move on to the eyeballs. We are going to add another layer. In the sub tool category, which will then be the eyeballs because we want the eyeballs to be separate. So in order to do that, we're going to click on the Insert button. The Insert button shows you many shapes that you could add to your model. We're going to click on the sphere. As you can see now we have a very huge spheres, so we're going to scale it down to match our model. If you notice the egg shape is not showing up. And the reason for that is because the I toggle is turned off. You can click that whenever you want to hide other forums of your model that you don't really want to see while modelling something else. But before we unhide the body figure, we need the iris. We needed to start looking like an eye. So we're going to start coloring. Now remember the introduction to the upper row. You are going to de-select the a and the M, select RGB for color. Pause when we start using our brush on the model, we only want the color to change and nothing else. You could use the standard tool brush for coloring as well. We want to circular symmetry, which is why we're going to click on Transform and down the symmetry, we are going to click on radius. The radius to be on the z-axis because we want it to be facing us. All we want to do in order to activate the radius symmetry, these two de-select everything else except the z axis and the R stands for radius. Now, try selecting a color and drawing on the sphere. And this is what it should look like. Just a heads up if you ever happen to come across an extra image that blocks whatever model you're working on. It's probably because you clicked on Shift S, which creates a clone of your model that does not go away from the screen. In order to get rid of that, just go to layer and clear. This happens every now and then. Do not get frustrated if this happens to you, this is usually the solution. Test your coloring skills and choose whatever color you want your Phoenix's eyes to look like. I chose brownish red because it matches our reference image. Let's see how this turns out. Frightened makes lighter with darker colors. Now, draw in the black pupil, usually as dark as can be. And you should make it big because we're talking about a baby with googly eyes. So I guess the bigger the pupils, the cuter. Once we're done with the coloring, in order to take a look at what the eye would look like with a different material. You can check out our material selections to give the eyeball are very reflective material, go-to toy plastic and select it. You'll see that the lighting matches the eyeball. This is just an idea of the material we could be using. Now go back to basic material and we'll deal with materials later. I am going to narrow down the eye a little bit because should match the Sockets API to copy the reference image as much as possible. When we're done with the shape of the eye, we're going to want to match it to our model. So when you select the eye button on our model layer, the model is going to appear again. I know it's appears in a different color, so don't panic that's normal because the color you have selected right now is different. So you can click on a lighter color just to see the older model the way it is, Let's choose any color right now that you're comfortable with. That you can start modeling the eye into the body when we change the size of the eyeball tool hide behind the egg-shaped model when order to see the eyeball because it's still in there. But we could do is go to Transform and click on transparent. When you click on transparent, the egg becomes transparent and you are able to see the eyeball and site where you'll be able to move it properly to the eye sockets. You can always turn transparent on or off depending on what you need to make sure that it looks right. I think this is starting to look better when you are happy with the way your eye looks. We are going to mirror it to the other side. So we're going to copy the eyeball and make it appear on the other side. Who way to do this? To go to Z plugin and all the way down to sub tool master until you see the mirror button. Click that on the x-axis is correct because we want it to be on the other side. Click Okay, and that's what it looks like. Now we have both eyes in the correct position. What you could do is just add in some details to the sockets to make them fit the eyes properly. That would be it for the eyes. Really well done. You have come this far. I'll see you in the next lesson. 3. Further Insight into Modeling (Beaks and Wings): Welcome back my brush links back to my ZBrush for beginners course part two. So far we have created the basic shape of the egg and the eyes. Now we're moving on to the beak. The further we go into the course, the more tools I'll be introducing to you. So pay good attention in order to create the beak, we will go again to the sub tool, insert another shape. Again, the shape will be inserted in another layer because we would like to model it separately. So two sub tool and insert. We will be inserting a sphere again. Of course, there are many ways to modelling. Everyone has their own styles. This is the way I decided to create the beak. Now that we have the sphere, Let's decrease the size a little bit so that we can work on it properly. Next, I want you to press on control shift. We are going to be cutting the sphere in half. Control Shift has a few options. So while keeping control shift pressed, go to Select Correct. All the way to the side to trim curve where you see the scissor trim curve enables container so you can cut any shape you want just straight. This is pretty much what it would look like. So we cuts the back half of the sphere, and now we want to cut the bottom half. We're trying to model the upper part of the beak. You can use the rectangles to narrow down the beak from the front until you have a shape you're happy with. Now there's more than one way to cut the bottom part of the beak. You could either do it from the side or from the front, as long as it's straight and even fine, nothing has to be perfect. Remember where we're practicing, but try to make it as straight as possible. Once we're done cutting the bottom, Let's try and have the beacon the right shape, and place it in the right area to get an idea of what you need to model and what it should look like for us if we look at the picture, the beak is quite small, so let's scale it down. Of course, don't make it too small yet, because we're going to try and model it first and make it look like more of a beak. So before we shape the upper part of the beak, let's model the lower one in order to create a coffee of the upper beak or any model you want to create a clone, press Control and drag the model either up or to the side. And as you see, a clone of the exact model is created. We will just rotate this shape in order to create the bottom part of the beak. Of course, try to copy the reference image as much as possible. Notice that when you add a clone, you have it on the same layer, two models in one layer, you can change the selection of each model interchangeably. And you do that by pressing Control and click. Notice every time you press Control and click, it changes the selection of the model. The darker side is de-selected and the lighter side is selected. When you have it in place, Let's shape the upper beak. I want you to click on Draw and go to the move tool. Of course, make sure that symmetry is turned on. Remember, always make the basic shape first before you go into the details. Since I don't want the bottom edge to be that sharp, I'm going to click on smooth shift and will go along the lines to make it a little bit smoother. I think this looks more like a beak. You can be as creative as you want. Now that we have the general shape, Let's make it smaller to fit the reference image more. Notice that the lower part does not seem to be symmetrical or in the middle. So we're going to change that. We can do it manually. There are ways to doing this exactly, but I'm trying not to make this video too complicated. So you can totally use your eyes to measure and there's no problem in that. Now we'll go to the move tool again, make sure symmetry is selected and we will change the shape of the bottom beak a little bit. Now we change the selection to the upper beak again. Remember, Control, click and don't click on the shape itself, just click anywhere on the canvas. We will add a few details to the upper beak. For that, click on the standard brush and change the shape of the brush according to whatever fits you while and modelling, I'm using the normal standard brush without clicking on Alt just to shape the middle part of the beak and inflate it a little bit. You see this way it looks sharper and I'll do the same to the sides or the bottom of the beak. Now I want to create the dense for the nostrils. In this I'll be clicking Alt. They look like dimples though, so I want them to look more like nostrils. For that, I'm going to use a pinch brush. What's pinch does is basically bring two sides together on basically pinching the dense. As you see, the two sides of the dense come together whenever you use the pinch brush. Now it looks more like a bird's nostril. And congratulations, this is the way you create a beak, at least one way of how to create it. So now that we have the beak, Let's move on to the wings. For that once again, we're gonna go to insert and insert a new sub tool. Again, I'm going to choose the sphere. I find them easier to model. This time we're going to narrow down the sphere to a very thin look. So when you look at the side, it's still circular. We'll use the move tool to shape it into a wing. If you notice, I use the transparent tool. Once again, you can go to Transform and click on transparent and keep the wing selected. That way it will make every other model transparent so that you can just work and focus on the wing. This swing is very cartoony. It does not have detailed feathers in it, but it should look like a wing. So I'm going to model it in almost the exact same way as in the reference image, just to give the illusion of feathers, we can practice creating actual feathers and coming videos. For now, this fits this character. Remember to use the smooth tool every now and then. I know it looks like a rooster's head to wait for it. Once we have the basic shape, we always use the standard tool just to add in the details. But remember it's always the basic shape. That's the most important part. I'm going to turn transparency off to get a look at what it would look like with the model. Now that I know the size, I will click on solo. Now what solo does is hides every other model and makes you work on the model you selected alone. Then I'm going to use the standard tool to add in the details. This is what a cartoony wing looks like in my eyes. It gives the illusion of feathers. I would interchange between using the normal standard brush and working on Alt to draw in dense inflate where you feel like it needs to be inflated. Also notice that symmetry is turned on. So whatever I draw on one side of the wing translates onto the other side. When you look closer into the wing, you notice that there are lines that are not quite straight. They seem a little pixelated. The reason for that is the number of polygons. When you go to Transform and click on Pali FU will see the number of polygons and what it actually looks like. Now you could increase the number of polygons to make your model more detailed. You could also click on Z ring mesh to redistribute the polygons. Dynamesh is good for forming basic models. Dynamic sub-divide as good for the details which is on the top, how these different modes are used in modelling. I will explain in a different video because that is more advanced. One of the most challenging lessons in modelling was to know the difference between DynaMesh dynamics sub-divide and z re mesh. For now with this model just needs to look good enough and make it smooth as much as possible and you're good to go. The reason we are not going to focus on the details when it comes to the wings is because fire we'll be covering it. So it just needs to be good enough. Make sure you smooth out the edges and make any changes you feel like needs to be made over here. I'm trying to make the edges a little more pointy so they would match the reference image. So when you are happy with the final result of your wing, go to transform and deactivate solo. Now you see the rest of your model and we're going to try and resize the window to fit the model. Look at your model from all angles to check if the wing is in the right place and the right size. You notice that the wing gets covered by the egg shapes sometimes though, in order to avoid that, I'm going to curve the wing a little bit with the move tool. I will change the size of the Move Tool to a very huge size so that the wing gets easily manipulated. Then I will try to create a dense just to make wings appear more circular so that it wraps around the egg properly. So this is what it would look like. Just adjust the angle and play with it until it fits. If the tip is covered by the body that is completely fine, it should look like the wings are sprouting from the egg when you are happy with the way your wing looks, we are going to mirror it onto the other side. Do you remember how to do a mirroring? You go to Z plugin sub tool master and click on mirror. Remember the x-axis is correct. Click on Okay, now our egg, Phoenix has wings. The only thing that is left for our model right now is fire. So we're going to start with the fire on top of the head, and then the fire that glows out of the body. Let's start with the head. We are going to create another sub tool. So click on Insert sphere, you look at the reference image we are trying to create the hair on top of the egg, that is actually a flame. We are going to narrow down the sphere onto the head. Then we are going to deform it with the move tool to make it look more wavy. So play with it a little bit until you have a similar shape, you can always then click on Draw and activate or deactivate symmetry according to whatever fits your model. As you notice, the flame is not symmetrical. So I start out with symmetry just to make sure that the front side is symmetrical. And then I deactivate symmetry and I make it too wavy. Of course, adjust the brush size, click Shift to smooth and it's out every now and then and enjoying modeling again, when you are happy with the main model, start adding some details with the standard brush. Now it starts looking like hair, but the texture will make it look like fire. Flames have a more pointy points, so I'll make the tip more pointy. You're happy with the last results. Let's move to the flame that comes out of the body. Perfect and well done. You can tap yourself on the back for coming this far. In the next and final part, we are going to model the flame that comes out of the body and we will color and texturize the model. See you in the next part. 4. Coloring and Texturing Your Final Model: Hello my brush wings, and welcome to the third and final part of my course. By the end of this course, you will have a finished glowing fiery Phoenix sec. The only thing that's left to do is model the fire that comes out of the egg. Then learn how to color in ZBrush. So let's start. Once again. We're going to go to sub tool insert sphere. Now remember the flame that's going to come out of the body is going to be so random. You can play around and model it in any way you want. Flames do look messy. So let me show you one example of how I did it. I use the move tool to start moving the model around and starts creating pointy tips, moving them out of the actual model. I turned on polyether to look at the polygon. Because whenever you deform a model, the polygons deform with it. And the more you stretch it out, the more difficult it is to get the details. And so in order to avoid the polygons stretching, every time you remodel, you can always click on DynaMesh. Dynamesh helps you redistribute polygons so that you can be able to model in more details. Now, take a look at the stretched polygons here. Order to redistribute the polygons, press on Control and click there. You see whenever DynaMesh is selected, you will see how the polygons redistribute themselves. This way you can model much easier. So keep testing things out, keep pulling out. Tips out of the fire can be as random as you want it to be, as you see, I made it point to you as well. After I was happy with the model, I started adding in the details with the standard brush besides the flames and fit them into your model after you like the position of it, you can create a clone and reposition it. And to create clones again, press Control and drag, then reposition the second flame. Once you are happy with the position of the second flame and you're happy with your overall model. You can always tweak and change whatever you feel needs changing. But generally this is the way it should look and well done for reaching this point, we are done modelling. So this is the last chapter of my course. Now that we have our model, I will show you how to color in ZBrush. After choosing the colors, we will choose material and I will show you how to make the fire and look more like fire. So the first thing we do when we want to color and objects is select the object. So we are going to color the egg first, pick the color from down there according to the reference as well. You will see that the whole model changes color. Now it hasn't really been colored. This just shows you what color you are choosing and how it will look. In order to apply the color to our model, we have to add one extra step, if fewer, happy when we are ready to color it. Remember the upper row D selects a and z, add and select RGB. That is because we only want the color to be affected. Now you can go to color and fill objects. When you click on Fill object, you will see that the icon under the sub tool changes color. That means the color has been applied. Now we will do this to all the other sub tools. We'll see that when you choose another color with the other sub tools, the egg remains alert with the color you applied to it. Orange, red looks more like fire with a color. Now that's all the sub tools are colored. Let's start drawing in some highlights. For that, Let's add material to the eyes since they are already done. Let's go back to material and click on plastic. As you see, the whole model turns plastic. It's the same issue as with the color, which means we need to apply it to the eyes first. So keep the m and the zed add selected, go to color again and fill objects. That way you fill in the material as well. Now, when you select a different material, the eyes remain plastic. Now that we generally know how it works, we'll start playing around with the material, find out what fits best. As you see, I tested out quite a few materials. Have fun with it. So in this example for the flames, I choose math cap metal for now. Then. For the beak, I chose mad cap whites. Then I stuck with that for a moment because it looks close enough. So now we are going to highlight the egg a little bit to give them the Phoenix of bits more color. So go to a lighter red, use the standard tool and make sure to select the rest and keep RGB selected. Let's highlight the cheeks. In order to add spots or circles to the egg. Click Control, then click on Mask. And we will select the mask lasso tool that gives you the freedom of selection. I'll show you what I mean in a minute. Once you selected, click on Control and create your circles. As you see the shape is highlighted. Keep pressing control and do the same all over the act. Keep in mind that when you select one area, the opposite area also gets highlighted. When you are done with all the highlights, press Control and click on the Canvas. Now it is the circles that are selected, which means we are able to fill them with color. Choose your color, then click on color and fill objects. After that, click on Control again and click on the canvas. And this is what your egg will look like. Now let's start giving the beaks a little more color. After we are done, Let's give the flames the few highlights as well. Keep giving a tie lights all around, then click on a lighter color to fill the object. A lighter Chrome makes for a veteran fire and look, it will, however not be the last material we use. So no worries if it doesn't turn out the same after that, give the flames few dark shades as well. Finish highlighting with bright yellow, add darker shades with dark red. We are going to give the hair the same material and the same color. Then we will highlight it as well. Since fire is transparent, we will go to vector displacement map right down there and change the BPR visibility, which is pretty much like transparency or opacity. When we click on BPR up there, which is pretty much the render tool. As you see, the hair becomes transparent. We will do the same to the body fire. So go again to vector displacement, display properties and BPR transparent shading, then lower BPR visibility and click PPR again. Although this looks fine, it does not look like fire. So we are going to have to change the material. We are going to change the material to flat color and fill object. Even though it doesn't look perfect, it will look good when it's transparent, it looks a bit better. It just needs a few more highlights. We are going to use the mask lasso tool once more. Add more highlights to the fire. Let's make it a bright yellow. Then we are going to add smaller highlights of even brighter yellow. This will be the end result. Now with the standard brush, we will add in white highlights. We will do the same for the hair. As you see, it starts to look more like glowing fire in ZBrush. It takes a lot of experimenting to get to a better result and it is okay to try things out. Says what the final result looks like. Of course, with the rendering, the fire appears to be more transparent that you have come this far and you have made a fiery Phoenix egg. Well done and congratulations. For now, you have mastered the basics of ZBrush. Hello brush lings. If you've come this far, it means you can model in ZBrush now. So congratulations for that. By the way, if you want to render your model, you can always go to Document exports and it will export your models directly in Photoshop format. So you can render your Phoenix and Photoshop if you want. That's how I did this one, but I also use key shot eight for that. Of course, there will be another course on rendering That's all uploading Skillshare. So keep an eye for that. You can go ahead and practice until the next course.