Master ZSphere Character Creation Blocking from 2D Conceptual Art to 3D ZBrush ZSpheres | Serpent Academy | Skillshare

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Master ZSphere Character Creation Blocking from 2D Conceptual Art to 3D ZBrush ZSpheres

teacher avatar Serpent Academy, Passion for teaching and learning

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.

      Introduction

      1:54

    • 2.

      ZSpheres Basic Controls

      2:34

    • 3.

      Moving ZSpheres Links and Joints

      2:39

    • 4.

      Scaling ZSpheres

      0:26

    • 5.

      Rotating Zspheres

      1:01

    • 6.

      Humanoid Zspheres Blocking

      7:06

    • 7.

      2D Conept Art- Unicorn Amphibian

      1:48

    • 8.

      2D to 3D Blocking with ZSpheres using 2D Concept Art

      11:07

    • 9.

      Outro & Class Project

      0:44

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About This Class

Class Overview

Learn ZSpheres ZBrush a Native Tool to prototype 3D meshes and create 3D blocking from 2D drawn conceptual art. Bring your characters and creatures to life. We are creating in this class a Unicorn and we explain our method of doing General Blocking to master the 3D Production Pipeline.

What You Will Learn

  • How to create 3D Blocks for organic sculpting, creature creation is the first step needed for General Blocking in the 3D Production Pipeline.
  • Working with ZSpheres 
    • Draw
    • Moove
    • Rotate
    • Scale
  • Create a 3D Block Mesh of a Unicorn from 2D hand-drawn conceptual art.

Why You Should Take This Class

Skills are important for a 3D Generalist or CGI artist, for game developers, for the film industry, and for vloggers and content creators, to master the foundations and first steps of 3D character and creature creation.

We are covering a Crash Course of the whole process and best practices of using ZSpheres in ZBrush.

Who Is This Class For?

Beginners in 3D Sculpting who want to master the foundations of 3D Blocking to speed up and use the best tools to fast prototypes and control the transition between 2D conceptual art and 3D.

Materials/Resources:

  • A ZBrush Licence.
  • Paper, pen, eraser.
  • Grid for A4-size paper for prototyping front-view of the character and side view. 

Meet Your Teacher

Teacher Profile Image

Serpent Academy

Passion for teaching and learning

Teacher

Hello, I love coding, science, art, creativity. We are in a great era a Renascence of knowledge is happening right now.

I also love sports and reading, when i was in high school I read poetry a lot, and for sports I was all about basketball and soccer. 

I will love to teach programming and art tutorials, have more than 10 years programming and in robotics.

Let's share this journey together!

 

See full profile

Level: Beginner

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Transcripts

1. Introduction: Welcome to this class on mastering spheres. There is a native tool on brush. We're going to learn how to convert A to the concept Art. We're converting this unicorn into this three D blocking myself. My name is Artur. I'm a full stack developer and have a background in robotics. I'm creating a video game using media technology website called Ascendance Do class structure and key skills. You're going to learn in this class how to create and manipulate spheres. How to create humanoid using spheres. Learn to create concept art. How to create a front view and a side view using agreed. Then how to convert your to the character creator art into tre D blocking for class project. You're going to che brush image capture knowledge and tools required for this class. You will need a seabrush license, pen and paper and basic knowledge about seabrush navigation value proposition. If you are in the film industry, you are an Indi game developer or you are a content creator doing original treat. Blocking is essential to giving life to, to conceptual art characters. Creators Brush has a native tool, carried spheres, which helps you create organic forms. Very precise, easy and powerful. You will need a lot of time for adding micro details, rigging, animating, et cetera. This tool can speed up the process to empower your unique story and narrative. Who is this class? Four beginners who want to master brush to become Trey generalists. And want to master the treaty production pipeline to fully reg, animate characters. Blocking is the foundation for this powerful CGI artist journey. Let's get started. See you in the third lesson. 2. ZSpheres Basic Controls: Okay. I created the treaty general forms in a matter of minutes using spheres. One tool that is patented by Sea Brush. The power is a lot because you can do general blocking very fast. Okay? To open spheres, you go to lightbox tools, you go to project you here, Seaspheres. Another way is to go directly to light box project and you find spheres. Here we start, we have a single sphere that is the root and cannot be deleted first, we activate symmetry is recommended for if you want to create, for example the arms, you can activate symmetry, we create two. But if you want to create only one sphere, you can deactivate symmetry, or you can remain symmetry activated. And you go to this part, the upper part, you will see this middle dot. If you click, you kulate one, okay. For delete, Sysphereill click Alt plus left mouse click need to activate, draw is no activated, you cannot delete. But if you activate draw, you need to press out and at the same time, left mouse click. Okay, you are on the front view. Now you can go to a side view and you can, for example the arms, for example. You add a new sphere here. You click on this to add new sphere. If you click control, you drag, you can make bigger, okay? Now, if for example, an another she here and I want to be the size of its parent, you click shift, Shift and then control and you make the same size, okay? Okay, here is the sphere and you can review the met. By pressing A, you can activate this polyframe and you can see the geometry. It's important to say that for beginning sculpting, you will need to click on Make Polymers. Okay, next lesson we're going to see moving scaling and rotating Cpheres. 3. Moving ZSpheres Links and Joints: Okay, there are four main tools in working with spheres. The move scale and rotate. The orcutsRqve scale and for rotate R, okay? You can move here by left clicking and dragging. If you move, you see the movement. We move this joint, we will move on the joint. And the parent, this arm, we move the entire structure, the same here. We can only move the joint. And we're moving the joint and adjusting the connectors. But if we move this structure, we will move all this because, okay, the joint only moves the joint with the two connectors to reposition. If this extephere, you will move all the structure, okay? You can also adjust the size More powerful, but it advises to keep it low. You have more precision, okay? An important thing to say is that if you deactivate polyframes, you see the links in gray color. If you move a link, it will reposition it, all the child spheres. As you see, all the child will reposition. If you move the joint, it will only move the two connected links to the joint. Okay. Finally, there are two ways to manipulate the move of a gray link. This is the link. We can move this like this, but if you want to have influence on stretching the previous link, you will click Alt plus left click. And as you see, we can move this link by clicking at left mouse click. If you only want to move the link, you won't click out. But if you want to have influence on there by stretching the previous link and the custom link, you will press okay. 4. Scaling ZSpheres: Okay, so in a scale mode, you can activate by clicking here Scale or press on your keyboard. You can click on a sphere and drag to Scale, the Csphere. If you click on the chain link, you resize the whole chain. And if you click out plus click, and you can inflate or deflate. Okay? 5. Rotating Zspheres: Okay, to enter rotate mode, press the Rotate button or press R on your keyboard. You can press Sphere and drag. To rotate, click and drag a child sphere to rotate about its parent. Click and asphere chain link to reposition all about its sphere. Okay, imagine for example that you rotate one sphere. You can, by activating the polyframepreviewing adaptive skin, we can lower the density and dynamized resolution to zero. Then if we preview, we see this twist, you can fix it. You see by rotating and you can have a cleaner topolo. 6. Humanoid Zspheres Blocking: Okay, in this to total, we're going to learn how to create a simple human like crito. You need to activate symmetry by pressing X. We are on the front view. We can start, for example, adding the torso. We go to the down part and we press mouth with Q. We add the torso, another part of the torso, then we will add the shoulder. We go to the front view and we add the sold. We check that symmetry is activated. Now the arms with control we exude, then with then control, finally the hands control. Okay. With then the neck. We, we move it now with further with scale. Now let's add the pelvis, the legs then control, then to move, then Q again, then control, then the control. Then let's a simple fingers, you can preview. With A, you can activate polypramesit'. We're going to recs, we're adding here 2345. Now let's add to now with control. Now the second finger with control. Second finger with control. We then we move, then let's move a little bit, this one now with truth. Now let's move this one sat as sphere. Now let's sat with Q with control. On the click here with control. Now let's, let's move, let's pay you with A. Now let's make the fit finger, the toes. Now we are here. Now let's out here. And then with control. Now let's move now with control now. Now with Q control now with Q. Let's delete this one with out now let's add with Q. Now with control escalate now with Q control. Now let's escalate this with, now let's preview with A with let's frame. You see here we have a general blocking of a humanoid of. We will need to inflate these fingers with Sc. Also give details with the brush and all the powerful brushes for sculpting, This is only a general. Finally, for begin sculpting, you will need to go here to adaptive skin. You will put this to zero, you will activate polyphrame density to one. You would click on Preview. You will click Make Polymers. Tredre have your polymer. Here you have your sphere. But here you have your polymer. Now you can go to geometry and you can start dividing more than like 2 million is okay. Now you can deactivate this and then you can start scooping. You see can start now giving all the tails, okay? 7. 2D Conept Art- Unicorn Amphibian: Okay, I created this square grid. In this case, we're drawing the unicorn in a side view. Just draw the general forms, focus on aesthetics, and pay attention where you place your feet, the legs, all the heights, the eyes. In which part of the grid is, because you will need to draw the front view. Okay, enjoy this process. Enjoy creating characters. In this case, we are creating an amphibian unicorn. So we're adding, this is the result. Okay, now let's go and work with the front view. Okay, now here we're drawing the front view. We must match the height in the grid of the eyes, of the horn, of the mouth, of the body, of the ears. It must match all the dimensions. We are drawing some hands to the horse because it's an amphibian horse and can swim, has a long tail to swim. Here is the result. Okay? Okay. It's important to say that the horn must match in the grid. The eyes also must be in the same height of the grid, the mouth, and the start of the legs, and the end finally of the legs, with the front view and the side view of the horse. To reconstruct this model into a Tre D Object. 8. 2D to 3D Blocking with ZSpheres using 2D Concept Art: Okay, now we're creating the Treaty Unicorn using spheres. We go to draw and we're going to go here to front map one. We're going to click on Import. And we're going to import our front. Then we're going to go to the menu. We do the left right map, one import on the horse side view. Okay, so we frame it. Okay, so here we are. Okay. And we're going to scale the sphere and move it with scale. Move it, scale. Okay. Now we're going to go here we activate symmetry with x. We're going to go here with, we're going to draw scale. And then with Q. Okay, so now we go to frame. We are going this way with, let's move this one. We scale this one. Move for the scale with, then we click the scale with, then we want to add here with the neck. We move, move here with scale scale. We move the sphere here, and then we move the Q. Then control, then then rotate with R, then Q. Okay, let's add the horn with Q now with control now again control. And let's move now, let's scale this down with, with, let's move it with W now lets with at the legs with the control, then control, then Q, then control Q, then control, and then W. Then then for example if you see that scale scale rotate. Now finally let's preview with a let's scale these now let's move with now with let's are the tail with. Okay, so now let's set the tail with Q in the draw mode here with control. Now control. Now let's here with W. Now let's say that division with with d division here with new connector, new sphere. Now with rotate now with no, now rotate now. Now rotate with R. Now that the new sphere here, now rotate. You can review your unicorn. This is, you can activate also polyphrame. We can go to adaptive skin. The lower down, lower down Preview Again, as you can see is a very simple concept. We can go then to maybe put this a little bit more. Now, when you are ready, you can click on Make Polymers Tread. And you will have your polymer here, sphere, here, the polymerase. And then you can go to geometry here on the geometry, then you can start dividing and then you can begin scoopting. Okay. When you're ready, you go here to make poly mesh treaty. And then you can start scupting. Okay? And you can start, okay, giving all the details to make the character really amazing. Okay. You can activate scoop. This pro theda is to create an amphibian horse for my project. You can create any crept you like. This is the concept art from. Okay. Next steps will be to sculpt, then give micro details, then texture, then rigging. Before rigging, you need to create topology, do the rigging, and finally the animation. Okay, you can master the treation pipeline. Finally, integrating the character into your treat game game, or your film. Okay, thank you. 9. Outro & Class Project: Okay, so the outro and the class project, The idea is that you create a to the concept art for any creator you imagine and make use of fields to create blocking of your model and share with us an image of your concept art and treat blocking, okay, that is the idea. Create a magnificent and incredible and epic creator. Work hard, and thanks for watching this class work towards your goals and create amazing characters for empowering your unique narrative. Thank you, don't forget to check my other classes here on sculpture.