Transcripts
1. 00 Introduction: Hello and welcome
to zebras core. Many for beginners. My name is Pierre and I'm
a character artist has had the pleasure of studying and
creating digital sculpting, coursework and assets
over many years. If you enjoy CGRP or 3D print, digital sculpting is a fun and interactive path into
the world of polygons. In this course, we will cover all the brushes and features available as he
brushed core mini. And together we will sculpt a pomegranate fruit
and a lovely goldfish. So if you're ready, join
me and let's get started.
2. 01 Hardware and Navigation: If you are new to CGRP, you may not own a
graphics tablet, also known as a drawing tablet. This is fine as you can use standard mouse and
keyboard to create. However, a graphics tablet makes the creative process more intuitive and can be used for almost every computer
art program available. There are many brands and price points for
graphic tablets. I suggest purchasing
a cheap one is basic functionality will
have all that's needed. Less open ZBrush core mini. And the top left-hand corner, press this 3D rectangle button to load the stone mesh base. Zbrush will ask you
if you'd like to save your current progress. Select No, Unless cover navigating around your
model and ZBrush core mini. Right-clicking anywhere
will rotate your model. Right-click while
holding the Alt key will pan your model. Right-click while
holding the Control key, we're zoomed in and
out of your model. Alternatively, you can use the cam view icon in the corner to navigate
around your model. Click and drag to rotate the head model to snap
your mesh to set angles. Click the axes arrows to quickly snapped to the front
and back views, left and right views, as well as top and bottom view. We repeated clicks. Running along the right
side of the interface is a collection of navigation
unrelated buttons. The perspective
button will toggle perspective on and off. This comes in handy for examining the profile
of your model. The letter P is the
hotkey for perspective. Note that hovering over any
interface items while holding the Control key will display
additional information. The next two buttons control how you rotate around your model. The rotate on y-axis
button limits are cameras spinning around
the height of your model. The rotate on all axes button enables you full
access to rotate around your model
and will likely be a preferred
method of rotation. The local button enables
navigating around your model relative to the
position of your cursor. You'll want to keep
this turned on. The Next button will enable
the floor grid on your scene. Toggled a little x, y as the
icons within the display, additional floor
grids if desired. Shift P is the hotkey for
the floor grid button. The next button frame will send you your model
and the workspace. When pressed. The letter f is the hotkey
for the frame button. The move to zoom
and rotate buttons. Alternative means of
navigating around your model. Simply click, drag on
buttons to interact. Pressing the poly frame
button will display the polygons making up the
wireframe of your mesh. This is handy for
viewing the density of polygons distributed
throughout your mesh. Disabling the fill option or move the color
leaving only lines. Shift F is a hotkey for
toggling poly frame on and off. Take some time to practice
navigating around your model on screen until
you're comfortable rotating, zooming, and panning
around your scene. And the next clip we
will cover brushes.
3. 02 Brushes: Click the new sphere button
here to load a new mesh. Currently the brush core
mini includes 12 brushes, sculpting brushes, and for stamp brushes consisting of
multiple stamps per brush. Control the size of your brushes with the draw size slider here. Control the strength
of your brushes with a Z intensity slider here. The standard brush
features around tip with the soft fall off. Varying your pressure
on your graph is tablet would change the size, intensity of your brush. Hold the Alt key to switch
to digging into your model. The standard brushes
ideal for doing most of your surface sculpting. Anytime with all
sculpting brushes, hold the Shift key after your initial click to create
straight line strokes. The clay buildup brush features a square root tip with
a heart fall off. Varying the pressure on your
graphics tablet will change the size as the
intensity of your brush. Hold the Alt key to switch
to digging into your model. Clay buildup is ideal for
quickly building up form, creating textures, as well
as bold, flat strokes. By default, dynamic is
enabled on your brushes. This keeps your brushes the same size when
zooming in and out. Double-click to disable. And your brushes will
scale up and down. As you zoom in and out. They inflate brush
features a round tip with a soft fall off similar to the standard brush,
but much rounder. Varying the pressure on your
graph is tablet will change the size and intensity
of your brush. Hold the Alt key to switch
to dig into your model. At anytime with any brush, hold the Shift key
to briefly activate the smoothing brush to
smooth your strokes. The pinch brush pulls
all geometry and range to a single point
along your stroke. Varying the pressure on your
graph is tablet would change the size and intensity
of your brush. Holding the Alt key will
produce a recess pinch stroke. The pens and brushes
ideal for creating hard edges and increases. The Move brush grabs
and pull geometry and your direction of choice
in a linear fashion. Choose your draw size, Z, Intensity, and camera
angles of sutra situation. Hold the Alt key when using
the Move brush to push and pull geometry in a direction
of your surface normals. The Move brush is ideal for establishing your
base shape and form, as well as nausea
proportions on your model. The snake hook brush
pools and stretches out a portion of geometry
and the fluid fashion. Lowering your Z intensity will allow you to pull
out short spikes. Much like Move brush, rotate around your
model and position yourself to pull in
a direction desire. The snake hook brushes
ideal for stretching now arms and legs and
anything, elongated. Slash three brush cars
creases into your mesh. Varying the pressure of
your graphics tablet will change the size and
intensity of your brush. Hold the Alt key
to create arrays edge stroke perfect for
enhancing any hard edges. This last three brushes
ideal for creating soft creases and raised
edges along your geometry. At anytime with any brush, you can repeat your last stroke by pressing the number one key. This feature that
requires you not to move your model after
your last stroke. The H polish brush will flatten the surface
under your brush. Varying the pressure on
your graphics tablet will change the size and
intensity of your brush. Hold the Alt key to pull
the surface upwards. Age polish brush is
ideal for flattening areas and further
stylization of your scope. When apply thoroughly. The chisel 3D breast
consists of a collection of 3D stamp noses, eyes, and ears. Hold the Alt key to create
a cavity in your mesh, the shape of the
selected 3D stamp. At anytime. Press this button to disable or enable symmetric and
sculpting on your mesh. Chisel brushes are ideal for rapid placement of prescriptive features
for further editing. The chisel creature brush
consists of a collection of 3D stamp creature inspire noses, ears, eyes, horns,
teeth, and scales. Be aware that producing large
stamps are likely to affect the rear of your mesh depending on how thick it is in the area. That chiseled shapes brush
consists of a collection of 3D stamp geometric forms. The chisel organic
brush consists of a collection of realistic noses, ears, eyes, mouth,
teeth, tongues. For, and much more. It takes some time
to play around and experiment with the
brushes on your mesh. Mix any combination
of brushes you like. In the next clip, we will cover sculptors problem.
See you there.
4. 03 Sculptris Pro: Understanding the surface of your scalp and how detailed is generated will make you a
much more efficient sculptor. This here is a polygon. It has a minimum
of three vertices, three edges, and
exactly one face. Used it to a bunch
of these together and you will have some geometry. Sculpting often requires
millions of polygons. Sculptors Pro uses
dynamic tessellation in order to automatically
divide your polygons, adding detail where you want as you brush
across the surface. You can view this by pressing the poly frame button
to see your polygons. Stroking across your model. The area affected
by your brush has added a significant
amount of polygons. The amount of polygons or detail apply to your strokes
are controlled differently depending
on if you have dynamic enabled or disabled. With dynamic enable, more detail or polygons
are added to your stroke. The smaller your brushes. With dynamic
disabled, more detail or polygons are added as you zoom in closer to your model. Either way works perfectly
fine to sculpt normally, then isn't much of
a difference until you need to smooth your model. Sculptures, pros, dynamic
tessellation works the same. Let's move into your mesh. Rather using a large brush
or zoomed out of your mesh. Appliance mood will reduce polygons on your mesh,
essentially erasing them. Rather using a small brush
or zoomed into your mesh. Smoothing will also add more polygons or
detail to your mesh. The closer you are. The deepest core mini
has a polygon limit of 750 thousand polys. You can monitor your
current poly count after every stroke here
on your interface. Both to inflate and move brushes don't have
sculptors pro enabled. You have the ability
to disable sculptors Pro on all your brushes by
holding the Control key. This will create strokes
without dynamic tessellation, simply using the geometry or
detailed currently present. The benefit of this is
the ability to control your detail and poly
count as you're working. Re stroke and the
stroke on the left, normally with sculptors pro
enable produces this result. While adding extra
polygons to your limit. Your stroke and a
stroke to the right. Holding the Control key
to disable sculptors Pro produces better results without adding to your polygon limit. The idea here is that it can be beneficial to momentarily hold Control key to simply use the current poly count
under your brush. Additionally, some of
the sculpting brushes work differently while
holding the Control key. The pinch brush with the Control key had a
sharper finish to it. The snake hook brush or
with the Control key, had a slightly different look. Without sculptures pro. Smooth brush with
the Control key offers better results
without sculptors Pro. If you hit your poly
limit, There's no worries. Debra's core many
will notify you of this and offer you the
option to upgrade to a higher version of ZBrush
or select reduced to automatically reduce
your polygon count by decimating your mesh. This process will take a
minute, has the brush core, many will remove as many
polygons as possible, while retaining as much
detail as possible. Typically resulting in a mesh around 300 thousand polygons. You can reduce
your poly count at anytime with these buttons here. Pressing the Load button and
will reduce your mesh to a polygon count of 150 thousand. Pressing the mid button
will reduce your mesh to a polygon count
of 300 thousand. Pressing the high
button to reduce your mesh tool polygon
count of 500 thousand. Now are the poly count, the more detail is
retained afterwards. You honestly continued to
sculpt beautiful pieces, never knowing these things. However, I believe understanding what's happening
on the surface is important in order to get the most out of this
program and its tools. And an S clip, we will cover the remainder of the
interface items.
5. 04 Interface: Let's cover additional
buttons and options available to you as ZBrush
core minis interface. Whenever you're
interested in learning more about an interface item, hold the control key
while hovering to be presented with a pop-up
window with additional info. In the top left-hand corner. The first folder icon
is the Open button. Clicking it will
open a window for you to navigate to a previously downloaded or saved ZBrush core menu file
on your computer. The second folder icon
is a save button. Pressing it will also open
a window for you to save your current project to a
location on your computer. Click this drop-down menu here. You have a few options
to choose from. The first two options,
save your project and formats native to
ZBrush formats. The last two oxygens save your project into a
viewable image file. This file can be shared, downloaded, and uploaded into ZBrush contain your
saved project. Moving below the previously
covered brushes, we have the color palette. The color palette allows you to change the color of your model, has two parts, an outer
square and an inner square. Use both to select the
color of your choice. Under the color palette is
a collection of Matt caps, also known as materials. Do you wish core mini comes with eight different materials have changed the look of your model. Select them materials,
simply click this icon and the model will
immediately be updated. Under the Mac counts as
the occlusion button, enabling the occlusion
option will give your model deeper shadows
and shading throughout, adding a decent amount of depth. Control. This effects with
the intensity slider below. I'm ready to start
a new project. Choose between a
new sphere button or the New Stone mesh button. Click either button as ZBrush core menu will
advise you to save any unsaved work you may
want to keep clicking. Yes, we'll take you through
the saving process. Wants done, a new
mesh will be loaded. Clicking know will
immediately load your new mesh of your choice. Don't mesh option feature that virtual stone texture
applied to your sculpt. This texture is really
good at masking any areas with low resolution. The next uncover interface
item is the export image. Whenever you want to save
an image on your progress, press this button to select
the location and name. Press Save, and a
new window will pop up for you to crop your
image if you like. Click and drag in the viewport
to move around the image. Click and drag the red
corner circles to crop. Okay, when done to complete
a sport in your image. The next item is to export
for 3D print button. Press this to select the
location and name of your file. Zbrush core menu will
save an OBJ file for you to low into any slicer
to prep for printing. I use this button
to export and print these projects we will create
later in a future clip. Next we have the record
turntable button pressing. This will pop up a message
pretty much telling you that higher versions of ZBrush will export better
resolution turntables. Press Okay, ZBrush will spin your model on screen
recording all the while. When done, a new
window will appear for you to select a location and name to save as the
video format is mpg. Without any special
video editing software or third-party
movie player, this video likely won't play. So be aware. The next set of buttons
are quick links to upgrade to ZBrush
core or ZBrush. Press the visit Zebra
Central button to view artwork made and posted
by other ZBrush users. In the next clip, we will cover some ways to approach
sculpting your project.
6. 05 Workflow: Over time, as you
continue to sculpt and become familiar
with the brushes, you will indeed develop your
own approach to sculpting. Offer two ways of working as
you find what works for you. The standard method
started off with the Move brush to push and pull out large,
overall shapes. Smooth as needed along the way. If you're making arms or legs, use a snake hook, brush. Try to work at a medium
distance from your mesh. Edit three-quarter angle in
order to view and scope. To measure angles
simultaneously. Consider using a
slash brush to sketch out placement of
additional forms. Build and carve out
forms with the standard or clay buildup brushes
as smooth as needed. Be strategic with
their detailed areas. As you have a poly
limit of 750 thousand. The stamp method. Place one or two chisel stamp
brushes on your mesh. Next, use the Move brush to define the direction
of your scope. Smooth as needed along the way. Repeat adding chisel stamps
and the mood brush to modify. Use your standard
and or clay buildup brushes to sculpt
out smaller forms. You small slash and pinch
brushes to add details. This is a fun way to
create something new. Every time. In the next clip, we will dive into our
first sculpting demo with the creation
of a pomegranate.
7. 06 Pomegranate sculpt: Okay, let's start things off. I have a image of a pomegranate home
screen for reference. Now with a nice large
H polish brush, I'm just going to flatten
about half of the sphere. Just kind of move to a
three-quarter angle. Then just continuing
to press back till I think I've cut away enough to start sculpting on the
inside of our pomegranate here. Use a shortcut key to
change my Z Intensity. Just continue to flatten. I think we just about got it. Also keep in mind,
holding the Alt key will pull the surface upward towards you using the age polish brush. Switch between normal mode, standard mole and
holding Alt key. That just about does
it sound most half? Non-point to smooth?
Along the edges? Turn on poly Frank
can see the polygons. Okay, and how would
a smaller brush smooth again around the edges? All right, and up the top here. We're going to start to create our stem using the Move brush. I'm just going to
pull that outward. And have you got this dark? I'm just going to pull it
out from the back as well. And pomegranates had a
really interesting kind of star tip, flared star shape. I'm going to grab
this snake hook brush and just start to pull out those little flaps there. Figure out which
direction to go here. We're only doing half
in that direction. And keep in mind
the moon brushes and as well as the
snake hook brushes definitely work best when you find the best angle to
pull out your geometry. So you'll constantly move
around your mesh as you're sculpting the standard brush, I'm just carving in a
little recess in the stem. Fall a little smoother. Okay. That looks good. And now smooth brush. And just add some geometry. To start our scope. Now you don't have to do that, but could make things go
a little bit smoother. Edges sculpting. The
geometry already prepped. Now with the clay polish brush, I'm sorry, clay buildup brush. Just carving in the
recesses to add our seeds. I much prefer the look of
the standard brush here. Just continue to
dig out a little. Most sections here. And
now for the bottom part, here, sort of
resembles a P sign. Just continue to use
that standard brush. Okay, and follow with
a bit of smoothing. Justice, smooth things out. Looks good. Now we're gonna go ahead
and move with the moon, brush and just kinda widen out this inner flesh here today, Back in these areas. All right, just trying to
give enough room to build up those seeds and this area. And just trying to add a
little irregularity to the strokes to make them
look a bit more organic. Now at the pinch brush, I'm just going to
squeeze a section in a little bit on
the edge as well, just to thin it out a little
bit closer to our reference. Now, I'm gonna go here and grab, Move, brush and do a
little bit more pushing. Want to see how
things are looking. I'm just going to
pull out a little little pit section
at the bottom. And that's looking good. I think we're just about ready. Start building up the seeds
here with the standard brush. I'm going to turn off symmetry. As I want this to. Not be symmetrical. And making tiny circle
strokes, creating Little small bulb shapes
that look like seeds. Now great thing with
sculpture is pro, is that you can reach
stroke these kinda create additional sees
on top of other seeds. Works well as the
additive method. So this is one of the great
uses of sculptures Pro, because this isn't a
functionality with, you know, with a disabled, get a much different result. I'm doing this. I'm
just going to make bigger shapes here with
the standard brush. And the reason for that,
I just want to build up the the base to
start building up the seas as they
protrude out from the from the base a bit
more than other sides. So I'm just going to continue to get it a little bit high.
Buildup the height. And now with smaller strokes, start to fill in those seats. And there's really
no rhyme or reason. I'm just trying to fill
in the area for now. We can always reshape or
redraw these if needed. So walk all the way around trying to keep the
shapes relatively consistent. The sizes and the
pomegranate seeds don't change too much. Mostly the same size. So aim for that. Continue to fill up that
little pocket. Like so. And this is definitely the
best brush to do this task. You can try inflate but doesn't work as well
as the standard brush. Okay, I've done sought
to a decent start. Let's go ahead and make
some asymmetrical edits. Since we have symmetry off. Just doing a little tweaking, trying to create that recess
and flesh in our reference. Like so. And now standard
brush just continue to stroke the c's here. Just nice circular patterns. And just continue
to add those seeds, making those small
circular strokes. And as corner here. One good thing to note is if you overdo it or continue
to build too much, but just standard brush because simply smooth with
a larger brush to reduce the surface area or grabbed the clay
buildup brush, hold Alt to carve into the mesh. Alternately, you can do the
same with the standard brush. Simply returned to the
standard brush and redraw an area
constantly throughout. I'm also holding Alt key to dig into the mesh and
then releasing it, continued to use it
in a standard mode. Now I'm working on
the inner core, the pomegranate using
a standard brush. I'm just adding a bit of detail. Make it look a little
bit more dynamic, similar to our reference. Running that standard brush
along the inner flesh. Dividing the pomegranate
seeds right around that trim to give it a
bit more of an edge. As it was sliced
around the outer room, then what I assume
it was pulled apart. The reason as to why
the seas aren't cut. So it's trying to make the edges look a little
bit sharper here. Alternatively, you can
do the same by using the slash brush and
holding the Alt key. And it'll give you much
more sharper edges. But for this, standard
brush works just fine. Just about done with that. Just filling in some more seats here. Wherever it's needed. Some point in time,
we'll come back and definitely refine the shape and appearance of these sees as they're the main
focus of this piece. We never had a pomegranate, actually, actually
pretty delicious. Kind of a cross between a
cherry and a cranberry tastes. Also super good for you. Now and a full
version of ZBrush. It would be beneficial
to approach this in different pieces of geometry. Busyness, ZBrush,
core mini on it supports the one
piece of geometry. Can have to really think how to approach During your scopes and limited to one solid piece. By, for instance, we
would probably do the seeds with three
pieces of geometry. And the, the base has an
arrest with another piece. So typically you produce
sculpting and pieces. But that's also the joy of
using ZBrush core mini up. We hit our cap of our
polygon lemma here. She's going to hit reduce. And that's going to process. All right, and now we're
back down to 300 thousand. See up here an active
polygons counter there. But I will say as to
joy of users sculptors, pro, here is the
brush core mini. Just get to sit back and
kinda approached this as a clay sculptor. So let's look at this. I'm just going to use a brush to change the formula below, less, less perfect,
I should say. Knows this edge is
still pretty soft. Here with these standard brush, does run it slightly
across the edge. Remembering that our size is
determined by our pressure. So just a light touch. Still working in this cavity. Add a few more seeds. And now up here near the stem, I'm just using the clay
buildup brush, just faintly. Running alone. A cross-section of
this pomegranate just to build up
a bit of texture. Just for visual interests. I don t see this
in the reference, but I assume there's just
a bit of a texture there. So I'm just going to
kind of fake it here. Coming in here. Adding a little bit of depth. Okay, Just checking a
poly, polygons there. There's continued to
brush alone as I see fit. All right. Thank you. Choose to not do this. So different,
different aesthetic. Alright. As a little bit. All right, I'm just going to
continue to fill in this cross-section here. Evenly placed that texture
all the way around this edge, just making light strokes
overlapping one another. All right. Ready to move on,
but I want to click the Load button or
reduce our polygons. And now we're down
to 50 thousand. It's pretty low.
Now I want to grab the pinch brush and
just run it alone across somebody seems between
the pomegranate seeds. Just to tighten things up a bit. So make sure your
brush is nice and small otherwise it well
not work very well. And out to inflict brush. I'm just gonna run it
across the seas here. And you can see he
gives a much natural look to seize that. And definitely don't want to smooth over those with the
sculpture is pro enabled. And now I'm just gingerly applying in-flight
here and there. Let's try and get things that
look a bit more rounder. Just continue to use
that inflate brush here. Like you shouldn't
change the camera angle. See how things look from
different angles here. And I think that's
looking pretty good. Tina, use this in areas
that aren't too round. And just moving in tiny circles to build up
some volume here and there. Now the reason I don't
use inflate from the start to form the seas is that it will create
a bit of an overlap. But for our cases, whereas good on adjusting
our ready sculpt it forms. Now with the slash brush, I'm just running
across the seams, just trying to dig in
some deeper crevices. And this is more just
artistic liberty because the depth between the C's
are more consistent and the, and the reference image. But for our purposes I'm just
making things a bit deeper. Some spots. And then the plan is to
come back with the inflate. Even down here. Because you never know angle you might want to capture for image. So try to cover all angles. At this point, we
are definitely in the detail and stage
of our sculpt. As we finalize what
kinda details we want to get in before concluding. Now at this point,
we do have most of the information and just trying to fill in any gaps and make any
final corrections. Just tweak anything that
you feel could be better. Now over to the Move brush here, I'm just going to use
it to kinda reshaped some areas using a bit
of smoothing as well. Here and there. And push and pull. I can show it to rotate
around your model. Get a different
perspective and so forth. That two slash three brush. I said before. If you hold Alt while using
a slash through your brush, you can create a tighter crease. Arrays edge. I should say. That's
pretty tight. Which works great for
the this cross-section. Certain areas,
especially the areas that they're possibly
cut with a knife. Just a simple result
of tearing it. Ripping it apart would create
some some edges in here, especially in thinner areas. As I said before, I'm just accentuating what's
in our sculpt. Deciding what I want to, essentially a way as to what
I actually see or don't see. And the image. Once again just happened between the Cs and the same here. I think we've just about push
those far as they can go. Alright. Just went ahead
and removed our reference. Just going to go ahead and
finalize a few bits before concluding this in
the stem portion here with the moon brush. Just try and get a bit of
asymmetry in a cooling things off to the side
and pushing and pulling. Now the pinch brush, I just want to taper
off the tips here, but moving in the direction
of the stems or the app. No idea what these are. Not leaves. Guess
petals, almost. Okay. Just seeing how things will look
in what angle we might want to capture this from. Bit more mood brush to
ask them irregularity. And this is likely an angle
or capture our image. It just going to click
the Export button and save it under zebras
document and default name. Create as the Rust Core, many texts comes with it so
there's no getting rid of it. And essays. And now with that say, we can go ahead and click
the Export for 3D print. I'm just going to name it
and save it to our desktop. From here, you can go ahead
and upload this to a slicer. And the next clue will
sculpt a goldfish.
8. 07 Goldfish Sculpt: Okay, In this demo, we're going to
create a goldfish. I'm going to start things
out with the Move brush. Position it to use symmetry from the side view
of the goldfish. Turn off dynamic,
prefer having it off. And what that movie brush
just began to pull out the shape to form the body of the goldfish
starting with the head. Here. Just try and get
that snout like look, even though they
don't have a snout. And just pulling out the shape, tail here and the rear. I figure out which direction
I should pull it in. It's turned off
symmetry momentarily. Try and get a good approximation of the shape work right
in here. How perspective? And there's no rush here. Definitely take your
time when forming the base shape for your sculpt. Switched to the snake hook. I'm just pulling out the fin that's on the top of
the goal fishes body here. Snake hook brush offers a more fluid transition that
can be acquired at times. Sometimes I had to
switch between that and the Move brush. As we continue to form
out this fin here, trying to get a nice shape
resembles our reference image. If I didn't mention it
before in the last clip, I'm using the app pure ref to load up our images,
our reference images. Now I'm just using snake hook
to pull out the rear fins. As I'm remembering now
that he's actually split. Like so. So it's
best to view that from the top to pull that out. And now going back to shape the fins from
the profile view. All right, like so. You can see very quickly, we can kinda form the
base for our sculpt here. Starting to look
like a goldfish. I'm going to pull out more fins. This guy has fins everywhere. I'm just pulling out
these down here. And let's see where
it has next to go. Another pair of front here. I'm just trying to
get a nice shape, a little bit of smooth. Follow up those shapes.
We just pull it out. Like so. Same for
the other side here. All right. That's looking good. Let's go ahead and move on and
grabbed the standard brush. I'm just going to
pop in an I here, making small circular strokes. I'm pretty happy
with that placement. I'm just using the hotkey to bring up my intensity slider. Continuing with that
standard brush to kinda form the gill area. And a bit of bit of
volume around as I hear a bit more on
top of his head. It's filling in that shape. Continue to work around the eye. I'm just examining
and looking over at that reference material and it's trying to figure
out what's going on. And this is why it's good to
have as many angles as you can kinda figure out what their mouth is
doing from the front. And just continue to build things up here
with the standard brush. Now to the Move brush, I'm just going to
shape things a bit. That's kinda how I typically work in
many other sculptors. Sculpt then moves sculpt and move or tweak as I call
it from time to time. Sculpt and tweak has now I'm
just tweaking the profile. And as you start to add
details or moderate details, you start to get a better idea of where
things should be placed. Still making tweaks with
this smooth brush here, continuously moving
around a model, looking at it from
different views. His plan with the shape
of his belly here. A really interesting shape. It's trying to capture some of that push in this era
here, pull this back. And there's a lot of
nudging that's going to happen when you're trying to get your piece of look closer
to your reference. Just a part of the
process. Just embrace it. Try not to rush into
your details to quit. Now at the nice large brush. Continue to zoom out
and make tweaks. Might even be helpful
to open YouTube or another app and look at
some videos of fish. Goldfish, maybe even snapped
some screenshots of anglers. It's probably difficult
to find online. Right? Steady, tweaking that tail shape like this direction a bit more. Keep in mind allowed. This is just placeholder
shapes and forms. Then tweak things drastically. If we want. Looking at the top
reference image, I like the way it's
head fan of shapes. I'm trying to mimic that. Plan on being a
bit creative with the flow of the tail fins. Wait till we get to that
a little bit later. Alright, starting to shape up. Just looking at my geometry with the frame off for a moment. And holding shift, I'm just
adding a bit of geo in here. He's areas that are
kinda low in density. Once again, this
isn't necessary. It's just something
I like to do, another sculptors do
from time to time to prep the surface. Just going to go ahead and
save out a version of this. It's always a good idea
to save your work. Okay? Because crashes do happen
and you should just be prepared and save every
five to ten minutes or so. That way you won't
lose too much work. Okay. Checking out things. I want to leave my I'm going to leave working on the
base shapes too early. Now in the chisel organic brush, I know there's a
skills brush in here. I just want to navigate to it. He could just draw these
skills individually with perhaps a clay buildup
brush or standard brush. But I found when you
can use a stamp, definitely use a stamp. Let's see, not this one. Let's continue to scrub through the selection here
until I find it. Let's try this one. It switched brushes
to chisel creature. There we go. Scales three now
that's a bit strong. So let's go ahead and undo that. I'm going to lower
my Z intensity. Alright, That's
looking much better. I'm going to drag out quite a few of these. Fill up the side. Alright, place one up here, one down here,
another up top here. One in the middle. Much smaller now because
they get smaller as they recede back towards
the tail fins here. So I'm trying to mimic
that or at least keeping in mind as
apply these stamps, apply them to the
underside as well. And if you want, you can always use these placeholders and just come back and possibly stroke down with another brush. It's all up to, you.
Could turn off symmetry, but I'm going to leave it on. I'll place a nice Okay. And continue to fill
in these gaps here. Economically smooth out detail
in areas I don't want it. Alright? And towards his face, you don't see these
scales as much. So I'm just going
to smooth that out. Okay. Relatively
happy with that. Wanted to clay
buildup brush here. I'm just going to try
to fill in stroke. They're just kinda fill in a few areas that we didn't
get the scaling here. A few simple strokes,
nothing too. To detail, zoom out, see how things are looking. Move along here. The movie brush, just sliding scale texture
that we just apply. Just trying to
establish the flow that this gills have in
the reference images. Just nudging things
around a bit here. Being sure to check from
all sorts of camera angles. Alright. Checking things. From here. We'll be doing too
much to the scales. Alright. Let's go ahead and move on here. Just applying a bit of
smoothing to the front. And now standard brush. And go back into further define the gill area of the goldfish. I'm not super sure what's
happening in this area, even with my reference images. But I do see almost a
kidney like shape here. Something similar that I'm just trying to establish that
with the standard brush. I'm just going to carve in here, knows a bit of a lip
around the shape here. So I'm trying to create a bit of a recess to create that lip. Right. And a bit of smooth
to knock it down a bit to Sam around his mouth. And this area right underneath. Come around to the front and give it a little bit
of the same attention. Using that standard
brush. Over time. The results you'll get
from each brush, rather, using its default
method or holding Alt will start to
become second nature. And you'll know which brushes
to give you what results. So now around them, I
smooth things out a bit. Let's try to add a
bit more definition. Now the clay buildup
brush on a low intensity, gradually building
a form in here. I'm not crazy about that
texture it comes with, but I do like having a flat
a flat brush and inform here as opposed to the round round tip that comes
with the standard brush. So if I have something
in-between, that will be perfect. So when I use the
clay buildup brush, I like to follow it
with some smoothing to get rid of that texture
from the hard edges. Okay. Still focusing on
the front here. It's trying to fill out what error are going
to work on next. We'll stay here at the front. Up a little volume here. Smooth in it. Like so. It's not super bumpy. On the head of this
particular species ago fish. But I'm sure there's, it's not exactly flat or smooth. So just trying to
send you, wait. What's there? Which to test stroke with the
slash three brush here. I'm going to create
a bit of a sharp, sharp recess underneath the
eye just to situate it. Now because I
necessarily see it, they're just making an eye a bit bigger using
the Move brush. Maybe a little bit too big. All right, Now back
to the clay buildup. Just going to add a little bit more
definition to the eye. Just trying to add
some interest. And now each polish brush, I'm just gonna kinda
flatten things a bit here. Like so. Alright, like how
that's looking. Now, two slash three brush. I'm just going to
just run that around that little detail. Just added. And over time, you'll, you'll probably
do some of these. Make somebody's decisions. Such as deciding what's, what you see versus what would make the
sculpture look better. For instance, some
of these details I'm sculpting around the eyes I don't necessarily
see FOR form, but I felt they'll make the
sculpt look a little better. Okay. Smooth here. So that's pretty
good for the face. Go back to the moon, brush
and make some tweaks. Use that brush to change
a few forms here. Alt click to push the mouth
portion and a bit like so, just flattening that
area a little bit more in a few more
nudges and smooths. I'll just pull this down a bit. And just to make
these tweaks here. Now using the snake
hook brush to pull out the lower fence. And just redefine the shape
and flow of these fans here. Sometimes it's good to play with the more fluid and
organic results or the snake hook brush. And applying a bit as
smooth as needed here. Like so. Fairly medium
to small brush. I'm sure I'll get a
nice smooth right. Back to my Move brush. Usual. The Move brush. Never too far away
in the process. All the way until we're done. We'll be reaching
for that brush. Right. Now. I'm just kind of working from this
three-quarter angle and seeing which
direction I want to push the fans in and get them
to look a bit dynamic. Also kinda considering
what angle will try to capture
the fish from. Keep that in mind. Kinda looking back-and-forth
at my reference images, just trying to see which direction I should
take the fins in. Continuously making nudges as ultimately decide which shapes I want between the
reference images. And this is likely a similar
angle capture our final from Saul costly
return is angle. Now that pinch brush, I'm just squeezing towards the base of that
thin one is origin. Just so I can get a smaller,
smallest section here. Looks a bit more natural. And try the same thing in here. And it's very
critical that you get the right breast size to perform pinches
like that. Alright. A little bit on the tail there. And now back to move. And a little bit of moving. Now, the standard brush here, you see if our running across these skills will still
retain most of their form. I'm going to do
that here to create a slight deviation in the
base form of the fish's body. Here. I say I'm
nearing our polygon. Limit here. So very song. We're gonna go ahead
and reduce that. Just playing around with the, some detail on their fin here. Holding Alt to carve in and releasing to create
raised strokes. I'm going to click
that little button to reduce our mesh stated earlier. Just let that process
and wants done. We went from over 6 thousand
now 250 thousand, right? Also going to go ahead
and save our file. Alright, so now we're all good. Just start a new with low-res and work on a
few new areas here. I'm just smoothing
out some stuff. Alright, so now I'm going
to put a bit more work into these fins here, and I'll start to develop
a bit of texture. So what the standard brush, I'm just running across lightly. Not all key to kinda press down, flatten out the fin. Now I'm holding the
Control key and all. I'm not using sculptures
Pro as I'm working. And you can tell this by the texture that's
usually created. When you use sculptures,
probe rashes, things get a little crunchy
as I like to call it. A little mood brush to
tweak our form here. Pull things out. Just thicken it up. Feel that fits the style of
official little bit better. Check from this angle as well. Trying to change the
direction a bit. I think that's good.
Supply a bit of smoothing. And I'm just trying
to H polish out, see what the results
will be on this. I'm trying to flatten it out
a bit. Quiet care for that. So I'm just applying a bit of smoothing wherever it's needed. And we're just going
to go ahead and re-establish the shape
of this fin here. I want it to be smooth first. Alright. Spine angle. However, ultimately be working
from I'm going to tug on yeast tail fins till I get them in a more dynamic
shape and flow. Okay? Now, standard brush here. I'm just going to start
laying in some detail. Just using that
smooth brush again, a small size to add
some geometry here. And now the holding Alt with the smooth brush and
occasionally not holding Alt. And a variation of recessed strokes and
regular re strokes here. And the key here is to
make sure these lines, or as Nate from the base of
the tail of the goldfish, moms, we do that. They'll look natural. And I'm making my brush
smaller and time and time. And just restructuring
areas and just building up this texture here. And my goal is we
work on this as not for the goldfish to
look exactly one-to-one. We hit our cap here. So we're going to have
to go ahead and reduce. That is the earliest not to get a one-to-one look and
resolution and style, but just mimic some of
these details here. Now we're down to 300
thousand poly goldfish. I'm just going to continue
to add those details. Alright, important to
keep in mind as we, the more we reduce were
losing polygons elsewhere. So we might want to
keep an eye on that. Especially the resolution that we're reducing our mesh to, like how it's looking thus far. So let's do the slash brush and just accentuate
what we have here. Now. Occasionally I'll also
hold the Control key and make these strokes as to not
add additional geometry. While we're working. As you see, there is no additional
polygons being added for these strokes here. Now we're getting
deeper recesses. And you do the same thing
while holding the Alt key. If you want to create
some ray strokes here. And that is a very good tip to keep in mind for managing
your poly count. And it's trying to get the
most out of your detail. I'm pretty sure we're
going to see that bit of the back side of the rear side of this tail
fins or insight to say. So I'm just going
to add a little bit of that detail a here to still holding the Control key so as not to add any
additional policies. Right? Like how that's coming out. Can go to the clay buildup here. Just kinda add some
would be scales. It's making strokes here. Like we won't be viewing
from this angle, but I just wanted to
add that in there. Now with the pinch brush, I'm just going to apply
a bit more pinching back here. Like so. And help us to get a
more natural transition between the body and the tail fins. Good. Let's go ahead and grab the
Move brush and continue to tweak some overall profile
of our goal Fisher. And we're going to do
same thing for the other. Fence in in a moment. Some of it done
making adjustments. Right. Come out along. Continue to make our nudges here until we're ready to move on to apply some detailing
to another area. So figuring out this profile, this tail area, and his tummy. So just realize I had
occlusion off all the time. Give us a bit more pop to
our depth as we sculpt here. Definitely want that on. Then also try some
of these met caps. See things in a different
light immaterial. Even the gold one. Skin shade. Shiny toy. That's a flat
one and a foil won. Chess for just for checking out, scowl, go back to the mat, cat 1. First 1. Just move around and continue to make some nudges
on these scales here. Trying to establish
a little bit of a flow to the skills that similar to the
one I referenced. And down to that head thin, they're going to do saying
same thing we did to our Till. And just get ready in
a bit of smooth brush. Now on to the standard brush. I'll just brush naturally. But in sculptors pro do is work hadn't geometry via
the size of my brush. Alright. And now holding Alt to make some raised edges
in our fin here. Go ahead and grab
the pinch brush. I'm just going to run
that along the base here. Just trying to create a
bit of a tighter edge. Do it again with a bigger brush. And it's more noticeable. Now. Let's try it one more time. Not as intense. Can we can just create a bit of a tighter edge around the
base of that fin there. Come back to a standard brush a little bit closer in this time. And she continued
to add more layers. More strokes in-between
our previous strokes. Little bit more pressure
this time around. Out. Just kinda blend that
in the base here. Like so. Maybe a little bit of
smoothing here and there. My brush size. And make sure to do a few
strokes from this angle here. No, to create some depth on
that edge. Near the back. And almost near near a moderate completion here. From here we can just
proceed to detailing. Continued detail as to say, use pinch here while
holding control. As to not use DynaMesh. And do the same here. And just use a little
pinch wherever. Little h polish you can actually flatten
these details out. Hold the control key so as
to not use sculptors pero. You could see the difference. Okay. Mssa, good way to kinda polish down the surface while retaining
some of those details. Now I'm going to come
back in here with a slash brush this time. And just kinda restrict
some of that in time to just fill out the
details and try things out. See what works. You
can always undo. If you didn't like
the H Polish portion. But this time with
the slash brush, not getting as much information. As much depth as I was
with the standard brush, which works fine for the thin. Or you can use all
the brushes you want. Okay? But to the snake hook, just going to play around
holding the Alt key. So sculptors Pro won't decimate the surface
as I'm editing. Back to my brush now. Just pushing and pulling
some things here. Never really done tweaking
until you call it quits. So just continue
to tweak big part of the process. So return. Down here. She wanted to fill in
this gap here to make a few strokes that can assimilate that
texture that we apply. Making a few light strokes. Going back to the tail. Like so. Just to kinda get
a better blend. And I'm going to
smooth the inside of this fin that I'm seeing a bit
of a low resolution there. Alright, let's return
back to the lower fin here and give it a
bit more detail. Switch to the Move
brush right now. Kinda get its form
setup for sculpting. Want to get something a
bit more dynamic in here. I'm holding Alt and
just pushing and pulling all around
just to see what type of type of shape
kind of create here. Okay. Maybe I should try. Flatten this out a bit more and go ahead and get
the clay buildup brush. And just use that to try
to help define the form of bit more sculpting normally, button sculptors pro
sub-divide as needed. I'll get some nice
detail in here. Not the best really symbolize
the natural log of the fin. Just continue to layer these
strokes over one another. As we build up
this texture here, we are nearing our
polygon limit. So very shortly. To decimate our model. Just applying a
little smooth brush to smooth out some of
the low resolution. Now with the slash brush, I'm just going to see if
these layer together. Well, the texture we're
trying to create here, just up my, the intensity. It's looking better. Alright, nice light strokes. I felt that a work. Just apply a little bit
more smoothing up top here. Maybe need to get in a bit closer with the smooth brush to add some more resolution. But for now I'm just
viewing things from our future Capture Image angle. I'm going to cross
the mid button here. For a medium decimation, I'll take our current
count of 6600, 43 thousand to
almost 300 thousand. Okay. Let's go back
to that fin were working on and what
the slash three brush, just try to blend
that fin texture into the body a bit more. Get it to look a
bit more natural. I'm going to apply
a little bit of that action to this fan up for the previous one. Continuing to use a slash
through your brush. Just a bit. Let's go back to that clay buildup brush
and try to re-establish that same texture
that we have before. Just changing my
brush size here and they're holding Alt
occasionally to dig into the mesh like that. Much better and do
sound to the backside. Supplying a bit of smooth. Because that will be
seen in our final image. Somewhat nice and smooth. I'm just going to run the brush
across debt side as well. Too much as it is in the background I want
to save some are polygons to the slash brush and apply that to the
backside of this fin. Could really see
some more depth now, which is all we need to continue to do so to the fin
in the foreground. Just moving around to
grabbing the pinch brush. Now, the medium-size brush, planet bit of smoothing
around that base of that fin. And try to use a pinch
brush to create a tighter, tighter edge around
the base here. Like so. It looks a
bit more natural to me holding the Alt key while
performing that pinch. Looking at this fin now, thinking about doing the same, let me get a few tweaks
with the Move brush. Smooth and back to the pinch. Okay? Blindness, move a bit thicker, brush a bit smaller. And we're going to try. As we have. We have some geometry and the way so we have
to kinda maneuver and make sure to strokes
and move our camera. So it's really a sweeping motion because you pull in geometry
towards the center. And I'm ultimately going to use the Move brush can
establish the same effect. Just pushing and pulling. That shape looks a bit
better in that area. A bit of smoothing.
Now with the age, pause, undo that,
silent a whole control, and apply the H polish. In order to deactivate
sculptures Pro. As you can see, things
do perform differently. These are how the brushes and the brush before normally
without sculptures pero enabled. Back
to the Move brush. Now, just continue to edit that shape that we're coming closer to this up now
it looks pretty natural. Natural for our Argo fish. Let's see here back to the
clay buildup and try to establish that texture we had going for ourselves
that hello while back. And kinda feels
like I might need a bit more geometry and the fin. But it is working. Trying to create some contrast
in these layers strokes. We have to return to
slash brush to add that. But I am pretty happy with this. Okay. Let's continue to make strokes from
its rear angle here. And some on the inside as well. Not to hold the texture. So too much of this be seen. Undo that straight stroke. They're saying what too
much of this be seen. But it's good to add
a bit of detail. Okay. Some out a bit. And add a few of those
strokes to the head fin. I kind of want to keep things
a bit consistent here. Just changing the pressure
which I'm applying it. Okay. I think that really
ties in together a bit more. Let's go ahead and grab
the in-flight brush. Just see what it does for
his eye a bit like that. A bit of a bulge their eyes. Someone to decimate our model. This time clicking high. This way it will retain
more of our details, but we won't have as many, much of a gap to our limit as we're now
near 500 thousand. So we have to be
strategic with our, our details going for here.
But we're almost done. The perfect kind of
project for sculptors pro. A single asset with
a minimal amount of detail can be accomplished
using sculptors pro here, I'm just adding
some extra polygons to the inside of this tail. So I'm pretty sure
the inside we'll be seeing when we capture
our final image. And add a bit of
standard brush here. It's trying to add a bit
of that fin texture here. Like so. Okay, a little bit of smoothing. Just keep my eye on that
polygon count next. So that's pretty good. Just switching between
holding the control key. I'm making strokes
here and there. Okay, Just checking
our main angle here. We'll go ahead and save
a new version of this. Okay? I'm gonna go ahead and
turn off symmetry. Go to the snake hook brush. And I'm going to hold Control key to deactivate sculptors Pro. And while we make edits here, and I'm just trying to
do a bit of thin posing. Trying to add a bit
of asymmetry here. At a bit more of a natural look. Nothing too crazy as
its only it's fence. I'm just shifting from
different angles and pulling. Not too far as you'll
see some stretching. The further you push and pull. Just trying to add a bit more the dynamic
aspect to the fence. Kind of the fun part here. No real wrong answer. You can't really push
it too far as well. Definitely. One of the more standout
features of the goldfish. Okay. One thing you'll see too much of this on
trying to pull it up. Like so. And let's
proceed now with our References off screen. Just pose up on do that. Make sure you hold
that control key. Pool. Like so. Try and
retain in good shape. It's trying to look up top here. I'm going to turn
on symmetry back on what the standard brush, but to make a few more
changes at three, decimating our model once
again, once again unhide, it is checking out geometry, smoothing out a bit here, turn out a bit more extra GL. Next few steps here. Because you want
to retain as much of our detailed
as possible here. Just making a few last
minute sculpt changes here. Right here on the head. Little bit more definition
around his eyes. I'm just doing that with
the standard brush, KG, changing my brush size. And just light repeated touches to build up just a little form. And now H Polish, low-intensity. I'm just going to round
out some areas here. Slightly flatten them out. A little bit on the eye. Helps you catch a bit
of light as well. Okay. And just moving around. Find any other areas. Use this on back to a standard brush and put down some kind of
indication of a nose. Still a little bit. And now a little bit
around the mouth. So extra detail into the slash brush to
create a deeper cavity, sharper KV as well. Make sure that mouse stands out. A bit of a recess here. I'm holding Alt, but control as I'm stroking and using the geometry
that's already on our model. Trying to make sure we don't use any additional
geometry until need it in there, just go. Don't be too concerned
about geometry, that's only something
to worry about. We really want to
push sculptors Pro, just sculpt and get as
much as you can out of it. There's really no problem
to continuously re, meshing or read
decimate in your model. Zbrush is really good
at retaining detail. So alright, just going to click this
turntable button here. I feel like we're
a bit off center. So my hat to redo that. I'm just gonna go ahead
and name this anyway. Go Fish movie and save it to the desktop and it is clipping. So going to try that
one more again, just trying to offset
that rotation. Make it smaller as well. Okay, I think that should work. Let's try clicking their
core turntable button. It's better. A little bit off. I'm going to cancel that.
Just click frying the center. Our viewport made my
goldfish smaller. Slide it back a bit. And I think that
should be much better. Alright, just save over
the other movie. Yes. Right. And that is our turntable. Let's go ahead and
try one more again. I think that one's much better. Okay. Definitely happy with
that one. All right, so now let's go ahead
and capture a image. Just trying to find the
best angle. Can have a few. I like this under view, but also like it's top-down
view here as well. I'm just gonna go ahead and press the Export Image button. Go ahead and name it goldfish. Large. Click Save. Next, click to drag
around the viewport. Click and drag these
cropping corner icons, these little red circles. And use a slider if you want
it to do the same thing. Okay? So when you're
done, click Okay. And that will export our image. Wraps up our goldfish demo. In the next clip,
we will conclude the course. See you there.
9. 08 Conclusion: This concludes the course. I hope you enjoy learning
the tools and methods used for digital sculpting
ZBrush core mini. Don't stop here. Continual growth by studying the working methods of other digital sculptors via YouTube. And as always, remember to have fun at me on social
media and subscribe on YouTube to stay
in a loop of content and future courses
until next time. Happy sculpting.