
在这个 ZBrush 教程中,我们将学习许多不同的雕刻技术,以创建由各种材料和物质制成的生物。
这里的想法是创建一个专注于在 ZBrush 中使用各种雕刻工具的生物。我们将创建我们自己的 MultiMesh 工具来有效地雕刻藤蔓、常春藤和多刺的树枝等元素,利用曲线功能来增加使用纹理 – 特别是纹理的亮度 – 与变形目标相结合,作为获得更精细控制的手段子工具的创建。
我们将研究在 FiberMesh 中筑巢的 FiberMesh 以创建各种形式的植被,我们还将利用 ZSketching 来创建这种生物的复杂结构构成,该生物由许多不同种类的材料组成,从苔藓和草到树皮和岩石。
纹理将结合 Spotlight 和 Polypainting 的使用,我们将完成为每个收集必要参考的过程。我们将完成建立有效渲染设置的过程,以及在 After Effects 中创建最终合成,为雕刻提供合适的最终呈现。
在本次培训结束时,您将非常熟悉可以在 ZBrush 中创建不同角色的各种工具。
Dixxl Tuxxs – Creating a Detailed Forest Creature in ZBrush
English | 50 Lessons | October 21, 2013 | mp4 | H264 1440×900 | AAC 2 ch 209 kbps | 10 hrs 12 min | 6.72 GBeLearning | Level: Advanced | Software used: ZBrush 4R6, After Effects CS5 | Project Files Included
In this ZBrush tutorial we will learn a number of different sculpting techniques in order to create a creature made of a variety of materials and substances.
The idea here is to create a creature with a focus on using a variety of sculpting tools in ZBrush. We will create our own MultiMesh tools for efficiently sculpting elements such as vines, ivy and thorny branches, utilize the curve function to increase use textures – specifically, the luminance of textures – in conjunction with morph targets as a means of gaining finer controls over the creation of subtools.
We will look at nestling FiberMesh within FiberMesh in order to create various forms of vegetation, and we will also utilize ZSketching in order to create the complex structural makeup of this creature, which is comprised of many different kinds of materials, from moss and grasses to tree bark and rocks.
Texturing will combine the use of Spotlight and Polypainting, and we will go through the process of gathering the necessary reference for each. We will go through the process of establishing effective render settings, as well as creating a final composite in After Effects to give the sculpt a fitting final presentation.
By the end of this training, you will have developed a good familiarity with the variety of tools with which you can create diverse characters in ZBrush.
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