DETAILS:
Instructor: Alex ALVAREZ Formats: (Mac or PC only) DVD-ROM (2-Disc Set) System Requirements
This 2-disc set takes an in-depth look at the design and creation of a detailed character head using Pixologics ground breaking software ZBrush. In over eight hours of lecture, Alex Alvarez sculpts a head from scratch using Zspheres and ZBrushs arsenal of sculpting and detailing tools. Beginning with primitive shapes derived from Zspheres, the primary forms of the head are quickly blocked out to determine general proportion and design. Alex then refines the eyes, ears, nose, mouth and horn regions before moving into Projection Master to create surface details. Once the geometry is complete, the use of ZBrush as a texturing tool is demonstrated in the creation of high-resolution bump, color and specular maps. The creation of custom tileable Alpha libraries with ZBrush and Photoshop is also demonstrated. In conclusion, Alex shows how to integrate geometry, displacements and textures using Maya's native renderer and Mental Ray. Every step of the process is shown using real-time and timelapse video.
Over 8 hours of lecture.
Topics Covered:
Zspheres Standard, Inflate, Pinch Brush Edgeloops Working with SDiv levels Symmetry Techniques Stencils
Projection Master UVs and Texture Creation BumpViewer Material Exporting Geo and Displacement Rendering w/ Maya and Mental Ray Chapters: Disc One
01. Introduction 02. Getting Started with Zspheres and Defining Forms 03. Eyelid Edgeloops and Initial Symmetry 04. Refining Forms with the Standard Brush 05. Refining the Ears and Nose 06. Refining the mouth and Neck 07. Adding Horns and Inserting Edgeloops 08. Refining the Eyes 09. Getting Started with Projection Master 10. Detailing the Face 11. Using Inflate and Pinch 12. Detailing the Neck
Chapters: Disc two 01. Refining the Horn 02. Reestablishing Symmetry with Resym/Smart Resym 03. Adding Symmetry 04. Creating UVs and Using the BumpMaterial 05. Bumptools Overview / Creating Custom Alphas 06. Painting the Bump Map, Part One 07. Painting the Bump Map, Part Two 08. Specular Map 09. Color Map 10. Exporting Displacements and Geometry 11. Refining and Preparing Textures in Photoshop 12. Bringing it All Together in Maya
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