3dtotal Com LTD Cedric Seaut 39 - Desconocido PDF
3dtotal Com LTD Cedric Seaut 39 - Desconocido PDF
3dtotal Com LTD Cedric Seaut 39 - Desconocido PDF
Introduction
There are several ways to come up with a
concept, the most obvious one being to draw a
quick shape in 2D to define the main volumes,
but you can also start from a very simple base
mesh and play with volumes in ZBrush. The
advantage of this technique is that you can
make one base mesh that you can then reuse
for many other concepts, and the second Fig 02
Fig 26 26. Press Cut, and then select the first vertex
and the second to create the second edge.
The edge at the middle of the vertices will
automatically be cut (Fig.26).
46. Keep the two faces selected and then press Fig 46
the Bridge button. This will connect both sides
and close the object (Fig.46).
Part 1c - Accessories
Presentation and Final
Concept
92. Here are some accessories that I have in my
personal library (Fig.92). Sometimes, when you
have some free time, its good to make some
basic elements that you can possibly use on
some of your creatures or characters. They can
be very useful to help you come up with a 3D
concept quickly.
(ZBrush Plastic
Sculpting)
Software Used: ZBrush, 3ds Max, Silo, and
Photoshop
Introduction
In the following chapter, you will see the step by
step progress used to create a shoe from the
concept shown in chapter I.
chapter 1. (Fig.01)
Fig 58 58. Now with the move brush, pull out the
surface on each side of the tongue. (Fig.58)
134. Mask the entire shoe except the sole in Fig 134
order to avoid any artifacts during the projection.
First go down to subdivision 6 and then select
Move instead of Draw on the top menu. Then
follow the same technique as we used for
chapter 1 by pressing Ctrl + drag the mouse
from the middle of the sole to the bottom to get
something similar to the following. (Fig.134)
Fig 138 138. Drag the alpha on your object first, and
then adjust it using the Move and Scale button
at the top of the interface. (Fig.138)
142. Now use the Clay and Smooth brush to Fig 142
remove and polish the previously generated
artifacts. Dont worry about the bumpy
imperfections you may generate as this will add
more realism. (Fig.142)
Fig 162 162. Now we are going to do the last detail pass
on the shoe. Scroll down to Morph Target, open
it and press StoreMT which will store the current
stage of your object. (Fig.162)
165. Drag and drop the alpha several times into Fig 165
the highlighted area and trying to keep the same
alpha scale. Dont worry if you go over the area.
(Fig.165)
166. Now select the Morph brush and change Fig 166
the intensity value to maximum 100 and paint
on the unwanted area. You morph the selected
area by the old stored one. (Fig.166)
Fig 178 178. Here are the results from different angles.
(Fig.178)
(Hard-Edge Modeling)
Software Used: ZBrush, 3ds Max, Silo, and
Photoshop
Introduction
In the following chapter, we are going to see
the step by step progress used to create
a Handgun. The technique used is not
complicated, we just need to know how to use
a couple of functions in 3dsmax and have some
patience and good references.
Fig 02
Fig 15
Fig 18 18. Select the open area along the bottom and
whilst pressing Shift, move them to the left in
order to extrude them. Then press Y to align the
new edges together. (Fig.18)
21. Do this for all the pieces you previously cut Fig 21
earlier; 5 altogether. (Fig.21)
Fig 32
Fig 45
Fig 55
Fig 59
Fig 60
Fig 63
Fig 67
Fig 70
Fig 72
Fig 75
Fig 84
Fig 85
Fig 88
Fig 90
Fig 92
Fig 93
Fig 98
Fig 99
Fig 100
101. Preview of the buttons after the faces are Fig 101
collapsed. (Fig.101)
Fig 104
104-105. Here is a preview of the chamfered
edges and final object. (Fig.104 105)
Fig 108
Fig 116
Fig 118
125. Attach the new one to its parent, and Fig 125
then select all the vertices to weld the ones
occupying the same position. (Fig.125)
Fig 130 130- 131. Select the faces within the grip area
and delete them. (Fig.130 131)
Fig 131
Fig 139
Fig 141
Fig 144
Fig 146
Fig 149
Fig 150
Fig 152
Fig 164
(ZBrush Mechanical
Sculpting)
Software Used: ZBrush, 3ds Max, Silo, and
Photoshop
Introduction
In the following chapter, we are going to see
how to sculpt a mechanical object in ZBrush
from the basic concept we achieved in the first
chapter. We are then going to introduce several
accessories which we will integrate into the
chest. Fig 02
Fig 05
Fig 06
Fig 08
13. On the left (1) is the last action we did above Fig 13
before pressing ProjectAll in order to project all
of the sculpted information from the concept
onto the new chest base mesh. (Fig.13)
22. Use the same steps for the hand by first Fig 22
subdividing it and then storing the morph target.
(Fig.22)
Fig 23
Fig 27
Fig 30
Fig 31
Fig 34 34. Its time now to add more detail to the chest.
The Dam standard brush is the main key to
achieve this and when used with the LazyMouse
it becomes the most powerful tool ever. After
selecting the Dam Standard brush, press L to
activate the LazyMouse and change the stroke
parameters to those shown below in order to
draw some perfect smooth lines. Lets now draw
some more details on the front. (Fig.34)
Fig 66 66. Use the zoom button on the right to see the
entire Canvas in the screen as its important to
use the entire space. (Fig.66)
85. Use the Move brush to push the new object Fig 85
a little in order to match it perfectly with the
chest. (Fig.85)
Fig 93
Fig 98 98. With the armor area done its now time to
polish the arm which is a more organic element.
Use the Inflat and the Smooth brush to gradually
bulge out the volumes. (Fig.98)
101. Once again use the Dam Standard brush Fig 101
to accentuate some holes in order to make it
appear more organic. (Fig.101)
Fig 103
Fig 104
Fig 106
Fig 107
Fig 108
Fig 109
Fig 110
Fig 111
Fig 114
Fig 115
Fig 116
Fig 117
Fig 119
Fig 120
(ZBrush Fabric
Sculpting)
Software Used: ZBrush, 3ds Max, Silo, and
Photoshop
Introduction
In the following chapter, we are going to see
how to sculpt the pants from the basic concept
we achieved in the first chapter. We are then
going to introduce several accessories that we
will integrate into it.
Fig 02
Fig 03b
Fig 08b
Fig 12b
Fig 16b
Fig 20a 20. Create another strap below the first one by
using the same steps, adding more clips to get
the following preview (Fig.20a b).
Fig 20b
31. Its now the time to re-use the Desert Eagle Fig 31
you created previously as we are going to create
a holster for it (Fig.31).
38. Cap the bottom but dont forget its important Fig 38
to keep the mesh as quads as this will remove
any bugs and artifacts in ZBrush (Fig.38).
Fig 49b
Fig 51b
Fig 51c
Fig 56b
Fig 57b
Fig 60b
Fig 61b
Fig 68b
Fig 69b
Fig 69c
Fig 69d
Fig 71a 71. Now lets add some more accessories to the
thigh (Fig.71a - c).
Fig 71b
Fig 71c
Fig 73b
Fig 88b
95. For the final scratch touches keep using the Fig 95
Dam Standard brush and draw some natural
lines to suggest that the object is actively used
(Fig.95).
102. A very nice Brush is the Slash2 and thanks Fig 102
to this you will be able to create extra pieces
of cloth apparent on jeans. Select the Slash2
Brush and activate LazyMouse making sure not
to forget to change the LazyStep value to 0 in
order to get a perfect line. Now right click and
move down the Z intensity value to reduce the
brush strength. You can now draw a line around
your object as shown below (Fig.102).
109. This time you can use the slash2 brush to Fig 109
create more cloth pieces. You can also use the
Standard brush with a low Z intensity to create
the folds (Fig.109).
Fig 112
112. Here is a final preview (Fig.112).
Fig 113b
Fig 113c
116. Here is the same for the second belt, for Fig 116
which we will use the same technique we used
in the Chest chapter to create customized
stitches using the alpha shown below (Fig.116).
131. Ctrl click on that area if you want to smooth Fig 131
the selection and then change the Inflat value to
extrude the masked selection (Fig.131).
Fig 139b
Fig 140
140. A current preview (Fig.140).
Fig 142b
146. And once again using the Inflat brush, Fig 146
sculpt the small folds on each side of the seams
to finish the details (Fig.146).
The series is split into 6 chapters and will endeavour to give you an insight into how a fully realised 3D scene
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Original Author: 3DTotal.com Ltd | Platform: 3ds max, Cinema 4d, LightWave, Maya and Softimage XSI
Format: DOWNLOAD ONLY PDF | Pages: 38+
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Zbrush Character Creation is a comprehensive look at the techniques and tools used to sculpt a variety of
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Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 091
3DTOTAL.COM
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This e-book provides a detailed account of building, texturing and lighting the interior of a Gothic Church based
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Original Author: 3DTotal.com Ltd | Platforms: 3ds max, Cinema 4d, LightWave, Maya and Modo.
Format: DOWNLOAD ONLY PDF | Pages: 47+
3DTOTAL.COM
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This series of ZBrush tutorials orientates around speed and efficiency and how to achieve detailed sculpts
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Original Author: 3DTotal.com Ltd | Platforms: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 97
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This six chapter eBook aims to show the value of post-production and more specifically the ways in which
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Manimal is a Zbrush tutorial series divided into six parts, covering nearly 70 pages and addressing the process
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