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Sculpting in ZBrush Made Simple

You're reading from   Sculpting in ZBrush Made Simple Explore powerful modeling and character creation techniques used for VFX, games, and 3D printing

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Product type Paperback
Published in Mar 2024
Publisher Packt
ISBN-13 9781803235769
Length 508 pages
Edition 1st Edition
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Author (1):
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Lukas Kutschera Lukas Kutschera
Author Profile Icon Lukas Kutschera
Lukas Kutschera
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Table of Contents (19) Chapters Close

Preface 1. Part 1: The Adventure Begins: Sculpting in ZBrush
2. Chapter 1: Getting Started with ZBrush FREE CHAPTER 3. Chapter 2: Sculpting a Demon Bust with DynaMesh 4. Chapter 3: Exploring the Gizmo, PolyGroups, and Masking 5. Chapter 4: Exploring Brushes and Alphas 6. Chapter 5: Creating an Optimized Mesh Using ZRemesher and ZProject 7. Chapter 6: Texturing Your Sculpture with Materials, Polypaint, and UVs 8. Chapter 7: Lighting and Rendering Your Model 9. Part 2: Creating Characters from Scratch: A Comprehensive Guide
10. Chapter 8: Sculpting Human Anatomy 11. Chapter 9: Creating Costumes, Armor, and Accessories with Classic Modeling Techniques 12. Chapter 10: Preparing and Exporting Our Model for 3D Printing 13. Part 3: Sculpting a Female Head: Tips and Techniques
14. Chapter 11: Sculpting a Female Head 15. Chapter 12: Adding Skin Detail, Sculpting Hair, and Using FiberMesh 16. Chapter 13: Building a Portfolio and Leveraging Social Media 17. Index 18. Other Books You May Enjoy

Creating an Optimized Mesh Using ZRemesher and ZProject

In this chapter, you will learn about ZBrush’s powerful retopology tool, ZRemesher, and how to use it to create clean and even topology for the demon bust that you have been sculpting so far. This will help prepare the model for further, more detail-oriented sculpting later on.

Then you will get familiar with subdivision levels, which allow meshes to be subdivided many times over, increasing resolution and ultimately allowing for higher levels of detail. Using the ZProject tool, we will project the detail from the demon concept sculpt onto the new, cleaner topology that we created using ZRemesher at the beginning of the chapter.

At this point, we will also look at increasing the mesh resolution, allowing you to add extremely fine detail. This will produce a sculpt that can be viewed from a close distance, without loss of resolution, which is often needed in VFX and sometimes games as well.

So, this chapter will...

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