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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 FREE CHAPTER
2. Chapter 1: Getting Started with ZBrush 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

Summary

In this chapter, you learned how to turn your digital sculpture into a 3D model that can be 3D printed effectively.

First, you explored potential issues with your 3D models that prevent them from being 3D printed flawlessly, and you learned how to troubleshoot these problems to create watertight, print-ready meshes. Next, you learned how to merge parts and make clean cuts to separate your model into multiple pieces that can be printed individually, saving time and material costs.

In the last section of the chapter, you created a key model that you used to add a male key and a female key to have two matching pieces. Then, finally, you learned how to scale your character and export it so that it can be processed by any 3D-printing software.

In the next chapter, we will dive into head sculpting, which will cover everything from facial anatomy and blockout to likeness tips and hair creation with FiberMesh.

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