While texturing leathers I like to first choose a material for its color information, and then add another layer with normal/bump information to make my leather more interesting. On top of the Curvature layer, I added a Dirt layer and set its Blending to Add to help create convincing armor wear and grime.įinally, I added a Paint layer, hand-painted some details, and added another Levels adjustment to bring it all together. I added a Levels adjustment layer to tone down the values a little, then smoothed the details slightly using a Blur adjustment layer. To do this, I started with a Curvature layer, added a Dirt mask on top, and set its Blending to Multiply. I added dirt into creases and brightened up some edges. I started with the basic Steel material for a base and then layered in the Stainless Steel, Steel Hot Roll, and Steel Dirty to create the color variation found on used armor. There is one part of the material library in which Toolbag is superior: metals. Since then, I have seen quite a few new materials added to the Library and I’m sure there will be more to come in Marmoset’s future Library asset drops. Please keep in mind that some of the materials I’m using (mostly fabrics and leathers) are taken from Substance Source and cannot be found in Toobag’s Library, as some material types were not available to me when I was creating this project. I will only go over how I approached a few key areas, after which the same process can be assumed elsewhere. There will be drama, tears, laughter and finaly we will, once again be victorious and with happy hearts will do render passes and combine them in Photoshop to achieve the final beauty render.I divided my textures into a few sections based on different material types. And we will make the pose from the concept. We will continue, though, because for presentation, a nice pose always wins over a t-pose. Then, after we combine the weapon with our girl, the work on the game ready high poly mesh will be completed. Then it will be time to make the weapon, which is the most complicated hard surface part in our character, but i will guide you so smoothly trough the process of making it from simple forms to the details, that you will never think of making hard surface things outside of Zbrush ever again! The boots will take us some time and effort, but we will be victorious in this battle too. We will struggle a bit, but finaly triumph with the making of the gas mask on her hip.Īfter that we will get to the knee pads and go straight to model the boots. Then we will jump to the gloves and also the belts. After that we will do the hard surface modelling of the shoulders and her collar or neck armor. Next we will turn our attention to the individual parts of her clothing and accessories by starting with the jacket. Then we will start our 3D sketch in order to imagine better what the character will look like when fnished. After that we will make the torso, hands, feet and fingers, while talking about anatomy and stylization too. Then we will make the eyes and will model the interesting mohawk hair. I will talk about head anatomy, common mistakes and ways to stylize. We will then really start the model, by making the head. All from scratch, all only in Zbrish, using the latest technology and of course the great concept from will start with two short videos of customizing the Zbrush UI and making a custom menu with most used operations for more efficient and fast workflow.
#EXTRUDING A MASK IN ZBRUSH 4 HOW TO#
In this course, if you choose to accept it, you will learn how to create a stylized female cyberpunk character with clothes, accessories and a big gun from concept. My passion were always the stylized characters and with more than 20 stylized characters done by me in last 2 years i feel ready to teach you how to do one yourself. My name is Niko and i’ve been a 3D character artist for over 11 years. Would you like to be able to create a stylized face? A stylized body, clothes and let’s be honest – a whole character? Then maybe you have come to the right place!