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ZBrushWorkshops com – ZBrush Training Workshop Subscription Pack
ZBrushWorkshops com – ZBrush Training Workshop Subscription Pack
Date: 10 November 2010, 05:26

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ZBrushWorkshops com – ZBrush Training Workshop Subscription Pack
MP4 | English | 800x672 | 15.000 fps 448 Kbps | 2010 | AAC - 83.9 Kbps | 5.5 GB
Genre: elearning

This contains all seven of the workshops currently available at ZBrushWorkshops.com through their subscription, which includes two additional classes not available for individual sale: (1) Introduction to Sculpting in ZBrush and (2) Create your own Topology. For your convenience, the files are arranged in folders and are not packed so that you can pick and choose which of the workshops you would like to download rather than being forced to download all of them. All resource files are included.
Below is an overall overview of the workshops included in the subscription, and then Ive also provided more descriptions for each of the ones that are being sold individually.
Introduction For All
Each of our workshops is and will be specifically targeted to address the most difficult and sought after questions of digital sculptors. Workshops like Sculpting Realistic Clothing combine years of teaching and sculpting to create a simple, easy to understand framework that digital sculptors can put to immediate use in their sculpting. In fact, our specialty is in combining deep conceptual understanding with real-world practical workflows.
Ryan Kingslien notes,My first job at Pixologic was to go up to ILM and train their digital artists to use ZBrush for Pirates of the Caribean. Now you cant just go up to ILM, sit with these artists who represent the top of their field and show them how to push buttons. You have to show them how they can strap ZBrush to the skills they already have and just get busy sculpting. From that day on my job has always been to teach people how to use ZBrush as a medium, not just a tool.
When you sign up for All-Workshops subscription you get access to all of our current workshops as and their downloadable resources. See included workshops.
Introduction to Sculpting in ZBrush
Comprehensive Introduction to ZBrush 4
Sculpting the Face with Scan Data
Sculpting Clothing and Understanding Folds
Sculpting Hard Surfaces, Armor and Repetitive Patterns
Sculpting Realistic Skin Scales
Create your own Topology
Workshop: Comprehensive Introduction to ZBrush 4
This workshop starts from the ground up and is perfect for beginners looking to get started in ZBrush as well as more advanced users who want to dive into the nuts and bolts of the program.You begin by learning how to navigate around the interface and slowly build up your sculpting skills. Gradually more complicated tools are introduced as you develop your proficiency with ZBrush.
To help you access all the information in this workshop it is divided into 6 sections:
-Getting Started
-Understanding the Sculpting Brushes
-Working with Your Model
-Texture Painting with a focus on Spotlight
-Materials, Lighting and Rendering
-Animation and Timeline
Workshop: Sculpting Hard Surfaces, Armor and Repetitive Patterns
This workshops focuses on three distinct requirements of sculpting characters: hard surface mech sculpting, sharp edged medieval armor sculpting and creating repeating patterns like chain mail. Each of these tasks is performed every day at game companies to create the characters we see in games today.
We begin this workshop with an in-depth look at ZBrushs new hard surface sculpting toolset and the concepts behind it. We then move onto our first armor project where we learn how to use the Move brush to create sharp edges and create tileable, repeating patterns like chain mail. Finally, we move onto our second iteration of the armor project and look at creating individual parts and adding more detail.
Workshop: Sculpting Clothing and Understanding Folds
This workshop focuses on how we can organize the complexity of drapery to create realistic clothing for our characters. We also explore some of the newer features in ZBrush for creating harder surface models with cleaner topology. We use the examples of sculpting jeans, a hoody, and pair of tennis shoes.
Teacher, Ryan Kingslien says, Sculpting drapery is hard. Drapery is fluid and where it meets the body it breaks around the form with incredibly dynamic results. Much of the information out there can be confusing and even contradictory. My goal with the jeans and hoody part of this workshop was to condense the conceptual understanding of drapery into just a few actionable concepts that we can immediately apply to our sculpting and get results.When we look at the tennis shoe, my goal was to look at some of the newer features that make the creation of harder surfaces so much easier in ZBrush than before.
The tennis shoe section of this tutorial takes a detailed look at the new sculpting toolset in ZBrush for harder surface sculpts. One of the key features to this toolset is GroupsLoops which gives sculptors the ability to quickly build complex geometry without dealing with box modeling. We also look at creating custom brushes and adding the final details to our sculpt.
Workshop: Sculpting Realistic Skin Scales
This workshop focuses on the tools in ZBrush and the workflows needed to create realistic skin and scales. The workshop begins with a look at skin moves onto wrinkles and the effects of age and then into an introductory look at understanding sculpting scales.
We will be using ZBrush 3.5 tools which brought a great deal of new features to our sculpting experience in ZBrush. Among those tools are Surface Noise and a complete new set of Scale Brushes that rely on features like Tilt to create amazing results. Do look back for coming soon – ZBrush 4.0 Workshops.
Workshop: Sculpting the Face with Scan Data
This workshop focuses on the tools needed in ZBrush and in our own minds to productively use SCAN DATA as the foundation of sculpting a FACE.
Teacher, Ryan Kingslien says, Working with scan data is not a guarantee for creating a successful sculpt. As Robert Beverly Hale said, First we draw what we think we see; then we draw what we know; finally, we see what we know.
We can just as quickly make a mess of scan data as we can a blank canvas. In order to make the most of scan data we must have an understanding of the planes of the face and the anatomy that guides those planes.
For years, I have been sculpting faces in the computer but it wasnt until I understood the lacrimal bone and the frontal process of the maxilla that my understanding of the orbit of the eye leveled up and I felt more comfortable sculpting faces.
I created this workshop so that others can benefit from the lessons I have learned sculpting the human face.
The workshop looks at ZBrushs projection toolset, ways to resculpt the mesh for more sculptural realism and tools for fitting the topology of the model perfectly to the sculpt. Along the way we explore the anatomy of the face with special attention paid to the problem areas of the orbit of the eye.





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