Armored Beasts Ebook
Armored Beasts Ebook
The Idea
The main idea for this tutorial was to come up
with an armored creature of some kind, so I
decided to create a reptilian beast that lived a
long time ago, in a fantasy kind of era where
there were few resources and constant conflict.
The beast wasn’t very intelligent and basically
lived by fighting for food. He was always one of
the first on the battlefield and his armor wasn’t
particularly strong or thick because of the lack
of resources and the fact that the lizards can’t
forge metal. It was basically made of things he
found or collected from dead enemies.
Modeling
Then it was time to start the hard work. For the
modeling I separated the character into three
main parts: the head, body and props. Before
anything else though, I started on the main base Sculpting the Head 1. Create a ZSphere and hit Edit
using ZSpheres (Fig. 04). On this mesh I had already defined the shapes 2. In Tool > Rigging, click Select Mesh
of the head, but I hadn’t detailed it yet so I did a 3. Select the mesh you will use to create the
After building the structure I converted it to simple retopology to have a better base to start new topology
a mesh (Tool > Make PolyMesh 3D). I then from (Fig.06). 4. Go to Tool > Topology > Edit Topology
started to define the proportions and general 5. Turn Symmetry on (if needed) and click on
shape of the muscles (Fig.05). To make the retopology of any mesh, do the the model to begin creating new geometry
following: 6. Press A to see the new mesh
7. When you are done, press Tool > Make
PolyMesh 3D.
The Armor
I thought this metal armor would be useful as
the lizard would have to defend against frontal
attacks. It would be very old and worn, with
pieces of chains and wires around. The fastest
way to create it was with ZBrush’s ShadowBox.
Using Transpose to move and rotate, I To use the MatchMaker brush do the following:
positioned the chains just like the concept and, 1. Tool > Subtool (this should already
using the Move brush, I bent them to give them contain the object you want to deform) 2. Now you have two subtools: the main one
a sense of movement. You can see the finished click Append and choose the object to use and the reference for the contour
piece of armor in Fig.24. as the contour 3. Position the reference object below the
object to be deformed
4. With the main one selected, choose the
MatchMaker brush in the brush palette
5. Click the center of the object and drag;
now the object will deform in accordance
with the object underneath.
To create another shield I used the same metal with screws and creases, and made them
process as I did on the previous one, only I old and broken (Fig.27).
changed the format and used a sphere as the
contour (Fig.26). I then placed the shields and created more wires
with ZSpheres to tie them to the body (Fig.28).
For the third shield I basically used Extract to
create each of the pieces. From a cylinder I Leather Straps
created a disk and subdivided it to be the wood I modeled the leather straps using Extract to
part. Then one by one I masked the edge, match the concept. I masked around the body
center and arrow-shape, and used the Extract and limbs, but erased a small piece where I
(Tool > Subtool > Extract) to create the metal could connect the loop with a Ring3D primitive
parts. I then detailed the piece of wood and (Fig.29).
Weapons
There are many weapons on this character,
consisting of the secondary ones that hang
on him and the main one he uses to attack.
The secondaries are the remains of weapons,
swords and broken spears of past battles.
For the swords I made one complete sword
and from it created some variations. I used
ShadowBox to create the base mesh (Fig.31)
and used Symmetry to create them. Once they
were made I used the Move and Polish brushes
to detail them. I created variations using clipping
brushes to break them into different parts.
The blade and the handle are the same mesh. Texturing and Posing
The Polish brush was essential here to make With the hard work done it was time to put some
the details really sharp. I also used rusty metal color on the character. As the head and body
alphas to make it look worn (Fig.33). were different subtools, I focused on finishing
the texture of the head to give the final look
The other main weapons are a machete and a for the body. I started by filling the head of the
cleaver. These were all created in the same way lizard with a yellow tone, which also complied
(Fig.34 – 35). with the main reference of the blue-tongued
teeth I used several references of human teeth Before proceeding with the texture I broke the
and the mouths of some lizards like the Komodo symmetry and posed the character. For the
dragon. pose I tried to follow the concept, but with some
differences in the pose of the limbs to create a
For the eyes I used the DragRect stroke. I better silhouette. I deleted hard objects such as
projected a picture of a chameleon’s eye as I the armor and shields, and used the Transpose
found them much more expressive than other Master to pose him (Fig.39).
lizards. For the drool I used a reference image
of a Komodo dragon, which has very thick and Once I was happy with the silhouette, I started
white drool. After the head was ready and the to place the props and used the Transpose
final look was okay, I painted the body in the Masters to make it all work together. This part
same style. The final body can be see in Fig.37. took some time because of the large amount of
props. I also had to be careful to make sure no
For the cloth I used different images and leather parts intersected with each other.
tones that had been treated in Photoshop. Using
the DragRect stroke and Alpha 01 I projected With the pose ready, I continued to finish the
the images onto the sculpt (Fig.38). texturing. I used the same texture for the leather
Rendering
For the final image I wanted a very dark mood,
with low light, as if he were in a cave. Nine
render passes were used: Color Pass, Ambient
Color Pass
The first pass I exported was the Color pass,
which is where all the colors were. To do this I
simply applied the Flat Color Standard material
to the entire scene. By just using this material,
I would have lost the metal shaders, so I kept
the matcaps of the weapons and all metal parts
by going to Color > Fill Object, with only the M
(Material Channel) button on (Fig.45).
Ambient Occlusion
For the Ambient Occlusion I also used the Flat
Color Standard material, but with all the textures hold Shift and click on the brush-shaped I only put the AOcclusion button on and in
and polypaints off. To turn off the materials and icon. Now you can use any color or matcap. Render > BPR AO, I used the following values:
textures of all the subtools, go to Tool > Subtool, Regarding the parameters in the Render palette, - Strength:1
- Rays: 100
- Res: 4000
- Angle: 360
- Blur: 2
- VDepth: 0
- LDepth: -1
- Gamma: 3
Main Light
The Main Light pass was a simple sun light
coming from the right. I used a white light so
I could change the color in Photoshop at will.
I set Intensity to 0.7, Ambient to 0 and the
BasicMaterial as a matcap.
SSS the render passes in Photoshop. Fig.52 shows mode. These fitted perfectly, but I duplicated
For Subsurface Scattering I used the all the passes in order of assembly. I started the right rim light layer to highlight some areas a
DoubleShade1 matcap. In Material > Modifiers, by opening the Color pass of the character and little more.
for both the S1 and S2 slots, I set Specular to applied the Occlusion pass using it in Multiply
0. In Tool > Subtool I hid all the objects except layer mode. Finally there was the SSS pass over all the
the head, body and drool and I turned off the layers in Screen mode. A lot of this layer was
brush-shaped icon to disable the polypainted I then applied the Main Light pass, which was erased leaving it in some parts, like the mouth,
textures. I chose a reddish color as the main given a yellow tint in Photoshop using Hue and hands and tail.
color and in the Light palette double-clicked on Saturation. This was applied using the Soft Light
the point of light to put it behind the character. I layer option. After I had assembled this I flattened the image
then set Intensity to 2, Ambient to 0 and turned and started a new one. In this second version
on SSS. Finally, in the Render palette, I also The Specular pass was then added in Screen I applied the background using the Mask pass.
enabled Shadows and SSS. I pressed the BPR mode. In this pass I deleted some areas such Then I highlighted the center of the scene,
button and the SSS pass was ready (Fig.51). I as on the pieces of leather and on some metals darkened the edges of the image and used
adjusted this slightly with Levels in Photoshop. because it doesn’t make sense to have specular the Depth of Field pass in the Lens Blur filter
there. to achieve the blur effect. That’s it! Finally the
Final Composition armored lizard was done (Fig.53).
Finally we have reached the last part of this Immediately on top of the Specular pass I
tutorial. Now all I needed to do was assemble all applied the Rim Light passes using Screen layer
Conclusion
At the end of a project like this you learn a lot as
there’s always room for improvement. If I went
back in time and started again I would change
several things to make it better. I think that
everyone should leave their comfort zone from
time to time to learn and evolve further. I can’t
wait to start an even bigger project.
Bruno Camara
For more from this artist please visit:
http://bruno-camara.blogspot.com/
Or contact him at:
[email protected]
Chapter 02 - Bear
Software used: ZBrush
Borislav Kechashki
For more from this artist visit:
http://galero.cghub.com/
Or contact him at: [email protected]
03
Chicken by Jose Alves da Silva
Armored Beasts Chapter 03 | Chicken
Basic Form between the chest and the rear to create the while using the Clay Buildup brush carves the
Start ZBrush, choose ZSphere from the Tool belly. Also, create two ZSpheres originating at orbits of the eyes. Press Shift while using the
palette and drag it onto the center of screen the tip of the neck to define the head form, and a brush to smooth the area after adding volume.
to create it (press Shift while dragging to smaller ZSphere at the rear where the tail will be With the same brush, make the thighs rounder
keep the ZSphere horizontal). Press Edit (or placed. To finalize the base, create a ZSphere and distinct from the main body. Also mark the
T on keyboard) to enter Edit mode. Activate for the eyes and another originating at the belly back of the chicken and the base of the neck
Symmetry by pressing X. to create the thighs (Fig.03). (Fig.05).
While in Draw mode, drag on a ZSphere surface In the Tool menu, under Adaptive Skin, press Wings
and a new, connected ZSphere will be created. Make Adaptive Skin. A new tool will be created Select a Standard brush. While pressing Ctrl,
If you drag at the symmetry line, a single with the prefix Skin_. Choose the Skin_ tool and paint a mask on the body marking a very simple
ZSphere will be created; if you drag on any other continue working on this tool as we won’t be wing shape. In the Tool menu, under Subtool
point of the ZSphere then two new, symmetrical needing the ZSpheres anymore. near the Extract button, set the E Smt (Edge
ZSpheres will be created. Use the Move and Smoothness) value to 41 and the Thick value
Scale modes to position the ZSpheres. If you Turn on Symmetry (X). Select the Move brush to 0.67. Press the Extract button. A new subtool
click the chain between two ZSpheres while in from the Brush menu and make the chicken’s will be created with the rough form of the wings
Draw mode, a new ZSphere is created at that body rounder. Push the eyes inward so that they (Fig.06).
point. lie on the same plane as the head (Fig.04).
Select the wings subtool. Deselect the mask on
To create the form of the body, assume that the In the Tool menu, under Geometry, press the the wings by pressing Ctrl and dragging on the
first ZSphere is the chest and create a new one Divide button twice to subdivide the model two background. Select the Move Elastic brush and
to define the neck, and another to set the length levels. Use the Clay Buildup brush to mark the reshape the wings. Also, make sure to move the
of the body. Create a new, larger ZSphere eyebrows and cheeks on the head. Pressing Alt tips of the wings away from the body.
Beak
To create the base of the beak, click on
Append in the Subtool submenu and choose
the ZSphere. Select the ZSphere subtool and
activate the Transp button so that you can
see the ZSphere inside the chicken’s body.
Activate Symmetry (X). Move and scale the
ZSphere to place it at the mouth area of the
head. Extend one ZSphere to the inside of the
head and another to the outside, scaling it down
to form the tip of the beak. Add two ZSpheres
along the beak and move them to set the curve
of the beak. In the Adaptive Skin submenu,
press Make Adaptive Skin. A new tool named
Skin_ZSphere1 will be created. In the Subtool
submenu click on Append and choose the Skin_
ZSphere1 tool. Now you have the beak model
as a subtool of the chicken tool. You can delete
the ZSphere subtool (Fig.09).
To create the spheres for the eyes, click on Choose the eyes subtool and click on Duplicate. projection on the front wall with a front view of
Append and choose the PM3D_Sphere3D tool. A new subtool with a copy of the eyes will be the comb. You will notice that a volume resulting
The sphere will be added to your subtools. created. Click on the Shadowbox button in the from the two projections has formed. Click on
Move and scale the sphere to position it on the Subtool submenu. A cube with three walls is Shadowbox and the volume will be converted to
right eye orbit. In the ZPlugin menu choose created with a mask painted on each wall, which geometry that you can sculpt. Using the Move
Subtool Master (free plugin downloadable from corresponds to the projection of our subtool brush, adjust the form and thickness of the
Pixologic’s website). Pick Mirror. Activate the object. Press the Trans button to keep the object comb (Fig.11).
Merge into one Subtool option and press OK. transparent and have a clear view of the cube’s
Now you will have two mirrored spheres placed walls. Also make sure that the Ghost option for Wattles
on the eye orbits. Activate Symmetry (X) on this transparency is enabled. We will be using Shadowbox again for this part.
subtool (Fig.10). Duplicate the comb subtool, press Shadowbox
Choose the Standard brush. Press Ctrl and and clear the cube’s wall masks. Paint the
Comb drag on the background to clear the masks on wattles mask on the side and front views. The
The comb will be created with Shadowbox. the cube. On a side view, while pressing Ctrl, back part of the wattles (which are actually
This technique requires you to already have mask the form of the comb on the side wall of the chicken’s earlobes) will be inside the head
a subtool in order to initialize it, so we will the cube, keeping the chicken model visible as volume. Press Shadowbox to create the mesh.
duplicate the eyes subtool and start from there. a guide. Change to the front view and mask the With the Move tool, move the earlobes out of
the head volume. Using the Move and Smooth
brushes, make the wattles thinner and concave
(Fig.12).
Legs
ZSpheres are great for modeling bony legs.
Press Append and choose ZSphere. Scale
and position it at the lowest point of the thighs.
Leg Protection
ZBrush has got some very powerful parametric
primitives. We will use them to create the leg
protection. From the Tool menu choose the
Cylinder3D. Under Initialize you can adjust all
the cylinder’s parameters. Set the X and Y Size
to 30. Set Inner Radius to 76, Hdivide to 10 and
Vdivide to 20. We have created a tube divided
in squares.
to add the leathery texture to the surface. With in DragRect mode, select Alpha 48. Set the
the Dam Standard brush, add a few cuts at the Z Intensity to 75 and Focal Shift to -54. Drag,
borders (Fig.28). starting at the pole of the sphere, to create the
recessed iris. Change the alpha to Alpha 14 and
We will now create the iris of the eyes. Rotate drag from the pole to create the pupil (Fig.29).
the spheres so that the topology is coincident
with the iris and the pupil is placed at one of To start working on the body feathers, use the
the sphere’s poles. With the Standard brush Clay buildup brush. I started by marking the flow
of the feathers with soft strokes to guide myself.
I also added a bit more volume at the tail to
suggest some raised feathers. Then using the
Clay Buildup brush, I sculpted all the feathers
roughly, starting by marking the outline of the
feathers, filling the inside and then smoothing
the result. I only created the feathers on the
areas that are not covered by armor and on the
wings (Fig.30).
Color
When starting painting and applying custom
materials it is good to start saving your project
instead of just your tool. The project file will hold
all the information regarding camera views,
lights and materials. Go to the File menu and
choose the Save As option to save as a project.
Worm
To surprise the chicken I chose an earthworm
jumping out of a hole. A shouting/laughing
worm came to my mind, even though the
chicken might have the last laugh. The worm
was made using techniques that have already
been described here. I started with a ZSphere
chain and then sculpted it with the Clay Buildup
brush, adding detail with each subdivision. For
the tongue, the Shadowbox was used to create
the basic form and then it was sculpted with the
Clay Buildup brush. Everything was polypainted
and the SkinShade4 material was used (Fig.40).
Ground
The tutorial is about a chicken and its armor so
I opted for a very simple scene. I appended a
Sphere3D to the tool and scaled it up as if it was
a hill under the chicken’s feet. Then I deleted To add some texture to the ground I used Standard brush in Spray mode using alpha
the bottom part of the sphere and subdivided it. the FractureB brush that you can find in the Alpha08 and varied tones of brown. A Cavity
With the Clay Buildup tool I sculpted a hole in program’s directories (load it with Lightbox in mask was also used to emphasize the details
the ground from which the worm is jumping. the Brush dir). The painting was made with the with darker colors (Fig.41).
Composition To store the camera position, in the Movie highlights separately, they can also be layered
All the elements are complete, so it is time menu under Timeline, press Show. The timeline using the Add mode, allowing us to control their
to frame the image. In the Document menu, is displayed. If you click on the timeline a key brightness and color.
disable the Pro (proportional) button and set frame is created with the current view position.
Width to 1000 and Height to 1500 (this will If you change your view, every time you click The strategy is to create a material without
be the render resolution, so set it to the final on that key frame you go back to the camera specular highlights for the base and three
resolution you’d like). Choose Resize. Press position you have set. You can keep several different specular settings (broad, medium,
Ctrl and N to clear the screen and drag on the points of view by creating other key frames on sharp) that can be composited in Photoshop
background for the model to show up. Activate the timeline. To delete a key frame, press Alt using the Layer Dodge (Add) blending mode.
Edit mode. and drag the key out of the timeline (Fig.42).
I will just explain the theory behind each material
Set the background color to black by choosing Materials as all the settings can be found in the images.
black on the color picker and then pressing the Light is additive. What this means is that if I started all the materials from the SkinShade4
Back button in the Document menu. If you have you render three separate images, each with material. Start by copying and pasting the
a background gradient, also set the Range slider a different light source, and put them together SkinShade4 material to another slot (using the
to 0 to remove it. using Add mode, you get the same result Copy Mat and Paste Mat buttons in the Material
as rendering a single image with the three menu). After preparing each material do not
Having the final image in mind, frame the lights turned on. Why is this so important? forget to save it (Material > Save) as the project
characters inside the document area and Because you can place each light source in file will only keep the materials that are applied.
position the view. Enabling the Persp button so a different image layer (with Add blending For the base material I have set the Ambient
you can have a camera view. The camera field mode) and manipulate its intensity (opacity) to 0, the Diffuse to 100 and the Specular to 0
of view can be set in the Draw menu with the as well as its color, allowing you to light the (under Material > Modifiers). This eliminates
Focal Angle slider. scene interactively. If you render the specular the specular highlights and the Ambient light,
Light
I have set up the light scheme with a key light
from the front and two rim lights. To create the In the Render menu, enable Shadows. Under Save it (press Gab Doc under the Texture menu
key light, go to the Light menu and enable the Bpr Shadow options set Strength to 1, so that and then choose Export). The render settings
first light bulb. The point on top of the sphere there is no ambient light that would interfere of the Bpr shadow will be the same for the rim
sets the direction from which the light comes; with the compositing. Increase the Angle to 5 lights.
place it at the top right region. Set the color to for some nice area shadows. Increase the Res
white and the intensity to 0.85. Enable Shadow value to around 4000 and set the Blur to 2. Hit To set the rim light from the left, in the Light
and set the type to Sun. the BPR button to render the key light pass. menu disable the first light bulb and enable
the second. Place the light point on the sphere materials you have created and apply them to and Outer Blend values to 1. In the Shader
on the lower left corner. Press Alt and click on all the subtools (use Subtool Master > Fill for Mixer options, set the SSS value to 100 and S
the point so that it is moved to the back of the this). Make a render of each with the shadows Exp to 6.5. Apply the material to all subtools.
sphere in order to have a light coming from the turned on.
back. Set the color to white and the intensity to In the Light menu, enable SSS on the light that
0.85. Enable Shadow and set the type to Sun. Place the specular renders as layers on top of you want to generate the SSS. In the Render
Render with the BPR and save it. the lights’ renders using Linear Dodge (Add menu, enable SSS. Under Bpr SSS enable SSS
blending mode). Use the Fill value of the layer Across Subtools, set the Angle to 360, increase
For the second rim light, disable light bulb to balance the layers’ strength. Erase/Mask the Res to 600. Render with BPR. Save the image.
number 2 and enable 3. Place the light at the specular layers so that the specular glossiness The SSS image can be composited with a layer
top right and press Alt to place it behind the matches the object’s (the worm should be in Linear Dodge (Add) blending mode. Use a
sphere. Set the color to white and the intensity shinier; the feathers have a broader specular low Fill value as the effect should be subtle.
to 0.85. Enable Shadow and set the type to Sun. etc) (Fig.44).
Render it with BPR and save it. Then save the To create masks that will help you with
project. Passes selections, apply a Flat Color material to all
As we have thin, soft bodies like the comb, subtools. Then apply a color to each subtool
You can composite the three images in wattles, feet and the earthworm, as well as in order to easily select them in Photoshop
Photoshop by placing each in a layer with in back lights, subsurface scattering should be (Fig.45).
Linear Dodge (Add) blending mode. At the noticeable. To create a SSS pass, choose the
bottom put a black layer. Fresnel Overlay material. In the Material menu, For a material that emulates the reflection of the
under Modifiers, change the Inner Blend color sky go to my website and download the Zeoyn_
Enable the first light bulb and disable the others swatch to a medium red and the Outer Blend SkyReflect1 MatCap from the Goodies/ZBrush
in the Light menu. Load each of the specular color swatch to a bright red. Set the Inner Blend section. Apply it to all the subtools.
Chapter 04 – Gorilla
Software used: ZBrush
When I was satisfied with the concept I decided dimensions. It was then just a case of adding
to move on to the next stage and began working detail using the Clay Buildup brush (Fig.02).
in 3D. My process from this point was very
common and is used as standard by many I like working with this brush because you can
ZBrush artists. I began by using ZSpheres achieve a variety of details using it, from rough
to create the basic structure and proportions and big forms to smaller details. After making
of the gorilla. After I had done this I applied the basic forms I started modeling the hair with
DynaMesh, which meant that I had a base the Weave 1 brush, with which I was able to
model consisting of polygons of equal sides and play with the direction of the hair’s flow (Fig.03).
helped to visualize what I wanted at this point, black shadows to be cast because of the strong
as I could then work out all of my future steps. light, but I knew I could achieve this by playing
I noticed that I needed to make the gorilla’s with opacities later on in Photoshop (Fig.10). I
weapon and so did that using the same process also used one bright red/pink front light, with and
I described earlier (Fig.09). without shadow, and one green side light just to
use it as bouncing light that reflects the colors
At this point, I had decided on the camera angle of the jungle. In Fig.10 you can also see all of
and what would be in the background of my these layers and lights mixed in Photoshop.
image. I knew that I wanted him standing on a
rock in front of a dense forest. I also wanted the In Fig.11 you can see the rest of the work I did
sun to be setting in the background to make the in Photoshop. I added the background in three
environment look more dramatic. With this in steps. In the first step I added some of the
mind I could start to work on the final render. background color using some of the colors that I
had used in the lights to tie everything together.
I used one standard light and wax rendering To do this I used soft brushes. The next step was to turn my attention to the
with the BPR and Shadow on. I wanted sharp gorilla by adding to his fur and making him
look a little more realistic. To do this I used
a Smudge brush made of lots of dots to look
like individual hairs. I also added a few more
specular highlights to the armor using a brush in
Dodge mode. In the foreground I added some
leaves and foliage to add more depth, and used
some photos to start to create the background.
Miro Petrov
For more from this artist visit:
http://soulsart.org/
Or contact him at:
[email protected]
Chapter 05 – Rhino The quality of the image doesn’t matter too the sphere and then press the Edit button to
Software used: ZBrush much as the aim at this stage is to set a goal be able to start sculpting. In the Tool menu
and an objective that we want to aim for. You under Geometry, enable DynaMesh. A pop-up
Introduction can see the concept for my image in Fig.01. window will ask you if you would like to freeze
This tutorial will focus on the creation of an subdivision levels; you should choose No. The
armored rhino. During the creation process I will You will notice that a lot of things are already sphere has now been converted to a DynaMesh,
make extensive use of the tools that were made suggested in the sketch. The pose is set, the which is made up of regular quads projected
available in ZBrush 4R2. Some of the features scenario is defined, the light direction is shown from the X, Y and Z axis.
in this version of ZBrush make it possible to but, most importantly, the character’s attitude
unleash the artist’s creativity and makes it and personality is set. So with the concept in Press X to enable Symmetry. We will start by
possible to do more with the lighting system. We place it is time to start. blocking the shape of the head (Fig.02). Choose
will be taking advantage of all these goodies. the Move brush with a large draw size (press
Body – Base S and adjust the slider) and pull the front of
As a starting point I think it’s important to have a Open ZBrush, then select the Tool directory the sphere to create an elongated snout. Also
character sketch, or at least a scribbled idea, as in Lightbox and double-click the PolySphere. push the lateral sides inwards to make the head
this keeps the process ordered and structured. ZTL option. Drag on the document to create thinner.
chest to the shoulder area. Always apply brush In the Tool menu, under Subtool, choose clear the mask, then again to remesh, fusing the
strokes in the direction of the muscle fibers. Append and pick the Sphere3D tool. Turn on pelvis with the legs.
Symmetry by pressing X and Move it to place it
To create the arms, select the Curve Tube under the waistline. With the Move tool, stretch With the Clay Buildup brush I sculpted the
brush (Fig.06). In front view, apply a brush the sphere to create a diaper shape. Enable muscles roughly on the legs so I knew where to
stroke the length of the arm, starting at the DynaMesh, choose the CurveTube brush and place the armor (Fig.08).
armpit and moving away at a 45 degree angle. create a tube starting at the hip with a curve at
Bear in mind that the thickness of the tube is the knee area. Use the Move brush to shape the Armor – Base
determined by the size of the brush. Using the legs to roughly define the thighs, lower legs and To create the base of the leg armor, choose the
Move brush, shape the tube into the form of a feet. Press Ctrl and drag on the background to Curve Surface brush. This brush allows you to
basic arm in which the arm, forearm and hand
are distinguishable.
create several curves, which will be connected armor parts and create vertical curves around has a lot of horizontal subdivisions compared to
by a surface. Select the brush and, in the Stroke the knee, keeping them short at the sides of vertical subdivisions. To fix this reduce the Max
menu, enable Snap mode so that the curves the knee and long at the center of the knee. Points to 4 and simply adjust any of the curves
stick to the surface when they are drawn. The Unhide the leg armor and turn off Snap mode to and the number of curve points will be reduced.
Draw Size of the brush will define the thickness manipulate the curves and make them cleaner, Also, if you reduce your brush size while you are
of the surface and the CurveStep in the Stroke and so that the surface covers the shin and leg not over a curve (when the cursor is red), when
menu defines the distance between points in a armor pieces. Also create an aggressive spike you click on a curve the thickness of the surface
curve. at the top of the knee armor. is changed to match the brush size.
The remaining leg armor will be created using For the belly protection start by hiding everything At this point I felt that the arms and head
the same procedure. Select the legs subtool and except the upper and lower body subtools. proportions were not matching the concept
create vertical curves around the shin area with The Curve Surface brush doesn’t allow you to (Fig.12). To remedy this select the upper body,
the Curve Surface brush (Fig.09). create a single curve starting at the center that turn on Symmetry and mask everything except
is symmetrical on both sides. Choose the upper the arms. In Scale mode place one end of the
To create the knee armor (Fig.10), turn on Snap body subtool, disable Symmetry by pressing X transpose tool at the shoulder joint and the other
mode for the Curve Surface brush. Hide the leg and enable Snap mode. Once you have done along the length of the arm, and scale the arms
that draw the first curve to the right of the center to make them bigger. Next adjust the head size,
of the body. Then keep drawing curves around masking it and scaling it to a smaller size.
the belly until you reach the other side.
Once again using the Curve Surface brush,
To adjust the belly armor curves disable Snap create the forearm protectors by drawing strokes
and move each curve point to make each perpendicular to the arm length with Snap on.
section perfectly round (Fig.11). You may notice Adjust the curves with Snap turned off and use
that I used too many points for each curve, GroupsSplit. Use the Move brush to pull the
which might be a problem later as the surface edges around the arm.
to match the concept shape. Press GroupsSplit. Clear the mask. With the Move brush, adjust the
With the Move brush, adjust the overall form. deformations near the tip. Use the Polish brush
to even the surface.
Armor – Detail
Select the horizontal part of the shoulder Using the Curve Pinch brush, create some
protection, hiding the vertical portion. In the decorative lines along the border of the pad.
Geometry submenu (in the Tool menu) press Press Alt while creating the curve to create a
Crease. You will notice that the harder edges pinch inwards. To flatten the hard edges use the
now have an inner dotted line, which means that Trim Dynamic brush.
these edges will not smooth while subdividing to distortions that will have to be fixed and
the geometry. Press Crease again to define the Load the Slash2 brush from the Brush > Slash also because it will help to break the model’s
hard edges on the vertical part. Press Divide directory in the Lightbox. In the Alpha menu symmetry. Do not forget to save before you start
four times. increase Blur to 15 and enable LazyMouse. the posing process.
With this brush, draw some decorative lines
The hard edges hold the form while subdividing, to simulate extra metal layers on the shoulder We will use Transpose Master to pose the
which creates the effect we want; however, pad. To add a few decorative nails choose the character. However the thin elements that make
next time we subdivide it we don’t want it to do Standard brush, set it to DragDot mode and pick up the armor might suffer some distortions when
this, so press Shift and the Uncrease button to Alpha 06. Adjust the Draw Size to set the size re-importing the pose back to our model. To
clean all the crease marks. Divide it once more. and place them along the edge of the panels. reduce the chances of that happening I would
You will notice that the edges between the two advise that you select each armor subtool, go
planes are now smoother (Fig.16). The techniques used to create the shoulder to subdivision level 3 and press DelLower to
pad can also be used to create the other armor discard lower subdivisions.
Mask the central area of the shoulder pad, parts, which is detailed in the 3DTotal Publishing
excluding the tips. Invert the mask and blur book ZBrush Character Sculpting: Volume 1 In the Plugins menu (Fig.18) select Transpose
it (press BlurMask in the Masking submenu). (Fig.17). Master and choose TposeMesh. ZBrush
Select the Curve Pinch brush and draw a curve creates a new tool in which all elements are
along the center of the shoulder pad. A crease Pose represented at their lowest subdivision level and
is created at the center of the shoulder pad, I prefer to pose the character before detailing as part of the same subtool so that they can be
while the mask prevents the tips from deforming. it any further because the posing will lead manipulated together.
Unmask half of the finger and rotate it some the tightness of the strap. Now you can start to breakdown of how the props were created can
more towards the palm. Unmask the thumb and work on the wrinkles on the head (Fig.24). be found in the 3DTotal Publishing book ZBrush
rotate it out so it can help grip the object. Character Sculpting: Volume 1.
Props
Details I then created the props such as the skull, cups, Painting
Now the character is posed it is a good time to axe and chair using many of the tools that I The model was polypainted using only the
add the straps that hold the shoulder and belly mentioned earlier (Fig.25 – 27). A detailed Standard brush and a series of alphas. To do
protectors (Fig.21).
Composition
Create a new project and in the Document
menu, set the document size to 1200 x 1500
(Fig.29). Choose pure black on the color swatch
and choose the Back swatch in the Document
menu to make the background black. Also set
the Range slider to 0 to eliminate the gradient.
Render
When the model and material were ready it was
time to make the final render (Fig.30). In the
Render menu, in Render Properties, enable
AOcclusion. Under Bpr Ao increase the number
of Rays to 20, set Angle to 160, Res to the max
and Blur to 2 in order for the ambient occlusion
to have higher quality.
Chapter 06 – Cat and see where it takes me. Sometimes it might • Import a rough mesh from the other
Software used: ZBrush look like the most awesome thing ever, and software into ZBrush, do a ReMesh All and
sometimes it might look like terrible. project the old geometry for a more accurate
My name is Christopher Brändström and I’m shape
a freelance character/creature artist in the Usually when sculpting, I start off with a model • Import a rough mesh from the other
movie, commercial and gaming industry. What I from my library. If you’re creating concepts software into ZBrush and use ZBrush
want to show in this tutorial is a very basic, but you’re not trying to show your skills as a lighting Topology to create a new topology, vertex
effective, workflow covering how to do a basic artist, modeler or texture artist. You’re trying to by vertex.
concept process in ZBrush and composition in show off an image as a whole picture. So why • Create something from scratch using
Photoshop. I’m going to give some pointers on waste time creating something from scratch? ZSpheres.
what to think about and what to avoid, and look
at using some additional software, to make a When creating this armored cat-animal, I Now with DynaMesh, you can just start working
nice-looking final concept image. thought I’d show how easy it is to create off of a sphere. Stretch and pull it however you
something from scratch using ZBrush R3b, like, run DynaMesh and continue working with a
Usually when I start working on a concept I rather than using models from my library. nice, clean and even topology. Also, make sure
need to have a general idea about what I want to check the Projection button, so you can keep
to create. The wonderful thing with concepts is Before the DynaMesh function in ZBrush, you the detailed work when DynaMeshing.
that during your creation process, you are most had more or less four options to get started with
likely going to stumble upon something that a fairly even topology: Important: Make sure your mesh has the
might change your image radically; something proper scale. If the scale is too big, you might
that you initially didn’t think of. This happens to • Create a mesh with an even topology in end up with millions of polygons on the lowest
me almost every time and I just simply go with it software like Maya and import to ZBrush DynaMesh resolution, which makes it hard for
inserting the cylinder and then using DynaMesh I continue to work on the body, using the Polish
(Fig.03). brush more heavily now, to create harder edges
and combining the organic feel with the Clay
I’ve now started adding more detail to the body. Buildup brush.
I’m still leaving the head as it is, since I don’t
really want to add any more detail at this point. I When adding the muscles I start to see the
may have already added too much, considering model as a whole and it gives me doubts about
I’m still not sure which direction it is heading. whether I’m actually going in the right direction.
Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 30
Original Author: 3DTotal.com Ltd | Platform: 3DS Max & ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 52