ZBrush 2.0 is the latest release from Pixologic and continues to be a very individual piece of software. Designed to give an artist the freedom to sculpt high-frequency detail, all the while striving to make it as intuitive as possible. ZBrush has been adopted by major 3D Studios across the world and integrated into the production pipeline. Get Into ZBrush will take the artist on a tour of the ZBrush interface and explain how each tool can fit into their workflow. Using plain, well paced narrative Glen takes the viewer, panel by panel on an eye opening exploration. Part two then moves onto a project to model a 3D head from the innovative ZSpheres onto high polygon modeling, texturing using the native mapping modes and finally onto lighting and rendering the model. There is no other software on the market today that allows you to model organic models with polygons counts reaching the million mark and this video helps you to explore it fully.
The video is aimed at people new to ZBrush and the artist that simply wants to know more. As ZBrush has so many hidden depths this title helps to how and where ZBrush can be used in a modern graphic environment.
Topics Covered:
Introduction to Workspace
Glen takes you through the ZBrush work flow, tools, and interface. This section of the DVD will give new ZBrush users an excellent foundation of knowledge on the software and even intermediate users a better handle on ZBrush's depth of tools.
2D Painting
This section of the DVD covers Alphas, Masks, Stencils, Focal Shift, Layers, and other Pixol Based Tools.
3D Modeling Basics
This section of the DVD goes into Freehand Sculpting, ZSpheres, Polyframes, Creases, Multi res levels, Polymesh, Displacement Maps, Morph Targets, MaskingMarkers, Edge Loops, Partial Mesh Visibility and more.
Modeling Project
This section of the DVD goes into more detail on modeling in ZBrush. This section covers, Adaptive Skin, Dividing Geometry, Detail High Res Mesh, Modifying Materials, UV Mapping and Texturing, Lighting and Environment Settings, and Rendering the Scene.