Digital Design in Zbrush workshop

Digital Design in Zbrush workshop

Lecturer:
Chris Thackrey / USA

In Collaboration with:
rese arch & FlyingArchitecture

Digital Design in Zbrush workshop

Dates:
13-14-15 December 2013
There’ll be a big Xmas party in the middle of the workshop :) You’re all welcome!

Programs Required
- Pixologic Zbrush (version 4r6 strongly recommended)
- 3d application of choice (Blender, Maya, 3ds Max, Cinema 4d, Modo)
- Adobe Photoshop CS5 or higher (make sure EXTENDED version is installed)
- Adobe Illustrator

Venue:
Centrum office building
Kobližná 24
Brno, 602 00
Czech Republic
Check the location on the map>>
Our place is about 5 minutes walk from the main train station and about 4 minutes walk from Student Agency’s station. It’s pretty close to anywhere! :)

Capacity:
We’ve got some limitations and we have a capacity of 12 people for this event. So hurry up and send us a message to book your place :)

Digital Design in Zbrush workshop

[Segment 1]

Introduction to Zbrush

> Interface Essentials
> GoZ Accelerated Workflow
> Importing Base Geometry as .obj
> Interface Navigation & Customization

Digital Sculpting Fundamentals

> Sculpt Setup [enable sculpt-mode, hotkeys, brush commands]
> Working in Subdivisions & Poly-counts [essential workflow]
> Enabling Symmetries
> Essentials Masking Techniques
> Selections & Subtools
> Sculpting with Deformers
> Zremesher Re-topology

PolyPaint

> Fundamentals of PolyPaint
> Working in Layers
> Alpha Workflow
> Using Stencils
> Using Alphas to Manipulate Polypaint [advanced alpha settings]
> Alpha Creation
> Texturing Fundamentals
> Painting with Custom Photoshop Documents
> Spotlight Painting

Zbrush Materials

> Uploading Custom Matcap Materials
> Manipulating Material Characteristics
> Painting Material Attributes

Zbrush UV Workflow Level 1

> Why use UV’s? Workflow explanation.
> Tiled UV creation for fast export
> Texture Map Creation

(After-hours help session)

Digital Design in Zbrush workshop

[SEGMENT 2]

Advanced Sculpting

> Adaptive Dynamesh Workflow
> Additive & Subtractive Booleaning
> Combining/ Merging Subtools
> Mesh-insert Brushes
> Mesh Extraction
> Zsphere Workflow
> Zsketch

PolyGroups Level 2

> Manipulate Object by Grouping
> Deleting, Splitting Geometry
>Extruding

Advanced Masking Options

The UV Master Plug-in [create perfect, editable texture maps]

> Advanced UV setup with UV Master
> UV Adjustment
> Saving UV’s
> UV Optimization in Photoshop

Advanced Painting Workflows

> Zbrush to Photoshop Extended Workflow using GoZ
> 3d Texturing in Photoshop
> Painting with Editable Curves
> Baking Custom Materials Using ZappLink

Exporting a Heavy Scene

> Displacement Maps
> Normal Maps

Zremesher Level 2

> Using Adaptive Retopology
> Dynamesh Retopology Workflow + Polycount Decimation

(After-hours help session)

Digital Design in Zbrush workshop

[SEGMENT 3]

HD Sculpting/ HD Painting

Advanced Brushes

> Hard-surface sculpting
> Surface Creasing [Crease edges, crease brushes]
> Intricate Detail Brushes
> Clipping/ Cutting Brushes
> Brushing w/ Editable Curves
> Manipulate Brush Behaviors
> Advanced Settings
> Lazy Mouse Modifier, Snap it Edges, Involutions

GroupsLoops Worklow

> Workflow and Examples

Fibermesh

> Make Grass, .etc on Mesh
> Convert Fibermesh to Geom. for Export

MicroMesh

> Building a MicroMesh
> convert Micromesh to geometry

Bonus: Extra Tips & Tricks

> Creating Hard-line Vector Decals
> Baking Custom Materials using ZappLink
> Painting Transparency, Specular Maps using Zbrush
> Optimizing Texture Maps Secret Adobe Illustrator Workflow
> The Wax Preview Setting

(After-hours help & troubleshooting // improvised sculpt by Chris)

Digital Design in Zbrush workshop

Comments
shauncoree Jan 12, 2016
Was this ever recorded? Finding info on zbrush for architecture is proving incredibly difficult to find
Sign In to add a comment.

Other news

Realtime walkthrough: Lake Cabin, part 3

Realtime walkthrough: Lake Cabin, part 3

Terrain sculpting tools in UE4 provide a very smooth experience and with addition of alpha brushes you can get pretty realistic detail. However sculpting large-scale believable terrains is a time consuming process and you need a keen eye for how the terrain is formed in the real world.
Realtime walkthrough: Lake Cabin progress

Realtime walkthrough: Lake Cabin progress

Sneak peek on technical details and problems we needed to solve during the process of creation of our second VR scene.
Realtime walkthrough: Lake Cabin introduction

Realtime walkthrough: Lake Cabin introduction

Since the reveal of our "Parisian apartment" project, we were asked by our clients about our abilities to create an exterior scene. This is our take on it.
Solar Decathlon - images for the Y project

Solar Decathlon - images for the Y project

Being completely free with the images and their art direction is something you don't get a chance to do every day.
The process and communication in archviz process

The process and communication in archviz process

Receiving the source files meas only one thing: categorizing, cleaning, purging, repairing and remodelling. No matter who the client is, no matter what software they use, it's always necessary to get the geometry fixed to avoid possible and probable issues during the later stages. We also spend hours on studying local characteristics - typical country colors, people, cars, road marks, atmospheres - to bring them into the image and to create a believable story.
Realtime adventure continues

Realtime adventure continues

At FlyingArchitecture, we keep developing our realtime approach.