navigate site menu

Start learning with our library of video tutorials taught by experts. Get started

Digital Creature Creation in ZBrush, Photoshop, and Maya

Digital Creature Creation in ZBrush, Photoshop, and Maya

with Ryan Kittleson

 


Watch as author Ryan Kittleson introduces the skills digital artists need to create photorealistic 3D creatures for film, video, and game production. This course covers basic design, sculpting, texturing, posing, and lighting and demonstrates real-world workflow, starting with the basic sculpture in ZBrush and moving it into Maya for finishing, while editing textures in Photoshop.
Topics include:
  • Brainstorming and refining a character concept
  • Installing custom brushes
  • Optimizing tablet settings
  • Posing the ZSpheres in ZBrush
  • Sculpting muscles and midsize shapes
  • Working with DynaMesh
  • Using GoZ between ZBrush and Maya
  • Creating topology for animation
  • Sculpting fine detail
  • Cleaning up a mesh in Maya
  • Creating the UV layout
  • Lighting and shading
  • Painting texture maps
  • Posing with Transpose tools in ZBrush
  • Batch rendering a turntable animation

show more

author
Ryan Kittleson
subject
3D + Animation, Modeling, Textures, Materials, Character Animation
software
Maya 2012, Photoshop CS5, ZBrush 4.2
level
Intermediate
duration
5h 11m
released
Dec 15, 2011

Share this course

Ready to join? get started


Keep up with news, tips, and latest courses.

submit Course details submit clicked more info

Please wait...

Search the closed captioning text for this course by entering the keyword you’d like to search, or browse the closed captioning text by selecting the chapter name below and choosing the video title you’d like to review.



Introduction
Introduction
00:04Hi! I am Ryan Kittleson and I'd like to welcome you to Digital Creature Creation.
00:09In this course, I will show you how to use ZBrush, Maya, and Photoshop together
00:13to create a feature film quality creature.
00:17First, I am going to discuss how to design the creature using basic
00:20brainstorming and drawing techniques.
00:22Then, I will show you how to start sculpting and painting the creature with
00:26ZSpheres and DynaMesh in ZBrush.
00:28After that, I will cover how to model certain parts in Maya and how to easily
00:33transfer models between the two programs.
00:36Finally, I will teach you how to use Photoshop to enhance texture maps and
00:40polish the final renders that we'll make in Maya.
00:43In my years of making creatures for film and games, I found many ways of
00:47streamlining my techniques to make them straightforward and easy to follow.
00:51I hope you are as excited to get started as I am.
00:54So let's get to it with Digital Creature Creation in ZBrush, Photoshop, and Maya.
Collapse this transcript
What you should know before watching this course
00:00Digital Creature Creation is an intermediate to advanced course.
00:04Therefore, it can probably be helpful to watch a few lynda.com courses
00:08beforehand, such as ZBrush 4 Essential Training, Modeling a Character in Maya
00:142011, Maya 2011 Essential Training, and Photoshop CS5 Essential Training.
00:19It can also be helpful if you have basic artistic skills and basic 3D modeling skills.
00:24As you go through this course, if you run into trouble, feel free to search the
00:28lynda.com Library for any videos that might help out on the finer points of the
00:32programs we're using.
Collapse this transcript
Using the exercise files
00:00If you are a Premium member of the lynda.com Online Training Library, you have
00:05access to the Exercise Files used throughout this title.
00:09The Exercise Files are in the Exercise Files folder which I have placed on the desktop.
00:14You can store it wherever you like.
00:15There are files for most movies.
00:18They reside in subfolders named according to the chapters.
00:22It is not necessary for you to use these files.
00:25You can use files of your own in place of them.
00:28If you are a monthly or annual subscriber to lynda.com, you don't have access to
00:32the Exercise Files, but you can follow along with your own work.
00:36One note for opening Maya files:
00:38the Exercise Files are saved in Maya version 2012.
00:43If you're using an earlier version of Maya, you can still open the files by
00:47going to File > Open Scene with the Option Box checked, and make sure you check
00:53Ignore Version, then you can open like usual.
00:57So let's get started with Digital Creature Creation.
Collapse this transcript
1. Preparing Your Workspace
Installing custom brushes
00:01ZBrush allows you to customize many of its features to fit the way that you like to work.
00:05Over the years, I've used that customizability to create a few special brushes
00:10that have really sped up my workflow.
00:13I'm including these brushes as part of this course to help you get some of the
00:17same results that I will be showing you.
00:19First of all, if ZBrush is open, go ahead and close it down.
00:24Then, you'll want to find your ZBrush program files.
00:27On a Mac, you'll navigate to your Applications folder, and then open up the ZBrush folder.
00:32On a PC, you will go to the Program Files (x86), and then open up the Pixologic
00:39folder, ZBrush 4R2, ZStartup, and BrushPresets folder.
00:44
00:47The customer brushes are located in the Ch_01, Exercise Files, folder 01_01, and
00:52you will just want to select all of these and copy them, and then paste them
00:57over in the BrushPresets folder.
01:00Now, you can restart ZBrush.
01:03And just to have a model to work on, let's open up the default DynaWax.
01:08Double-click on that and let's open up the Brush Palette by clicking on the
01:12standard brush over here.
01:13So you can see there is these last three brushes here which are the custom
01:17brushes that we just installed.
01:18So we've got the crease brush, the customclay brush and the shorthair brush.
01:23Let's try them out really quick.
01:25Go ahead and click on crease and let's just see how this works.
01:28Okay, so you can see that the brush just creates a nice crease on the surface of the model.
01:35To rotate around as a quick reminder, you can just click-and-drag on any
01:38open part of the canvas.
01:41Let's subdivide this surface a few times so that we get a smoother result.
01:44I am going to hit Ctrl+D, and just do that three times.
01:48Now, let's zoom in here by clicking-and -dragging on the scale, and let's try
01:55that brush one more time.
01:56There you get a nice very smooth result.
01:59Let's hit B again to open up the Brush Palette and try the customclay brush.
02:03There's nothing too fancy about this brush.
02:05It basically just builds up the surface, but in a way that I've customized a
02:10little bit to just make things a little smoother.
02:12This brush is based on the clay build-up brush that comes with ZBrush.
02:16I will show you how you can customize this brush just in case you don't want to
02:20install it separately.
02:21Go ahead and hit B to open up your Brush Palette, and click ClayBuildup.
02:25Now this brush is kind of chunky, kind of rough, kind of blocky.
02:32So the way I've customized it is I will go here and turn off the Alpha, and I
02:37will also go up to Focal Shift, and just slide this to the center.
02:41Then one last adjustment I made was by going to the Brush menu, going down to
02:46Auto Masking and turning on BackFaceMask.
02:50This makes it so that if you're sculpting on a very thin object, the sculpting
02:54won't pass through from the front to the back of the object.
02:57So now you can see you get some nice smooth sculpting with this brush.
03:01If you want to save a brush with any customizations that you've made, go up to
03:05the Brush menu and click Save As.
03:08You can just give it any name you want, and save it into the Brush Presets where
03:12we save the other brushes.
03:14And one last brush to check out, hit B, and select the short hairbrush.
03:19I am just going to go around to clean part of the model here.
03:22Let's shrink the size of the brush a little bit.
03:27This brush is good for making short hair like stubble or eyebrows.
03:31We're not going to be using it in this course, but I'm giving it away as a nice little bonus.
03:37To download these brushes, just go to the free Exercise Files folder on lynda.com.
03:42These custom brushes are not necessary for creating great work in ZBrush, but
03:47they do help me work faster, and more efficiently.
03:50Feel free to modify them in any way that helps you work better.
Collapse this transcript
Preparing GoZ
00:01GoZ is a feature in ZBrush that allows you to quickly send models to Maya and
00:05then back into ZBrush.
00:07In just one button click, it does the same thing as manually exporting
00:10from ZBrush and importing into Maya or exporting from Maya and importing back to ZBrush.
00:14GoZ is a fairly new feature that interfaces with other complex programs, as
00:20such, there are times when it doesn't work quite right.
00:23If that happens to you, just know that you can get the same results by manually
00:27exporting and importing OBJ files between programs.
00:31GoZ is a part of the standard ZBrush installation.
00:34However, it is not automatically set up when ZBrush is installed.
00:37If you've never used it before, you'll have to set it up in order to use it.
00:41Let's go ahead and do that now.
00:42I am going to open up the dog model that comes with ZBrush.
00:45So double-click in DemoProjects and double-click the DemoDog.
00:50Now, over in the Tool Palette, let's click the GoZ button.
00:53So we get this little pop up that tells us some important things about GoZ.
00:57Basically, you want to make sure that all of your sub tools are named with
01:01unique names before you use GoZ.
01:04So let's click Continue.
01:05It's going to search through my computer for any 3D applications that it knows
01:10how to interface with, like CINEMA 4D, like 3D Studio Max and Maya.
01:16So there is no CINEMA 4D, we'll click Not installed!
01:18And it found 3D Studio Max but we're not using that in this course.
01:22So well we'll go ahead and install it anyway, and go ahead and click Yes if it
01:28asks for permission to install anything on your computer.
01:31We'll go ahead and install with Maya as well, and click Yes, and we don't have
01:36Modo, so we'll click Not installed!
01:39And go ahead and pick your version of Photoshop, we'll go ahead and go with 64
01:42Bit CS5.1 and click Install, and click Yes.
01:49It found three different programs that GoZ knows how to interface with;
01:523D Studio Max, Maya, and Photoshop.
01:55We want to work between Maya and ZBrush, so we're going to click Maya here.
01:59So GoZ is preparing the file for transfer to Maya right now and it's loading Maya.
02:05Okay, so now that we're in Maya, it's telling us that at anytime we can send the
02:11mesh back to ZBrush by clicking the GoZ button on the GoZBrush shelf.
02:16So you get your standard shelf up here, Maya uses all these standard buttons.
02:20At the very it created a tab called GoZBrush.
02:23Inside there is a single button called GoZ.
02:25So that's the button that we're going to click to send this back to GoZBrush.
02:27We get the standard Maya pop-up here that's asking us if we want to learn
02:33anything, I will just close that out.
02:34I am going to maximize Maya, and hit F to zoom in.
02:39So we've got the dog here, I am going to hit 5 on the keyboard to show us the
02:42Shaded Mode and it's the exact same thing that we had in ZBrush.
02:46You can make any modifications to the model here, for example I am going to just
02:49change the shape of it a little bit.
02:50I am just going to create a soft selection and just make a drastic change to the
02:59overall shape just to demonstrate something.
03:01So you could pull it, let's pull it up like this, make it look like it's scared.
03:06You could insert edge loops, you could layout UVs, make any changes you want to the model.
03:10When you're done with it, you just click GoZ to go back, and you see the
03:15adjustment that we made in Maya is automatically applied in ZBrush.
03:19There's a few other buttons associated with GoZ.
03:22You can send all sub tools at once by clicking the All button.
03:25So if you have multiple sub tools, just click All, and it will send all of them.
03:29If you just click GoZ, it's only going to send the active sub tool.
03:34If you want to use GoZ with different programs other than Maya, for example 3ds
03:39Max or Photoshop, click the R button.
03:42Then you can pick which button you want to be associated with GoZ.
03:45So if I change it to 3D Studio Max, and then I click GoZ, it's going to send the
03:50model to Max rather than Maya.
03:52Let's go ahead and switch that back to Maya.
03:54This technology that bridges ZBrush with Maya can be buggy sometimes.
03:59If you make changes that are too drastic in Maya, it may cause the Z tool to be
04:03deformed when brought back to ZBrush.
04:06Also, GoZ doesn't like sub tools that have names that start with numbers.
04:11So I am going to go into the SubTool Palette here and just change the name of
04:16the sub-tool and I am going to click Rename here.
04:18I am going to change it to let's say 1dog.
04:23It works fine here in ZBrush.
04:24However, any names that begin with numbers are going to have problems in Maya.
04:29Don't use any special character or punctuation, always start the name with a letter.
04:35Also, avoid changing the names of sub- tools or Maya objects while using GoZ,
04:40because that can also confuse the software.
04:42It could be said that GoZ is still kind of an experimental technology.
04:47So whenever I use it, I like to take it slow and try not to hit it with too much at once.
04:52Problems can arise from using it.
04:54So I like to make sure that I did everything right before I save over anything.
04:58However, once you get a sense for what it can do reliably, it becomes a valuable
05:02tool for moving between ZBrush and other programs.
Collapse this transcript
Optimizing tablet settings
00:00Ideally you should have a digitizing tablet when sculpting and texturing in ZBrush.
00:05It works a lot better than the mouse because you have much more natural control
00:09over stylus movements.
00:11In order to get the most out of the tablet, there's just one thing that should
00:14be set up properly first.
00:16By default a Wacom tablet is not set to use the same proportions as the monitor screens.
00:23This is especially apparent if you're using dual monitors.
00:26The result is that your stylus strokes will be stretched or squashed and your
00:30sculpting will be more difficult.
00:33To change this, first you should close any programs that use the tablet.
00:37So I am going to close ZBrush.
00:39So on our Windows machine let's go to Control Panel.
00:43On a Mac computer you would go to System Preferences.
00:47In Control Panel let's go to Hardware and Sound, and let's scroll down to
00:51Wacom Tablet Properties.
00:55Make sure that you've used the pen at least once in order to activate the Pen options.
00:59So if this Grip Pen icon is not showing up right here, just use the pen a little
01:04bit and then it should open up.
01:06So click on the Grip Pen and then go to the Mapping tab.
01:09Now you want to make sure that Force Proportions is turned on.
01:13If it's turned off, the proportion of the tablet will not match the
01:17proportion of the screen.
01:20So I want to have it turned on.
01:21Now you notice right here, the proportion changes just a little bit for me.
01:25On my screen there is not a big difference between the monitor and the
01:28Tablet proportions.
01:30However, if I run a computer with dual monitors, the difference could be drastic.
01:34Either way, you'll have more natural feedback from the tablet with Force
01:38Proportions turned on.
01:40Then you can just close to Wacom Tablet Properties and restart ZBrush.
Collapse this transcript
2. Designing the Creature
Brainstorming
00:00Let's leave the digital studio for the next couple of movies and take a minute
00:04to focus directly on the concept of the creature.
00:07Using traditional drawing materials can help ideas flow without fancy software
00:12and buttons to get in the way.
00:14One thing that trips up a lot of beginner concept artists is that they compare
00:18their drawing skills to the slick finished work of professional artists.
00:23Finished concept art is usually very highly detailed, beautifully rendered and
00:27painstakingly crafted.
00:30Beginner designers often feel like every drawing they do has to live up to those
00:34standards or they're just not cut out to be a concept artist.
00:38I'm going to let you in on one of the biggest secrets in concept art.
00:41Those slick paintings that look so good are just the end result of a whole
00:46process of sketching.
00:47Before sitting down to create finished art, a concept artist will go through
00:51page after page of loose doodles that they probably be embarrassed to show their mothers.
00:57Some of the doodles I make are so abstract that they don't even seem to be
01:01relevant to the project.
01:02It's just one way of loosening up your mind and your hand so that when ideas
01:06come you'll be ready to capture them.
01:09The biggest mistake you can make is to try to sit down and just do that one
01:13finished painting or drawing.
01:15When you never see the stacks of sketches that built up to a finished drawing
01:19you can get a distorted idea of how the artist created it.
01:23You may get discouraged that your attempts at finished art either look awkward
01:27or unrefined, and think that you just don't have it in you.
01:31The problem is not necessarily that you're a bad artist but rather that you
01:34didn't realize that a ton of rough drawings must precede the finished work.
01:40These rough drawings help you explore different ideas and designs.
01:44They help you read out clich degrees or bad ideas.
01:47Loose or accidental scribbles can inspire new ideas you never would've come up with otherwise.
01:53I try to avoid laboring over a single drawing and making it anatomically perfect
01:58and beautifully rendered.
01:59In your sketches try to loosen up and do pages full of quick, gestural
02:04shapes, then once you've got lots to look at, take a step back and examine
02:08what you've come up with.
02:10Nobody else needs to see the work at this point.
02:13You understand that the squiggly line represents a backbone.
02:16Keep the drawings so fast and loose that only you understand them.
02:20Don't worry about any details of the creature at this point.
02:23Just deal with the overall shapes.
02:26Never fall in love with your first idea or design.
02:29Always work out variations and different ways of looking at it.
02:33Very rarely your first idea will be a winner but if you don't do a whole bunch
02:37of alternatives, you'll never know what else you could have done.
02:41You will never have the confidence of saying this idea is the best compared to all the rest.
Collapse this transcript
Refining a concept
00:00The next step is to take your best idea from all the doodles and get more specific.
00:05We are not dealing with skin texture or hairstyles yet.
00:08It's still very basic.
00:10At this phase you'll be arranging the limbs and the other major shapes.
00:14Now is the time to experiment with various proportions making some parts
00:17bigger and smaller, moving legs forward and backward, playing with the various limb thicknesses.
00:23It's still very loose and simple drawing here.
00:26You'll be doing several pages of variations of this round of the design process as well.
00:31Out of all the brainstorming sketches that I did, I like the ones that are going
00:35in the direction of this four-legged critter with its tail looped over its head.
00:40Now that I have a very basic idea of where I'm going, I need to start thinking
00:44more specifically about it.
00:46I need to understand the world that it lives in and how it behaves.
00:50If the creature is part of a story that is already been written, you will need
00:53to take into account the role that the creature takes in the story.
00:57For this course, it's more up to my imagination.
01:00When you start sketching, ask yourself questions about where and how
01:04the creature lives.
01:05Your answers will help in form the design.
01:08What kind of habitat does the creature live in?
01:11Does it chase prey or evade predators?
01:14What does it eat and how does it catch it?
01:16Imagining where your creature will actually live, will add believability to your design.
01:22For this course, I actually brought several different concepts to this
01:25moderately refined point.
01:27I wanted to make the best creature that I could so I made lots of types of creatures.
01:32This gives me lots of options from which to choose and when designing having a
01:37variety to choose from is always better.
01:40Whatever the case, you'll probably work with writers, directors, and other
01:44artists to refine a design that works just right.
01:48The design that we are doing in this course was chosen because it features
01:51several different anatomy types in one creature.
01:54I want to show techniques for making different kinds of scaly, leathery,
01:58bony, and smooth skin.
02:00I also want to show muscle and joint anatomy along with common anatomical
02:05features like eyes and teeth.
02:07For those reasons, I chose this Dewhopper design.
02:11I imagine the Dewhopper to be carnivore and a hunter, yet it's also small like
02:15a squirrel so it needs to be able to run and hide when larger predators are around.
02:20I imagined a dry desert where water is scarce.
02:23I imagine that it lures insects with a drop of sticky liquid that it can excrete
02:27at the tip of its tail.
02:29Insects think that it is a drop of dew and come up for a drink.
02:33The creature can then lunger the insects to capture it.
02:36The best design for a particular project isn't necessarily the one that looks the coolest.
02:41You have to consider how it fits into the production that it's a part of.
02:45You don't want a minor character to have a look that upstages the main characters.
02:50As artists and sculptors, we often want to give creatures huge muscles and
02:54big fangs, but often the creatures placed in a story calls for a more subtle approach.
03:00The main thing to remember at this stage is to give yourself lots of ideas to work with.
03:05Don't get stuck on just one idea no matter how much you feel it to be right.
03:09A good designer is always coming up with variations and alternatives to any design.
03:14When you have a good set of ideas to choose from, you'll be able to finally tell
03:19which one works best for your character.
Collapse this transcript
Gathering reference images
00:00The basic anatomical structure of our Dewhopper is kind of like a cross between
00:04a lizard, a frog, and a rodent type animal.
00:08Before I get into the details of the design, I want to find reference images of
00:12those kinds of animals.
00:14Doing this, it will help me get the subtle nuances of the anatomy in a believable way.
00:18As much as you may know about animal anatomy, there's always something new to be
00:23learned by looking at the actual animal rather than relying on memory.
00:28I like to use Google Image Search to find reference.
00:31I am just going to go to Google and click Images.
00:33Just start finding and saving as many pictures as you can that might relate to
00:38your creature design.
00:39So I am just going to search for lizard.
00:41So right off the bat you can see that there is some really interesting images,
00:46this one might be good for the skin texture or for the way that the anatomy
00:50works in the joints and the fingers.
00:52Something else I'd like to do is search for large images.
00:57This helps you find images that only have really high definition, resolution so
01:02you can see every detail.
01:03A lot of lizards and amphibians have limbs that are very tube like and undefined.
01:10However, I want my creature to be a little bit more anatomically detailed and
01:13interesting, because of that I want to find pictures that reveal muscle and bone
01:17structure more than average.
01:19So this limb right here is great for this scaly skin texture but there might be
01:24other images that are better for muscle structure.
01:27So let's just look through here and see if we find any.
01:33So with this one you can kind of make out calf muscles and biceps and deltoids,
01:38so images like this can be very useful when you are sculpting the musculature of your creature.
01:42I am including some images that were very helpful to me as exercise files.
01:47You can also check out video footage of similar animals to get a sense of how they move.
01:52YouTube is a great resource for this.
01:54Even though we won't be animating the creature in this course, video reference
01:58is very valuable for helping us to understand the anatomy that goes into the
02:01various movements that your creature can perform.
02:05The importance of reference cannot be understated.
02:08This is another aspect to creature design that you may not ever see when looking
02:12at other people's designs.
02:14It can be easy to think that the professional concept artists just invent their
02:18designs out of their imaginations.
02:19The reality is that they spend a lot of time studying nature and real animals in
02:24order to create believable designs.
Collapse this transcript
3. Basic Sculpting in ZBrush
Starting with ZSpheres
00:00Now that we have a pretty solid idea of where the design is headed it's time to
00:05get even more specific about its anatomy.
00:07This usually means doing detail drawings or clay mockups, however, with
00:12digital technology at our fingertips we can not only get this phase done more
00:16efficiently, we can also do things that just aren't possible with traditional materials.
00:22It's one thing to see a drawing or a clay sculpture of a design.
00:25But it's a whole other thing to get a sense for how it can move and make
00:29adjustments to the design without having to redraw or re-sculpt it.
00:333D software is going to help us speed up this process.
00:37In ZBrush, we can build a figure out of ZSpheres and pose them in various ways.
00:42This means that you can build the body once and then position the limbs to test
00:46out how they would move.
00:48So let's create a ZSphere.
00:49I am going to hit the Comma key to make this little menu go away because it's
00:53just in the way right now and let's make a ZSphere by clicking Cylinder 3D
00:57and click it one more time and we get this little pop-up with some primitives
01:01that we can choose from.
01:02I am going to click ZSphere.
01:04Now just click-and-drag in the canvas to draw one out and go into Edit Mode.
01:09So this one ZSphere doesn't look like much, but it's going to be the start of
01:13the structure of our creature, and we can build new ZSpheres based off this one
01:18by clicking-and-dragging on it.
01:19So if we click-and-drag we get a new ZSphere and we can continue to build the structure out.
01:23I am just going to undo that because we want to build this symmetrically.
01:27So I am going to hit X to turn on Symmetry.
01:29So now you see, everywhere you move the mouse, you are getting one dot on one
01:33side and a symmetrical one on the other.
01:35So if we click-and-drag, you get two of them.
01:38However, I don't want to build two of them off to each side.
01:42What I actually want to do for right now is make one along the center line.
01:46So if you move the mouse close to the center, you notice that the two dots snap together.
01:50So I can just click-and-drag I know that this one is created exactly along the center line.
01:55So let's look at this from a different angle.
01:57I am going to click-and-drag out on the canvas to rotate around.
02:01Okay, let's load up the Reference image of our Dewhopper.
02:03So go up to the Texture menu and click Image Plane, and then click Load Image.
02:10I am just going to navigate to our Exercise Files.
02:14In Ch_03, 03_01 and we need to change from Photoshop to JPEG because that's the
02:21format of our image and let's open that.
02:23I will show you a few tips on using image planes in this video.
02:28I won't use the image plane much in the rest of this course because it can
02:32create a lot of visual clutter.
02:34However, feel free to load up one whenever you think you could benefit from
02:38comparing your model to a reference image.
02:41So the ZSpheres that we've created are going to be the core of the creature.
02:45So we can move it so it's on top of the reference by just clicking the Move
02:49button and dragging and I want to position that first ZSphere kind of over the hip area.
02:55And now let's go into Move Mode up here at the top and just click-and-drag on
02:59this ZSphere and just move it down, kind of to the shoulder area.
03:02Now you know what's happening is these ZSpheres are covering up our reference image.
03:07So I want to make the ZSpheres a little bit transparent so we can see both at the same time.
03:12Go up to the Texture menu, go down to Image Plane and click Reference Views.
03:17Now you can change the model opacity;
03:19I am just going to bring it down to about halfway.
03:22Now let's grow out some more ZSpheres to give this creature some more structure.
03:27Let's give him a head, so I am just going to go into Draw Mode and
03:30click-and-drag and rotate around, so we can see the front of this shoulder ZSphere.
03:34I am just going to click-and-drag to make a new ZSphere for the head, and I will
03:39just rotate back around and I want to hold down Shift so I snapped an
03:43orthographic view and just move this so it fits on top of our Reference again.
03:47If you go into Move Mode, you can just grab the ZSphere and just move it out to
03:51the kind of tip of the snout and sometimes what happens is, other ZSpheres get
03:56moved along, so you just have to push them back to where they belong.
04:00You can add new ZSpheres in between existing ones by going to the Draw Mode and
04:05just clicking anywhere on the segment between ZSpheres.
04:08So I want to make a new ZSphere that kind of goes up to the horns on the top of
04:11the head and also one that goes down to the jaw.
04:13So I am just going to click right here.
04:15If you want to delete ZSpheres, all you have to do is hold down Alt and click on
04:20one and it goes away.
04:21But I am just going to hit Ctrl+Z to undo that because I wanted that one there.
04:25Now we can grow some new ZSpheres out of this.
04:27Let's do one for the lower jaw.
04:28I am just going to rotate around so I can see the underside of this one and I
04:33will just click-and-drag one right out of the center line.
04:36And let's move it back and hold down Shift to snap it and let's make sure that
04:42everything is positioned where it should be.
04:45Go back into Move Mode and now I want to grab this ZSphere and bring it out to the lower jaw.
04:51You might just have to grab some of these and move them around a little bit to
04:54force them where you wanted to be.
04:56It's never going to be really exact, and now you might want to scale one, after
05:00you create it, so just go into Scale Mode, I am going to shrink this one down a
05:03little bit, doesn't have to be exactly positioned, just kind of roughly in place
05:10and now let's make some for the horns.
05:12So I want to go back to Draw Mode and just make a new ZSphere there, drag it out
05:17and go back into Move and we will just move it up.
05:21So what happens there's a lot of times different ZSpheres get pulled around, so
05:25you might have to struggle with a little bit till you get everything correct.
05:30Let's look at this from the front view.
05:36From the front view we can see that we might want to move these horns out to
05:39the side a little bit.
05:40So I am just going to click-and-drag in the Move Mode and bring them out to the side.
05:44Alright, good, so rotate, go back into Draw Mode and I am going to hold down
05:52Shift to snap it to the side.
05:54Go ahead and continue creating and positioning ZSpheres as needed to complete
05:59the toes, and the limbs and the tail of the figure.
06:01It's just the same procedure that we have been doing so far.
06:04Clicking-and-dragging to create new ZSpheres, moving them, sizing them or
06:10creating new ZSpheres in between existing ones.
06:12I am going to stop here and in the next movie we will pick it up with
06:15the ZSpheres finished.
06:18ZSpheres are a great way to start on the character model because it's fast way
06:21to get a sense of the design in 3D.
06:24Sometimes there are problems with the design that you might not be able to
06:26anticipate in a 2D drawing.
06:28For example, sometimes a design looks great on paper, but ZSpheres can
06:33reveal that maybe the front legs would bang into the hind legs in the course of walking.
06:37By creating the limbs and structures in 3D, you can see if the design will work
06:42in 3D as well as you hoped.
Collapse this transcript
Posing the ZSpheres
00:00Let's take the experimental abilities of ZSpheres a step further, and test out
00:05different poses that the Dewhopper could take.
00:07By using the Rotate tool, we can position the limbs without messing up with
00:11distance between the joints.
00:13We will also be posing the character in a special pose that makes modeling
00:16and rigging easier.
00:17So let's open up the Exercise File.
00:20Go up to File and Open, I am just going to navigate to the Exercise Files >
00:24Ch_03 > 03_02 > zspheres.ZPR and Open.
00:30I am going to hit the Comma key to make that sting go away.
00:34So let's rotate around this and see what it looks like.
00:37As it is now the Dewhopper is in a neutral standing posture.
00:40Let's make sure that the design still works when the creature is fully
00:44extended in a jumping pose.
00:46You can use the Move and Rotate tools, not only on the ZSpheres but also on the
00:50gray connections between them.
00:52So let's go into Move Mode and just click and drag on the space between ZSpheres.
00:57So you see that it moves the joints around while maintaining the space between them.
01:02Go ahead and hit Ctrl+Z to undo that.
01:05You could also do a similar thing with Rotate.
01:08Feel free to experiment with the poses as long as you like, you may find that
01:13the design doesn't quite work in certain poses like you would expect.
01:17This might be an indication that the overall design should be changed to
01:20accommodate all required poses.
01:22This is the perfect time to make those changes.
01:25You don't want to get in to sculpting details only to find out that you need to
01:29make a drastic adjustment to the overall design.
01:31For example, if the design of the creature required it to be able to use its
01:35hind legs to scratch behind its ears, you could pose these ZSpheres and see if
01:40his toes could reach his head.
01:41Let's see if that works.
01:42I am just going to use the Rotate tool to drag the hind leg up and let's also
01:47bring this leg segment forward and let's move this one, so you can see the hind
01:52leg would probably be able to reach the head to scratch the ears, and then I am
01:55just going to hit Ctrl+Z to undo that.
01:57If the hind legs don't reach and we need to scratch behind the ears, we
02:02would need to make an adjustment to the design either making the legs longer
02:05or the torso shorter.
02:07Now that we know that the limbs can move as needed, let's position them in a
02:11neutral pose for sculpting.
02:13The creature's default standing pose involves the legs being folded up.
02:17That makes it difficult to sculpt in tight places where the limbs are touching
02:20each other, for example, right here behind the knee.
02:23Imagine the difficulty, you would have sculpting the back of the knee and a pose
02:27like this, it would be very hard for a rigger to paint joint weights in this
02:31area with the geometry all crunched together.
02:34If we put the limbs at a half-extended position, not only will it be easier to
02:38sculpt, but it will be easier for a rigger to put joints in it.
02:42Then once we are done modeling, we can pose the limbs back to the creature's
02:45natural sitting posture.
02:47So let's go ahead and do this.
02:48I am going to look at the creature from the top view.
02:50So let's move into the center and rotate around and so I have got my Rotate tool on.
02:54That's good.
02:54I just want to grab these limbs and just kind of bend them out so that they are
02:59kind of halfway extended, to make it a lot easier to sculpt into this area right
03:04here for example and let's look at it from the back as well.
03:07So I might want to bring this limb out a little bit and even extend this one somewhat.
03:16I want to adjust my view here, and I might want to drag the front limbs out just
03:22a little bit, so it could be easier to sculpt up in the armpit area.
03:26Working out any posing issues at this stage will be a big benefit before you
03:30invest a lot of time in modeling.
03:32Also, getting the character into a good pose for modeling and rigging will make
03:36things a lot easier in later chapters.
Collapse this transcript
Sculpting the basic forms
00:00Now we get to have some real fun with sculpting.
00:03Let's open up the Exercise File.
00:05Go to File > Open and navigate to your Exercise Files > Ch_03 > 03_03.
00:14We are going to start out by taking what is basically a 3D stick figure and
00:18giving it some shape and silhouette.
00:19I am also going to introduce the brushes that I use most often.
00:24The main thing to keep in mind at this stage is to keep it rough and loose,
00:28because you don't want to get locked into fine details, when the basic anatomy
00:32hasn't even been established yet.
00:34At this early phase, I don't need to see any details, just the big shapes.
00:38Here are some reference images of animals with similar anatomy to the Dewhopper.
00:44One way to help see past the fine details, is by shrinking down the image or
00:49blurring it so that you can focus on only the big shapes.
00:53I like to work with dual monitors, so I can put my reference in one monitor and
00:57work in ZBrush in the other.
00:58So I am just going to move this out of the way.
01:02Now let's get the ZSphere structure turned into polygons, so we can start sculpting.
01:06Hit the A key to preview what it looks like in polygons.
01:10Now we need to lock in these polygons so click Make PolyMesh 3D.
01:14All right, now it's time to sculpt.
01:18First I want to use the Move Topological Brush, so I am going to hit B+M+T, and
01:22there we are switched to Move Topological Brush.
01:26I also want to sculpt symmetrically, so make sure you hit X to turn on Symmetry Mode.
01:31So now I just want to push things around to, give this a more appealing shape.
01:36I might want to look at my reference to see what kind of shapes existing animals
01:40have or I might want to -- just experiment with different shapes to see what
01:44looks more appealing.
01:45So I am just going to push things around.
01:51This is a really good time to experiment, just try out different shapes.
01:56Another brush I would like to use a lot is Custom Clay, so that shortcut is
02:00B+C+O, and with this one, I can just build up forms.
02:05I can just increase volume or hold down Alt to subtract material.
02:10It's a really good way to build on muscle forms, or here you can build up a
02:18quadriceps muscles for example or the hamstrings.
02:20It's a good place you can build up some volume and just give some shapes to the
02:24limbs to keep them from just looking like boring tubes, you can really just give
02:28them some nice silhouette and shape.
02:33And again, it's more about experimenting at this point, just seeing what looks good.
02:36You might want to sculpt a little bit more on the head area.
02:39Now it's really low detail right now, so I am going to hit Ctrl+D to
02:44subdivide this once or twice.
02:45Now you can come in and really define what the head is going to look like.
02:51So for example, I want there to be an eye cavity, so I am just going to dig in for an eye.
02:56I can also shrink my Brush Size here.
03:01Another brush, I like to use a lot is Smooth.
03:03To use this brush, you just hold down Shift while any brush is active and you
03:07will go into Smooth Mode.
03:08So now if you don't like any structure that you have made, you can just
03:11smooth it right out.
03:12If I go up to the tail and use Smooth, you can see that it's kind of
03:17shrinking the shape as well, so this can be a useful way to just shrink the
03:22overall size of something.
03:25There maybe problems with the design in 3D that weren't apparent in the drawing
03:29phase, be on the lookout for things that may need to be altered from the concept
03:33art, the temptation exists to jump right into sculpting the details or to work
03:38out the finer points of anatomy.
03:40That would be a big mistake right now.
03:43The one way I keep myself out of that problem is to keep my subdivision levels low.
03:48If the geometry is only dense enough to show the big shapes.
03:51That's all I'm going to be thinking about.
03:53If you go and subdivide the model a lot right from the beginning, you're going
03:56to notice fine details and forget about the more important overall shapes.
04:01So I will just switch between these different brushes, go back to Move maybe and
04:06just see how different shapes could work with the silhouette and the overall
04:10structure of this character.
04:12Asking myself questions like, are these shapes appealing or do the different
04:16shapes relate to one another?
04:17Any of the shapes too big and overpowering other shapes?
04:21We just want to play around and spent a lot of time just making sure that
04:26everything is looking good at this phase, and I will go back to the Custom
04:30Clay Brush, B+C+O is the shortcut for that and just experiment with more
04:36musculature to see what kind of shapes I can find that are appealing and the
04:42shape of the limbs.
04:43All right, this is pretty fun and I could keep going on forever but you get the
04:47idea, and it's not any specific special technique.
04:51It's just spending the time to make the shapes look good, to not getting bogged
04:58down in fine details.
05:00This step of the sculpting process is so crucial because it sets the stage
05:04for all the details.
05:05While the geometry is simple, it's easy to block out and think in terms
05:10of volumes and form.
05:11It's easy to make big sweeping changes and experiment with
05:15different proportions.
05:16Too many people rush through this, so that they can get to the fine details like
05:20scales and wrinkles.
05:22If you do that and then it turns out that you need to make a large-scale change,
05:26you might end up ruining those fine details.
05:29Better to get the overall shapes looking good before moving on to fine details.
Collapse this transcript
Using DynaMesh
00:00ZSpheres are a great way to get started sculpting on a mesh that roughly
00:04resembles your final concept.
00:06However, it does have a few shortcomings.
00:08One of the main problems is that it can be tedious to create lots of toes,
00:12horns, and fingers and so on with ZSpheres.
00:16Another problem is that when ZSpheres are turned into polygons they end up
00:20creating a high density where ZSpheres were small and a low density where they were big.
00:25Let me zoom in and try to explain.
00:27I am going to hit Shift+F to turn on the wire-frame and now let's zoom in.
00:31So you can see that the polygons are very dense down here on the fingers and
00:37then they are much more spread out here.
00:39This means that when you have a mesh made from ZSpheres, you have to subdivide
00:43it many times in order to get fine detail out of some parts of the mesh.
00:48DynaMesh is a way of evening out all of the mesh so that it all has the same density.
00:54This means that you can do things like stretch out polygons to make fingers for
00:58example and then let DynaMesh clean up after you.
01:01Let's see how it works.
01:03So we have got the rough sculpt of our Dewhopper here and in order to create
01:07some of these shapes, I just grabbed polygons and stretched them way out.
01:11DynaMesh is going to even this out for us.
01:14Let's open up the Geometry Palette, now click DynaMesh.
01:17Don't worry about this pop up, just click No.
01:19So now you can see the topology over the entire creature is the exact same density.
01:26Now you can actually change the resolution of DynaMesh.
01:29I want to hit Ctrl+Z to undo that.
01:32Let's see what happens if we set the Resolution down to about 60, 56 looks good,
01:38now hit DynaMesh again, and go ahead and click No.
01:42So it's a lot less dense, which might be what you want.
01:45Whatever let's see if it caused any problems.
01:49So here in the front feet, the resolution actually was not enough to pick up the
01:53shape of those toes accurately.
01:56What you want to try to do is set the resolution to a number that's high
01:59enough to pick up all the forms you need, but not so high that it becomes
02:03difficult to work with.
02:04Usually the default of 128 is good.
02:06So I am just going to undo that and set the resolution back to 128.
02:11Looks good and click DynaMesh again and click No.
02:15Now let's try one more thing.
02:17You can make drastic changes to the model at this point and then quickly run
02:21DynaMesh to smooth everything out.
02:24Let's see how it works.
02:24I am going to switch to the Move tool, B+ M+T, and let's just see what happens if
02:31we want to create a big spike coming off the creature's nose.
02:34I am going to shrink the brush down a little bit, and just grab the nose here,
02:38and just hank this way out.
02:40So you notice all these polygons got stretched out.
02:43We can quickly run DynaMesh again by simply holding down Ctrl and clicking and dragging.
02:49This could be a great way to create horns or toes or fingers or anything else
02:54that sticks off the mesh.
02:56Now we could continue to sculpt on this mesh without worrying about
02:59stretched out polygons.
03:01DynaMesh can be used anytime that you want to even out the topology in order to
03:06sculpt more efficiently.
Collapse this transcript
Sculpting muscles and mid-size shapes
00:00Here's another far too often overlooked phase of creature modeling, the midrange details.
00:07These are the shapes and structures of your model that are smaller than the big
00:11things like limbs and heads, but are bigger than wrinkles and scales.
00:15Midrange details are things like the muscles that make up a limb.
00:20So a good example of a midrange detail here is kind of the way this muscle
00:25overlaps this limb right here.
00:26It's kind of creating a separate shape from the limb over all.
00:30It's also these little folds of flesh that kind of hang off the skin here.
00:34Same thing with these bits of skin here on the neck the way they hang off.
00:39Looking at this kangaroo here, some good midrange details are these bits of
00:43tendon and muscle that are surrounding this joint right here.
00:47This is going to come in really handy on a dew hopper, because we can look at
00:50this and see how these different muscles connect to the joint.
00:54Same thing with this frog.
00:55There are little details that are bigger than the tiny little warts.
00:59So for example, this little lump here on the back.
01:01And that's a good midrange detail.
01:03It's not as big as a big limb or a head.
01:07These are the details that bring believability to a creature.
01:10Unfortunately, too many modelers get distracted by the temptation to sculpt
01:14the fun wrinkles and skin bumps before they really give this phase the
01:17attention that it deserves.
01:19While sculpting this type of detail, be sure to look at your reference closely.
01:23I'll be looking at images like these to help me maintain a sense of anatomical
01:27believability as well as artistic appeal.
01:30So let's load up our exercise file.
01:32I am going to go to the Exercise Files, Chap_3, 03_05, simplemesh.ZPR.
01:42So I am going to hit Shift+F to show the wireframe and just zoom in here.
01:47So you can see that there's a good number of polygons, but it's not
01:51really heavily detailed.
01:52It's just enough to give me this midrange detail.
01:55Usually, I try to get all of the shapes into a subdivision level that I possibly
01:59can before subdividing again.
02:01This keeps me from getting bogged down in fine detail before I am ready.
02:05I am just going to hit Shift+ F to turn off the wireframe.
02:08So let's look at an example of one way in which midrange details can be done wrong.
02:13I am going to go into my Crease Brush. So BCJ.
02:18So what happens a lot of times is people will sculpt in muscles and joints in
02:23such a way that it separates the joints from each other.
02:26So what you will see is kind of a line that separates two joints, and I am going
02:31to go into my Custom Clay Brush and also sculpt on some muscles here.
02:36So what you see a lot of times is muscles that bulge on either side of a joint.
02:40It kind of creates a separation from the top of the leg to the bottom of the leg.
02:48And that lacks believability and it's not as nose interesting to look at.
02:51So I am just going to hit Ctrl+Z to undo all of this.
02:54What's more believable is if you sculpt on muscles in such a way that it creates a pattern.
03:00So if you look at your reference, you can see oftentimes that muscles will
03:05attach on one limb and then they extend down onto the other.
03:09So these muscles of the forearm actually attach up on the upper arm.
03:14Similarly, with the bicep, the muscle attaches down on the bone of the forearm
03:21and then continues up onto the upper arm.
03:23I am just going to tweak this some more.
03:25So now you can see that the muscles kind of have this zigzag pattern which is
03:32much more believable and much more interesting to look at.
03:35Let's look at another example.
03:37I am going to hind leg and I just want to subdivide the model a few times to
03:43give myself more detail.
03:44I am going to go to the Crease Brush to just show you what you see sometimes.
03:50Sometimes people will try to create separations between muscles by just
03:54scratching on a line and try to define and separate muscle this way.
04:00The problem with that is that the shape of the muscle might be there, but it
04:04doesn't really have the volume of a muscle.
04:06It just looks like lines on a surface.
04:08So let me undo that.
04:10What tends to work better is sculpting on the volume of the muscle.
04:14So I am going to my Custom Clay Brush and I just want to sculpt on the size and
04:20shape and volume of that muscle rather than lines between them.
04:23Of course, I'll probably spend a lot more time refining the shapes of these, but
04:28you get the idea that seeing the volume of the muscle is much more believable
04:33and appealing than just seeing lines scratched on between them.
04:36Sometime also I'd like to consider when sculpting in midrange detail is that you
04:41don't really need to be all that careful with it.
04:43You can just go in and be wild and just experiment with different things and if
04:47they don't work very well it's very easy to just smooth them out.
04:55Then just try something else.
05:01It's also a good idea to try to use variations.
05:04So let's say I want to put in some ribs of this character.
05:07I am going to do some thin ones and some thick ones and just try to get some
05:11variety, and then you can smooth things out and continue working into it.
05:21You can overlap muscles.
05:23So for example, you've got this muscle that comes off the shoulder right here
05:27and onto the back and it overlaps ribs.
05:29So I just like to work back and forth and just try different things and overlap
05:33different things and eventually with time you get some good results.
05:39It can be hard to know when you've gone far enough with this.
05:43What I usually like to do is try to force myself to go too far to really pull
05:48out these muscles to the point where it's just silly and then just tone it back
05:52until it looks right.
05:54Kind of like you never know if you have gone far enough until you've gone too far.
06:00Another thing you can do is ask yourself, if you can sense the volume of each
06:04muscle underneath the skin.
06:06If not, if your muscles are just defined as lines on the surface, you should
06:10work more developing those forms.
06:12It's very common for beginners to overlook this stage of sculpting, but if you
06:16keep it in mind every time you work, it will become second nature.
Collapse this transcript
Defining joints
00:00Another anatomical feature that is often overlooked is the joints.
00:04Having well-defined joints goes a long way towards making creatures
00:08believable and feel solid.
00:11Joints that are lacking in definition will look soft and mushy and it happens
00:15way too often in beginner work.
00:17Let's look at this reference image.
00:18I wanted to find animals that have particularly pronounced joints.
00:22This frog is a good example.
00:24You can see how the joints have sharper angles to them and it makes the
00:27whole limb feel solid.
00:29So let's go into the ZBrush and open up our exercise file.
00:32Go into Exercise Files > Ch_3, Folder 03_06.
00:39So we've got a lot of the midrange detail and the muscle sculpted in already,
00:43and let's look at how we can make these joints look better.
00:45I am going to zoom in on the knee on the back leg, and I am just going to switch
00:50to my Custom Clay Brush.
00:53I will shrink the size down a little.
00:55I am just holding down a Spacebar while I do this.
00:58So as you're sculpting joints you want to think about the structure of the bones
01:02underneath the knee more than what it looks like on the surface so much.
01:07So it could be helpful to look at reference images of skeletons.
01:10It could be helpful to look at video of animals in motion to really see how
01:14those joints are meeting together.
01:16You also want to think about how the muscles are joining those knee caps or
01:23those bones around the joints.
01:26Go ahead and adjust this to your liking.
01:28It might be something you just have to keep working at until you get something
01:33that looks nice and solid.
01:36Actually, one thing I want to do is change the color.
01:38Right now, it's kind of bright and it's kind of hard to see the details.
01:41So I am just going to make the color a little bit more gray.
01:43That might make it a little easier to see.
01:50Same thing with the back of the elbow here.
01:52I want to zoom in on it and spring out some of the structure of that.
01:56So it's not so soft.
01:57I am just going to tweak this some more.
02:00Of course, you want to use your reference images and notice how the details, the
02:08angles are forming on real- world animals as you do this.
02:11You're not just putting something random on.
02:16For this course, I am dividing the sculpting process down into different types
02:20of anatomy as a way of organizing it.
02:22However, when I work on a project I will go back and forth between muscles and
02:26joints and skin and limbs and so on.
02:28Don't feel like you have to finish the muscles before you start working on the
02:31joints or finish the joints before you move on to the next body part.
02:35You should feel free to work on whatever is most needed at any point in time.
02:40It would be a mistake to work on just one small part of the creature until
02:43you're done with it and then move on to other parts.
02:46Move around and work up detail all over the model at the same time.
02:50The problem with working on just one part of the time is that even though
02:54that one part might look good, it probably won't work well with the parts
02:59that connect to it.
03:00Every body part needs to work together to make a convincing whole.
03:05The best way to make that happen is to not let any one part of the body get left
03:09behind as you work on everything else.
03:11So let's not zoom out and see these joints look compared to the whole body.
03:14So it's looking pretty good.
03:18I could spend a lot more time to really polish these joints and make them look a
03:21lot better, but it's just using the same techniques I have already shown you.
03:25Just building up those forms and making sure that they connect to the body parts around them.
03:30When not enough attention is paid to a creature's joins, they will look soft
03:34like macaroni noodles.
03:35The joints are the focal points of movements.
03:38They also make a creature feel solid and believable when done well.
Collapse this transcript
Sculpting bony plates
00:00Our little Dewhopper here has boney plates and spikes around his head, legs and back.
00:06Hard protective plates like these are visually interesting additions to
00:09many creature designs.
00:11The main challenge when sculpting them is getting them to integrate with the
00:14softer skin surface of the creature.
00:17So let's look at some reference images.
00:19One thing that helps us understand how to sculpt something like this is by
00:23paying attention to surface quality.
00:25The textures, shapes, and curves of these surfaces help us to understand what
00:29kind of material they're made of.
00:32Surfaces with wrinkles imply that the material is pliable because the wrinkles
00:36form when the surface bends.
00:38Surfaces with sharp edges imply that the material is hard because soft surfaces
00:43don't tend to form edges.
00:45Surface quality is the way in which we can tell what kind of material
00:49something is made of just by its surface shape alone, and it's an
00:53indispensable skill for a sculptor to have.
00:56Being able to sculpt different material types without resorting to color,
00:59shininess, or fancy shaders is one of the best things you can do to make your
01:04creatures come alive.
01:05Of course, all those other attributes will come later, but if the modeling
01:09and sculpting doesn't feature good surface quality, the shading and lighting will fall flat.
01:14So let's put this into practice.
01:15Back in ZBrush, you can see that we've got the overall mass of the boney
01:20parts already created.
01:22What we need to do now is to make it feel like a hard organic surface.
01:26There're several tools for this job;
01:28one is the Crease Brush.
01:30It will create hard corners and sharp edges.
01:32So let's see how this is going to work.
01:34Let me just zoom in here on the head, I am going to get the Crease Brush, typing
01:40B+C+J.So you can see when you use this brush, you get some nice sharp corners.
01:47You can also hold down Alt while using it to dig in.
01:57This can create nice separations between different boney parts.
02:02You could also use it to separate these boney plates from the back here.
02:06So I am just going to create kind of a crease between them, then you could also
02:11use the Crease Brush to build up sharp corners around the boney plate.
02:15Another good tool is the Polish Brush.
02:18So the shortcut for that is B+P+O. Using this brush puts flat spots onto the
02:27surface, kind of polishes down any rough areas which also creates a nice surface quality.
02:34Go ahead and adjust this to your liking.
02:36I might want to use a smaller brush here for some of these parts.
02:45We can use the Custom Clay Brush to build up the volume of little small horns
02:49that are clustered around big horns.
02:51So let's look at this reference image.
02:53You can see that there's some of these big horns right here, but then there's
02:56little smaller ones kind of clustered around it.
02:59So let's see how we can get that effect in ZBrush.
03:01I am going to go to Custom Clay, B+C+O and I'll just use it to build up a shape
03:09and size and volume of little smaller horns around here.
03:13I am going to spend some more time on this area.
03:23So there's lots of ways you can build up forms.
03:26I'm sculpting out these horns with the Custom Clay Brush.
03:28I just want to get kind of the shape built-in, and then I am going to go in with
03:33the Crease Brush and define the shape of these horns a little bit more clearly.
03:39If you hold down Alt while you stroke, you can use the Crease Brush to define
03:43kind of an inward crease.
03:45You know what, I didn't really like the way that was going.
03:49So I am just going to undo a little bit and use the Smooth Brush to knock these
03:53shapes back a little bit.
03:54I just want to remove some of that volume and I want to try again with the
04:00Crease Brush to define these forms.
04:04That makes a much nicer separation between these horn shapes.
04:09Keep moving around to different parts of the sculpt and building in detail.
04:13These boney points can have patterns or interesting shapes worked into them.
04:17Sometimes I'll smooth out everything and try it in a different way if I don't
04:20like how it's working.
04:21Don't feel like you have to lock yourself in to the first shape you make.
04:25Step back and evaluate what everything looks like and be open to making changes.
04:29You can also use the Move Brush to push things around.
04:32So let's say I don't like how these boney points are coming out right here.
04:35I am just going to smooth them out and try something else.
04:38Maybe I'll use the Move Brush, B+M+T, and try making that a different way.
04:48So you've got lots of options.
04:49It can take a while to really get that sense of hard boney surfaces.
04:53Keep at it and you'll find that the model takes on a much more solid tone with
04:58variations and surface quality.
Collapse this transcript
Sculpting leathery skin
00:00Leathery skin is a special sculpting challenge.
00:04There's so much going on that it can become overwhelming.
00:07There are so many things to keep track of that sometimes it helps to make a list.
00:12The way that leathery skin looks is a combination of several things;
00:15one, how the underlying bone and muscle push and pull on the skin to form cracks.
00:21So for example, with this elephant, you can see that cracks are forming in a
00:25certain pattern that's because the motion of this elephant walking everyday for
00:29years has forced the skin into forming certain crack patterns.
00:34Two, the variation of bumps on the skin and how those bumps transition across the skin.
00:42So for example, on this rhinoceros, you can see that there's where there's
00:46large bumps and then there's smaller bumps and there's kind of this transition in between them.
00:50That kind of pattern and the relationship between those different patterns can
00:55add a lot of believability, variety, and artistic interest in your work.
00:59Three, variations in thickness and firmness of skin.
01:04So looking at this image, you can see that there's some parts of the skin that
01:08are more thick and more leathery than others.
01:11Around the eye, the skin is probably going to be a little softer, less hard and
01:16maybe on the trunk, the skin is going to be harder and that's going to affect
01:21how the skin bunches up and how wrinkles form.
01:24And then the last thing, number four, is a good helping of chaos.
01:28There's just a lot of random things that happen, and if you make everything the
01:32same, keep all the patterns looking the same, and going in the same direction,
01:36it's going to look artificial.
01:37If you change things up and just kind of do random things here and there, it's
01:41going to look a lot more believable.
01:43Once you start thinking about these four factors and recognizing how they are
01:47creating the effects that you see in the reference, you'll be in a much better
01:50position to recreate those kinds of effects in your sculpture.
01:55So let's go into ZBrush.
01:56I want to start by making some major wrinkles and creases where the skin is most
02:01likely to get pushed and pulled by the underlying structure.
02:05Wherever there's joints or where limbs attached to the body, you can imagine how
02:09the skin will get repeatedly stretched.
02:11So I am going to zoom into the armpit area and I want to pull out the Crease
02:16Brush, B+C+J.So you can imagine that wrinkles are going to form around in this area.
02:23So I am just going to carve in some and I want to keep some nice variation in there.
02:27So I am going thick and thin and I'm starting in some places and I'm not making
02:32them all the same length.
02:33I want to have some variety;
02:35I want some space between them to be a little bit different.
02:38So I have maybe some connecting to each other, some of them maybe starting far
02:43away and then moving closer to others, just a lot of nice variation.
02:48Then you can have some that cross the other direction too.
02:54And maybe these are a little bit lighter, maybe they are a little bit more
02:57sparse, maybe they are a little shorter too.
03:00You can just play with all kinds of variation.
03:02If you don't like it, you just go in and erase it and start over.
03:05Now let's put in some major bumps.
03:08I want the skin close to the backbone of the creature to have more pronounced
03:12bumps and then get gradually smoother as it gets down to the belly.
03:16Try not to make a pattern that's too regular.
03:18So I want to go to the Custom Clay Brush, I am going to shrink it down a little
03:24bit, holding down the Spacebar, I am just going to draw on some bumps, maybe
03:31make some of them bigger, some of them a little smaller.
03:33Just kind of try to space them out kind of randomly, and I want them to be
03:36bigger up here close to the back of the creature, and I want to transition to a
03:41little bit smaller down on the belly so that they are less pronounced down here.
03:49And I am putting them sort of in the spaces between the cracks as well, and of
03:56course, I'd probably be doing this over the entire surface of the creature, but
03:59just for an example, I'm going to focus on only the shoulder area.
04:03I don't want to use space too evenly.
04:07Some can be close together, then others are more far apart.
04:11That kind of thing just adds interest.
04:13I don't want too smooth of a transition where they are very predictably
04:20transitioning from big to small.
04:21I want to kind of mix them up so maybe I'll have a small ones up with the
04:24big ones, maybe a few big ones down with the small ones, just keeping it interesting.
04:30Now that I've got some bumps, I can put in secondary wrinkles.
04:34These are creases that flow between bumps and also roughly perpendicular and
04:38parallel to the major creases.
04:41So I'll go back to the Crease Brush, B+C +J and I am just going to kind of wind
04:48some creases in between these bumps.
04:49Again you just want to keep it natural, you don't want to maintain any
04:54predictable pattern.
04:55If you find yourself getting into a rut and just making everything the same,
04:59make a conscious decision to break that pattern and go in a different direction.
05:03So you see I am kind of going diagonally right down here.
05:07You kind of want to follow the shape of your limbs as well.
05:12So if you come up to a limb, think about how that crease might interact with the
05:16muscle in the joints.
05:17Alright, I could probably keep going for a while with this, but let's move on.
05:23So now back to bumps.
05:24I am just going to zoom in a little bit closer and just add in another level of detail.
05:28I am going to go back to my Custom Clay Brush and make it a lot smaller.
05:32So now you can also get kind of just rough and random.
05:37You might even scribble some things and just to rough up the surface a little bit.
05:40I want to add some detail in this area.
05:48You might want to experiment with different brushes.
05:50There's really no wrong brush to use here;
05:52you just want to make it look like it wasn't done by hand.
05:56You want to make it look natural, like it could really have existed on a real animal.
06:02And it can be hard to know exactly when you've gone far enough or too far.
06:07What I like to do is actually really push it until I know it's gone too far.
06:12That way I know to back off and maybe smooth out some of the roughness that I've made.
06:16So let's say I could really just take it too far here and just say that's just too much.
06:23Maybe I'll just smooth it out a little bit.
06:26Go back to the Crease Brush, maybe just touch up a little bit there and I know
06:34that that's good enough.
06:36Don't worry about making the wrong details here.
06:38You can always smooth it over or sculpt over mistakes.
06:41It even helps to add to the texture and roughness of the surface to leave a
06:45little hint of your mistakes behind.
06:48One problem that some people run into is they get too timid at this stage.
06:52They don't want to ruin any of the anatomy that they've already created or
06:55sometimes people feel overwhelmed with the amount of work that will have to go
06:59into creating the fine detail.
07:01The best approach that I've found is to just dive in and try a whole lot of things.
07:06There's just one last thing to be aware of.
07:09When I am sculpting this kind of detail, I usually have Symmetry turned on.
07:12However, when you get close to the center line of the creature, it becomes very
07:17obvious if you use symmetry.
07:19So for example, if I'm sculpting in some sort of detail here, it becomes looking
07:24artificial because it's so symmetrical.
07:27So what I'd like to do is turn off Symmetry when I am working close to the center line;
07:31just hit X to turn it off and then you can go in and sculpt things along the
07:35center line, and then as you start to get farther away from the center line,
07:40then you could turn Symmetry back on.
07:42Sculpting this kind of detail is a challenge because it requires you to engage
07:46both your artistic brain and your analytical brain at the same time.
07:50It can also seem daunting because there's so much detail to make over the whole creature.
07:55I find it helpful to just put on some music, shut out the outside world, and attack it.
08:00If you get stuck, you can always look at some reference images to help you out.
Collapse this transcript
4. Basic Modeling in Maya
Using GoZ between ZBrush and Maya
00:00Being able to quickly take models back and forth between ZBrush and Maya is a
00:04huge advantage to using GoZ.
00:07It does have its quirks however.
00:08It doesn't always work smoothly.
00:11It's a new technology that's getting the kinks worked out.
00:14As long as we're careful and don't try to make it work too hard, it should be
00:17able to do what we need it to do.
00:19Let's use it to get the sculpt as we have it into Maya, so that we can model
00:23things like eyes and teeth over there.
00:25GoZ will send over the lowest subdivision level of the active sub-tool.
00:30There's just one sub-tool so we don't have to worry about that right now.
00:33Just go ahead and click on GoZ.
00:36If you see this pop-up just go ahead and click Continue.
00:43Okay, now we are in Maya.
00:44You can go ahead and close this window and I want to go ahead and zoom in on
00:48this and hit 5 on the keyword so we can see the shaded view.
00:52Now let's click on the model and go into its attributes.
00:55So you can see here, it's given the same name as the sub-tool head in ZBrush Dewhopper.
01:02If you want to make any changes to the model here in Maya, and then send those
01:06changes back to ZBrush, make sure that you don't rename the model or ZBrush
01:10won't know what to do with it.
01:11Now that we have the Dewhopper's body here in Maya, it will be easier to model
01:16the extra bits in relationship to it.
01:18When it comes to extra body parts like teeth and horns and spikes, you could
01:22make them as separate objects like we're doing here or you could just sculpt
01:25them right into the same object as the body.
01:28It can work either way.
01:30Just keep in mind that both ways have their own advantages and disadvantages.
01:34We are keeping the claws together with the same mesh as the body.
01:38One advantage to this is that there's fewer objects to keep track of by
01:41keeping it together.
01:43However, one advantage to making things separate is that you can more easily
01:47swap out one part for another.
01:49You could have several sets of teeth for example.
01:52If the teeth were part of the same mesh as the body, it would be a lot of work
01:55to change them after making them.
01:57The eyes will have to be a separate object because they need to move
02:01independently from the body when they are animated.
02:04Keeping everything in one object or splitting the parts up. There is no right or wrong.
02:08It's just how you prefer to work.
02:10This course will show you both ways, so that you can get a sense for what works
02:13best in different situations.
Collapse this transcript
Making an eyeball
00:00The eyes should be simple enough to make.
00:02They are spheres after all.
00:04However, there are some tips and tricks that I will show you to help you get
00:07the most out of them.
00:08Now you might think of starting by making a sphere.
00:11So let's go to Polygons and select the Sphere Primitive.
00:15And I will just zoom out so we can make a sphere here.
00:17And that can work all right, but let's try something a little better.
00:21Let's start with a box.
00:22So I am going to select the box and just drag one out here into the grid.
00:26I want to change the size of the box by going into the Channel Box.
00:31Going down to its polyCube1 INPUTS, and just changing the Width, Height and
00:36Depth to 1 each so it's an exact cube.
00:39Now let's smooth it a few times.
00:40I am going to put on smooth and let's go down to the Smooth input here and
00:47change the Divisions to 3 so we get a nice smooth cube.
00:51It may seem counterintuitive but a box is going to be better than a sphere.
00:55Smoothing a cube results in a sphere, but with one big difference, the
00:59Topology, so I am going to select this sphere as well and we can compare the difference here.
01:04The sphere primitive has poles where all these edges come and meet at the top
01:08and at the bottom and that can create pinch points.
01:11The smooth cube however, has a much more even Topology.
01:15This makes it a lot better for sculpting and painting in ZBrush.
01:19So let's just delete this sphere.
01:20We don't need it anymore.
01:22And I am going to move the cube to the center of the world.
01:25This makes it easier for ZBrush to know exactly that this object should be
01:29right in the center.
01:30So I am going to hold down X while I go into Move Mode and I am just going to
01:34hold down X so it snaps to the grid and just snap that right to the center.
01:38And let's also rename this eye.
01:39So I am just going to go into my Channel Box here, double-click on the name
01:43and just call it eye.
01:44And I am going to hit F to zoom in on it, and let's deselect it.
01:49Now you might see as we are moving around that it's not exactly a perfect sphere.
01:53It has slight bulges to it.
01:55This is a result of the smoothing algorithm.
01:57ZBrush has an easy way to fix this.
02:00So let's hit the GoZ button and send this back to ZBrush.
02:03So go into the GoZBrush tab and click GoZ.
02:06Now just click-and-drag into the canvas to draw it out, and I am going to hit
02:12the Comma key to go make that go away.
02:14Make sure you go into Edit Mode and I am going to hit F to zoom in.
02:19Okay, so we've got an almost perfect sphere here.
02:24Let's open up the Deformation Sub Palette.
02:26I am going to go down to the Spherize and just drag that up.
02:29You might see a subtle change here where it just gets a little bit more spherical.
02:34You can drag that a couple of more times.
02:36So I am just going drag it to the right about four or five times, just to make
02:40sure that's an absolutely perfect sphere.
02:43Now as I rotate around, you don't really see that shape change where before
02:47there was a little bit of bulge that was making that shape not quite a perfect sphere.
02:51I am just going to make the one eye ball for now because there will be more
02:55things I want to do to it in later chapters.
02:58After all those things are done, we can just copy and mirror it over to the other side.
03:02Alright, now let's GoZ this back to Maya, scroll up in your Palette here and
03:06click GoZ, and if you get this pop-up just click Continue.
03:09Alright, we've got a smooth, spherified cube.
03:15I am just going to move this and place it up inside the eye socket.
03:18So I am just going to use my scale controls here and I shrink this down a little
03:25bit and just move it and scale it until it's right into place.
03:29I am going to hit F to zoom in.
03:31Alright, good enough for now.
03:35We can always make adjustments later.
03:37Making and eye like this is really easy but it's a good way to practice some
03:40workflow tricks that can make life easier when doing more difficult tasks.
Collapse this transcript
Creating tail spikes
00:00Here's another relatively easy task, making some spikes for the tip of the tail.
00:05Of course there is going to be some handy tips sprinkled around that can help
00:08out in all kinds of situations.
00:11Let's start out by making a cone primitive on the ground.
00:14So let's go to Polygons and pick the Cone Primitive.
00:17I am just going to drag it out here anywhere and pull it up.
00:21I am going to hit F to zoom in on it.
00:24By default, that's a pretty nice cone, but its topology is all wrong for ZBrush.
00:29The cone's polygons are all long and stretched out.
00:31ZBrush likes polygons to be roughly square-shaped for best sculpting.
00:36So let's go into the cones creation parameters and change its subdivision access
00:40to 4 and set the subdivision height to 4 as well.
00:44So over here in the Channel Box, we'll just go to polyCone INPUTS and
00:49Subdivisions Height type-in 4, and Subdivisions Axis 4 as well.
00:55Now you might not need to use exactly these numbers, but the result is something
00:59it's a lot more square, you see the size of these different polygons is for the
01:03most part fairly even.
01:04Before going any further, let's move the pivot points of the spike.
01:08It'll be easier to position it, if the pivot point is at the base.
01:12So I am going into Move Mode and you can see our pivot point is kind of in the
01:15center between the bottom and the top.
01:18I am going to hold down D and then click -and-drag on the vertical axis just to
01:22bring that pivot point down to the base.
01:24Alright, pretty good.
01:26It doesn't have to be exact.
01:27Okay so the spike is looking pretty good.
01:30It's a little too blocky however.
01:31So I am just going to smooth it once.
01:33Alright, that looks a little bit more organic, not quite so artificial.
01:38And let's move it into place so it's positioned at the tip of the tail.
01:41So I am going to zoom out a little bit, go into Move Mode and let's just move it
01:45up there and scale it, rotate it, make it fit nice.
01:50So I had sculpted into the tip of the tail, little holes, little notches for the
01:55spikes to fit into, so just go ahead and rotate your tail spikes so it fits into
01:59these different slots.
02:00I am just going to move it and rotate until I get something that fits, maybe
02:06scale that a bit smaller.
02:07You can always fine-tune the positioning later, but this is something that's
02:11pretty closest good.
02:13Now let's make some duplicates.
02:14Hit Ctrl+D and you get a duplicate spike.
02:17Now I am just going to hit F to zoom in on this one and do the same thing, just
02:21rotate it, position it, scale it, whatever you need to do to get a nice variety
02:26of different sizes and angles and positions or tail spikes.
02:29Okay, just go ahead and keep duplicating them until you've got a nice array of
02:33spikes, all along the tail.
02:35This is another fairly easy bit of modeling.
02:38However, these tricks with pivot points and smoothing are useful on a regular
02:42basis when modeling in Maya.
Collapse this transcript
Modeling a tooth
00:00There's lots of types of teeth and lots of ways to make them.
00:03In this movie, I'll demonstrate an effective method that can be modified to
00:07create a wide variety of teeth types.
00:10I'm also going to cover some more common modeling tools and techniques that
00:14should help out in all kinds of situations, not just making teeth.
00:18I decided to base my teeth on the ones in this reference image.
00:21They are triangular and in a fairly neat row.
00:24So let's get into Maya.
00:26To start, let's just make one tooth.
00:27Let me go up and select the Pyramid Primitive and just draw it out onto the grid.
00:32And I am going to change some of the attributes so let's go into the Channel
00:37box and go into the polyPyramid Input, I am going to change the Number of Sides to 3.
00:43And let's change the Subdivision Height to 3 as well.
00:47And the reason I'm doing this is to have a little bit more control over the
00:50shape of this, I want some Subdivisions along the height so that I can tweak the
00:53shape a little bit more so it's not a perfect pyramid shape.
00:56I also want to rotate this pyramid so that one of the flat sides is facing forward.
01:01So you can see right now if I look at it from above, I want this flat edge to be
01:05facing directly forward.
01:07That's because I want this ridge right here to be on the inside of the mouth.
01:11I am just going to go into my Rotate tool and move this so that I get a flat
01:15edge facing forward.
01:16Okay, I am going to hit F to zoom into it and I just want to edit the shape a little bit.
01:20So I am going to come around to this side and I am going to my Move tool.
01:23I must going to go down to Face Mode so I am holding down the right mouse button
01:27so I get this marking menu and just come down to Face.
01:31Now I can just select all these faces right here in the middle and it looks like
01:34I've got soft select turned on, you can see by that coloration so I am just
01:37going to hit B to turn that off and just move this forward.
01:40So I get a little curve to the tooth.
01:42Now what we have here could work very well for a real-time 3D game model, but
01:47let's give it some more detail for high-resolution work.
01:51The edges are perfectly sharp right now.
01:53So let's bevel that edge to make it more natural.
01:55I am going to switch to Edge Mode by holding down the right mouse button
01:58and going up to the Edge Marking menu, I am just going to double-click all
02:03these edges, holding down Shift so I can select multiple edges at once and just double-click.
02:08Now I need to bevel them so let's go to the Polygon menu set, to Edit Mesh menu
02:14and go down to Bevel.
02:18It might have beveled it just a little bit too much, so we can go into the
02:20Channel Box and just change the Offset .2 maybe.
02:24Okay, that's pretty good.
02:25I just don't want it to be too soft.
02:27So now let's smooth this to see what it looks like a little bit softer.
02:31I am just going to hit 3 on the keyboard.
02:32This is the Smooth Preview Mode.
02:34So I am going to hold down on the right mouse button and go back to Object
02:37Mode so you can see we get a nice, pretty soft effect on that, looks pretty
02:42natural, I like it.
02:43And just hit 1 to turn that off.
02:45Let's delete the polygon on the bottom.
02:48So on the underside here, you are never going to see that.
02:50So I am going to go under Face Mode, select that and hit Delete.
02:53This also makes it easier to unwrap the UVs later on.
02:57Now let's position this tooth in the mouth.
02:59So I am just going to use Move, Rotate and Scale to get this up inside the mouth.
03:04So it's a little big right now.
03:05Just shrink it down a bit.
03:06I am going to use Move to get this up inside the mouth, hit F to zoom in.
03:13It doesn't have to be exact quite yet to something pretty close to the inside of the mouth.
03:20Let's lock in all of the edits that we've made so far to the tooth.
03:24Go up to Edit > Delete by Type > History.
03:27So that locks in all of the edits that we've made.
03:30I use Delete, History anytime that I know I won't need to go back and change
03:34some edit that I have made.
03:35For example, I know I'm not going to change the Bevel Width on the Bevel so
03:39I can delete history.
03:40I also want to freeze transforms.
03:43This locks in any move, rotate or scale changes that I have already made.
03:47So go to Modify and click Freeze Transformations.
03:51Finally I want to move the pivot point to the base of the tooth rather than the middle.
03:55This will make it easier to position in the gums, so I am going to hit F to
03:59zoom in on it one more time, get a better view on it and hold down D, I switch to Pivot Mode.
04:05I am just going to move that down to the base.
04:07Again, we've practiced some more common modeling tasks.
04:11There's probably an infinite number of ways that we could have gone about making this tooth.
04:15Regardless whichever technique you use, functions like Delete History and Freeze
04:20Transforms are likely to be a part of it.
04:22That's because they lock in any changes that you might make to an object.
Collapse this transcript
Duplicating the teeth
00:00Now the tooth is ready to be duplicated, we'll be using more common modeling
00:05tricks here, namely, instancing geometry with transforms.
00:09It sounds complicated, but it's not too hard.
00:11We've made one tooth in the mouth, so let's get the others made.
00:15I want to zoom in here and see what we've got.
00:16I'm going to hit F2 to zoom in nice and tight, instance versions of this model
00:23not only make it so that we don't have to create every tooth from scratch but
00:27we can also make changes to one of them after duplicating and they all get
00:31changed automatically.
00:32Let's see how this works.
00:34Make sure that the tooth is selected and go up to Edit, and go down to Duplicate
00:38Special and click the option box.
00:40There are a few settings here that we need to look at.
00:44I want an instance rather than simple copy, so I'm going to change this to Instance.
00:48I also want to move each instance tooth a little bit off to the side so that
00:53they're not all on top of each other.
00:55So to do that I'm going to set the Translate in the x-axis to .04, so in the
01:00Translate these boxes stand for X, Y, and Z, so .04, and I know this number
01:08because I've already tested it out but it's just going to move the tooth a
01:11little bit to the side.
01:12You might need to do a different number depending on the scale of the objects in your scene.
01:16I also want the teeth to grow a little bit as they go back into the mouth.
01:20So I'm going to scale each instance, so that it is 1.05 times as large as the one before it.
01:27I've also tested out this number to make sure it works good for what I'm doing,
01:30but you might want to try a different number for yourself.
01:36So each instance of this tooth is going to be just a little bit bigger than the one before it.
01:40I also want to make 20 copies, I might not use all of them, but it's good to
01:44make just a good large number of them and if it's too many, we can just delete
01:48the ones that we don't use.
01:49All right, let's see what we get.
01:51I'm going to click Duplicate Special, okay, so I made a whole bunch of
01:54duplicates of this tooth and each one is spaced out just to the side a little
01:58bit and they're a little bit bigger each time as well.
02:01If you didn't quite get what you wanted you can undo and try again
02:04with different settings.
02:05Now comes the fun part, tweaking by hand, go ahead and place each tooth in the
02:10gums going back inside the mouth.
02:12So you can just select one at a time and just move it back a little bit, you can rotate.
02:19And you go ahead and position them however you think is working best in the gums.
02:24And the same thing with the next one and the next one, so on and so forth until
02:28you get them all positioned.
02:35One cool thing about instance is that if you find you want the teeth to be all
02:39smaller or larger, you can go into Polygon Mode, select all the polys and scale
02:44them, so let me show you how that works.
02:45I'm just going to select one of these; hit F to zoom in.
02:48Let's get a better look on this and I want to go into Face Mode and I'm going to
02:55select all these faces and go to Scale and just shrink them down.
03:00So what happens is changing the one, changes all of them.
03:03And so I just undid that because I didn't want to make that change.
03:07Okay, let me zoom in on this tooth again.
03:10So we're in Polygon Mode, let's say I just select one of these, may be the one
03:14here at the top and I want to make the tooth a little bit taller, so I can just
03:17go into Move Mode, and let's move this up and they all get changed.
03:21And let's undo that, okay, so I'm going to hold down the right mouse button and
03:26go back to Object Mode.
03:29So what happens if I scale up in Object Mode?
03:32Notice that it only changes this one.
03:35Move, Rotate, and Scale affects only individual instances of these teeth.
03:40However, if you make the change in a Component Mode, the change happens to all of them.
03:45In the next movie we'll pick it up with all the teeth placed along one side of the lower jaw.
03:49If you fill the jaw and have teeth left over, you can just delete them.
03:53Another fairly simple modeling job here, but it was made even simpler, thanks to
03:57Duplicate Special and the power of instances.
04:00You'll use instances all the time in your modeling to make duplicates, so that
04:04they can be updated at any time by just altering one of them.
Collapse this transcript
Finishing the teeth
00:00Let's get the teeth finished up with a few modeling tips and tricks that you
00:04can use on a regular basis, then we'll get the teeth, eye, and spikes back to ZBrush.
00:09Let's zoom in on the mouth so we can see those teeth better.
00:13Select one and hit F to zoom in.
00:15All right, let's go ahead and select all of the teeth, so I'm just going to hold
00:19down Shift while I select each one.
00:25Now we need to combine these teeth into one object, go to Mesh and click Combine.
00:32After this step the teeth are no longer instances, so make sure that any edits
00:36you want done to the teeth have already been done before this step.
00:40Now let's duplicate these teeth over to the other side.
00:43Let me zoom out a little bit, so I can see this better and hit R to go in the Scale Mode.
00:47Now when you combine, it moves the pivot point to the center of the world, so
00:51that's great, and then I'm just going to hit Ctrl+D to duplicate and let's scale this over.
00:57Now when you scale negative, it basically flips wherever you scale, over to the other side.
01:01And so you notice over in the Channel box, we get a number that's showing us
01:05exactly how much we're scaling by.
01:07I wanted to just make sure that's exactly -1.
01:11Okay, now let's combine one-half of the teeth with the other half.
01:14So I'm just going to hold down Shift while I select the original teeth, and go
01:19up to Mesh and combine once more, and hit W to go into Move Mode.
01:22Notice the pivot point is still down in the center of the world far away from
01:26the actual teeth, so I want to move that pivot points up closer.
01:30I could do it manually, but an easier way is to just go to Modify and click
01:35Center Pivot, so it just moves the pivot to the center of the object.
01:39Okay, let's duplicate these again for the top teeth.
01:41Hit Ctrl+D, let me go into Rotate Mode, and let's just flip it over exactly 180 degrees.
01:46I'm just going to move it a little bit and going to the Rotate, let's see, let's
01:52get exactly 180 degrees, and now here's just a simple matter of moving them and
01:56rotating them into place.
01:57I'll hit F to zoom in here.
02:00Okay, it's pretty good.
02:04Finally, let's make sure that we name these teeth to help us stay organized.
02:08Go into the Attribute Editor and give the name like teeth-top or teeth-bottom,
02:11you can do here in the Channel box too, so I'm just going to double-click on the
02:15name and call it to teethTop, and similarly with the bottom teeth I'm just going
02:20to change this to teethBottom.
02:26Now let's get everything that we've made in Maya back into ZBrush, so let's slip
02:30into ZBrush here and open up our Z tool.
02:34So I'm going to go to File > Open and navigate to the Exercise Files, go into
02:39Chapter 4, and 04_06, and I'm just going to open up this ZProject.
02:45It's the exact same model that we had before and we're just going to GoZ
02:49those items into ZBrush.
02:50So now that we've got this open, let's go back to Maya and let's select our
02:56teeth, our eyeball, and our tail spikes, just holding down Shift as I select all these.
03:04All right, now in the GoZ tab let's go click GoZ.
03:08So we get this little pop-up telling us that GoZ has already used a mesh called
03:14eye and our current scene involves a mesh called eye.
03:17That's okay, it doesn't matter.
03:19We'll just click Create and we automatically gets switched over to ZBrush.
03:25Sometimes GoZ doesn't work exactly the way you'd expect, sometimes objects
03:29will be in the wrong place and you'll have to move them back to where they belong by hand.
03:33Other times it puts objects in separate tools rather than in SubTools of the active tool.
03:38It's easy enough to fix, let's see what happened.
03:41So we've got the original Dewhopper here, so I open the SubTools, okay, nothing there.
03:47Let's go into tail spikes, okay, so in this tool are all of the SubTools that we
03:51just used GoZ to transmit.
03:54So what we can do is combine the Dewhopper, which is on a separate tool with all
03:59of these accessory objects.
04:01So let's go down in the SubTool palette and click Append.
04:04What this does is, lets us append any of the existing tools as a SubTool of the
04:09current tool, so let's click Dewhopper, and let me zoom out and make sure
04:16everything is in the right place. Okay, cool!
04:18So we've got our original Dewhopper, we've got our tail spikes, our eye,
04:22teethTop and teethBottom, all in the correct place.
04:25Working between Maya and ZBrush is a great way to get things done efficiently.
04:30You can use each piece of software for the strength.
04:32ZBrush is good at some things that Maya isn't very good at, and vice versa.
04:37There's no absolute rule about which program should be used for which tasks, so
04:42as you get more comfortable with them, you'll certainly find your own tricks and
04:45techniques for getting work done better and faster.
Collapse this transcript
5. Creating Topology for Animation
Drawing guidelines for retopology
00:00The mesh that we created from ZSpheres and then used DynaMesh to even out the
00:04topology with has worked out pretty well to start sculpting on.
00:08However, we need to get this guy setup for rigging and animation.
00:12That means we have to retopologize it.
00:14Retopology is going to create a new wireframe that has the same shape, size, and
00:19detail of the current model but with a different arrangement of polygons.
00:23The result will be something that can be rigged and animated.
00:26As it is now, the edges of the mesh don't always flow along with the major
00:30anatomical forms like skin-folds, muscles, and bony plates, retopology will change that.
00:36One bit of warning, make sure that you will not have to make any substantial
00:40changes to the creature's design after this point.
00:43If you retopologize and then it turns out that your art director or client
00:48wasn't happy with the design you'll have to redo a lot of this work.
00:51Better to get a solid approval of the creature from anyone in charge before
00:55continuing, otherwise you'll probably find yourself wasting a lot of time.
00:59Something as simple as adding a new horn to his head becomes a major effort once
01:04the retopology has been done.
01:06Now that we know that we are ready to retopologize, we are going to draw
01:09guidelines to help us place new polygons.
01:12Let's go into the Polypaint Palette here and just turn on Colorize so that we
01:16can paint, and let's switch our Color so that the primary color will be red
01:21actually, so the secondary color will be white, I just want to change this to
01:25something that we can see clearly, so red is pretty good.
01:28Something else I want to do is change it to RGB so that we're painting with
01:31color and turn off Zadd so that we're not sculpting anything.
01:35And finally, I want to change the Draw Size to something pretty small like two,
01:38because we're going to be making fine lines, and let's test it out to make sure
01:42that this brush is going to work.
01:43Let me just zoom in here and I also want to go up to my highest subdivision level.
01:48So I'm going to hit D a couple of times till I am up to my total of 7 million points.
01:52All right, let's see if this is going to work.
01:54Okay, cool, nice line.
01:57So how do you know where to draw lines?
02:00Character modelers use a principle called Edge Flow to determine where
02:04polygons should go.
02:05Edge Flow is a way of relating the topology to the anatomy.
02:09Some things to take into consideration are one where creases form, so you want
02:14to look for lines and edges on the model.
02:17When this model animates having the Edge Flow follow creases will help
02:20maintain their shape.
02:21So for example, there is a nice tight crease right here around the lower eyelid.
02:26It's a great place to put a guideline, same thing with down here.
02:33Another place that creases form a lot are around where joints bend.
02:37So it would be a really good idea to put one here, maybe around the backside of
02:41the elbow as well, where creases form here.
02:46Another thing to keep in mind is the directional movement of flesh and
02:50muscle, so when the body moves the skin is going to be pulled and pushed in
02:54various directions.
02:55Understanding what direction the skin moves will help you place edge flow, so
02:59let's see where we could do this.
03:02We know that the shoulder is going to move kind of in this back and forth
03:06direction as he walks, and also the skin flaps around the mouth.
03:10We know they are going to have to compress in this direction and the skin will
03:14probably bend kind of at an angle like this.
03:17Something else to look forward, are obvious structures.
03:20Anatomy often has a clear direction to it.
03:23Bones, limbs, and muscles can be indicators of where to place edge flow. So let's see.
03:28I think the hind leg is going to be a good example of this.
03:31It's kind of an obvious direction to these limbs right here, just right along
03:36that edge of the bone, so a nice straight limb.
03:38So it's pretty obvious that we're going to need some nice straight edges there,
03:42and we can also follow the contour of this muscle around this limb as well.
03:49Down the leg as well.
03:50It's pretty obvious place to put it, and you can connect them up as well if it
03:53seems like it's a pretty straightforward way of doing that.
03:56Something else you can do is play connect the dots.
03:59Some parts of the anatomy will be harder to figure out than others.
04:03You want to do the simpler parts first, the more obvious parts, and then see if
04:06you can bridge the more difficult spaces between them.
04:09So let's look at underneath the chin of our creature.
04:12So you might not know exactly what you should do in this area, but if you
04:17figure out that we are probably going to need a center line, edge that goes
04:21right down the center of the creature and we're going to need edges that follow
04:24around here, you could pretty much guess that we can fill in some spaces in
04:28between with new edges.
04:33Lastly, you can get ideas from looking at other people's models.
04:36There are lots of professionals who post their work online with Edge Flow visible.
04:40Study what they do but understand that there's not just one right way to do it.
04:45So go ahead and look around the body and find places where it's pretty obvious
04:49where edge flow should go, following the major anatomical forms.
04:52That will make it a lot easier to fill in the rest of the retopology later.
Collapse this transcript
Fleshing out the retopology guides
00:00Now that the most important guidelines have been established, let's go in
00:04and flush out the rest of the guidelines to cover the entire model with polygon grids.
00:09Although it may seem like a lot of work, it's better to have a solid idea
00:13of what the retopology should look like now, because the actual process of
00:17retopology is even more work and we want to avoid having to redo any of
00:21that work later on.
00:22So let me zoom in on the face and let's see what we can do here.
00:26What we want to do here is just continue flushing out all of these lines, so you
00:33can look at lines that you've already created and figure out that pretty much
00:36you're going to want lines that are parallel and perpendicular to those.
00:40So we've already got one for the brow or the upper eyelid right here, we can
00:44probably assume that we want another one it runs roughly along this ridge right here.
00:48We can also create lines that run perpendicular to existing ones, so it's pretty
00:52much assumed that we're going to want to have line that come out of this
00:55direction away from the eyelids and down here as well.
01:05Now this is another great place to just add more lines in.
01:10Now what happens if you change your mind and you want to erase a line?
01:17Pretty simple, just hit the V key to switch your primary and secondary colors.
01:22So I just hit it and notice now white is our primary color and basically
01:26drawing with white is the same as erase, because the entire creature is filled
01:29with white, and then you can hit V again, switch back to red and draw it
01:36somewhere else if you want.
01:37I like to draw lines at a relatively low density, where you could come in here
01:42and draw lines very close together make a lot of them, but that's actually going
01:46to be a lot more work in the end, you'll have to retopologize around every
01:49single one of these.
01:50What I like to do is just keep it a little bit lighter and that way it's less
01:55work when it comes to re-topology, and what I can also do is subdivide the model
02:00once or twice after I create the new topology.
02:03That will give me all that extra detail without actually having to create it by hand.
02:08Another thing that I like to do at this stage is to define sharp edges and
02:12creases with a double line, we get a better angle on this upper eyelid.
02:16So this is a pretty sharp crease right up here above the eyelid, sometimes I
02:21like to add two lines, so that the result is that you get a sharper crease in
02:25your base mesh, after you create the new topology if there are two lines close
02:29together, let me show you another place that's great to do that.
02:32Over here with these bony plates right here, you draw one line, you'll get a
02:37crease in there, but if you draw too close together and then you retopologize
02:41with two lines close together, you'll get a much sharper crease there.
02:44So let me just give you another example of how I might continue guidelines on
02:48some of these complex bony spike areas.
02:50I'm just moving close to one of these.
02:56So I know I'm going to want to have lines that go around all of these creases
03:01and sharp edges, you basically just want to keep drawing in lines until you've
03:05created a grid of a roughly evenly sized polygons.
03:11So you can pretty much assume that you're going to need some edges going along
03:15all of these forms right here.
03:16You might not know exactly how these edges should form, but just start putting
03:21something out and if it's not working you can always erase it.
03:26Places like this can get really chaotic and complex, so there might not be a
03:31simple solution that looks really clean.
03:33Luckily these areas are not going to deform, they're hard bony plates, so
03:37they're not going to bend or twist or anything, so the topology doesn't need to
03:41be particularly clean here.
03:45Go ahead and finish covering the model with guidelines.
03:48As tedious as this part may seem, it's important to work out any mysteries about
03:52how that apology should look at this stage.
03:55It's a bit harder to change your mind later on.
03:57I'll pick it up in the next movie with all of the lines drawn out.
04:01There will certainly be times when you'll change your mind about the edge flow
04:04while you retopologize and that's perfectly okay.
04:07There will also be some cleanup to be done in Maya afterwards, so it doesn't
04:10have to be perfect here.
04:12I'm intentionally leaving out some edges, because I know that it will be
04:15easier to do them in Maya.
04:17Retopology in ZBrush can be finicky, especially in small tight areas like
04:21between toes or inside the mouth and around the eyes, I'm going to get a rough
04:25general mesh created and then refine it later in Maya.
Collapse this transcript
Creating new topology
00:00Now that we've got our guidelines for new topology, it's time to actually create it.
00:05Looks like our exercise file came in upside down.
00:07That's okay, we can just grab in the open space and rotate it up.
00:11Retopology in ZBrush is a fairly straightforward yet time consuming job.
00:15It's a good opportunity to just put on some music and get in the mindset of just
00:19working till it's done.
00:21There are some things to look out for however, ZBrush has a few quirks that will
00:24make Retopology a hassle if you weren't paying attention.
00:27So we've got our model here with guidelines already drawn on it.
00:31Now to get into Retopology mode, it's going to be a few strange steps, so be
00:36sure to pay close attention.
00:37I am going to scale in here on our creature and let's go to our SubTool palette,
00:43go to Append, and pick a ZSphere.
00:45Now let's go up on our SubTool palette and make sure we got the ZSphere selected.
00:50Now it's kind of big and in the way, so I want to go to Scale and just click and
00:54drag on this to shrink it down, and let me actually just move it, so it's up
01:00inside the body so we can't even see it.
01:02Now why we make a ZSphere, it doesn't make a lot of sense.
01:05It's one of those little quirks in ZBrush that you just follow the step.
01:09It doesn't make any sense, but you just do it and it works out.
01:12All right back into Draw mood, let's go down to the Topology palette, now
01:19click Edit Topology.
01:21So now we're in retopologize mode.
01:23One last thing I want to do is turn on symmetry, so I'm going to hit X, so that
01:28we are making the new retopology on both sides at the same time, and we can just
01:31confirm that that has been turned on.
01:32If you go up to Transform, and you'll see that Activate Symmetry has been turned on.
01:36That's good.
01:37The new topology can now be created by clicking new vertices and edges onto the
01:42surface of the skull, so let's see how this works;
01:44I want to zoom in closer here.
01:45So you want to create new polygons everyplace that we've already drawn new
01:52guidelines, so if you just click on the surface of the model, you create a new
01:56vertex I'm just going to click around this polygon right here, and then back at
02:02the original vertex to finish that polygon, you'll notice that there's a red
02:05circle around the next to last vertex that we clicked on.
02:09That means that if we click anywhere else on the model that new vertex will be
02:14connected to it by an edge, this way you can keep building off of the topology
02:18that you've already created.
02:20So let's see if I click this vertex right here, it's going to be connected to
02:23that one that had the red circle around it.
02:26Basically this new vertex is the new one that has the red circle, so that is the
02:30one that is going to be connected.
02:31So we want to click on a vertex that's actually connected by a line, and then we
02:35can close polygon off.
02:37So what happens if you want to start somewhere else, rather than build off of
02:41that red vertex, it's simple.
02:43Just click on any open space to clear the active vertex.
02:47So I'm just going to click out here on the canvas.
02:49Now you can pick a different place to build from, so let say I just want to
02:53start down here, just click down here and just start a new.
02:57Now let say if I want to close this one off the red vertex is this one up here,
03:03so it would actually connect across there, which is not what I want, so I'm
03:06going to hit Ctrl+Z to Undo.
03:08I just want to click out here in open space and then I can also start from a
03:12vertex that already has been created now and close that off.
03:15Now there is one special case that happens, let me zoom in here close so we can see.
03:21Let's say we're creating some new topology and we want to start in a new place,
03:26so we want to clear out this red circle, but there's no open space to click on.
03:31One other way you can clear it out is just by using any of these Move, Scale or
03:34Rotate buttons and that will also clear the active vertex.
03:38When working symmetrically, you can snap to the centerline of the model, so let
03:42me zoom out so we can see the center of the creature.
03:46So let's say I'm creating some new polygons here along the centerline.
03:51When you click right in the middle, you get a green circle around a new
03:53vertex that's created.
03:55That means it was snapped perfectly to the centerline of the creature, let me
03:58just finish this polygon.
04:01So sometimes you'll want to delete an edge or vertex if you change your
04:05mind about the topology.
04:06To do that, simply hold down Alt as you click on a vertex or an edge.
04:11ZBrush has a bad habit of sometimes deleting more than what you wanted, so if
04:15that happens you can just re-create that topology.
04:17Another annoyance of ZBrush's retopology tools is that sometimes the new vertex
04:22that you click to create, will be attached to the ZSphere that we originally
04:26created, rather than the red vertex, this create a long edge that shoots off to
04:30places we don't want.
04:31If that happens, simply hit Ctrl+Z to Undo.
04:34Now it happens randomly, so I'm not sure if I can re-create it for you here, but
04:38if something weird happens, you can just hit Ctrl+Z to Undo it.
04:41As you go, you may want to get a preview of how these newly created polygons
04:46will look when turned into a new mesh.
04:48To do that just hit the A key, you may also want to hide the original model, so
04:54that you can see it better.
04:54So I am going to go up to SubTool palette here and just hide the original mesh.
04:58So you can see that those new polygons recreated have been turned into new
05:02geometry, I'm just going to hit A to turn them back to vertices and edges.
05:08I'm not going to lie, retopology can take a long time.
05:11It's a lot of tricky clicking and repetitive movements that can get a little
05:15mind damming and it doesn't help that ZBrush has a few bugs that throw a monkey
05:19wrench into the process from time to time.
05:21Stick with it however, and you have a mesh with topology for animation and rigging.
05:26That means your model can be much more than just a static sculpture.
05:29It will actually be animatable.
Collapse this transcript
Generating the new mesh
00:00After putting all that work into retopology, we need to check it over to make
00:04sure that it converts to the geometry correctly.
00:07Some problems maybe easier to clean up in Maya, but there are some that are
00:11better dealt with while we are still here in ZBrush.
00:13Now let's see what this new topology looks like in mesh form.
00:17Going to your SubTool Palette and make sure that the ZSphere SubTool is active.
00:23Now let's go down to the Adaptive Skin Palette and I'm just going to hit
00:27Preview, so this is converting all those edges and vertices that we created into new geometry.
00:32So make it easier to see, let's go back up and hide the original sculpt.
00:37Now let's hit Shift+F to show the Wireframe.
00:41Okay, looks pretty cool.
00:43The Adaptive Skin preview lets us see the mesh with added subdivisions.
00:48Let's go back down to the Adaptive Skin here and change Density to 1, so this is
00:53exactly what we created in our new topology without any added subdivisions.
00:58However, sometimes there are problems with the mesh that aren't apparent at
01:01this density level.
01:02So be sure to check it out on Density 2 or 3, because some problems reveal
01:07themselves only when the mesh is subdivided.
01:10So let's go up to 2 and I'm going to turn off the Wireframe Shift+F. So let's
01:15look around and see if there is any holes or things that look weird.
01:18You will notice that the tail is not complete.
01:22That's because it's going to be really easy to just extrude that in Maya rather
01:25than retopologize manually all the way around it.
01:29Same thing with the claws, I've left them off here.
01:31So it looks like one problem I'm seeing is down here on this toe, we are getting
01:36some weird holes, some parts are missing out of this.
01:40Now I intentionally created some bad topology on this toe, let's zoom in even
01:45closer and take a look, I am going to decrease the Density to 1 to make this
01:49easier to see and let's just zoom in here.
01:56What happened is that I created this toe with just four polygons going around
02:00it, so you can see it's kind of like a box, there is just four edges all the way
02:04around, the other toes have five like a Pentagon.
02:07Now the reason why this is a problem is because when ZBrush tries to convert the
02:13retopology to a mesh it looks for four vertices connected by four edges.
02:18So let's see, this hole right here.
02:20It's obvious to us that the new polygon should have been created by connecting
02:25these four vertices right here.
02:26However, ZBrush got confused and thought that four vertices on the inside of the
02:31toe needed to be connected right here.
02:33This creates really bad topology called non-manifold geometry.
02:38Without getting too technical it's basically a geometry that has more than two
02:42polygons connected to a single edge and it spells trouble big-time, let's get
02:47this fixed right here in now.
02:49What we need to do is add an extra edge running down the length of this toe, so
02:54that it has at least five edges running the length of it.
02:57That way ZBrush will know to fill the four-sided polygons with geometry rather
03:02than the five-sided polygons that are on the interior of the other toes.
03:06So let's get out of Preview mode and I want to go back up to my SubTool and
03:12bring back the original sculpt, so make that visible.
03:15Okay, so we're going to have to do a little bit of editing to this retopology in
03:20order to put that new edge in.
03:21ZBrush has a little bug sometimes where you can't just go and edit topology
03:25after going to Adaptive Skin mode, so what we need to do is go down to our
03:31Topology Palette, turnoff Edit Topology and just turn it back on again.
03:35Now what we can do to add more edges is just click in the middle of existing
03:39edges and this is just going to create a new edge down the length of this toe,
03:46and now let's see if it worked.
03:53I am going to turn on Preview Mode again and let's go up to our original
03:58sculpt and turn that off.
04:00Okay, it looks like it filled it in pretty good.
04:03Now let's export this retopology out as an OBJ model, we could use GoZ to send
04:09it to Maya of course, but I like to save out a version at this point just in
04:13case there's some problem and I want to have a version saved out that I can
04:16revert to if I have to.
04:18Just make sure that the new topology is in Mesh Mode and click Export and save
04:22it wherever you like.
04:23So I'm going just going to click Export here make sure it's OBJ Format, let's
04:29just save it to the Desktop and I'll just call it retopology.
04:36Any errors that you have in your topology can cause a lot of problems later on.
04:41It's a good idea to spend time to make sure that there's nothing wrong with the
04:44mesh before getting into any more sculpting or texturing.
04:48Unresolved problems can result in losing work or forcing you to perform
04:51complicated recovery techniques.
04:54Better to get those things out of the way at this stage of the process.
Collapse this transcript
Cleaning up the mesh in Maya
00:00Maya can be a more useful tool than ZBrush for cleaning up things at the minute
00:05level of individual polygons.
00:07You may also want to fix problems in Maya if you feel more comfortable working
00:11there than in ZBrush.
00:12Either way, you want to make sure that the mesh is completely trouble-free
00:15before moving on to the next steps.
00:17As a change of pace, let's use OBJ files to work between ZBrush and Maya rather than GoZ.
00:23It's a good idea to know this workflow just in case GoZ causes new problems.
00:28So let's import an OBJ.
00:29Go up to File > Import with Options.
00:33And the File type, let's go pick OBJ.
00:37One thing I want to make sure I do is check Single Object rather than Multiple Objects.
00:42The reason for that is, if you bring in an OBJ as multiple objects, Maya will
00:46reorder the number of the vertices, and that can cause problems if you send that
00:51model back to ZBrush and it's expecting the vertices to be in a certain order.
00:55Importing as Single Object, make sure that the vertices keep their numbering.
01:01Okay, let's go find that Exercise File.
01:03Let's go to Exercise Files > Ch_05 and folder 05_05 > cleanupinmaya.obj. Okay.
01:11I am just going to hit 5 on the keyboard to see Shaded Mode, and let's Zoom in here.
01:16One thing that's easier to handle in Maya is surface direction.
01:20When ZBrush makes the retopologized mesh, it doesn't actually know which side of
01:25the mesh is facing in and which side is facing out.
01:28We can see this clearly if we turn off Double Sided display.
01:31Let me show you how to do that.
01:32Just select your model here, and let's go into the Attribute Editor, let's go
01:37down to Render Stats, and scroll down to Double Sided, let's turn this off.
01:42And I'm just going to deselect the model here.
01:44You can see the model is inside out, all except for this little bit of the tail
01:49here, the model is inside out. So let's fix that.
01:52Go ahead and select your model, and we need to go into Polygon Mode.
01:55So I am going to hold down the right mouse button and go down to Face.
01:58Now I just need to select all of the polygons of the body except the tail tip.
02:03Now, in your Polygon's Menu, go up to Normals and click Reverse.
02:07Let's see if that worked.
02:09I am going to hold down the right mouse button, go to Object Mode. All right!
02:12It looks like everything is facing the right direction now.
02:15Another good thing to do in Maya is create holding edges.
02:18Remember, holding edges are those double lines that help make sharp creases in your mesh.
02:23It can be easier to simply insert an edge loop in Maya in order to create them
02:28than it would be to manually create them in ZBrush.
02:31So let's Zoom in on the eyelids and see how we can do this.
02:34I may want a sharper edge in some of these eyelid creases.
02:37So if I go to Insert Edge Loop and put that in, it's much faster than
02:41retopologizing it into ZBrush.
02:43So let's go up to the Edit Mesh Menu, pick Insert Edge Loop Tool.
02:49And let's go into one of these creases here and just insert a new Edge Loop.
02:52I am just going to hit B to turn off Soft Select.
02:56Looks like it's on by default.
02:58And I'll hit F to Zoom in.
02:59So we've got a new edge that's really tight next to the one that already existed
03:03inside of that crease.
03:04So now when I hit 3 to look at it in Smooth Mode, and I am just going to go into
03:08Object Mode really quick here, you can see we get a nice tight crease in there.
03:13This is a good thing to do anywhere that you might want to have harder edges in your models.
03:17Something else that you might miss in ZBrush is holes in the mesh.
03:21This happens when you're creating the new topology and vertices don't quite get
03:25snapped together correctly.
03:26If you don't fix it in ZBrush, that's okay, you can do it here.
03:29Let's see if there're any holes.
03:32I found one right here;
03:33it's back behind this little boney plate.
03:35Let's select the model, I am going to go hit 1 on the keyboard just to get out
03:39of that Smooth Mode.
03:40And what you can do here is select these edges.
03:42So I am going to go into Edge Mode by holding down the right mouse button and
03:46just double-clicking so we select all those edges.
03:49Now I'll go up to Mesh and Fill Hole, as simple as that.
03:53Six pointed stars are another problem that need fixing, especially when they
03:57happen along the centerline of the character.
04:00Let's see if we can find any of those.
04:01Here's one in the chest.
04:05The reason why you want to fix them is because when a single vertex is connected
04:09to six edges, it has a disproportionately large effect on that part of the mesh.
04:15It has too much influence and can cause pinching or other strange effects.
04:19So let's get rid of it.
04:19So I am still in Edge Mode.
04:21I am just going to select these edges that are kind of forming an X around
04:24either side of the centerline and just delete them.
04:27Now we can just cut new edges across the centerline.
04:30So I am going to ago up here to the Interactive Split tool and I am just going
04:34to cut some new edges that go across the centerline.
04:37Once you create an edge that you like, you can right-click to lock in that
04:40change, and then just go cut another one.
04:44Sometimes the tool is a little bit finicky and actually can create a finish
04:47line like I want it to.
04:51The problems fixed in this movie are very common when working between Maya and ZBrush.
04:56I always check thoroughly for them, because they always cause problems later on.
05:00If you can fix them at this stage of the process, they're much easier to deal with.
Collapse this transcript
Modeling the tail in Maya
00:00You'll notice that I haven't done part of the tail or the claws.
00:03This is because it will be easier to create them in Maya.
00:06Sure you could do them in ZBrush if you're not comfortable modeling in Maya,
00:10but it would be more tedious to retopologize around the very narrow shapes of
00:14the tail and the claws.
00:15Let's do the tail first.
00:17Retopologizing around the tail in ZBrush could take hours, instead, let's
00:20do something more fun.
00:22Maya can create the tube shape we need in seconds.
00:25We'll use a NURBS curve to control an extrusion from one opening to the other.
00:29Let's go into our Side Orthographic View.
00:31So I am just going to click on the Viewport and hit Spacebar, and here in the
00:35Side View let's click Spacebar again.
00:37I just want to Zoom in on the tail.
00:40Go up to your Curves tab here and click EP Curve tool.
00:44Now let's start this curve close to this opening on the tail, and just make one
00:49more click out in space, doesn't really matter exactly where, and then one more
00:53click down here at the other end of the tail.
00:55Let's hold down the right mouse button and go to Control Vertex.
00:58What I want to do is just edit the shape of this curve a little bit so it's a
01:01little bit more natural.
01:02I am just going to select individual vertices and go into Move Mode, and just
01:07move things around a little bit until it looks like a much more smooth curve.
01:11I will just click-and-drag this. Okay.
01:13Let's go back into Perspective Mode.
01:15I am going to hit Spacebar and then Spacebar once again inside the Perspective View.
01:20I just want to Zoom in close to where the tail cuts off right here.
01:23I am just going to go into Polygon Mode, hold down the right mouse button, go to
01:28Face, and click these two polygons right here on the end.
01:31Now we need to Shift+Select the curve that we're going to use to extrude with.
01:36So we've got two Faces and the curve selected.
01:39Now let's go into the Edit Mesh Menu, let's go down to Extrude with Options.
01:43Make sure that under Curves settings we're using the Selected Curve.
01:47Let's also increase the number of edges or Divisions that are created along the
01:51length of this extrusion.
01:52You can put it anywhere you want, and you can change it later, let's just see
01:55what 10 looks like for starters, and let's click Extrude.
01:58I am just going to Zoom out and see what we get here. Okay.
02:01That's pretty good!
02:03We get some options that we can set after the fact.
02:06So I am just going to click-and-drag on Divisions, and increase that a little
02:09bit so it kind of matches the spacing of edges that were on the existing model.
02:13Looks like up to 23 is about good. Okay.
02:16Once that looks good, let's delete our history to lock this in.
02:19Go up to Edit > Delete by Type > History. Okay.
02:22Now I am going to go down to the little gap here, where we haven't quite filled
02:28in the space, and I am just going to hit Delete.
02:29I am just going to delete those polygons that are selected on the very end,
02:34and let's rotate around a little bit to the other side so we can delete these two Faces here.
02:38I want to close up the gap just a little bit, so I am going to hold down the
02:41right mouse button and go to Vertex Mode, and now I will just select these
02:45vertices right here, and I will go into Move Mode, I just want to move them up
02:48closer to this other end of the tail.
02:50So it's almost right on top of each other.
02:52Now we can merge them together.
02:54So I am just going to select all of these verts now.
02:55We'll go up to the Edit Mesh Menu, and go to Merge with Options.
02:59Let's just see what happens if I apply it now. Okay.
03:03So the Threshold was just right, so that it merged.
03:07I am going to hit F actually, Zoom in on that, so it merged exactly the verts
03:11that I wanted without merging unnecessary ones.
03:14If I set this really high and hit Apply, it's going to merge all of them.
03:17That's not what I want, so I am just going to hit Z to undo that. Okay.
03:20So that's good, so I am going to X out of that.
03:23Let's Zoom out here.
03:25I am just going to go back into Object Mode, select the full creature, and let's
03:29just go to Edit > Delete by Type > History one more time to lock everything in.
03:33The exact shape of the tail might be a little off from the original sculpt, but
03:37we can modify that once we get back into ZBrush.
03:39It will also be easier there, because we can line up this model with the
03:43original sculpt and get it precise in ZBrush.
03:46Using a curve to control an extrusion is a handy modeling trick that can come in
03:50handy in all kinds of situations.
03:52You can use it to make tentacles or tree branches or anything else you could
03:55imagine that involves a curving tube-like shape.
03:58It's also faster to do simple shapes like this using Extrude than it is to
04:02retopologize one vert at a time in ZBrush.
Collapse this transcript
Modeling the claws
00:00The claws are another part of the model that could be retopologized in ZBrush
00:04or modeled in Maya.
00:05There is however one big advantage to doing them in Maya, you only have to
00:09create one and then duplicate it for all the other claws.
00:12Now, depending on the settings in ZBrush, when you created the new mesh and also
00:16the density of that mesh, the tips of the toes may be open holes or they may
00:20have been closed off.
00:21Either way, the approach I use in this video will work the same.
00:24So I am just going to hit 5 to go into Shaded Mode here in our Viewport, and
00:28let's Zoom in on one of the toes.
00:30I just want to see it from the other side.
00:32So you can see here actually some of them are open, like this one right here,
00:36and this one is closed.
00:38So what you want to do before going any further is just delete any Faces that
00:42are on any open tips of these toes.
00:44So I am just going to click on the model, hold down the right mouse button and
00:47go to Face, and just select these two polygons right here at the tip, so you
00:52Shift+Select the second one and hit Delete.
00:55And let's see, it looks like there's another one over here.
00:57Let's see if I can Zoom in a little closer, Shift+Select and Delete.
01:03So go ahead and see if there are any other open holes on any of the other toes.
01:07I'm only going to create a few claws in this video, because it would be just
01:10repetitive to do all of them.
01:12Now we're going use Extrude on these open edges to create claws.
01:16So I am going to hold down the right mouse button, go to Edge Mode, and let's
01:19double-click on an open edge.
01:21Let me just move my view so I can see this better.
01:23I am going to go and click Extrude.
01:26I want to click-and-drag on this blue axis here just to extrude out a little bit.
01:31And I also want to go into Scale Mode to shrink that down.
01:33So I am going to hit R and let's just scale this down to a point.
01:38Now I want to go into Move Mode and just move the tip of this claw around, I am
01:41going to hit F to Zoom in on it.
01:42Actually I Zoomed in too much, so I am going to hold down Alt and
01:45Right-click+Drag to pull out a little bit, and I just want to make sure that
01:49this tip of the claw is in the right place.
01:50So let's make it a little bit longer.
01:53And let's see, it's a little bit crooked.
01:54I am just going to straighten it out a bit. Okay.
01:57So the claw is really straight right now.
01:59I want to curve it a little bit.
02:00So let's look at it from the Side View, and I just want to use the Insert Edge
02:04Loop tool to add some more geometry.
02:06So go up to Edit Mesh, and click Insert Edge Loop Tool.
02:09I will just click once, and I am going to go into Move Mode and just move
02:13this up a little bit.
02:14Now, you can repeat the last function by hitting G on the keyboard.
02:18So this goes back into Insert Edge Loop Mode, and I will just insert another
02:21one, hit W, go back to Move Mode, and just round out that shape a bit.
02:26Now, I want the tip of the claw to be a perfect point.
02:29Right now it's an open hole with some vertices that are just very close to each other.
02:33So I am going to hold down the right mouse button and go to Vertex, and let's
02:37just select all these vertices and merge them.
02:39Go up to Edit Mesh, and Merge, now we've got a perfect point. Okay.
02:44Now to make the duplicates.
02:45Let's go into Face Mode and select all of the Faces of the claw.
02:48What you can do is just select the ones at the tip and then grow the selection
02:53by holding down Shift and tapping the period key, go ahead and do that twice.
02:58Now we've got the entire claw selected.
03:00Now let's break this off into a separate object.
03:02Go up to Mesh and click Extract.
03:04Now hit W to go into Move Mode, and I am just going to Zoom out to see this a
03:07little bit more clearly.
03:08It looks like our pivot point moved to the center of the world.
03:11That happens whenever you extract.
03:13So I want that to go to the center of the claw.
03:15So I am just going to deselect everything.
03:17Let's click that claw, and actually we're still in Face Mode, so I am going to
03:22hold down the right mouse button and go to Object Mode.
03:25Select that claw again, and let's move its pivot point to the center.
03:28So go to Modify > Center Pivot. Okay.
03:32Great!
03:32Now we need to duplicate.
03:34So hit Ctrl+D and let's move this claw out and position it next to this other
03:39toe, and I am going to hit F to Zoom in.
03:41And you might want to use your Rotate tools or your Scale tools to get this claw
03:47to fit and match that toe better.
03:50Move this till it looks just about right.
03:52Looks like this opening is a little bit smaller, maybe I will scale this toe in a bit.
03:56All right, pretty good!
03:58Go ahead and do the same thing for all the other claws on all the other toes,
04:02duplicating them for everyone.
04:04I am just going to do this one, because it would be tedious and repetitive to
04:07show you all the toes.
04:09Once all the claws are in the right place, you can select all the claws and the
04:12body and then combine them into one object again.
04:15So let's Zoom out here and just select over everything, assuming that you've got
04:20claws for every toe you'd select over all the claws, including the body.
04:24Now go up to Mesh and click Combine.
04:27So they're all one object again.
04:29Let's Zoom back in on this claw.
04:31So it's all one object, but there's still a gap between the claw and the toe.
04:35We need to merge some vertices so that the surface is watertight.
04:38So I am going to hold down the right mouse button and go to Vertex and let's
04:42click one of these vertices and now I need to Zoom in even closer, holding down
04:45Alt and the right mouse button, I can Zoom in closer.
04:50And I just want to Shift+Select a vertex on the corresponding side of the toe.
04:54So we've got the two selected, so now go to Edit Mesh, and click Merge.
04:58Now go ahead and do the same thing for other vertices;
05:01Shift+Select a second one and you can repeat the same function by hitting G.
05:07Same thing all the way around.
05:08I am going to hit F to Zoom in on that again, Alt+Right-click+Drag to Zoom in smoothly.
05:14I am just going to adjust this. Okay.
05:19Great!
05:20Make sure to do that on all the toes and the original toe as well.
05:24When you're done, you can hit 3 on the keyboard to smooth the mesh.
05:27So let's go into Object Mode, select the body, and hit 3. Let's Zoom in now.
05:33This is a good way of checking the mesh to make sure that everything got merged correctly.
05:37If there's any verts that didn't get merged, it will make an obvious gap in smoothed mode.
05:42So I'm looking at it all the way around, it looks pretty clean.
05:44If there was a hole in here, then we'd know that there are some vertices that
05:47didn't get merged correctly.
05:49Using Duplicate in Maya is a powerful way to create lots of things that all
05:53have the same shape.
05:54It makes the process of modeling claws a lot faster than retopologizing each one in ZBrush.
05:59You will use this technique in all kinds of situations that involve
06:02repetitious shapes.
Collapse this transcript
Preparing to project detail
00:00Now, we've got two models;
00:02the original high detailed sculpt in ZBrush and this low detailed model with
00:06proper topology in Maya.
00:08What we need to do now is get the model into ZBrush and put all of that detail
00:13from the sculpt onto it.
00:14ZBrush has a feature made just for this kind of task called Projection.
00:19It takes one mesh and shrink- wraps it around another mesh.
00:22We'll use this to transfer detail from the sculpt to this model.
00:26So we've got our model open in Maya.
00:28Let's export this to ZBrush using OBJs again instead of GoZ just for practice.
00:33Make sure you've got your model selected, and you want to make sure you've
00:36deleted all history first.
00:37So go to Edit > Delete by Type > History.
00:40Now go to File > Export Selection with Options.
00:45Now, I want to change the File type to OBJ, however, there is one thing you have to do first.
00:49By default, Maya does not include the OBJ Exporter in your Export options.
00:55So let's Cancel and set that up.
00:56Go to Window > Settings/ Preferences > Plug-in Manager.
01:01Now you need to scroll down till you find objExport.
01:05Go ahead and turn on Loaded and Auto load, and go ahead and close out of that.
01:10Now it should work just fine.
01:11Go to File > Export Selection with Options, and let's pick OBJexport.
01:16We actually don't need any of these settings, they might get in the way of
01:21the import to ZBrush, so I am just going to turn all of these off and click Export Selection.
01:25Now you can save this wherever you want.
01:28I will call it modelfrommaya and Export Selection.
01:34With that done, let's get into ZBrush.
01:35Now, I've currently got the model saved as a Z tool.
01:39It's kind of like a project, but a little bit different.
01:41Let's see how that works.
01:43Go up in the Tool palette and go to Load Tool, now let's go to our Exercise Files;
01:47Ch_05 and 05_08.
01:50So go ahead and open this prepare.ZTL file.
01:54Now, Z tools are a little bit different, you have to click-and-drag to bring
01:57them into the canvas, then you have to go into Edit Mode to use them.
02:00That's why I like to use Z Projects, but it's good to know just in case you need
02:03to work with the Z tool.
02:05Now, if I import that OBJ that I just saved from Maya, it will try to replace
02:09this Z tool with that model, and that's not what I want.
02:12So let's import it into a different tool.
02:14So let's go and create a ZSphere in a separate tool.
02:18So now we've got the ZSphere and we've also got the sculpts that we just loaded
02:22in, and I want to import that OBJ on top of this ZSphere.
02:26So let's now go to Import in the Tool palette and let's pick that OBJ that we
02:30just saved, and go to Open.
02:33Now, we need to get both of these models into one Z tool.
02:36Let's go back to the sculpt here, and I want to open up SubTool and just append
02:42that model, that OBJ into this one.
02:45So let's go down to Append and just pick that model from Maya.
02:48Now, here is something that happens sometimes.
02:51When working between ZBrush and Maya, sometimes things get offset a little bit.
02:55So I need to move the model from Maya and position it on top of the original sculpt.
03:00Let's make sure we've got that SubTool visible, and I just want to view
03:03this from the side.
03:04I want to hold down Shift to snap it, so it's now snapped to a perfect side view.
03:08We just need to move this model up so it's perfectly on top of this one.
03:12So go to your Move tool up here.
03:15I am just going to click-and -drag and manipulate that.
03:16It actually doesn't matter really where I put this.
03:19I just want to click-and-drag now on the center circle and move this up
03:24till it's right on top.
03:24I might want to Zoom in a little bit too to make it more precise.
03:29You could even click-and-drag out a new manipulator if you have to, I just want
03:33to get as close as possible.
03:35Since we made the tail and claws separately from the sculpt, their shapes
03:39may not match exactly.
03:41I will use the Move Brush in ZBrush to get the tail of the model more on top of the sculpt.
03:45So let's Zoom out a little bit. Okay.
03:47So you can see our tail from ZBrush is a little bit different from the tail from Maya.
03:52So I am just going to go into the Draw Mode.
03:54I am going to hit B to open up the Brush palette here, and let's hit M for our
04:00Move Brushes, and hit V or just click on this Move Brush here.
04:04And I am going to hold down the Spacebar to increase the Brush Size;
04:07just click-and-drag to scoot this up so it matches and lines up.
04:12Before we project the detail, we need to increase the subdivision level of the
04:16new model, but first I want to save a morph target.
04:20A morph target is basically a record of the positions of all the vertices on a model.
04:25I want to do this, because when I subdivide the mesh, it will actually change
04:29the shape of the lowest subdivision level.
04:31You'll see what I mean.
04:32I am going to actually hide the original sculpt so I can just look at the
04:36retopologized model, and let's Zoom out so we can see it more clearly.
04:39So I am going to go down to the Morph Target Palette and click Store Morph Target.
04:46Now let's hit Ctrl+D a few times to subdivide this model.
04:50I am going to subdivide it up to about 8 million polygons.
04:54You can see up here in Active Points, it's about 8.18 million points.
04:58Most computers should be able to handle this okay.
05:00If you're having trouble subdividing up to that level, probably one subdivision
05:04less is good about 2 million.
05:06Now I am going to hit Shift+D to go back to the lowest subdivision level.
05:10Now, when I click Switch, it's going to flip between the positions of
05:14the vertices before I subdivided with the positions of the vertices
05:18after I subdivided.
05:19You can see that subdividing the model actually caused everything to get a
05:23little bit softer, and by using this Morph Target I can bring back that detail
05:27that was lost by subdividing.
05:29This is usually an important step to do anytime you subdivide a model in ZBrush.
05:34If you don't do this, your model will lose definition and the positions of edge
05:38loops that were so carefully placed on the anatomy while retopologizing will
05:42get shifted slightly.
05:43Now that I switched the Morph Target back on the lowest subdivision level, I can
05:47delete it to lock in that shape.
05:49Now, I know there are lots of small steps in this movie, but they're all
05:52important things to remember as you'll be doing them all the time in this kind of work.
05:56Making sure that the two models are aligned and that you haven't lost any
05:59detail when you subdivide it is going to be crucial to get the maximum amount
06:03of detail out of this model.
Collapse this transcript
Projecting detail to new topology
00:00Projection is going to shrinkwrap the new model around the existing sculpt.
00:04The result is that our retopologized model will pick up all the details from that sculpt.
00:09It works fairly well, but does misbehave sometimes.
00:12I'll show you how to go about it the right way so that it creates the fewest
00:15number of problems possible.
00:17To start with, we have got our Exercise File open, make sure that the sculpt is
00:20at its highest subdivision level.
00:22So let's go in the SubTool, and let's guess the original sculpt here and let's
00:27make sure it's on the highest subdivision level.
00:29So I am going to hide the other one and zoom in and let's just hit D a few times
00:33to go up on our subdivision levels.
00:35It needs to go up to I think it was about 7 million polygons.
00:38Okay yeah, you can see up here ActivePoints 7, so that's our maximum there.
00:42Also, we need to get the other model on its lowest subdivision level.
00:47So let's open up our Geometry palette here, yup it's on level 1 that's good.
00:52We are going to project one level at a time.
00:54The reason for this is that directly projecting the highest level would be too
00:58much of a stretch for all those millions of polygons.
01:01By doing it little by little the mesh can ease into the sculpt's shape without breaking.
01:05So we need to make sure that our new model is the Active sub tool which it is,
01:09make sure it's visible.
01:10We are going to go down in the SubTool palette to the ProjectAll settings.
01:15Now if we just hit ProjectAll, ZBrush can sometimes get confused about where it
01:19should be projecting to.
01:20So what we want to do is create a ProjectionShell.
01:23So we are going to grab this little slider right here and just slide it to the right.
01:26Now what we you see is our mesh expanding and basically this is telling ZBrush
01:32the maximum distance that it should look to find detail on the other model.
01:36So I am just going to drag it out until I can't see any of the little pieces
01:40of the other model.
01:41So just drag this, like right about there.
01:45So that made a Projections setting of 0.01 and some change.
01:49Now that our numbers are set, let's click ProjectAll.
01:51Okay, you might have noticed a slight shift, there probably wasn't a large
01:57amount of detail to project anyway at the lowest subdivision level, so let's go
02:01up one and do it all over again.
02:03So I am going to hit D and we'll just go up one subdivision level.
02:07I am just going to slide the ProjectionShell slider a little bit, just enough to
02:12make sure that we're covering all of the original sculpt and ProjectAll again.
02:18And go ahead and keep doing that, hit D to go up one subdivision level, set your
02:22ProjectionShell and then hit ProjectAll.
02:27Now as you get into the higher subdivision levels, there is going to be a lot
02:30more polygons to project.
02:32So it's going to start taking a few seconds, maybe even a few minutes on the
02:35highest subdivision levels.
02:36So I am subdividing one more time by hitting D and we'll go to that
02:41ProjectionShell and just make sure it's set so that we just barely cover all of
02:45the sculpt underneath and hit ProjectAll, and again, hitting D to subdivide.
02:52We are at 2 million polygons, so after this one they should be just one more,
02:59changing the ProjectionShell, okay it looks like we are starting to see some of
03:03the model poke through, so I am just going to raise it up a little bit, there we
03:06go and hit ProjectAll.
03:10Okay, it looks like that one worked and I am going to hit D to subdivide one last time.
03:14We are now at the 8 million polygons for this SubTool.
03:18The ProjectionShell actually, probably is not going to change much between the
03:21two and it's such a high polygon count moving this ProjectionShell might get
03:25really sluggish, so I am just going to leave it where it is for now and just hit ProjectAll.
03:30Okay that looks like it finished that last projection.
03:33Be aware that the more polygons you have, the longer it takes to compute the projection.
03:37Depending on how beefy your computer is it could take from a few minutes to
03:40maybe even a few hours to complete projection.
03:43Especially, when dealing with millions of polygons, sometimes ZBrush will hang.
03:47It might look like it's not responding.
03:49Sometimes I give it awhile, you know maybe an hour, and I come back and it's not done yet.
03:53I'll come back another hour later and it eventually finishes whatever it's doing.
03:57So you know if ZBrush isn't responding, don't necessarily think you have to
04:01force quit or shut down your computer or something.
04:04Sometimes you just need to give it sometime.
04:06Now that we've projected all the detail we can delete the original sculpt.
04:09So let's go up to our SubTools and click the original sculpt and let's come down
04:16in our palette and hit Delete and it says it's not an undoable operation, so we
04:21have to make sure we really want to delete it.
04:23And I am going to hit OK. Alright, great!
04:25So we've got our retopologized model with correct topology and all the detail
04:30from the original sculpt.
04:32You will use Projection all the time to get details from one mesh to another.
04:36It does create some problems that need to be cleaned up, but it sure be it's
04:39having to re-sculpt all of that detail.
04:41Cleaning up the problems isn't all that hard either as I am going to show you
04:44in the next movie.
Collapse this transcript
Cleaning up projection problems
00:00As useful as projecting detail from one mesh to another is, it's not perfect.
00:05It tends to create some messy spots, particularly in tight crevices.
00:09It's caused by ZBrush getting confused in those areas and not being sure which
00:13part of the sculpt it should project onto.
00:16It results in clusters of vertices getting pulled off where they're not supposed to go.
00:20It's not too hard to fix, but it does require some special techniques.
00:24Luckily, I'm here to show you how it's done.
00:26Let's take a closer look at some of the problems caused when we projected the detail.
00:30I'm going to go up to the highest subdivision level to make it easier to see.
00:33So we've got our SubTool palette open and we've got our model here.
00:37Let's go down to Geometry and just go up to the highest subdivision level, and
00:42then let's Zoom in and see if we can find any problems. Okay.
00:47Here's one right here on this kind of bony plate on his leg.
00:51You can see there's some polygons that got kind of crunched up.
00:55Let's see if there are some other areas.
00:57Looks like there's some problems here on these scale like plates on the tail,
01:02some strange things happened here.
01:05I'm going to Zoom out.
01:07We're also looking at the foot.
01:09Looks like maybe some detail didn't quite get projected correctly here on some toes either.
01:15So these are all things that we can clean up at this stage.
01:18For the most part, you can simply use the Smooth Brush to iron out these problems.
01:22You can also use any of the sculpting brushes to simply re-sculpt over problem areas.
01:27Sometimes, however, the mess caused by projection calls for more serious attention.
01:31Let's look at those plates on the tail.
01:33Now you can hit F to see the whole character and then I'm just going to hold
01:36down Shift while I rotate to snap to a Side View, and I want to isolate in on
01:41some of these tail plates.
01:42So I'm going to hold down Ctrl+Shift at the same time and then just drag a
01:46box over this area.
01:47Now I'll just hit F again to Zoom in on just this.
01:50So I want to get the Smooth Brush out just by holding down Shift as I brush.
01:55I'm going to shrink the Brush Size down a little bit and just smooth away
02:00some of these areas.
02:02Now, it's helping, but the problem isn't going away completely.
02:05I'm going to Zoom in even closer.
02:07Maybe turn on Symmetry by hitting X, and you can see it's kind of making the
02:13problem go away, but there's still like this weird little crevice thing here.
02:18So one thing you can do is look at it from the backside.
02:20So since I hid part of the tail, we can see through to the backside of that and
02:25kind of attack it from the inside.
02:28So if the Smooth Brush isn't quite getting the job done, something else you can
02:31do is go down to a lower subdivision level.
02:33So I'm going to hit Shift+ D to drop down one level.
02:37Smooth has a stronger effect on lower subdivision levels, so let's see if
02:40this is working better.
02:41Okay, a little bit.
02:44Let's go down even one more.
02:46Now it's really having a stronger effect. Okay.
02:49So we're working that pit out of there.
02:55Now you could go up one higher subdivision level just by hitting D, and if there
03:00are any problems, you can clean them up.
03:03They will be less severe to deal with if you clean up problems in the lower
03:06subdivision level and then you go back up again, and there might still be some
03:10problems, but they should be able to smooth out easier.
03:12And let's see if there are some other areas that we can clean up.
03:16We could continue smoothing away in here, just doing the same thing I
03:20was before, looking at it from the inside, or going down to lower
03:23subdivision levels.
03:26And to bring everything back I'm going to hit Ctrl+Shift and just tap once.
03:32So you want to look throughout your creature and see if there are any things to
03:36clean up and smooth out.
03:37Looks like in the eye area some things got kind of crinkled up.
03:41So you can come in here with Smooth.
03:44This is something I would actually probably want to re-sculpt as well.
03:47So you can kind of smooth out the worst parts of it and then maybe go in with
03:52your Clay Brush, B+C+O and maybe just sculpt some of that detail back in to fix
03:59up all these weird spots.
04:02Go ahead and adjust this to your liking.
04:05Once the projection problems are all cleaned up, you're ready to put on the final details.
04:10There's nothing to show you that hasn't already been shown in previous videos
04:13about this kind of sculpting.
04:14You can use all the sculpting brushes to add that final layer of detail to the model.
04:19You might want to use the Crease Brush to tighten up wrinkles and seams.
04:22So let me just do that really quick.
04:23B+C+J, I'll increase my Brush Size a little bit.
04:28And so you can see we've got some nice detail here, but if you come in with the
04:32Crease Brush, you can tighten up a lot of these creases, just bring out that
04:36extra level of sharpness to the detail.
04:38Let's look at another thing we can do at this point.
04:42You might want to sculpt into the gums too, kind of make it look like the teeth
04:45are plugging into the gums.
04:47So I want to switch to Custom Clay Brush, shrink it down a little bit, and you
04:51know we can sculpt around these teeth a little bit, kind of add that extra level of detail.
04:57So pretty much we're doing the final pass on all the detail at this point.
05:01You might need to take as much time as you need at this point to really work
05:05on all the details that you want to get into this model and polish it up and
05:09make it look its best.
05:10Be careful at this stage to not make drastic changes to the shape and
05:14structure of the model.
05:15If you do, the topology that you've created may lose its relationship to the anatomy.
05:20This is the last phase of sculpting, so anything you need to do to make this
05:23model look its best should be done at this point now.
Collapse this transcript
6. Creating the UV Layout
Cutting UV seams
00:00Now that the modeling and sculpting is done we can lay out the UVs.
00:04Basically, this means that we flatten out the model like a bare skin rug so that
00:08texture maps can be applied to it.
00:10We'll be going back and forth between ZBrush and Maya a lot in this chapter,
00:14because each program has different tools for UV mapping.
00:17Some of the tools in Maya are better than the ones in ZBrush for certain
00:21functions and vice versa.
00:22One thing that Maya does well is it allows you very precise control of
00:26where seams get cut.
00:28ZBrush has the UV Master plug-ins that can cut seams as well, but it does
00:32so very imprecisely.
00:33I don't want to have complete control over my seams in order to get the most
00:37efficient use of my texture space.
00:39The first thing we need to do is cut seams on the model and this is best done in Maya.
00:44So I used GoZ to get us here.
00:46We've got the model selected.
00:47I'm just going to zoom in a little bit on it and let's hit 5 to go into our
00:51shaded view and I also want to open up the UV Texture Editor.
00:55You can see here that there is nothing to see.
00:57There is no UVs assigned to the model at all.
01:01We need to create some before we can edit them.
01:03Make sure you're in the Polygons menu set and go to Create UVs and click Create
01:08UVs Based On Camera.
01:09It doesn't matter what they look like now.
01:11There just needs to be something to work with.
01:13Now we're ready to start cutting custom UVs.
01:16There's no absolute right way to do it, but there are some principles to guide you.
01:20For one you want to hide them in less visible parts of the body like underneath
01:23the belly or on the insides of legs.
01:26So let me just zoom in here.
01:28A nice hidden place to put seams would be underneath the belly and it's also
01:32kind of hard to see on the back side or the inside of these limbs.
01:36Another principle is that you want to cut down the length of any
01:39significant protrusion.
01:40This means down the length of all limbs, toes, anything that sticks off the body.
01:45So let's get into cutting seams.
01:47I'll start with one that goes underneath the body.
01:49So let's hold down the right-mouse button and go into Edge mode and I'm just
01:53going to double-click on this edge that's right along the middle of the body.
01:57This selects all the edges in the center loop.
02:00Now let's look at what it's done, kind of selected these edges all the way up to
02:04the top of the head.
02:05Now I don't want to cut a seam on the face, because the face is a very visible
02:09part of this creature.
02:10So I'll deselect the edges up on the head by holding down Ctrl and dragging a box over them.
02:17So now the seam just goes up to the inner mouth and stops.
02:20Now let's cut this selection into seams.
02:22Go to the UV Texture Editor and go to Polygons > Cut UV Edges.
02:27Now it doesn't seem like much happened, but now those edges have been defined as seams.
02:32You can see it better if you make seams visible.
02:34Let's go up to the Display menu, go to Polygons, and turn on Texture Border
02:39Edges and I'll just deselect those edges.
02:42Now you can see that this seam is a little bit darker edge.
02:45We can make this even more visible if we go back to Display > Polygons and Edge
02:50Width, and just crank this up a little.
02:52Now it's really visible.
02:53Now you can continue selecting edges and cutting seams on them like we already did.
02:58I'll cut one around the neck to make the head separate from the body.
03:01Back here in the neck is a very hidden place anyways.
03:04So it's a good place to cut seems.
03:05Go to Polygons and Cut UV Edges. Great!
03:10Now what if you decide that you want to remove a seam that you've already created?
03:14That's easy.
03:15Just select the edges.
03:16So for example back here on the tail I don't want the seam going up the
03:20backside of the tail.
03:21That's very visible.
03:22So I think I might want to cut the seam up the insight here where it's less visible.
03:26So I'm just going to drag a selection over the entire tail and then we can go to
03:30Polygons > Sew UV Edges.
03:32Now let's look at it now.
03:35We just sewed up that seam.
03:37So now the seam only goes right up to here and stops.
03:39Go ahead and continue cutting more seams.
03:41You'll want to strike a balance between cutting fewer scams and getting it to
03:45unfold nice and flat without too much distortion.
03:48It's not an exact science.
03:50I usually experiment with several different patterns until I find the seams that work best.
03:54When you're done cutting seams go into Object Mode, select your creature, then
03:59go to Polygons, and click Unfold.
04:01Now it's not going to look very pretty right now because we haven't cut all the seams yet.
04:05So let's open up another exercise file and I'll show you the finished seams that
04:09I chose and I'll talk about why I put them where I did.
04:12Let's go up to File > Open Scene and go to Desktop > Exercise Files and we're in
04:17Chapter 06 and let's open up 06_ 01 seamscut.ma. Well, that's okay.
04:24We don't need to save this.
04:25And I'll just select the model here and we need to make those seams visible again.
04:29So go up to Display > Polygons and turn on Texture Border Edges.
04:33So let's take a closer look here.
04:35Predictably, we've got some scenes running down the length of the legs and
04:40once they get down to the foot, they split off and I've got seam going down
04:43the length of each toe.
04:45Same thing with the front legs.
04:46I've also got a seam running around the inside of the mouth.
04:51This is usually a good place to cut a scene, because there's usually a kind of a
04:54natural crease running on inside of the lip and also the mouth is often going to
04:59be closed so you won't really see the seam very much.
05:02I've got another seam on the inside of the nostrils, another seam here on
05:05the inside of the eyes.
05:07It might be a little bit hard to see, but you're never going to see the inside
05:10geometry here of the eyes.
05:12So it's okay if we just cut that off and you'll never see that seam there.
05:15There's something else that I've done is cut around each one of these major
05:19bony plates on the back.
05:20That will help separate those and make them layout more flat.
05:23I've got another seam going around the tail here so I can cut the tail off and be separate.
05:29And I've got a seam running up the inside of the tail all the way down to the tip.
05:35All of these seems are meant to help the UVs layout as flat and efficiently as possible.
05:40It's a good idea to put seams inside of natural creases, because they'll be hard to see there.
05:45Taking the time to find the right placement of UV seams is really worth it,
05:49because a good UV layout means that you can get a lot more detail out of
05:53your texture maps.
Collapse this transcript
Prepping UV shells for UV Master
00:00Before we take the Cut Seams into ZBrush, there's a few things that need to be
00:04done in order to make sure that it transfers properly.
00:07Now let me show you what it looks like unfolded.
00:10I am just going to click on the Dewhopper here and zoom out here in our Texture view.
00:14You see that when we unfolded, the UVs it's taken where all the seams were
00:18defined and used that information to flatten and separate the mesh into various shells.
00:23The way Maya flatten the shells isn't very efficient or appealing.
00:27So we are going to use ZBrush's UV Master.
00:29However, there is just one step to do before that.
00:32You see when ZBrush brings in a mesh from another program, it looks at the UV
00:36layout and it sews up any UVs that are close to each other.
00:39This is very unfortunate, because as it is now, some of these shells are very
00:43small and that makes the space between their UV seams within the tolerance that
00:48ZBrush uses to sew them.
00:50The result is that all of our hard work will get lost if we take this into ZBrush now.
00:55The solution is to scale up all of the shells so that their UV's aren't so tightly packed.
01:00I am just going to maximize the UV Texture Editor to make this easier to see and
01:03I am going to zoom in to the tip of the tail here.
01:06You see how tiny it gets.
01:07ZBrush might close up the seems that I made here.
01:10So what I'll do is just select some of the UVs by holding down the right-mouse
01:15button and going to UV mode.
01:17Now I'll just marquee select over some of these vertices and go over to Scale
01:21Mode by hitting R and just scale it up.
01:24It doesn't matter if it looks ugly or not.
01:26Now I'll just go to the other shells and scale them up as well.
01:30So things are getting kind of scrunched up here, I'll just scale these way up.
01:34And you just want to keep scaling until everything is really spaced out.
01:39There's nothing that's really scrunched up, and that looks pretty ugly.
01:43Something else you can do is hold down Ctrl and hold down the right-mouse button
01:47and mark over To Shell and then you can just hit W to go into Move Mode and just
01:51kind of move that out of the way and then go do the next one.
01:53Now I am going to hit G to go To Shell on this one, hit R to go into Scale Mode
01:57and just blend this up and then move it out of the way.
02:00I can click over on this shell, hit G again and hit R to scale, just blend it up
02:06nice and big and let's just zoom out, move it down here.
02:10It doesn't matter, where you place them or how big they get.
02:13All that matters is that you are spacing out these different UVs so that they
02:16are not crunched up on top of each other.
02:19Keep doing this until you've scaled up all the shells and all the UVs are
02:23nice and spaced out.
02:24I am just going to skip ahead now to a scene where I've done this to all the different UVs.
02:28Go ahead and close this and I am going to go to File > Open Scene, and we'll
02:32open the shellsprepped.ma scene file in the Ch_06 06_02 folder and we don't need
02:39to worry about saving this.
02:40Now we'll just shrink down the UV Texture Editor for now, get this out of the
02:43way, make sure we can our Dewhopper and now you see I've spaced everything out,
02:48blended it up all nice and big.
02:49Now ZBrush is going to clean all this up for us, but for I just need all the UVs
02:54to be big and spaced apart.
02:56Let's take this into ZBrush now and test it to make sure that it worked.
02:59So I am just going to close the UV Texture Editor for now and we'll going into
03:03the GoZBrush tab and click GoZ.
03:06And now I'll just click and drag this into the canvas and hit T to go into Edit
03:10Mode and I'll also hit the Comma to make that thing go away.
03:15Now once we are in ZBrush, now we are just going to send this right back to
03:18Maya with GoZ, we just want to test that and make sure that ZBrush didn't sew
03:22up any of those seems.
03:23Okay, let's go into the Display menu and go into Polygons and turn on our
03:30Texture Border Edges and I just want to examine this to make sure that all of
03:33our seems are still there and I am actually going to increase the size of those
03:38just like we did before, make them nice and big.
03:40And I am just examining all around to make sure that our seams where they are
03:44still supposed to be.
03:47Okay, it looks good.
03:47I don't see any problems.
03:49The places that are most likely to get sewn up are in the tips, the toes or any
03:53other part of the model where the anatomy gets very small and thin.
03:58Okay, so let's save this out as an OBJ, so that we can import it into the Z tool
04:02that has our detail.
04:04I'll just go to File > Export Selection and change the File type to OBJ and
04:09that all looks good.
04:10So we'll just hit Export Selection and I am just going to save this as UVs from Maya.
04:18Hopefully, in the future, either Maya will get better laying out UVs or ZBrush
04:23will get better at cutting seems.
04:25For now we have to go through this whole journey just to lay out UVs.
04:28Amazingly, this process is still 100 times faster than it used to be.
04:32Just a few years ago, all the UVs had to be meticulously tweaked by hand to
04:36get a good layout.
Collapse this transcript
Using UV Master to unfold UVs
00:00Now that we've got the seams cut and the shells enlarged we are ready to flatten them.
00:04We will be using the UV Master plug-in for ZBrush.
00:08With one click we will get really good results that used to take artist days to get by hand.
00:12There is still going to be some manual tweaking to do, but thanks to UV Master
00:16our task is going to be much simpler.
00:18So we've got our exercise file open.
00:20This is the dew hopper just as it was before we sent it to Maya to cut the UV seams.
00:25The next step is to import the OBJ that we saved out of Maya with the cut and scaled shells.
00:31ZBrush is smart enough to recognize when an imported model is the same as the
00:35one that it currently has open.
00:37It's going to compare the OBJ to this Z tool and see that it's got the exact
00:42same geometry, but the UVs are different.
00:44Then it will just apply the UVs from the OBJ to the Z tool.
00:48So while we've got our dew hopper open here and the dew hopper is the current
00:53practice sub-tool, we will just go ahead and import and bring in that OBJ that
00:57we saved from Maya and click Open.
00:59Let's confirm that the UVs got transferred.
01:01I am going to go down to the texture palette.
01:04Texture Map, open, and click New From UV Map.
01:08This paints the model different colors depending on where the UVs are.
01:12Now this result looks like something out of the 80s.
01:14It's just as messy as the UVs looked in Maya.
01:17But go ahead and turn that off.
01:19So let's unwrap this.
01:20Go up to the Z plug-in menu and open up UV Master.
01:24Go ahead and scroll this back down.
01:26We are just going to make one little change to the settings here.
01:29I want to turn on Use Existing UV Seams so that we use the seams that we cut in Maya.
01:34There are two buttons here unwrap or unwrap all.
01:37I want to unwrap all of the subtools, not just the dew hopper's body itself.
01:41So go ahead and click Unwrap All.
01:42And it's just going to take a few seconds here to get through all the subtools.
01:46It looks like it finished.
01:47I am going to go back down and click that same button from before New From UV Map.
01:51It looks like it did a good job.
01:53The teeth spikes and the eyeball were made from primitives in Maya so
01:57they already have UVs.
01:59I just wanted to use UV Master to optimize their layout.
02:02Now let's get this back into Maya, so that we can arrange the shells more efficiently.
02:06I am going to turn this texture off, and let's go hit GoZ All.
02:11So before we've used the GoZ button to send a single sub-tool to Maya, now
02:15let's send them all. Back in Maya.
02:20Now Maya gives us much more control over the UV layout, but ZBrush does a much
02:25better job of un-wrapping the UV.
02:27So now that we are in Maya we are going to go into the UV Texture Editor and
02:31start working with these UV shells.
02:33So I am going to click the dew hopper, I am going to hit F to zoom in on him.
02:37Let's hit 5 to go into shaded view and let's go into the polygons menu set here
02:42and go and open the texture editor.
02:44Now GoZ brought in that texture maps that it created based on the UVs.
02:49So when I did the GoZ All, it also brought in that texture map that I created to
02:54test out the UV layout in ZBrush.
02:56So we can just make this image disappear by going into Image and turn off Display Image.
03:01It will make that go away.
03:03The next thing I want to do is turn on Shade UVs;
03:06also in the image menu.
03:08What this does is show us if there's any UVs that are overlapping or backwards.
03:13If they're backwards they're red and if they're facing the right way they're blue.
03:16Now ZBrush creates UVs upside down compared to how Maya reads them.
03:21So we are going to want to select all the UVs and flip them in the vertical axis
03:26until they flip over and turn blue.
03:27I will just zoom out a little bit here.
03:29I am going to hold down the right mouse button and go to UV Mode.
03:32I am just going to select everything.
03:33I am going to hit R to go into Scale Mode and scale it until it flips around.
03:39It doesn't have to be exact and deselect that.
03:42Now they're all blue. That's great.
03:43Let's see how the other subtools are working.
03:46So the tail spikes also need to be flipped and probably the eyeball and teeth as well.
03:51I am just going to hold down the right mouse button and go into Object Mode so I
03:55can deselect the body.
03:57Go ahead and do the tail spikes eyeballs and the teeth by selecting the UVs and
04:02flipping them upside down.
04:03So you see that both ZBrush and Maya have strengths and weaknesses when it
04:07comes to laying out UVs.
04:09With some extra effort, you can use Maya and ZBrush together to have a much more
04:13optimal workflow and get done laying out UVs much faster.
Collapse this transcript
Arranging UVs in Maya
00:01Okay, so we are back in Maya.
00:02I am just going to select the Dewhopper here.
00:04Now even those ZBrush did a pretty good job with the UVs, there are still some
00:08things that we can do to make things better.
00:10If you compare the UV space covered by the shells, to the spacer that's empty.
00:14It looks like only about half the space is being used.
00:17That means that any texture maps that we use will be about half wasted.
00:20That would be a shame.
00:22We want to get as much detail out of our maps as possible.
00:25So let's get these shells arranged more efficiently.
00:27First, let's just do the shells of the main body.
00:30I'd like to scale everything up until the largest shell just barely fits.
00:34In this case, it's the tail.
00:36So let me zoom in here closer.
00:37I am going to hold down the right- mouse button and go UV Mode, and I'll
00:41just select everything.
00:42Hit R to go to Scale, and just scale this up until the tail just barely fits.
00:47It's that long piece down at the bottom.
00:48All right, that's pretty close.
00:50Then I just go and order from the largest shells to the smallest.
00:54It's kind of like a puzzle game seeing how you can pack everything in with
00:57a least wasted space.
00:58So for example, let me actually grab a lot of these and move them out of the way for now.
01:03If you hold down Ctrl+Right-Mouse-Button, you can go to Shell, which is going to
01:08select the entire shell of anything that you've got selected.
01:11So I am just going to move these out of the way for now.
01:14So let's move the head into place.
01:16I am just going to grab a little bit of that and hit G to repeat the last
01:19function, which was to shell.
01:22So now you can position is wherever you want.
01:24You can also use rotation to help things fit a little bit better.
01:28Maybe this fits better here.
01:30You might want to try some different variations of how these fit together.
01:33Something else you can do is you Soft Select.
01:36So let's say you just select one of these verts up here.
01:38You can hit B to go into Soft Select mode.
01:40You could hold down B and click-and-drag to scale.
01:43Then you can move things around to help them fit.
01:45You just want to be careful not to stretch too far, because then your
01:48textures can get distorted.
01:50So I will just undo that.
01:51So this can take a little while.
01:53So I am going to skip ahead to exercise file where I have laid out all the
01:56shells of the main body.
01:57Go to File, Open Scene, and let's open uvsarranged.ma, and we don't need to save this.
02:06So let's click on the Dewhopper and I am just going to scale out a little bit here.
02:10So I've packed things.
02:11It's looking much more efficient.
02:12Now we need to get these things like this tail spikes in there and the teeth and the eyeball.
02:17So this isn't too hard.
02:18What I am going to do is just select over everything, and let's zoom out.
02:22So we've got the teeth over here, the tail spikes on the right side, and
02:25the eyeball up here.
02:26What I am going to do is just go into UV Mode holding down the right-mouse
02:30button and let's grab all these teeth first.
02:32Now right now the teeth are way too big, and in reality those teeth are pretty
02:37small compared to the body of the Dewhopper.
02:40So I am going to scale these down pretty small.
02:42We can go into Move Mode and just find an open space for them, and see down here
02:46it will probably work.
02:47Yeah, it looks good.
02:48The same thing with the tail spikes.
02:50We are just going to grab all of these and hit R to go into Scale Mode and just
02:54scale these down, because these tail spikes are also pretty small compared to
02:58the parts of the body.
02:59All right, that fits in there and same thing with the eyeball.
03:04Here is the back of the eyeball actually so that can be really small.
03:07We don't need to see much of that.
03:09It's not quite so important that these shells be scaled precisely, because they
03:13aren't part of a continuous skin surface where seams are highly visible.
03:17When you're all done getting the most that you can out of the UV space, send
03:21everything backs to Zbrush.
03:23Do this by selecting everything and hit the GoZ button.
03:26If you're working on your own project and saving your own files as you progress
03:29through this course, hitting GoZ should work just fine.
03:32However, GoZ is finicky and since this course uses different files and different
03:36folders for each of these movies, GoZ can get confused and doesn't realize that
03:40it should associate these models with the ZProjects that it came from.
03:44The result is that if you're using the exercise files, you'll need to save
03:47everything out as separate OBJ files, and then import them on top of the
03:52appropriate SubTools in ZBrush.
03:54Even if you think that GoZ will work for you, sometimes it doesn't.
03:57So I'll show you how to do it just in case.
03:59What you're going to do is select each model of our Dewhopper and export as
04:05an OBJ one at a time.
04:07Now I will go up to File and Export Selection with options.
04:12OBJexport is selected. That's good.
04:14I am going to hit Export Selection and we will save this as bodyuvs.
04:21Now for the tail spikes, same thing, File > Export Selection with options, looks
04:26good, call this spikesuvs.
04:28Now for the eye, Export Selection > eyeuvs.
04:34Let me zoom in so I can get those teeth better.
04:39File > Export Selection > teethbottomuvs, and the upper teeth.
04:48File > Export Selection > teethtopuvs.
04:54When that's done it's time to open ZBrush, and I'm going to load the exercise files.
04:59So I'll go to Load Tool > Exercise Files > chap_6 > 06_04, and import.ZTL,
05:08and just click-and-drag this out into the canvas, click Edit and hit Comma to
05:13make that disappear.
05:15So we've got all our SubTools, so the first thing we want to do is import the
05:18body OBJ onto the body of the Dewhopper.
05:22So go to Import > bodyuvs.obj.
05:27And that's good to go.
05:28The same thing with the tail spikes, and so on.
05:31Continue until you've imported all of the OBJs on top of their
05:34respective SubTools.
05:35The result of this is the same as using GoZ.
05:38Now all the SubTools in ZBrush have the UV shells laid out and arranged just
05:42like we made them in Maya.
05:44Getting all of the parts of the body to fit in the same UV space can be
05:48beneficial, because it means creating fewer texture maps.
05:51If each object has its own UV space, you'd have to create a different normal map
05:55and different color map for each one.
05:57There are situations when it makes sense to use multiple UV spaces.
06:00For example, you may want a character's clothing or accessories to be separate.
06:05That way you can swap out different accessories more easily.
Collapse this transcript
7. Creating a Pedestal Environment
Creating a pedestal with Spotlight
00:00Creating some kind of platform base or environment for your creature can be an
00:05important part of its presentation.
00:07It should be something simple so that it doesn't distract from the creature.
00:11It should also relate to the story behind the creature or its habitat.
00:14From a practical standpoint, a base of some kind is visually helpful, because it
00:19places the creatures solidly on a surface rather than having it float in midair.
00:24The creature's shadow will also have a place to rest and the design of the base
00:28can reinforce the design of the creature.
00:30Our little Dewhopper lives in the desert, so we will use a photo of some cracked
00:34desert mud to sculpt cracks into a flat surface.
00:37The process for making this is a little different from making something that
00:40will be animated, because of that we have fewer constraints and are more free to
00:44just have fun with it.
00:45Let's start out with a fresh scene in ZBrush and make a flat plane to work on.
00:50So let's get the plane primitive or let's just click twice on Cylinder 3D
00:54and select the Plane.
00:55I am just going to drag this out into the canvas and click Edit.
00:59Now, let's hit Shift+F to view its wireframe.
01:01It's already got several subdivisions, but I don't want it to have any.
01:05So let's go down to Initialize and drag HDivide and VDivide all the way down to
01:11their lowest settings, so that we just have a plain square polygon.
01:15Now let's convert this to PolyMesh3D so that we can make modifications to it.
01:19And I'm also going to turn off Wireframe by hitting Shift+F again.
01:23Now let's subdivide it a whole bunch of times.
01:26When you subdivide a single square, it actually turns into a circle.
01:30So I am just going to keep subdividing it about 12 times.
01:33I'm going to get up to about 4 million polygons.
01:37Let's size this and position it right in the middle of our screen, and make it
01:41nice and big so that we can project a texture onto it nice and big as well.
01:46Something else I want to do first is change the material to white, just to make
01:49it easier to see the texture that we are going put on it.
01:53Go up to the Texture Menu and let's Import our exercise texture.
01:58Exercise Files > Ch_07 > 07_ 01, and let's get crackedmud.
02:03Back into the Texture Menu, now we have to click on crackedmud to make it
02:08active, and there's this little button right here that says Add To Spotlight.
02:12So let's click that.
02:13Spotlight is a way of painting texture directly from a photograph on to your model.
02:18It also brings up this menu that I hate.
02:20So let's make it go away with the Comma key.
02:22Now, the Spotlight interface can be hard to understand at first.
02:25I will just explain the few features that I use regularly.
02:28You can move this image around just by clicking on the space inside the circle
02:33here, and we will just put it in the middle somewhere.
02:35It doesn't really matter.
02:35You can also change its size by clicking-and-dragging on this.
02:39And we want to see through the photo a little bit.
02:41So let's change its Opacity.
02:43Just click-and-drag on this and bring it down fairly low.
02:45And one last thing we want to do here is increase the Spotlight Radius.
02:50This is kind of like a preview of the brush that we are going to see.
02:53So just kind of scale that up.
02:55It might be really hard to see on your screen, but just kind of scale it up to a medium size.
02:59Now we can start painting from the photo right onto the model. So hit the Z key.
03:04This takes us out of Spotlight 2D Editing Mode and lets us paint in 3D Editing Mode.
03:09One thing to do here;
03:10let's change our Brush Setting to RGB, so that we paint with color, and turn off
03:15Zadd so that we won't be sculpting, and just go ahead and start painting.
03:20Go ahead and fill in this entire circle with all that color information from the photo.
03:26This is a great way to do all kinds of texturing based on photos.
03:29What I want to do now is convert this texture into a mask and then use that mask
03:34to deform the shape of this circle.
03:36So let's go to the Masking palette and I want to Mask By Intensity.
03:41So this basically converts the black and white values of the texture into a mask.
03:46So we are seeing the mask and the texture at the same time.
03:49Let's turn off the texture so that we see only the mask.
03:52Go down to Polypaint and turn off Colorize so now we are seeing just the mask. All right!
03:57Let's look at this from the side.
03:59We're going to be shifting parts of this upwards.
04:01So we want to see it from the side so we can see what the effect is.
04:04And I want to shift it with deformation.
04:07So what I am going to use is Offset, and it's just going to push vertices of the
04:11model in one particular direction.
04:13And Z Axis is the one that goes up and down, so I am going to switch to Z and
04:17turn off X, and now just move this slider.
04:19So you see everything that was masked is staying where it was and everything
04:24that wasn't masked is moving up or down, depending on how I move the slider.
04:28So let's move it in the negative direction a little bit, maybe about -7 looks good.
04:33All right, cool!
04:34So we've got a cracked mud sculpted plane.
04:38So there you have it, a fairly convincing cracked mud model in 3D that was made
04:42in a snap with photo projection, masking techniques, and deformations.
04:46There is really no end to the effect you could invent with just simple
04:50variations on this process.
Collapse this transcript
Decimating the geometry
00:00The cracked mud that we have now looks great, but it's way too dense to take into Maya.
00:05We need an efficient way to turn this model into something a lot lighter.
00:09We could retopologize it like we did with the Dewhopper, but that would be a lot
00:13of work for something that doesn't even need to be animated.
00:16For rough organic shapes like this that don't need a nice clean topology, I find
00:20that Decimation Master is a great tool.
00:22Decimation Master is a plug-in that intelligently simplifies an object's
00:26geometry by getting rid of polygons and areas of low detail and leaving them in
00:31where detail is fine.
00:32Let's dive in and use it.
00:33First I want to make a duplicate of the Ztool.
00:36This is because the decimated mesh will replace the original Subtool.
00:40I'm going to need to use the original one to capture its detail eventually.
00:44So go up to your Tool palette and click Clone.
00:47So now we've got two copies of the exact same model and I actually want to
00:51rename one of these so I can help keep them straight.
00:53So I am going to click on that copy and click on Rename.
00:57I am just going to call this one decimated.
01:00Now you'll find Decimation Master in the Z plug-in menu.
01:04Go ahead and open that and then click on Decimation Master.
01:06We want to use Decimation Master on the highest subdivision level.
01:09So I am just going to hit D a few times until I get up to the total 4 million polygons.
01:15You can see up here we are at the total number of polygons.
01:17Now I will go to Z plug-in and open up Decimation Master if it's not open already.
01:22The button we are going to be pushing is Pre-process Current.
01:24This button tells the plug-in to examine the mesh and make a record of which
01:28polygons are in high detail areas and therefore, less expendable and which
01:33polygons are in low detail areas and therefore more expendable.
01:37After clicking this, you may have to wait up to a few minutes for really
01:40high-resolution meshes as it calculates all those millions of polygons.
01:44It looks like the pre-process has finished.
01:49Now let's go back into the Z plug-in menu and let's look in the Decimation
01:52Master menu and the one other thing that we need to concern ourselves with is
01:57the percentage by which it decimates.
01:59So currently, by default it's set to 20%.
02:02That means that if we hit Decimate Current, the current polygon count will be
02:06reduced to 20% of its original.
02:09That can work pretty good.
02:10I've figured out, however, that about 5% is going to work best for what we
02:14are doing right now.
02:15In your own work, you might need to experiment with this to see what works best
02:19for the project you're working on, but I know 5% is going to do a pretty good
02:23job on the cracked mud.
02:25So I've set that and I am just going to click Decimate Current. So it's finished.
02:29It clears out any poly painting information.
02:32So it's now just pure white and we can see what its wireframe looks like if we
02:35hit Shift+F. So I am just going to zoom in here.
02:38So it's actually still pretty detailed.
02:41One thing I might want to do is run Decimation Master one more time to reduce
02:45that even lower and it should go a lot faster this time, because we do have a
02:48lot less detail to work with.
02:50So let's go to Z plug-in and I am going to pre-process current again and now
02:55let's go to Z plug-in again and it decimates and let's see what 20% gives us.
03:00That looks much better.
03:01Now it's got a total polygon count of about 40,000, which is much more manageable.
03:06So you can see we've still got all the shape of the cracks, but without all the
03:10extra information that just would be way too dense to take into Maya.
03:15Now we need to project the detail from the original Ztool onto the decimated one.
03:20So I am just going to get rid of the wireframe here.
03:22Shift+F and let's subdivide this up to a few million polygons.
03:26So I am just going to hit Ctrl+D a few times.
03:28This is to give us enough geometry to shrinkwrap or project the detail from the
03:33original cracked mud onto this decimated one.
03:36Now we will use projection like we did on the Dewhopper.
03:38Let's use Append here in the Subtool menu to bring in the original cracked mud.
03:43Now in the decimated one, let's go back to our lowest subdivision level.
03:46So I am going to hit Shift+D and delegate all the way down to the lowest
03:50subdivision level here and now we will just use Projection like we did before.
03:55Sometimes you can use Projection without using Production Shell and it even works better.
03:59So you might have to experiment.
04:00I seem to have found that with the cracked mud not using Projection Shell
04:03actually works better.
04:04So I will just subdivide one more time hitting D and then let's project one
04:07more time, and subdivide again and project again, and we got one more
04:13subdivision level to go.
04:14So I hit D to subdivide and now project all again.
04:18It looks like it finished.
04:21Now the decimated version has all the same detail as the original, we can
04:25delete the original.
04:26Let's go up here and select the cracked mud and I am just going to hit Delete and say OK.
04:31So now we can go down to our lowest subdivision level and still have pretty
04:35decent looking cracked mud at a low polygon count.
04:38The original one didn't look much like cracked mud at all at a low polygon count.
04:42That's the benefit of Decimation Master.
04:44It can take a really dense highly detailed model and crunch it down so that it
04:49still looks pretty good, but with much fewer polygons.
Collapse this transcript
Finishing the pedestal
00:01Now that the base is made we need to prepare it for use in Maya by laying out
00:05its UVs and combining it with the Dewhopper scene.
00:07Now geometry that's been decimated doesn't have any UVs by default.
00:11So UV Master is going to create them for us.
00:13Even though, it doesn't have any existing seams, so let's use UV Master to lay this out.
00:18So let's go up to the Zplugin menu and open up UV Master.
00:22Now even though this plane doesn't have any existing seams I want to turn on
00:26Use Existing UV Seams.
00:28Setting this option will force the plane to stay in one single shell.
00:32If I turn it off UV Master might break it up into multiple shells and that just
00:36might be more complicated than I need.
00:38Okay, it looks like we are ready to hit Unwrap.
00:40All right, finished in just a few seconds.
00:42All right, let's just check to make sure it did it right.
00:45Let me go down to the Texture Map Palette here and let's click New From UV Map.
00:50So it looks it laid it out all nice in one big circle.
00:52All right, let's turn this off now.
00:54Now it's time to get the base combined with the same Maya scene as the
00:58Dewhopper, so let's open up Maya.
01:01Okay, so now in Maya I just want to open up our exercise file, go to Exercise
01:06Files > Ch_07 > 07_03 and let's open the dewhopper.ma.
01:11Okay, so let's go ahead and close the UV Texture Editor, we don't need this and
01:14I am just going to hit Spacebar in the viewport, so we get a maximized viewport
01:17here, and it's just the same Dewhopper that we had before, just with the UV laid out.
01:21Right now back to ZBrush, we are going to use GoZ to send this to Maya. All right!
01:27So here in Maya you will notice that the plane is not exactly in the same
01:30orientation or size that it should be, so this is easy enough to fix.
01:34I am just going to go into Rotate Mode and let's lay it flat here.
01:37I am going to go into the Channel Box and just make sure it's rotating exactly flat.
01:41So looks like -90 degrees is going to be right, and let's see, we will hit R go to
01:47Scale Mode and scale this up a bit.
01:49I am just going to bring this down.
01:51For right now the way the Dewhopper is posed, his legs are going to stick to the ground.
01:54That's okay, we are going to pose him later, but for now, let's just rest it so
01:58that the front legs and the front feet are just resting nicely on the ground.
02:02Now GoZ imported that texture that was created when I tested UVs and we don't
02:07need that, we can get rid of that.
02:08So let's go to our Material Editor, so go to Window, go to Rendering Editors
02:14and open the Hypershade and let's open of Textures and this is the file right
02:18here that it created.
02:19So I am just going to click and hit Delete and you can close out of that.
02:22Okay, so we have got a fairly nice plane, now we need to do something to
02:26hide this jagged edge.
02:27So what I am going to do is create a polygon pipe.
02:30Go to Polygons and there is a little primitive right here, called Polygon Pipe.
02:33So we will just create this and now we will just draw it out on the grid.
02:38And then you click and drag once more to set the height and then you can click
02:42and drag once more to set the thickness.
02:43I think where it was by default was pretty good.
02:45And now I just move this into place so it's covering up that edge there.
02:49One last thing I want to do to this edge is give it some holding edges so that
02:53the corners get beveled.
02:54If I hit 3 right now to smooth it, it rounds out and it gets really soft.
02:58So I wanted to have a little bit of a beveled edge on all these corners.
03:01So let's go into Edit Mesh and get the Insert Edge Loop tool.
03:05I am just going to zoom in so you see this more close-up.
03:07I just want to insert an Edge Loop pretty close to all the existing edges.
03:11Let's see down here in the bottom too, and one more on the inside. All right!
03:17I am just going to hold down the right mouse button and go to Object Mode.
03:21Just click on this and hit 3 again.
03:23So now you see we have got, kind of a little rounded beveled edge there, looks
03:26much more appealing.
03:27So we have just practiced a few things in this movie that we have done a few
03:31times already, laying out UVs and using GoZ.
03:33It's a good little review to see how these tools can be used in
03:36different circumstances.
Collapse this transcript
8. Lighting and Shading
Setting up the scene for rendering
00:00Before we start setting up lights and rendering there's a few things that you'll want to do.
00:05There's some technical render settings to go over as well as some temporary
00:08color and material settings to change.
00:10Lighting and rendering is one of those tasks that can be frustrating because it
00:14takes so long to do test renders, however, there's some tips and tricks that
00:18I'll show you that really help cut down render times so that you can spend more
00:22time adjusting things in making them look good and less time waiting around.
00:25Now mental ray is very complicated.
00:28If you want to learn more about mental ray I'd recommend checking out the course
00:32Maya 2011 Lighting and Rendering in mental ray.
00:35In our scene we've got our model and base pedestal with just the standard
00:38Lambert material applied.
00:40Let's start by giving everything a stand-in material and color.
00:43One thing I actually want to do is change the Renderer to Default Quality Rendering.
00:48The MIA materials are new mental ray shaders that are more physically accurate
00:52than standard Blinn or Lambert shaders.
00:55To make them let's go to the Create menu and go down to mental ray Materials and
00:59click Mia_material_x.
01:01Now you will notice that this material is highlighted in red.
01:04That means that it only works with the mental ray renderer and we
01:08haven't activated it yet.
01:09So it's just warning us that this material is not going to work as it is, but we
01:12are going to change the Renderer later.
01:14So let's use this Mia material for the eyeball.
01:18Over here in the Attribute Editor you can change the Material Settings by
01:22clicking on a Preset and let's make this more glossy.
01:25So I am going to go down to GlossyFinish and click Replace.
01:28We could also give it a color, just something to stand in for now to replace the textures.
01:32Alright, now let's apply it to the eyeball.
01:34I am going to zoom in here.
01:36You can apply the texture, just by middle mouse clicking-and-dragging from the
01:40Material Swatch over to the eyeball.
01:41Alright, let's do another, let's get the ground material made.
01:44Let's zoom out a little bit here.
01:46Go to Create > mental ray Materials > Mia_material_x.
01:51Now the ground isn't so shiny, so let's change this preset to let's say
01:56MatteFinish and click Replace.
01:58Now let's just change the Color to a sandy brown.
02:01Now let's apply this material using a different method just for practice.
02:04I am going to Drag+Select over the base and that ring around it and then go over
02:08to the Material and hold on the right mouse button and then mark up to Assign
02:12Material to Selection.
02:14Okay, now let's do something for the teeth.
02:15Let's go to Create > mental ray Materials > Mia_material_x, and let's say for
02:21teeth, let's also make it shiny and glossy just like the eyeball, so
02:25GlossyFinish > Replace, and let's make the color bit brighter since teeth are
02:30white, and let's just zoom in on these teeth.
02:33I am going to select one and then Shift+Select the bottom teeth.
02:36Go to the Material, hold down the right mouse button and Assign Material to Selection.
02:40And finally, let's make a material for the body and tail spikes.
02:43Create > mental ray Materials > Mia_ material_x and let's go to the Presets and
02:48we will start from a MatteFinish preset but we will actually bring just a little
02:52bit of glossiness into it.
02:53So I am going to scroll down to the Reflection Settings and increase
02:57Reflectivity just a little bit and bring down Glossiness, just so we get a
03:01little, kind of blurry highlight.
03:02It doesn't need to be exact, and then we can make the color something that
03:06generally represents the color that we are going to give the Dewhopper in the end.
03:09So I don't know, let's see something little browner.
03:13That should work fine for now.
03:14Now let's zoom out and I am just going to Drag+Select over the body and the tail spikes.
03:18Go to the Material, hold down the right mouse button and go to Assign
03:21Material to Selection.
03:22Okay, now let's get some of the technical things out of the way.
03:25We are going to use mental ray because it's a more advanced Renderer than the
03:29built-in Maya Renderer.
03:30So let's go up to our Render Settings.
03:32Right now it's set to Render Using Maya Software.
03:35So let's click this and go down to mental ray.
03:37Now let's go to the Options tab.
03:39There is just one setting I want to change in here down under the Performance
03:43Settings, I want to turn on Maya Derivatives.
03:45What this does is it tells mental ray to render normal maps in the way that
03:50Maya likes to do it, mental ray by itself has a different way of rendering normal maps.
03:54It's not actually what we want.
03:56So we want to do it the Maya way.
03:57Now let's go to the Indirect Lighting tab and let's turn on Final Gathering.
04:02Final Gather bounces light off of surfaces and casts some of that light
04:07on nearby surfaces.
04:08The result is a warmer, more natural appearance and renders.
04:12I'll be demonstrating exactly what the difference is, but for now let's just put
04:15some settings in place.
04:16The default settings are actually pretty good for final renders, but for the
04:20sake of speeding things up as we want to do with some early preview renders,
04:24let's lower the quality so it goes faster.
04:26So in the Accuracy let's bring this down to about half, around 50.
04:30Same with the Point Density, I am going to make that 0.5.
04:33Now what these numbers are doing is actually very technical, but basically it's
04:37going to reduce the number of computations that need to be done and make the
04:40renders go faster, which is also going to make the renders more grainy.
04:43So we can increase the Point Interpolation which is going to smooth out the graininess.
04:48It will make it a little bit blurry but it's good for preview purposes, so I am
04:51just going to crank that up to 50.
04:52The exact numbers aren't important, but basically what you want to understand is
04:56that lower the quality the faster the render is going to go.
05:00For now, we want renders to go as fast as possible so we can make big changes quickly.
05:04Setting up your scene for rendering can save a lot of trouble later on, you will
05:08find that renders go faster and you will have less tweaking to do later on if
05:12you set it up right.
Collapse this transcript
Making a key light
00:00Setting up lights for a 3D scene can seem like a daunting task.
00:05It can be technically complicated and artistically you might not be sure what
00:08kind of result you even want.
00:10I'll cover not only how to set things up technically, but also describe some
00:14ways of thinking about lighting that can give you a clear direction to follow.
00:17The most important thing to keep in mind is that every light you create should
00:21have a purpose, either an artistic purpose to create a particular visual effect,
00:26or a technical purpose to generate realistically believable lighting.
00:30Before touching the Lighting tools in Maya, let's first look at a few pictures
00:33to help us get an idea of what we want to create.
00:36I want to render the Dewhopper in a way that makes him look like he is living
00:40in a natural habitat.
00:41He lives in the hot dry desert, so I found photos of real lizards in similar
00:45settings in order to get a better sense of what I could do with the lighting.
00:50Looking at these pictures, they're all taken on a bright sunny day.
00:53You can tell by this sharp dark shadow that the subject is in direct sunlight.
00:58The sun is the most obvious and powerful lighting factor in this scene.
01:02It's not the only one however, but before we analyze the photo anymore, let's
01:06get a primary or Key Light setup.
01:09For this, I am going to use a Directional Light.
01:11Let's go ahead and click in our Viewport and hit Spacebar so you can
01:14maximize our Viewport, and now I'm just going to go to Create > Lights and
01:19pick Directional Light. Okay.
01:21So I am just going to hit W to go into Move Mode, and let's just move this light
01:24so it's up above our Dewhopper.
01:25It actually doesn't matter where we place it, because the light is going to come
01:29from the same angle all over.
01:31We just want to rotate this light so it's pointing in the direction we want it to go.
01:35I generally like to put the Key Light on the opposite side of the subject from
01:40where the camera is, so the camera is looking at the subject from this
01:44three-quarters angle right here.
01:46So I like to put the light on the opposite side, looking at the creature from
01:50the opposite three-quarters angle.
01:51So something like this should probably work pretty well.
01:54We can adjust it later on. Okay.
01:56Let's get some renders going and test this out.
01:58Let's Zoom in a little bit closer on our subject, and I'm going to be doing IPR Render.
02:03Now, an IPR Render will update in real time, so you can move the lights around
02:07and the objects around and the render automatically updates.
02:11Now what we need to do is define which part of the image we want to see in the IPR Render.
02:16So we can actually pick a smaller portion than the full size of the render.
02:19So I am just going to drag a box over where the Dewhopper is, and you see a
02:23render comes out in just a few seconds.
02:25I am going to move this off to the side a little bit.
02:28Before I continue, I want to be able to see my scene from four
02:31different viewports.
02:32Let's go up to Window > Saved Layouts > Four View. Okay.
02:37So now we can see from Top, Front, Side, and Perspective View.
02:41And I just want to rotate this light here in the Top View and then we can see
02:46instantly what happens in the Render View.
02:47So I am just rotating a little bit, and you can see it updates automatically.
02:52And let's see what happens if I rotate this light kind of drastically in a
02:55different direction.
02:57So you can get very quick updates of what different lighting changes are going
03:00to look like by using IPR Rendering.
03:03Now let's adjust some of the Light Settings.
03:05I want to bump up the Intensity of the light.
03:07It is the sun after all.
03:08So let me just move this Render View over to the side so I can see the
03:12attributes for this light.
03:13I am going to crank up Intensity to, let's see, 2, roughly 2, and let's change its Color.
03:19The sun actually casts a slightly yellow light, so I am going to set this to a
03:23kind of a yellowish orange.
03:25And just increase the Saturation a little bit.
03:29Be careful to keep the color subtle, picking an intense yellow will overpower
03:33the effect, like this, so I am just going to undo that.
03:38Let's give the light a Shadow as well.
03:40So I am going to go down to the Attribute Editor here and scroll down to
03:44Shadows, and let's scroll down a little bit more.
03:50Actually, let me move this down so we can see more of that. All right!
03:52I am going to turn on Use Ray Trace Shadows.
03:54Now, there are a few settings to play with here.
03:58The Light Angle describes the size of the penumbra or more simply how fuzzy the shadow is.
04:03I like to make it just slightly fuzzy so that it's not absolutely sharp.
04:07Let's see if we just increase this to, I don't know, let's see what 9 looks like.
04:11Okay.
04:11That's maybe a little too fuzzy.
04:14Let's bring that down to, I will just type in about 3.
04:18That should be good for now.
04:19We can always adjust it later.
04:21Another important setting is Shadow Rays.
04:23Basically the fuzzier you make the Shadow, the more grainy it will look, because
04:28it's spreading out all those calculations.
04:30If we increase Shadow Rays, we make the render do more calculations to
04:34smooth out the graininess.
04:35I will bump this up a little bit, but in order to keep renders going fast at
04:38this stage, I won't try to get rid of all the graininess, just enough to get a
04:42clearer sense of what the shadows look like.
04:44So I am just going to raise this to 2 for now.
04:47One last thing, I want to show you exactly what Final Gather is doing to our renders.
04:52So in order to compare the difference, what we can do is click this button here,
04:56and it saves an image of what the render looks like right now.
05:00So let's go into our mental ray settings, and I'm going to go to Indirect
05:04Lighting and let's turn off Final Gathering, and let's close this, and we will
05:08just save another one now that Final Gather has been turned off.
05:10And now you can scroll between the different saved images with this slider down here.
05:15So you can see Final Gather is really doing a lot to improve the realism of this scene.
05:20With Final Gather off, notice how much darker and colder everything got.
05:24Turning it back on, you can see how Final Gather is taking light that hits
05:28the ground and bouncing it back up at the character, just like what happens in the real world.
05:32The result feels much more natural.
05:34While you could create this effect manually by setting up lights that point
05:38upward to fill in the shadows, Final Gather offers a faster solution that
05:42usually works pretty well.
05:44So the Key Light is the primary light source of the scene.
05:47It's the light that makes the strongest distinction between light and shadow.
05:51That's why we set it up first.
05:52Don't worry about getting it to an exact brightness or making the shadows just
05:56right or giving it just the right color yet, all of those things can be affected
06:00by other lights that will be added.
06:01For now, we just want to establish its position and its overall attributes.
Collapse this transcript
Making a soft sky light
00:00Now to set up a skylight, we've got this sunlight worked out with a directional
00:04light, and we've also got bounced light working with final gather.
00:08The skylight is a bit harder to see in photographs however, because it's very
00:12soft and comes from every angle.
00:14To the untrained eye, it's not even noticeable.
00:17However, we know that it's there because the atmosphere takes certain
00:20wavelengths of light particularly the blue light and scatters it in all directions.
00:24The result is that there is a soft blue light shining from the whole sky.
00:28You will really see the difference in the render once we've got it in there.
00:32Alright, so back in Maya, I am going to make this skylight with a mental ray area light.
00:36It's a type of light that has a shape to it, rather than a spotlight where all
00:40the light comes from a single point and the area light comes from a big square.
00:45Before we make it however, let's do a render and save it so that we can compare
00:48the before and after.
00:49So let's go to our Perspective View here and I am just going to click Render.
00:54And I am just going to click on this button here and save an image of this
00:57Render so that I can compare the before and after.
00:59Let's close this now.
01:00Alright, to make the light let's go up to Create > Lights and Area Light, and
01:06let's just use Move, Rotate and Scale to get this position up above our creature here.
01:10Now we want it to be fairly big, the sky is big after all, and let's go into
01:15rotate and it's going to shine in the direction of this little line that
01:19sticks out of the middle.
01:20So I wanted to point down from the top of the sky, so if we rotate it so that
01:24this line is pointing down that should be just right.
01:26So I'll also go into move and just bring this up above.
01:29I want to go in the Channel Box and just make sure that it's rotated exactly -90 degrees.
01:35Now before we start looking at Renders, there's just one thing I want to do.
01:40Let's go into the Attribute Editor and let's move this thing down so I can see
01:44more of my attributes.
01:45I am going to come down to mental ray.
01:49And I want to turn on Use Light Shape.
01:52What this does is it converts a standard area light into one that's optimized
01:56for use in mental ray.
01:57Okay, now let's turn on IPR Render so we can do some fine-tuning.
02:03It looks like we're zoomed out far from the creature so I am just going to
02:06zoom in closer on him.
02:09And let's drag a box so that we can start rendering and let's change some
02:13attributes of this light before we go and compare it with the before image.
02:17Let's change its attributes here, I just want to change the color to be a little
02:21bit more blue because that's the color of the sky.
02:25Okay, now let's compare the render to what we had before creating the skylight.
02:29Let's go and save one here and just slide this over.
02:33Okay, our camera shifted a little bit but you can definitely tell that after
02:37adding the skylight, everything is a little bit cooler and there's a little more
02:40light bouncing around.
02:42Notice that the shadow underneath the Dewhopper has a little blue tint to it,
02:46just like in real life this skylight fills in shadows with a little of that blue sky.
02:51Adding a skylight to outdoor scenes is a great way to add realism and
02:54subtlety to a Render.
02:56I use it all the time to add soft shading to my images.
Collapse this transcript
Making a rim light
00:01Unlike a sunlight and a skylight, which are naturally part of any outdoor
00:05scene, a rimlight's purpose is more artistic and not necessarily physically
00:10accurate or natural.
00:11It helps define the subject more clearly from a visual standpoint.
00:15Let's look at this photo that has a very prominent rimlight.
00:18One thing that it's doing artistically is providing a contrast to the key light.
00:22The key light shining on this side of the face is very warm.
00:25It's very broad and soft, whereas the rimlight is cold, sharp and limited to
00:30just a sliver of the subject.
00:32Without a rimlight, the edge of this subject would fade off to black.
00:35The rimlight is helping to sharply define the shape and features of the subject.
00:40A rimlight is not always called for, however.
00:42There's nothing wrong with having one side of the subject fade to black.
00:46It's an artistic decision that you make depending on how you want to present the subject.
00:50The reason I choose to use a rimlight for the Dewhopper is that we're making
00:54presentation renders that are meant to reveal the subject's shape and structure
00:58as much as possible.
01:00If I was making renders for a different purpose, perhaps setting a mood as
01:03part of a story, then leaving out the rimlight might very well be the best thing to do.
01:08As with anything you do in Creature Creation, it's about making artistic
01:12decisions that are based on a reason.
01:14So let's actually create this rimlight.
01:16I want do a render from the perspective viewport just to compare the before and after.
01:21Okay, and let's save this image.
01:23Now we can close the Render window.
01:25Let's go to Create > Lights, and Area Light.
01:30You can really use almost any kind of light type for a rimlight, but I want to
01:34use an Area Light because it will have really soft shadows.
01:37And the reason I want really soft shadows is that if you have multiple hard
01:41shadows on the ground, it can start to get confusing and visually cluttered.
01:45So I only want one sharp shadow from the key light and I want the rimlight to
01:49have a very soft shadow, so it's less noticeable.
01:52I like to position my rimlight roughly opposite from the key light.
01:56The default size of the light is pretty good.
01:58I want it big enough, so that it casts soft shadows, but small enough so that
02:01its light doesn't cover too much of the subject.
02:04So let's move this light.
02:05I am going to move it up and back a little bit.
02:09Actually, one good tip is that you can actually look through the light.
02:12So if you go to one of your viewports that you're not really using so much, you
02:16can go to Panels and Look Through Selected.
02:18You can't really see right now, but let's zoom out a bit and you can actually
02:22position this light now via looking through it.
02:25So it can be much more useful for positioning the lights.
02:28So I am just going to just zoom in behind the Dewhopper and you notice our
02:31key light is right up here, so we know we are opposite on the backside of the creature here.
02:36Okay, now that it's positioned, let's make a few adjustments to the light.
02:39I am just going to move this down, so we can see more of our attributes.
02:43I am going to come down to Shadows and let's scroll down and turn on Use Ray Trace Shadows.
02:50I also want to turn the Shadow Rays up to 2, so that they are not quite so
02:53grainy and let's also open up mental ray and let's turn on Use Light Shape, so
02:58that we're optimizing the light for mental ray.
03:00Now let's do some IPR fine render tuning.
03:03So make sure we've got our Perspective viewport selected and let's go up to IPR
03:08and select the Dewhopper.
03:12Okay, it looks like we can see a little sliver of this light here.
03:15Let's make some adjustments.
03:16I want it to be brighter, so that I can see it better and cooler so that it
03:20contrasts with the warmth of the key light.
03:23So let's go into the Light Attributes here and just crank up the Intensity.
03:27Let's see what 4 looks like.
03:29Okay, it actually looks pretty decent on the creature, but the ground is
03:35getting way blown out.
03:37One thing that we can do to fix that is position the light, so that it's below the ground.
03:41So let's just move this Render view off to the side a little bit and I am going
03:44to go into the viewport that's being controlled by the light and I am just
03:47going to rotate around and just move my view down, so that I'm below the ground
03:52plane, just barely.
03:57Okay, so we can see the IPR is updating automatically.
04:00Now the ground isn't so blown out, but we can see that nice rimlight here on the creature.
04:04The right placement of lights is subjective.
04:07A tiny sliver of rimlight might be good for some situations and a broader,
04:11softer rimlight might be the right choice for others.
04:14Again, this isn't about making the lighting perfect at this stage, but about
04:18establishing the overall feel that you're trying to create.
04:20We'll get into removing the graininess and stuff later on.
04:23For now, experiment with the ways in which a rimlight helps draw attention to
04:27the subject and makes it popped forward from the background.
04:30Once all the lights are created, feel free to adjust their strengths and
04:34positions in order to achieve the look you're going for.
04:37You may want to brighten one light or darken another, maybe you are getting
04:41areas that are blown out and too bright.
04:43In that case, you would want to lower the intensity on one or two lights.
04:46You may have to experiment with several arrangements of lights until you find
04:50what works best for you.
Collapse this transcript
Setting up a simple SSS skin shader
00:00The Mia_material_x shader that we've got on everything right now can do a lot
00:05of versatile things.
00:06However, in order to get a more believable skin quality on a Dewhopper, we're
00:11going to have to use something called Subsurface Scattering or SSS for short.
00:16Mental Ray has a shader specifically for this purpose.
00:20It simulates the effect of light scattering around the inside of skin.
00:24Check out this photo where you can really see the concept in action.
00:28The sunlight passes through the skin where it picks up the redder tones of the
00:31flesh and blood underneath the skin.
00:33It's easiest to see where the skin is thin like ears and fingers, but it really
00:38happens over the whole body.
00:39Most of the time, it has a very subtle effect that can be hard to notice.
00:44However, when it's missing renders of people and skin feel cold and hard.
00:50The mental ray skin SSS shader is going to bring an extra degree of life and
00:55realism to the Dewhopper.
00:57Let's open up the Hypershade and create the skin shader.
01:01Go up to Window > Rendering Editors and Hypershade.
01:06Now in the Create tab let's go down to mental ray Materials and then go down to
01:13Misss_fast_skin_maya.
01:15Okay, let me position some windows to make this easier to work with.
01:20I am going to move this down so we can see more of our settings.
01:22And so here are the attributes for the skin shader.
01:25There is a lot to go over.
01:27Don't worry, I am going to help you make sense of all of this.
01:31The skin shader was meant to be able to capture all of the subtleties of human skin.
01:36However, we're working on a creature so some of the settings are overkill and we
01:40don't need to be quite so precise to get a good result.
01:43So let's apply this material to the body and the tail spikes.
01:46I am going to move this off to the side and just little mouse click-and-drag and
01:52put this on the body.
01:54And let's put it on the tail spikes as well, so I am just going to select the
01:56tail spikes, hold down the right mouse button and Assign Material To Selection.
02:00Now we are not going to use the IPR Render while we test out the skin shader.
02:06That's because IPR and the skin shader don't quite agree, so we are actually
02:10just going to do full renders.
02:14So what we have now kind of looks like a bit of chewed gum.
02:18The main concern at this point is that the skin shader doesn't know how big the Dewhopper is.
02:24The visible effect of subsurface scattering is highly dependent on the size of the object.
02:29A large marble statue will have a small amount of SSS visible.
02:34However, a tiny marble figurine will have a more pronounced effect because there
02:39is less material for the light to pass through.
02:42By default, the skin shader is set up for much larger things.
02:45Every time I render I am going to save a copy so that I can compare it
02:49to previous renders.
02:50Okay, so let's fix the scale on this shader.
02:52I am going to click the shader and go into Algorithm Control in the Attribute Editor.
02:58Now the Scale Conversion is going to adjust the computations to adjust for the
03:04size of the Dewhopper, I want the effect to be less pronounced so I am actually
03:10going to increase the amount of Scale Conversion, and let's just see what 10
03:14does, I am going to another render.
03:17And we need to make sure that we are selected in the correct viewport,
03:21Perspective View, okay, now we can render.
03:25Let's compare this with the previous render.
03:29Okay, not quite so pronounced of an effect, but it's still too much.
03:33I am going to save this render and let's try it again.
03:38Make sure you've selected your material again and let's go down to the Algorithm
03:43Control and let's see what 100 looks like.
03:47Select our viewport and hit Render.
03:53And let's save this view and compare it with the previous ones.
03:58So each time the effect of Subsurface Scattering is getting less and less, which
04:02is actually good because it's way too much by default.
04:05Subsurface Scattering should be a subtle effect.
04:08A lot of times people want to put in too much because it looks cool.
04:12The effect though should be mostly subconscious.
04:16it can be distracting if it's overused.
04:19Okay, let's close this and just try cranking up the settings a little bit more.
04:22I am going to change the Scale Conversion to 500.
04:27Select our viewport and click Render.
04:32Let's save this and compare it to the previous one.
04:39So it looks like 500 actually might be too little effect.
04:43Now I worked this out before and it turns out about 200 is just about right.
04:48I'll probably tweak that number a little bit later when I've got all my textures
04:51applied, but for right now it's in the right ballpark.
04:55So let's close this and I am going to change the Scale Conversion to 200.
04:59Using the SSS skin shader can go a long way towards getting realistic and
05:04artistically pleasing results.
05:06It can be complicated and overwhelming at first, but if you approach it first by
05:10setting the Scale and Algorithm Control and then progressively changing one
05:15setting at a time in order to see what it does in the render, you can achieve
05:18much greater control over it.
Collapse this transcript
Adjusting the skin shader
00:00The Subsurface Scattering Skin shader is made for human skin.
00:04So there's a few ways that we have to work differently for a creature.
00:08I'll explain each one of these changes and talk about why I'm doing it as I go.
00:12So let's get the colors and shininess of the skin setup.
00:16Let's maximize our view of the attributes here of the skin shader.
00:19There are several different places to put color.
00:24I am going to open up the Subsurface Scattering layer.
00:27You can see that there's Overall Color, Diffuse Color, Epidermal Scatter Color,
00:32Subdermal Scatter Color, Backscatter Color.
00:35It can be very confusing.
00:37If you are doing a creature with very thin or translucent skin or if you are
00:41doing a realistic human, you would need to put very specific colors and textures
00:45into each of these channels.
00:46However, the dew hopper has tougher leathery skin.
00:50So the way it responds to light is a lot simpler and we can get away with
00:54reusing the same color map in several of these channels.
00:58So what I want to do is put just a general color that's going to describe
01:02the entire dew hopper into Diffuse Color, Epidermal Scatter Color, and
01:07Subdermal Scatter Color.
01:10And the color of the dew hopper is kind of a tan brownish reddish color.
01:15So let's just select the color like that from the color swatch.
01:18Give it little bit more red.
01:22That's pretty close.
01:24And just put a similar color into these other channels.
01:27And actually since we created a custom color it's placed here in our
01:30Custom Color Swatch.
01:32So I am just going to click that again and then once more down here.
01:38Let's see what this looks like in a render.
01:43Let's save an image of this and close the Render View.
01:47Now I want to more fully explain what these different channels are doing.
01:51I'll go and order from the deepest and most superficial.
01:55So let's slide down here to Backscatter Color.
01:58Backscatter Color is a color that you would see when light shines right through
02:03the thinner parts of a model.
02:04It stimulates blood underneath the skin.
02:07You can get a sickly alien skin by changing this to green or blue.
02:12Next up is the Subdermal Scatter Color.
02:15This is for the lower levels of skin where fatty tissue and blood vessels exist.
02:20You could even paint blood veins and stuff like that into texture maps for this channel.
02:25Next up is Epidermal Scatter Color.
02:28This is for the top layer of skin.
02:30On a human you could paint molds and freckles in here and then up at the top is Diffuse Color.
02:36This is for colors on the very surface of the skin like makeup and dirt on a human character.
02:42For the dew hopper, however, we'll be putting the same map in all but
02:45the deepest channels.
02:47The overall color is going to be used for ambient occlusion.
02:51I'll go over how that works later.
02:53Any color put in this channel will darken the overall result.
02:58Finally, there's a little slider right here called Diffuse Weight.
03:01This balances the subsurface effects with any colors above the surface.
03:06By default it's at 0.300, which means that 30% of the final appearance is from
03:11colors above the surface and 70% is subsurface scattering.
03:15I am going to change this to 0.700 because the dew hopper's skin is thicker and
03:20more leathery than human skin.
03:22So less light gets underneath.
03:25Finally, let's get the Specularity worked out.
03:28This is how shiny the creature is going to look.
03:31The Specularity in the skin shader doesn't really work the way it should.
03:35You kind of have to hack it to get what you want.
03:38It works best if the entire body has the same shininess.
03:41However, we've got several surface types in one model here.
03:45There's a wet inner mouth.
03:47So that's going to be very shiny and there's smooth hard plates, so those are
03:51going to be kind of shiny, and then there's rough leathery skin, which will
03:55barely be shiny at all.
03:57What I'm going to do is find values for the Specularity that work for different
04:01parts of the body one at a time and then when I make the texture map for
04:05Specularity, I'll connect them to the shader in such a way that I can control
04:09how the map affects the shininess. Don't worry;
04:12it's all going to make sense later on.
04:14For now, see what values work well for different parts and then write those
04:18values down somewhere.
04:19So let me scroll down to the part of this Attribute Editor that controls the
04:24shininess right here under Specularity.
04:27So there's lots of different controls here, Overall Weight, Edge Factor, Primary
04:32Specular Color, we don't need to worry about too many of these.
04:35The main one to concern yourself with is Overall Weight, Primary Weight,
04:40and Primary Shininess.
04:43Now you would probably want to do a lot of experimentation to find out exactly
04:47what settings you should use for these different numbers.
04:50I've already gone through and worked out what works pretty well.
04:53So let's figure out some values that are going to work well for the dull skin.
04:57I am going to change the Overall Weight to 0.300 and I'll leave the Primary
05:03Weight at 0.300 as well I'll leave the Primary Shininess at 5.000.
05:08So let's do a render and see what this looks like.
05:10Make sure we've got our Perspective View selected and click Render.
05:16So the result is not particularly shiny.
05:19It's kind of dull and leathery which is exactly what we want for some parts of the creature.
05:24So let's just save this and close it.
05:28Now for the bony plates, these need to be a little bit more shiny.
05:32So I am going to increase the Overall Weight to 1 and I'm going to increase the
05:36Primary Weight to 0.500 and the Primary Shininess to 10, and let's do a Render.
05:47Let's save this image so that we can compare.
05:51So just sliding between the two you can see that it gets a little bit more shiny now.
05:55This will work well for those bony plates.
06:01Now let's find some settings for the wet inner mouth.
06:05I am going to set the Overall Weight to 2.000, Primary Weight to 4.500, and
06:15Primary Shininess to 111.000.
06:17Let's make sure we've got our Perspective View selected and let's go and hit Render.
06:27And let's save this image and go compare it.
06:32So this is much shinier now.
06:33This will work well for the inner mouth.
06:37Go ahead and close the Render View.
06:39Now the number I am using our ballpark figures.
06:41When I actually make the specular map, there will be a lot of gradation and
06:45variety between and within the various body parts.
06:49The skin shader wasn't really meant for what we're using it for.
06:52But it's the best option to get the effect we want.
06:55Although, setting up a shininess involves jumping through some technical
06:58hurdles, the result is going to be worth it in the end.
Collapse this transcript
Adding ambient occlusion to the shaders
00:00Ambient Occlusion or AO for short is a lighting trick that simulates the
00:05appearance of shadows inside of crevices and between objects.
00:10It's based on the idea that light doesn't reach inside places like that, as
00:14easily as it does the surfaces that are out in the open.
00:17It's a nice way to increase the detail and sense of realism in your renders.
00:22So Ambient Occlusion doesn't literally exist in the real world, but it's
00:25going to simulate effects, like this dark shadow here, where the belly is
00:29very close to the ground.
00:31To start with, let's do a render so we can compare the before and after.
00:36We've got our Perspective View here, and let's just click Render, let's Save
00:42that image, and close the Render View.
00:45Now, let's go to the hyper shade and pick the material that's applied to the ground.
00:51In its Attribute Editor, we want to add a node to the Weight Channel.
00:55So let's go over here, I want to shrink this down so we can see this better;
00:59in the Weight Channel, we're just going to click on this checker box right here.
01:05The Weight Channel is a control that tells the Shader how much light can get
01:10reflected off the surface.
01:12If we put something in this channel to darken it, then the Shader will reflect
01:16less light and therefore appear darker.
01:19The Ambient Occlusion node will deliver darker values into this channel only
01:24where objects and surfaces are close enough to each other to block light.
01:28It might make more sense to just show you.
01:30So here's how to do it.
01:32In this Create Render Node dialog box here, let's go down to the mental ray tab
01:37and go down to Textures.
01:39Then I am going to select mib_amb_occlusion.
01:42Now, Maya needs a little help understanding what to do with this node.
01:48You see, the Ambient Occlusion node creates red, green, and blue information,
01:52but the Weight Channel only wants 0 to 1 information.
01:56We need to tell the Ambient Occlusion node to only send one channel of information.
02:02So let's go to its outValue, click the little Plus sign here and just pick
02:06either RGB, doesn't matter, they're all going to be the same.
02:10Now we need to plug this into the Mia_ material_x, diffuse_weight, let's just
02:15move this box up here and now we can close it.
02:18I am just going to middle-mouse+ Click in the Perspective View. Okay.
02:22Now go up and click Render.
02:27Let's Save this image, and compare it to the one we did before. Wow!
02:32What a difference!
02:34Now let's look at the attributes of the AO node and see how we can tweak the settings.
02:39Go ahead and close this. Okay.
02:42So we've got our Ambient Occlusion attributes up here.
02:45For now the only thing I want to touch is the Max Distance.
02:50If you have a huge scene with a character on one side of a football field, for
02:54example, and another character on the other side, there's no way that one
02:58character would have any noticeable Ambient Occlusion influence on the other.
03:02So you could set a Maximum Distance beyond which AO will have no effect.
03:08This can speed up your renders, because it doesn't have to calculate so much if
03:11you set a reasonable Max Distance.
03:14By default, it's at 0, which actually means infinite distance.
03:18Let's switch to the Top View to make this easier to measure what we should set this to.
03:22So I am just going to hide the hyper shade right now, and we've got our Top
03:27View visible right here.
03:28We've got gridlines visible here, so we can count out distances.
03:32I am just going to hit 5 to see the shaded view more clearly.
03:36Lets Zoom in a little bit.
03:38Now, there is no absolute number we should use here, but it looks like after
03:41distance of about 3 grid units, objects would be far enough apart that they
03:46shouldn't affect each other's AO.
03:47But it's not about exact numbers;
03:50it's about what looks good.
03:52So let's try a render with a setting of 3 in the Max Distance and see what that looks like.
03:58And let's middle-mouse+Click in the Perspective View and try that again.
04:05Let's Save this image and compare it.
04:10There's without any AO;
04:11there is with the Max Distance set to Infinite, then there is with a
04:16reasonable Max Distance of 3. Looks good!
04:19Now the AO is pretty balanced.
04:23Now, we can apply the same node to all the other Shaders.
04:27Let's close the Render View, and we've got our hyper shade here, let's
04:30just bring that back.
04:32Let's do the eye shader next.
04:34So remember, it's this shiny green one, let's select this, and we can see its
04:39attributes open here in the Attribute Editor.
04:40Now, that AO node that we created is visible under the Textures Tab.
04:46Now we need to middle-mouse+Click-and- drag this AO node over to the Weight node,
04:52and just like we did before, we need to select our value R or G or B. That
04:58actually doesn't matter, and select Diffuse Weight, and let's close.
05:04Go ahead and do the same thing to everything else.
05:07However, there's just one difference when applying it to the body shader,
05:10because it's not the same as in Mia_material_x.
05:13It's the skin shader.
05:14Let's go into our Materials Tab and select that skin shader.
05:18Let's go in our Attributes and scroll this up until we can see Overall Color.
05:23Now let's go into our Textures Tab and middle-mouse+Drag from Ambient Occlusion
05:28over to the Overall Color.
05:30Now, we didn't have to specify which channel of the AO node to place into the
05:34Overall Color, because Overall Color receives RGB information.
05:40So it just plugs right in without having to specify the R, G, or B Channel.
05:44Let's do another render.
05:45Make sure we've got our Perspective View selected and hit Render. Okay.
05:53Let's Save this image, and now what I want to do is compare directly between
05:57this render and the first one before I put in any AO at all.
06:02So you can remove some of these in- between images by going up to this little
06:06icon with the Trashcan, and just go ahead and Delete any ones other than this last one.
06:12So now we can compare directly between AO applied to all the objects and no AO at all.
06:18Okay.
06:19It's looking pretty good!
06:21Ambient Occlusion is another tool you have as an artist to get an extra kick
06:25out of your renders.
06:27Just remember to use it with a purpose.
06:29Mindlessly adding things like this just because it makes the renders look more
06:33intense is a common beginner mistake.
06:36AO is something that shouldn't draw too much attention to itself.
06:39It should be subtle enough to be perceived almost subconsciously by the viewer.
Collapse this transcript
9. Texturing
Polypainting colors in ZBrush
00:00In addition to sculpting ZBrush is also a great tool for painting.
00:05It works through a technology called polypainting in which vertices are
00:09colored when painted.
00:11The more vertices you have in a model, the finer detail you can paint.
00:15In this chapter we will be painting everything by hand.
00:18While it's true that you can paint by projecting photographs like we did in
00:21Chapter 7 with the pedestal, I find that painting most things from scratch
00:26allows me to do some unique things that you can't find in photos.
00:31Before I start painting I do want to study photographs of real animals so that I
00:36can get a sense of the types of colors and patterns that will feel natural.
00:41There's often a relationship between the anatomy and the coloration.
00:45For example, in this photo notice how the scales and plates are one color
00:49pattern and the gaps between them are different color pattern.
00:54There might be one color on the creature's underbelly and a different color down the back.
01:00These kinds of variations bring both a natural feel and visual interest to a creature.
01:05So let's start painting.
01:07The first thing you'll want to do is make sure that you're on a white material.
01:11So if you've got red wax or any other colored material on your object, go to SkinShade04.
01:17This one usually works really well.
01:19You'll also want to make sure you're on your highest subdivision level.
01:23So let's make sure we've got the right SubTool selected.
01:26We want the dew hopper here.
01:29Now let's go down to the Geometry palette, and just go ahead and slide the
01:34subdivision level all the way up to the highest.
01:37Now we want to fill the whole thing with a starting color.
01:40I am going to pick a tan color.
01:42It doesn't really matter so much as it's going to be painted over
01:45eventually with other colors.
01:49Now we just want to fill the model with this color.
01:51So go up to Color and click Fill Object.
01:55Now we're ready to start painting with other colors.
01:58I find it best to approach painting in the same way that I sculpt, starting with
02:02big broad areas of color and then slowly getting more and more refined.
02:07If I were to start with fine detailed strokes, and then it turns out that I
02:11wanted the base color to be a little bit different, it would be very hard to change.
02:15So let's figure out what color we want to use in combination with this tan color.
02:19I think the leathery skin on the underbelly and legs might work well with this
02:23tan color, but I want the bony plates to be something a little different.
02:27Let's get a kind of a dark red and now we need to paint with color.
02:31So I am going to go up and change RGB, turn that on so we're painting with
02:35color, and turn off the Zadd so that we're not sculpting.
02:39I also want to paint symmetrically.
02:40So I am going to hit X to turn on Symmetry.
02:43Let's just zoom in a little bit here.
02:45So now you can just start painting.
02:50Now I just want to get a broad variation right now, kind of a gradient from this
02:55red color to a tan color.
02:57So I am not going to get really specific at all.
02:59I just want to establish a basic gradient.
03:04This is a good time to experiment with different color combinations.
03:08Maybe I want a little bit more green, maybe on the legs.
03:12So I could just try that out and see how that looks, and if you don't like it,
03:15you don't even have to undo, you can just still pick a different color, and just
03:19paint over, and see what works out.
03:20I am going to zoom out for a better look.
03:28Really, I am just playing around, just giving myself lots of options.
03:33Maybe I want to put that to a more blue color and just see what you get.
03:38I am going to hit Space and shrink my brush size a little bit.
03:43Maybe you could try out some weird patterns or designs on this as well.
03:46So really it's up to you at this stage.
03:49Try things out, experiment, have fun with it.
03:52Now, let's get into some tips and tricks.
03:55You can use masking to paint only on the bumps or only in the space between bumps.
04:00This is a great way to use the existing anatomy to make painting even easier.
04:04Let me zoom in a little bit and explain.
04:07So you could come in here, and shrink your brush size down, and try to paint
04:13only exactly right in-between cracks.
04:16So you could try to paint in here and spend all this time doing that, but that
04:19would be very tedious.
04:20So I am going to show you a faster way to do this.
04:23Let's go to the Masking palette and I am going to click Mask By Cavity, and it
04:29might take a few seconds to do this.
04:32So what this has done is it's masked off anything that's in a crack or a crevice.
04:37Now if you invert this mask, you can come in and get a larger brush and just
04:44paint directly into all these cracks and crevices.
04:50If you want to change the color of the bumps in-between the cracks, you can
04:54just invert again, and let's try a different color here, yellowish color maybe,
05:01and paint on there.
05:03Now if we clear the mask and zoom out, we can see the effect that we have.
05:08There are a few places where we could use spotlight to project texture from photos.
05:14The issue with that is that so much of the color of the creature is dependent on
05:18the specific details of the sculpted anatomy;
05:21it would be very hard to find photos that would complement the sculpted details exactly.
05:26So in a photograph with lizard scales for example, the scales would not very
05:30likely line up with the sculpted scales on the creature.
05:34However, on the places like the bony plates this might work out.
05:37So let's give it a try.
05:38I've got this photo of a seashell and I am going to try to project it with
05:42spotlight onto the bony plates.
05:44Let's see how it works.
05:46Let's go to Texture menu and Import, and let's get that seashell reference.
05:55Let's go back up to the Texture menu, make the seashell active, and actually
06:01what we want to do is zoom in on the parts of the dew hopper that we're going to paint on.
06:06So let's just zoom in really close on one of these bony plates.
06:09I want to look around for a better view.
06:17That should work for now.
06:19Now, open your Texture menu, make sure the seashell is active and click on this
06:23button right here to add it to spotlight.
06:27I want to make this thing go away.
06:28So I am going to hit Comma and now let's position the seashell so that it's
06:33right on top of where we want to project through.
06:36So we can rotate it, we can scale it, we can move it around by clicking inside
06:42of this area right here, and let's lower the opacity so we can see the model
06:46more clearly through it.
06:47So I want to position the seashell so it's right over the bony plate here, pretty good.
06:56So let's click-and-drag on the Spotlight Radius right here.
06:59This is going to give us a preview of the size of the brush.
07:03Now when you're ready, just hit Z to go into Paint Mode.
07:08So now you can just start painting.
07:10You brush right through the photograph onto the model.
07:16When you're done, you can hit Z to go back into Spotlight, and you could either
07:19reposition this photo to start painting on a different place or when you're done
07:23for good, you could just hit the X here.
07:25Let's zoom out and see what this looks like.
07:29So you see there are some situations where you'd want to use photo sourced textures.
07:34However, I would still want to do some painting to help integrate this with the
07:38rest of the textures.
07:40From here on out, there's not really any trick to it.
07:42It's just a matter of working from general colors to fine details.
07:46Go ahead and paint various SubTools as well.
07:49Just be careful to use Symmetry when necessary and then turn it off when you're
07:52close to the center line.
07:54This part of the process really depends more on your artistic eye for color and
07:58painting than any techniques or tools.
Collapse this transcript
Extracting texture maps
00:01ZBrush allows the creation of many different kinds of maps that can be used in
00:05Maya to recreate the colors and textures that we see in ZBrush.
00:10We can even use Photoshop to enhance and combine various maps for more detailed results.
00:15I will admit the tools that ZBrush has for creating maps can seem very
00:20unintuitive at first.
00:21But once you get used to the sequence of steps, it really is very easy.
00:26First off, let's create the most obvious type of map; the colormap.
00:30This is going to take all the polypainted color that we did and transfer it to
00:34a flat texture map.
00:36Let's make sure we've got the right SubTool selected.
00:38Let's go into SubTool and yes, we have the Dewhopper selected.
00:42Now, let's just go up to the highest subdivision level by opening the Geometry
00:47palette and sliding the subdivision levels to the highest.
00:53Now, let's go down to the UV Map palette.
00:57This is where we tell ZBrush how large we want the texture maps to be.
01:01Click on the button that says 4096.
01:04This will create a map that is just over 4000 pixels tall and wide, also known as a 4k map.
01:11The more pixels you have in a texture, the more detail you can get out of the maps.
01:16The downside is that it also uses up a lot more memory.
01:20If you have a powerful computer, feel free to use larger maps.
01:24You can even slide this all the way up to 8192.
01:29However, if your computer strains under the weight of all those pixels, you
01:32might want to go down to 4k or even 2k.
01:37Now, let's go down to the Texture Map palette and I'm going to click New From Polypaint.
01:43After thinking about it for a few seconds, you should see a little thumbnail of
01:46the colormap created right here.
01:48If you hold the mouse over it, you get an even larger view of what the
01:51texture map looks like.
01:53Now, here's one unintuitive step.
01:55In order to do anything else with this map, you have to clone it.
01:58So I am going to click Clone Texture, and basically all this is doing is placing
02:04it in the Texture palette so that we can save it out.
02:06So now, go up to the Texture menu.
02:09There is one thing we need to do before we save it.
02:12We need to click Flip V. We do this because ZBrush creates maps upside down
02:19relative to the way that Maya reads them.
02:21Now that you've flipped it, you can click Export and you could save it wherever you want.
02:26I am going to call it bodycolor.psd.
02:35Now I do the same thing for the eyeball and the tail spikes.
02:38The teeth are going to be just solid white, so we don't need to do anything for them.
02:42Just as a refresher, you would go to the other subtool that you want to export maps for.
02:47So for example, we could click on talespikes up here in the SubTool palette, and
02:52you would go to the highest subdivision level, set the UV map to 4096, make a
02:58new texture from polypaint.
03:00Clone it, Flip V and then save out with a descriptive name.
03:04Now, let's make a cavity map.
03:06This map is going to be composited in Photoshop with other maps in order to
03:10bring out more detail.
03:12So let's select the Body subtool and now let's go down to the Texture palette.
03:18First thing we want to do is turn off the texture that's currently on.
03:22So now we're seeing the polypaint information rather than the texture map that's
03:26placed on top of it.
03:28You can't see any difference but trust me, you'll want to turn that off.
03:31Now, let's fill the Dewhopper with a single color like white.
03:34Go up to the Color palette and click Fill Object.
03:38Now, let's create a mask that masks off all the cavities.
03:43Go to your Masking palette, and click Mask By Cavity.
03:47Let's zoom in to get a better look.
03:50Okay, so right now the mask is filling in all the cavities.
03:53Actually, I want the cavities to be black, so I am going to invert the mask, and
03:58then switch the color to black, and then fill the object again.
04:03Now we can clear the mask.
04:06Now, we've got polypainting that's black and white.
04:09It's black inside the cracks, and it's white everywhere else.
04:12Let's go down to the Texture palette, and we just want to make a new from polypaint.
04:20Now let's clone this one.
04:23Back up in the Texture menu, you can flip it vertically and then export.
04:28I will just call this one bodycavity.
04:33Do the same thing for the tail spikes.
04:36The eyes don't need one because they have no sculpted detail.
04:40Now, let's do a normal map.
04:42Go ahead and turn off this texture.
04:44The normal map is a texture that describes the difference between the lowest
04:48subdivision level and the highest.
04:51When the map is applied in Maya, it creates the illusion of intricate sculpted
04:55detail on the surface of a low polygon model.
04:59In order to make this map, you want to be on your lowest subdivision level.
05:03So let's go up to the Geometry palette and bring the slider down to the lowest level.
05:10It doesn't matter what polypainting we have on the object.
05:13Now, let's go down to the Normal map palette.
05:16All of the settings should be good by default.
05:19So let's go ahead and click Create Normal Map.
05:22So like we did before, we're going to clone it, then go to Texture, and Flip
05:27V and then Export and we're going to call this bodynormal, and click Save,
05:36and then go ahead and repeat that for the tail spikes and let's go ahead and
05:40turn this texture off.
05:42The last map to extract is the Displacement map.
05:45We're actually not going to use Displacement in Maya but we are going to use
05:50this map as another layer of detail to composite into the maps in Photoshop.
05:55So make sure that the model is at its lowest subdivision level.
05:58It should be if we just made a normal map, and then go to the Displacement Map palette.
06:05All the settings should be good by default, so I am just going to click
06:08CreateDispMap, and just as before, we're going to click Clone Disp which places
06:15it over here actually in the Alpha menu.
06:18So in order to export this, we have to go up to the Alpha menu, and it's a
06:22little bit different in the Alpha Menu, we're going to open up the Transform
06:25palette here and click Flip V. Now export, and I am going to call it something
06:30like bodydisp and then go ahead and do the same thing for the tail spikes.
06:36You'll want to create a normal map for the pedestal base as well.
06:40So go ahead and do these same steps to make a normal map for that.
06:43With all these maps created, we're going to have an avalanche of detail that we
06:47can mix and match in Photoshop to create really nice color, normal, and
06:51specular maps in Maya.
Collapse this transcript
Organizing the maps into Photoshop layers
00:00You can use a variety of Blending Modes to layer different maps together in
00:04order to achieve some very effective results.
00:08You can also use Photoshop's Advanced Selection and Masking tools to get the
00:12most out of these textures.
00:14We're also going to learn some basic Photoshop techniques to keep everything
00:18organized with layers so that they're easy to work with.
00:21If you need help with any aspects of Photoshop or a refresher on the
00:25interface, don't hesitate to check out Photoshop CS5 Essential Training in the lynda.com library.
00:32So, all of our maps are 4K images or 4096 pixels wide and tall.
00:40So let's make a new image that has those dimensions.
00:43I am just going to go into File and make a new document and just type into the
00:48Width 4096 and same thing with the Height, 4096 and click OK.
00:57Now there three types of maps I'm going to be creating;
01:02Color Maps, Normal Maps and Specular Maps.
01:06So let's make folder structures for each type of image.
01:09So I am going to go down to my Layers and click Create new group three
01:14different times and let's just rename these to specular, normal, and
01:23double-click a third time for color.
01:27Now let's open up all the texture maps that we've created.
01:29Go to File > Open, and I just want to select the first one and go down to the
01:36last one and Shift+click and it selects all of them and let's go to Open.
01:40We've got a lot of files now.
01:46I want to make it easier to see all of them, so I am going to go up to Window
01:50> Arrange, and Tile.
01:52So now we can see all of our maps.
01:55Now we need to drag and drop all of these maps into one document.
01:59So I've got the Move tool selected here and let's start with body_color.
02:03So I am just going to come down here and you can drag and drop straight from
02:07here into here, but it might be offset a little bit.
02:11You can make sure that the maps stay in exactly the same place if you hold down
02:15Shift while you click and drag.
02:16So I am just going to hold down Shift and I am clicking and dragging and
02:19dropping it up here.
02:22If you hadn't held down Shift, the map might be shifted off in some weird place,
02:26so you can see over here in this layer swatch that it's not exactly in the
02:29center, so I am just going to hit Ctrl+Z to undo that.
02:33So we'd drag that map right into the last folder that we had open, which is good;
02:37it's the color folder and it's a color map, so that's good.
02:40And we want to keep it organized.
02:42So I am just going to change the name to bodycolor.
02:47Okay, so we are done with this one;
02:48we can just close that and let's do the same thing for body cavity now.
02:53Hold down on Shift and click and drag.
02:58Okay, so it placed what was the body cavity map into the color folder.
03:03So I am just going to click and drag this and bring it up into the specular
03:07folder because we are going to be using this map for specular maps.
03:12And double-click on it and change it to bodycavity, so we can keep track of that.
03:19So we are done with this one, just go ahead and close that.
03:22Now let's do the body displacement.
03:25Hold down Shift and click and drag.
03:26Now we are going to get a little pop-up here.
03:29This is because the displacement maps are grayscale images, they don't have
03:33any color information and we're dragging it into a document that does have color information.
03:38So it's basically just saying that the image is going to be turned into
03:42color, which is fine.
03:45And then let's name this layer, I am going to call it bodydisp and we can leave
03:50it right here in the specular.
03:53Okay, go ahead and close this one and let's do the normal now, Shift, click
03:59and drag and I want to move this one into the normal group and let's rename it to bodynormal.
04:09Okay and we can close it here.
04:11Now we've got that eye_color.psd.
04:13Let's go ahead and do the same with this one, and I dragged it into the normal group.
04:18So let's just move it down to color, because it is one of the color maps and we
04:22could rename it, eye_color.
04:26Let's do tailspikes_cavity, same thing as before, dragging it in and let's put
04:32it up with the specular maps and just double-click to rename, spikescavity.
04:37Okay and close it here, tailspikes_color same thing as before.
04:47Move this down to the color group and I just want to move this layer up
04:51above the bodycolor.
04:52That's because we are going to be cutting out all this black area, so that we
04:56can see through this layer to the body color below it.
04:59So go ahead and rename it to spikescolor, close this one.
05:07Now we've got tailspikes_displacement.
05:10Let's drag this one over and the same message we had before, go ahead and click Yes.
05:19And we want this one to be up in the specular group, rename it, spikesdisp and
05:28just one more, tailspikes_normal, hold down Shift, click and drag and let's
05:35move it down into the normals, double- click to rename, spikesnormal and we can
05:44close this last one.
05:45After all that work we've got all of our maps in one Photoshop document.
05:50One last thing before we continue on is we want to delete all this open space so
05:56that we can see through some of these maps to the ones below it.
05:59So let's go into the specular folder right here and we've got spikescavity and
06:04this image is basically blocking everything that's below it.
06:07So I am going to go over to my Magic Wand tool, so you can click and hold down
06:13on this icon here until I see Magic Wand tool and I only want to erase the
06:19pixels that are exactly this gray color.
06:21So I am going to turn the Tolerance to 0 and I am going to turn off Anti-alias
06:26because I don't want it to pick up any pixels other than exactly that gray
06:30color and I want to leave contiguous on so that just in case there's any gray
06:34pixels inside the map that I want to keep that are that exact same shade of
06:39gray, it won't pick them up.
06:42Go ahead and just click in here and then once it's selected that, hit Delete.
06:47To deselect, hit Ctrl+D. Now you just want to go ahead and do that to all
06:51these different maps.
06:53So on spikesdisp, do the same thing, click and hit Delete.
06:57Now we can see through these two maps to the body displacement map that's below it.
07:02That's exactly what we want.
07:04Now we can hide the specular folder and do the same thing with the normal.
07:08So go to spikesnormal and actually, the selection for the spikes and the cavity
07:15and the displacement map is exactly the same as the selection that we would need
07:18for the normal map, so we can just hit Delete here. Great!
07:21Now we can see through this layer to the one below it.
07:24Let's go down and do the same thing with eyecolor.
07:28Now we need to make a new selection, hit Ctrl+D to deselect and actually, I want
07:33to hide these normal folders right up here.
07:37So we are just seeing the color folder now.
07:40One click in here, hit Delete, now we can see through to the spikescolor below here.
07:45Let's go down to the spikescolor, Ctrl+ D to deselect, click one more time, hit
07:52Delete and now we can see through all of these layers to the ones below, Ctrl+D
07:58to deselect one last time.
08:00Now with everything organized, it's going to be a lot easier to mix and match
08:04layers, blend them, mask them, and generally work with them.
Collapse this transcript
Compositing the color maps in Photoshop
00:00The real power of Photoshop in this pipeline is that it's going to let us
00:05generate lots of additional detail in our maps without having to paint it by hand.
00:10It's also great, because you can experiment with different layers, Blending
00:14Modes, and effects in a nondestructive way.
00:18That means that if you don't like the result, you can just delete a layer and
00:21try again without losing any work.
00:23First of all, let's try some effects to beef up the color map.
00:27Let's make a duplicate of the displacement layers and bring them down to the color folder.
00:31So I am going to go up to the specular folder and just grab these displacement maps.
00:36I am going to select one and then Ctrl+ Select the other and just drag them down
00:41into the New Layer icon.
00:43So now we've got copies of them.
00:45I am just going to drag them down to the color folder.
00:49So let's make these two layers visible.
00:51Then we'll go up to the Layer Menu here and go down to Merge Layers.
00:56Now I am going to change their Blending Mode.
00:58So in the Layer palette, come up to where it says Normal, and we are going to
01:01just go ahead and change this to Overlay.
01:04This Blending Mode will lighten or darken everything below it based on how light
01:09or dark the layer is.
01:10In this case, it brings out a lot more variety in the color map.
01:13So I am just going to hide this layer and turn it on and off, and you can
01:18just see the difference.
01:19Having this displacement map used as an overlay over the color really brings
01:25out some more detail.
01:26Now let's do the same thing with the normal maps.
01:28I am going to select one, Ctrl+Select the second one, and let's drag them down
01:34to make copies of them, and let's bring them down into the color folder, and
01:40let's make sure they are visible and then I am going to hit Ctrl+E and that
01:44should merge them together.
01:45Now, I am going to use this normal map information as a way of modifying the color map.
01:51So let's get rid of this bluish tone to this map right now and just convert it to grayscale.
01:56So go up to Image > Adjustments, then go down to Desaturate.
02:02This removes all the color information and leaves us with just shades of gray.
02:07Now let's change this Blending Mode to Overlay as well.
02:11And I am just going to turn this layer on and off so you can see the difference.
02:15So it just brings out even more detail.
02:17The effect is slight, so we can bump it up.
02:19With that same layer selected, go to Image > Adjustments, and go to Curves.
02:26So this shows us where all of the pixels are in that image.
02:29Most of them are right in this light gray zone.
02:34Now, watch what happens if we click and drag on this.
02:41This is increasing the amount of detail that we can get out of that normal map.
02:44So I want to drag both of these little pointers right here just to the edges of
02:54this spike right here.
02:56Now, if I turn Preview on and off, you can see that we're getting much more
02:59detail out of this map now. That's good!
03:01Let's hit Okay.
03:02I just want take a look at this same layer in Curves again.
03:06So go to Image > Adjustments and Curves.
03:09So you see that Spike is now much more spread out.
03:13That means we get more range of values, therefore a much more pronounced Overlay effect.
03:18Go ahead and click Cancel.
03:19Just one more thing for that color layer.
03:22It's looking just a little bit drab.
03:24I want to put a Hue and Saturation Adjustment Layer over everything.
03:29So in the Layer palette, go ahead and click on this little icon down here, and I
03:34am going to pick Hue/Saturation.
03:37This lets us bump up the Saturation of these colors a little bit.
03:40So the farther I drag this, the more intense these colors are going to get.
03:44That's too much, so I just want a relatively minor effect.
03:47So let's bring it up to about 28, 26.
03:52If your Layer palette went away, just go ahead and click on the Layers tab again.
03:57So now if we scroll down we can see in the color group, we've got all of these
04:02displacement copy and normal map copy maps that we brought in from different
04:06groups, and we're layering them on top of the color to bring out more detail.
04:10We've also got this adjustment layer that's bringing out more saturation in the colors.
04:15So the power of Photoshop is in its ability to combine layers in different ways
04:20and adjust the information that's within a map, so that you don't have to go and
04:24do so much of this by hand.
04:27In the next few movies we are going to go through the specular and the normal
04:30maps as well, to bring out more detail with those.
Collapse this transcript
Compositing the specular maps in Photoshop
00:00Continuing in Photoshop, we will be layering and compositing our textures to
00:04create specular maps.
00:06We'll be getting even more fancy with the Photoshop tools in this movie in order
00:10to create the best specular maps that we can.
00:13What I want is a specular map that goes from black to white.
00:16The dullest parts of the creature are going to be dark colors in the specular map.
00:21The medium shiny parts of the creature are going to be gray in the specular map,
00:25and the shiniest parts are going to be white.
00:27So let's go up in our specular group here and make all of these layers visible
00:33in the specular group.
00:35Now, to simplify things, I am going to combine the two displacement maps into
00:38one and the two cavity maps into one.
00:41So hit Ctrl+E and it just merges this down.
00:44Same thing with the spikes_cavity, selects it and hit Ctrl+E.Now, one thing that
00:49I know I want in my specular map is that the cracks and crevices between scales
00:54be completely matte, or not shiny.
00:57So let's put the cavity map on top of the displacement map.
01:02Now change the cavity layer Blending Mode to Multiply.
01:07What this does is make white transparent and black opaque and shades of
01:11gray semitransparent.
01:13The effect that we achieve with this is a roughly mid-gray tone everywhere
01:18except in the cavities, where there won't be any specular.
01:20So if I just turn this layer on and off, you can see that we're layering the
01:24cavity on top of the body displacement.
01:28Now, let's add some more variation.
01:30I painted the scales, horns, and bony plates with a reddish color, and I want
01:35them to be a bit more shiny than the tan colored skin.
01:39We can use Photoshop's Color Selection tools to easily make that kind of distinction.
01:43So let's go down to the color map.
01:46I actually want to hide the specular and normal map folders for right now.
01:50So let's grab the spikes_color layer and Ctrl+Click the body_color layer and
01:56let's drag them into a duplicate layer.
01:59So we've got two duplicates now.
02:01Let's move them back up into the specular folder, and I am just going to hit
02:06Ctrl+E to merge them into one layer.
02:06Now, let's make a selection of just the reddish areas.
02:10So go up to Select and click Color Range.
02:15With this tool we can select the areas that are redder and deselect the tan areas.
02:20So go ahead and click in your image.
02:22I am just going to move this off to the side, go ahead and click in a red area.
02:25And you can add to the selection with the Add Eyedropper.
02:30Actually I am going to drag the Fuzziness down pretty low for now, just so that
02:34we're not seeing too much.
02:36Now just click in several of the red areas, also some of the yellowish areas too.
02:41I just want to pick up all of these red colors.
02:47And now we can also remove some tan.
02:50So go ahead and click the Subtract from Sample Eyedropper and just click in
02:55any of the tan areas.
03:01Now let's play with the Fuzziness Slider.
03:04This is going to create a gradient between the colors we selected and the
03:08ones that we didn't.
03:09So I just want to kind of drag this until we select most of the reddish areas,
03:13and mostly not any of the tan areas.
03:15It's not an exact science, so somewhere kind of in the middle should be good,
03:18and when you're done click OK. Okay.
03:22Now, let's make our specular folder visible and what I want to do is fill the
03:26selected area with white and the unselected area with black.
03:30So let's go and select black and white as our colors, and let's reverse this so
03:35we are filling with white first.
03:36And let's get our Paint Bucket tool and let's make the Tolerance the maximum.
03:42We can just actually click-and-drag and slide this all the way up to 255, and
03:45just go ahead and click once.
03:47Now we need to invert the selection and fill the rest of it with black.
03:51So go to Select and click Inverse.
03:55Now, let's flip our color so that the black is the primary color, and click one more time.
04:00Okay.
04:00Go ahead and hit Ctrl+D to remove this selection.
04:03Now we have a black and white image where the reddish scales and bony parts are
04:08white and everything else is black.
04:09Let's use the Multiply Blending Mode on this.
04:13So let's go up to our Mode and click Multiply, and I am just going to turn this
04:17layer on and off so we can see the effect.
04:20So now all the areas that I want to be more matte, more dull, are black, and
04:24it's darkening all of the maps below it.
04:27We can actually bring down the Opacity, because I don't want those dark areas to
04:31be completely black and I don't want the red areas to be completely shiny.
04:35So I am just going to bring the Opacity down to about 60%.
04:38Now, there is one final part of the specular map to consider, the inner mouth,
04:43where it should look shiny and wet.
04:44We are going to do something similar to before.
04:46So let's go down and get our body_color map and make a duplicate of that, and go
04:52ahead and drag that up to our specular folder.
04:54Just make sure that's up on top.
04:58Now, we need to use the Select > Color Range Tool again to pick the pink inner mouth.
05:03So let's go to Select > Color Range, and let's click on the pink.
05:09Now we can set the Fuzziness so that it's not selecting anything other than
05:12what's actually pink.
05:14All right, looks good!
05:18Now, just as before, I want to fill this with white.
05:20So make sure that white is your active color and we are using the Paint Bucket
05:24tool, so we just go ahead and fill that with white, and then Select > Inverse,
05:30and let's make black our active color and fill everything else with black.
05:34Now hit Ctrl+D to remove the selection.
05:37Now I am going to set this layer to a different Blending Mode called Screen.
05:42It's kind of the opposite of Multiply.
05:44Now, everything that's white in the layer is opaque and everything that's
05:47black is transparent.
05:49And just one last thing I want to do here.
05:51Not all of the interior of the mouth got selected when we made that selection,
05:56so I am going to go in and just paint the rest of that white by hand.
05:59So let's Zoom in on this, and actually all of this interior part of the
06:03mouth needs to be white.
06:05So let's get our Paint Brush out and make white our active color, and I am just
06:10going to increase the size of the brush a little bit with the right bracket key,
06:15and just paint that in.
06:19Doesn't matter if I spill over the edge a little bit, just as long as I don't
06:22brush out onto some other parts of the texture. Okay.
06:28And I'll just Zoom out, holding down Alt and clicking with the Magnifying Glass.
06:34Okay, looking good!
06:35Now, we want to rename any of the new layers so that they make sense to you.
06:39So for example, this one that we just made can be called mouthinner and this one
06:46can be called bonyplates.
06:50This is just one way of compositing maps in Photoshop.
06:53Feel free to experiment with different Blending Modes, different ways of making
06:57selections, and different combinations of layers.
07:00If you're working on your own creature, you'll probably be trying these maps out
07:04in Maya and seeing things that you might want to fix.
07:07Then you can either make adjustments in Photoshop or even repaint things in
07:10ZBrush and then re-export the maps.
07:13Combining maps in Photoshop is a great way to work, because that way you don't
07:17have to paint all of these maps by hand.
Collapse this transcript
Importing the maps into Maya
00:00Getting the maps out of Photoshop and into Maya is a fairly straightforward
00:04procedure, but there's a few things to watch out for.
00:07That's nothing too complicated.
00:09First thing to do is to save the maps out from the Photoshop document.
00:14Let's start with the Specular maps.
00:15You want to make sure that the specular folder, and all its contents are visible.
00:20So it looks like they already are. That's good.
00:22Let's go up to File and click Save As, and we'll want to put these textures
00:27inside of a textures folder.
00:29So go ahead and open textures, and save as a JPEG format.
00:34Let's just call this something that can we recognize, bodyspecular, and then we
00:41have some JPEG save options.
00:43The default is just fine;
00:44we want to save highest quality, so that there is no loss in quality when
00:48we render the maps. All right!
00:50Good!
00:51Let's do the same thing for the normal maps.
00:52Go ahead and hide the Specular layer and let's unhide the Normal Map folder, and
00:59we just want to make sure all the layers are visible inside this folder. That's good!
01:02Go up to File > Save As.
01:05Again, inside the textures folder and let's save it as a JPEG and let's name it bodynormal.
01:17Okay, with that one done, let's now do the color maps.
01:20We've got the color folder visible but we still need to unhide some of these layers.
01:25All right!
01:26That's good, let's save this now;
01:27File > Save As, in the textures folder, Format:
01:33JPEG and we'll call it bodycolor, and same settings as before, it's good. All right!
01:43When that's done, let's get into Maya.
01:45Let's open up our Exercise File.
01:50This is in Exercise Files > Ch_09 > 09_06, and we are just going to open applymaps.ma.
01:56So we've got our scene open, and we've got our hypershade open right here.
02:04I am just going to scroll this over, so that we can see more of the hypershade.
02:09We've got our Textures Tab open right now.
02:10So this is where we are going to load in all these files.
02:13We need to create a new file node for every texture.
02:16So over here on the left side, we've got all kinds of different nodes we could
02:20create, and we just want to scroll down, and pick File.
02:23So now we can see the file node here in our Attribute Editor.
02:26So I am going to make this easier to see by moving that down.
02:31So there is a place where we can load in individual files.
02:34So I just want to click on this folder, and let's load in bodycolor.jpg.
02:38We can also name the file node to help us keep track of it.
02:44So we'll just name this one bodycolor.
02:47One last thing, I want to change the Filter Type from Quadratic to Off.
02:52There's lots of filter types, but basically, they all blur the texture just a little bit.
02:59By turning it off, I can keep my textures sharp and crisp.
03:02Another reason why I don't want it to blur is that the blurring effect can
03:06sometimes cause the black background around the texture to bleed onto the
03:10texture and cause lines to appear on the UV seams.
03:14Okay, so we are good with this texture.
03:16Let's go, and make another file node, and let's go over to the Attribute Editor,
03:20and we'll bring in bodynormal now and Open. Same thing;
03:26changing the Filter Type to Off and let's name this bodynormal, and let's
03:33do this one more time.
03:36Let's load up a file, let's do bodyspecular.jpg, and let's open that up, change
03:42the Filter Type to Off.
03:43Now, there's one more step to do, because this file is a specular map and is not
03:48going to be used directly for its color.
03:50It's an alpha map which means that we are using its grayscale values as
03:55information to control specularity.
03:58So once you've turned off the Filter, open up the Color Balance attributes.
04:02So we are going to have to scroll down, Color Balance, and scroll down a little bit more.
04:08We are going to turn on Alpha Is Luminance.
04:11This tells the file node to interpret the light and dark values of the texture
04:15as information rather than as shades of gray.
04:18So there's just one more file node to make.
04:22Let's scroll up and load in that one and this one is the groundnormal.jpg,
04:29and Open, and change this one from Quadratic to Off and let's name this one groundnormal.
04:35All right!
04:39Let's look in our textures.
04:41Actually, this icon is too big.
04:43Let's shrink this down by clicking this button.
04:45It looks like there's one of them I forgot to name.
04:48So we'll just name this one bodyspecular. All right!
04:53So all of our maps are loaded in.
04:56Getting maps from Photoshop to Maya is a fairly mundane procedure, but
05:00important nonetheless.
05:01Understanding the filter settings will help you get the best results whenever
05:05bringing maps into Maya.
Collapse this transcript
Connecting the maps to the shaders
00:00Now, let's get the texture file nodes plugged into the shaders.
00:04Again, there are some fairly straightforward steps to go through here, but they
00:08need to be followed carefully in order for the textures to work properly.
00:12Let's do the eye shader first.
00:14We've got our eye shader in the Materials here and I am just going to select
00:17this, and make sure you can see the Attribute Editor here on the right side.
00:21Now, let's go into the Textures Tab.
00:24The color texture for the eyeball is in the body color texture.
00:27So I am just going to middle-mouse click-and- drag this over to the color node. All right!
00:31Let's make sure we can see this in the Viewport.
00:34I am just going to click in the Viewport, and hit Spacebar to maximize this, and
00:38let's just zoom out here and now let's see if we can see this texture in the
00:43Viewport, and make sure that your Renderer is set to Default Quality Rendering
00:48and hit 6 on the keyboard.
00:50That should load in your textures, so you can see them in the Viewport. All right!
00:53It looks good.
00:54Now, let's do the skin shader.
00:56I want to hit Spacebar, so we can see the hypershade again, and let's go into
00:59our Materials Tab and select the skin shader.
01:03We should see its attributes over here.
01:05I am just going to drag this thing down, so we can see more of the Attribute
01:07Editor, and let's open up the Subsurface Scattering Layer.
01:11We are just going to drag from our textures the bodycolor, and I am just going
01:16to drag that into the Diffuse Color.
01:18And do that again, middle mouse drag over to Epidermal Scatter Color and let's
01:23see, drag down one more time;
01:25middle mouse drag from bodycolor over to Subdermal Scatter Color.
01:30Now, the skin shader doesn't have a way of seeing textures in the Viewport.
01:34So you'll have to do a render to make sure that it went in okay.
01:36I am just going to middle mouse click here in the Perspective View, and hit
01:41Spacebar, and let's just do a quick render of this. All right!
01:44It looks like our texture map went in okay.
01:50It's too shiny, but we're going to deal with that later.
01:52Go ahead and save an image, and you can close this.
01:55Now, let's get the normal maps applied.
01:57We're just going to hit Spacebar here in the Viewport so we can bring back our hypershade.
02:02Now, while we are still in the skin shader, let's scroll down to the bump shader.
02:07Go ahead and open that up.
02:08Now we need to find the bodynormal texture, and middle mouse click and drag,
02:12bring that over into the Bump Channel.
02:15This creates a bump 2D node to connect the file node with the shader.
02:20It gets kind of complicated, but it's pretty straightforward.
02:22We just need to change the Bump attributes, and change it from Us As: Bump to Use As:
02:28Tangent Space Normals.
02:31Okay, with the normal map applied, let's do another test render to see if it worked.
02:36Go ahead and save an image.
02:38I am just going to scroll into this so we can see it more close-up, and let's
02:43swap between the first and the second render. All right!
02:46It looks like that normal map is picking up a lot of that fine detail and that's perfect.
02:53Finally, let's apply the groundnormal to the ground shader.
02:57Go into Materials and pick that ground shader and then back into the Textures
03:01Tab, and let's see, scroll down a little bit, make sure, we've got the
03:06groundnormal here, and let's scroll down and find the Bump section.
03:11Okay, here it is, Bump. Now, there is two;
03:14Overall Bump and Standard Bump.
03:16It's actually exactly the same thing.
03:18I don't even know why there's two different ones, but we just want to middle
03:21mouse click and drag into either one, and again, change Use As from Bump to
03:27Tangent Space Normals.
03:29Let's do one last render from the Perspective View, make sure it works out correctly.
03:33I am just going to zoom out a little bit so we can see the entire ground plain
03:36along with the dewhopper. All right!
03:39Looking great!
03:40There's just one last thing to do.
03:42The ring around the ground has the same shader as the cracked mud.
03:46So the ring is looking a little crinkled because it's picking up the same normal map.
03:50Let's just fix that by selecting the outer ring here and now let's go into
03:56the UV Texture Editor.
03:58So right now, we're seeing the UVs for the ground plain and the ring around the ground plain.
04:04I am just going to zoom out a little bit here, and they're both overlapped in
04:08the exact same space.
04:09So we want to make it so they are not overlapped.
04:11What I am going to do is hold down the right mouse button and go to UV, and I'll
04:16just select some of the UVs from the ring.
04:19Now, I'll hold down Ctrl, and hold down the right mouse button, and I'll mark
04:23over To Shell, so I can select the entire UVs for the ring.
04:28Now, I'll just hit R to go into Scale mode.
04:31Let's just scale these down, and I'll go to Move Mode with W and I will just
04:35move these off to one corner so that they're not affected by that normal
04:38map, because remember, the normal map was just a nice circle right here in the middle.
04:42All right!
04:42We can deselect that and deselect that. All right!
04:46Great!
04:46They are not overlapping.
04:48So we can close out of the UV Texture Editor.
04:50I'll just do one last render to make sure that worked.
04:54So we've got the color maps and the normal maps applied.
04:57The specular maps are going to be a little bit more involved, so we are saving
05:00that for the next movie.
05:01But basically, that's how you get your texture maps applied to your models in Maya.
05:05There are some steps to memorize and you'll probably want to render after
05:09applying every map just to make sure that it came through correctly.
Collapse this transcript
Setting up remap value nodes
00:00Getting good specular maps with the skin shader requires some extra work.
00:04The shader isn't really made for creating a variety of specular types on a single shader.
00:10For this we're going to have to go back to the values that we wrote down back in
00:14Chapter 8 when we first set up the skin shader.
00:17Then we'll use those values to manipulate the spec map that we made in Photoshop.
00:21So let's do a render of the Dewhopper as he is right now.
00:24I am going to click in the Perspective viewport and I am just going to hit
00:28Spacebar so we can see it nice and big and let's just zoom in so that we can get
00:32it really tight on this, so we can see what the renders are doing. All right!
00:37Go ahead and hit Render.
00:40Okay, so we've got our finished render now.
00:42The problem that we are running into is that the entire model has the exact same shininess.
00:48The inside of the mouth, the boney plates, the leathery skin, they're all just
00:52kind of this medium amount of shiny.
00:54And what we really need to do is to control it with the map so that the leathery
00:58skin is very dull, may be slightly shiny if at all.
01:02The boney plates are kind of a medium shiny and we need to get the inside of the
01:06mouth to be very shiny.
01:07We are going to be able to make this happen with something called a remapValue node.
01:13The remapValue node is going to take a specularity map and break it up into
01:17three different channels that we can control independently.
01:21So let's save this render so that we can compare it to the results later on.
01:24I am going to close the Render View and let's go to our Hypershade.
01:28So, I'll just hit Spacebar and we'll bring that back. All right!
01:32Let's look at everything that's going into the skin shader right now.
01:35So in our Materials, let's select the skin shader and now click this button up
01:39here and it's going to show us everything that's going into the skin shader.
01:43So here is the normal map that we plugged in, the color, the ambient
01:46occlusion is up here.
01:47Now let's get our specular map into the picture.
01:50Open up the Textures tab and we've got the spec map right here.
01:54I am just going to middle mouse drag it into the work area.
01:57It's not connected to the shader yet.
01:59Now we are going to create some remapValue nodes.
02:02Those can be found over here on the Create side of the Hypershade.
02:05You might have to scroll until you find them.
02:08Here it is right here, the Remap Value node and just click that three times.
02:13And actually, I want to scoot this over so we have more room to work with.
02:16I am just going to slide this over and let me select the specular map and I am
02:21just going to move it over here to this side.
02:23Now remember, there were three different specularity channels that we need to control.
02:27One of them was Overall Weight, the second one was Primary Weight, and the third
02:32one was Primary Shininess.
02:35So let's name all of these remapValue nodes to correspond to the channel that we
02:39are going to control.
02:40So the first one, let's rename this one to overall.
02:44The second one, let's name it primaryWeight and the third one shininess.
02:55Now let's take a look at the attributes of this node.
02:58I am going to scoot this thing down so I can see more of the Attribute Editor.
03:02So the remapValue node takes a grayscale image like our specular map and it maps
03:08it along this value.
03:10So what you get is the black pixels down here at the bottom, get converted into a value of 0.
03:16Our white pixels up here at the top get converted to a value of 1 and there is a
03:21linear gradation between the two.
03:23And what we're going to do is change how the map is interpreted by putting in
03:27different values so that we get a different output.
03:30So you could slide this up or down.
03:33You can even insert new values in between, so you can change the amount of gradation.
03:38I am just going to undo that;
03:41you can actually delete these by clicking the X down here.
03:44Okay, so now let's connect the specular texture map that we created into all
03:49these remapValue nodes.
03:51Click with the middle-mouse button and drag from the texture map to one of the
03:55remapValue nodes and now click Default.
03:58What we need to do is to pick the outAlpha from the texture map and plug it in
04:04to the input value and just close it.
04:07Do the same thing for the other two.
04:08Middle mouse drag over > Default > outAlpha > inputValue and close, and just one more time;
04:19Default > outAlpha > inputValue.
04:24Now we need to connect the remapValue nodes into the skin shader.
04:28So select the skin shader and we're here in the Specularity section of it.
04:36So we've got the Overall Weight here.
04:38So we want to take the overall (remapValue) node, middle-mouse drag it over to Overall Weight.
04:43Here we've got the Primary Weight, remapValue node, going to middle mouse, drag
04:47this over to Primary Weight here and then Primary Shininess, same thing.
04:53As it is now, we haven't changed any of the graphs in the remapValue nodes.
04:58So the result we would see in a render is no different than if we simply plugged
05:03this specular map directly into the skin shader.
05:06Let's just do a quick render to see what that would look like.
05:13Okay, let's save this image and compare the two.
05:18So it's looking a lot better, but we still need to be able to control the
05:22values more specifically.
05:24For example, the inside of the mouth isn't nearly shiny enough.
05:27By creating remapValue nodes, we can have much finer control over how our map is
05:32going to interpret it in the renders.
05:34It also will make it easier to adjust settings because you can tweak some
05:38sliders rather than having to go back to Photoshop and edit maps there.
05:42In the next movie, we're actually going to be making those modifications to the
05:46remapValue node in order to bring out more specularity in certain areas.
Collapse this transcript
Editing remap value nodes
00:00We're going to use the remapValue node to modify and amplify the spec map.
00:05By doing so, we can create a variety of shininess across the Dewhopper's body
00:10and thereby increase its realism and artistic appeal.
00:14So before we touch anything, I want to do a render of the Dewhopper just to get
00:18a sense of where we're at.
00:19Make sure you've got the Perspective view selected and click Render.
00:24Okay, so as we saw before, with the specular map as it is, we're not quite
00:29getting the level of shininess that we need out of the mouth and not quite out
00:33of the boney plates as well.
00:34So let's save this render so we can compare it with the after image.
00:39Go ahead and close your Render view.
00:41Okay, let's find our skin shader here in the Hypershade.
00:44Go ahead and click on it and let's graph it.
00:47I am just going to zoom in closer here so we can see what's going on.
00:53Remember, we've got the Specularity map right here and it's being piped into
00:56three different remapValue nodes, which are then being piped into the shader.
01:00Let's go ahead and click on the Overall Weight remap node.
01:05So over here in the Attribute Editor, I am actually going to slide this thing
01:08down, to see this better.
01:10You remember that this node is taking the black to white values of our map and
01:14converting them to numbers.
01:16So down here where the image is black, it's outputting a value of 0.
01:20Where the image is white it's outputting a value of 1.
01:23Now if we click and drag this, you'll notice we can't go any higher than 1.
01:28However, some of the values that we need output are higher than 1;
01:32in one case, over 100.
01:34We're going to deal with that by changing the Input and Output Ranges.
01:39So let's scroll down a little bit.
01:41Open up the Input and Output Ranges and scroll down a little bit more.
01:45Now for the Overall Weight, you might remember that the highest value we
01:49needed to output was 2.
01:52So we can change the Output Max to 2.
01:54This is going to multiply any of the values in the graph by 2.
01:58So now any pixels that are white are going to have a value of 1 and then
02:02multiplied by the Output Max of 2.
02:05So it's actually any white pixels are now going to have a value of 2.
02:09So the inner mouth and the specular map is white that is now going to have a
02:14value of 2, which is exactly what we want.
02:16For the Overall Weight, the boney plates should have a value of 1 in the skin
02:21shader and those boney plates are a mid gray in the specular map.
02:26So I want to set them to about 0.500.
02:29Now remember, they are going to get multiplied by 2 down here, so the actual
02:33Output value is going to be 1, which is what we want.
02:36Now let's set the graph for the dull skin.
02:39The value that we wrote down in Chapter 8 was 0.300.
02:43So we need to divide that by 2 and set the graph to 1.500 in the dark gray values.
02:48So I am going to click to make another one here and I want to set this to 1.500.
02:55Okay, let's go through to the other nodes now.
02:57Let's do the Primary Weight.
02:59The highest value is going be 4.500, so let me put that into the Output Max.
03:05Now I've already done the math, so I am just going to put in the values.
03:09For the boney plates, I want to type in 0.100 and for the dull skin, I am going
03:17to click down here in the dark gray area and type in a value of 0.060.
03:25And now finally, the shininess;
03:27the shiniest parts of the Dewhopper actually had a value of 111.
03:30So I am going to set that into the Output Max.
03:36The mid gray parts of the map needed to have a value of about 0.100 and the dark
03:43gray parts needed to have a value of 0.050.
03:49Okay, make sure we've got our Perspective view selected and let's do a render
03:52to see what we get.
03:56Okay, let me save this image and let's compare it to the other one. All right!
04:01That's looking pretty good.
04:02So you can see we've got a medium amount of shininess on the boney plates, a
04:07large amount of shininess on inside of the mouth and it's pretty dull everywhere else.
04:11This is where the power of remapValue nodes comes in.
04:15Instead of having to go back to Photoshop and rework the layers and re-export
04:19maps and then re-import them into Maya, we can just fiddle with some numbers in
04:23the remapValue node.
04:24That makes it so much easier to change anything that we need to do.
Collapse this transcript
10. Posing the Model
Designing the pose
00:00At this point the Dewhopper is ready to be set up for animation.
00:03Although, the rigging and animation of the character is beyond the scope of this
00:07course, there is one thing you can do as a modeler to show off your creation.
00:11By posing the creature, you can present it in a way that depicts it in its
00:15natural habitat or expresses its personality.
00:18Unlike humans and familiar animals, people have never seen a Dewhopper
00:22before, so they wouldn't know if its neutral modeling and rigging pose was
00:26its natural standing pose.
00:28In order to make the model look more appealing and to remove confusion about how
00:32it's supposed to stand, we are going to be posing it.
00:35First of all think about what your creature could be doing, what's its
00:38behavior, is it an aggressive predator or is it skittish prey, what kind of
00:43situations could it be in?
00:45This is a good opportunity to look at photos of similar animals and to see what they do.
00:50You should also probably sketch out a few ideas on paper.
00:53I'm going to put the Dewhopper in a defensive pose, as if arrival creature is
00:57trying to take away its territory.
00:59A pose is a moment in time that exemplifies an action.
01:03It should imply what happened before and what will happen after.
01:07We can experiment with the pose quickly if we go back to the original ZSphere structure.
01:12The first step in posing is to establish a shift in weight of the whole body.
01:17Now you can't directly rotate the whole body by rotating the root ZSphere.
01:21So if I go up to the Rotate tools and I try to rotate the ZSphere, it's just not going to work.
01:26So I am going to undo that.
01:28What you can do is rotate the entire creature in the Deformation palette.
01:32So I am going to open this up -- and actually let's go back to Draw mode and in
01:37rotate we can just slide this and just move the Dewhopper one way or the other,
01:43and maybe I want to rotate in the Y- axis a little, bit and maybe in X, by
01:48leaning forward a little bit.
01:50Actually something that can help you a lot here is by turning on the Floor.
01:53I am just going to click this button here and now we can see how he is oriented
01:57relative to the floor.
01:59If you start off with a tilted angle to the body, the pose is likely to come out
02:03looking a lot more dynamic.
02:04Okay, now let's start rotating individual limbs.
02:08Go up to the Rotate tool and now you can just click and drag on individual limbs here.
02:14So the Rotate tool will rotate limbs around in a pretty predictable way.
02:17If you go into the Move tool, it behaves a little bit differently.
02:21Let's click on the segment between the ZSpheres.
02:24It obviously kind of rotates, but the limbs below that joint cannot stay in
02:29the same orientation.
02:31If you use Move tool on this ZSphere, then it will stretch out the joints and
02:36that's probably not what you want when you are posing.
02:37So I am going to undo that.
02:39So let's go back into the Rotate tool and just start moving things around.
02:44Try to find a pose that you are happy with, maybe I'll tilt the head to one side
02:50and let's move the tail around a little bit.
02:53I actually have the tail kind of swishing off to one side.
03:02It's easy to go really fast at this point.
03:04So you don't have to be locked into any one pose.
03:07You can try out lots of different variations.
03:18Probably a good idea to make sure that the two feet are resting on the
03:21exact same level and maybe you can have one of these legs come down lower than the other.
03:28So maybe it's lifting one of its legs up off the ground and I might need to
03:37rotate the entire thing so that this leg is resting on the same level as these two legs.
03:41Okay, we are just going to move the rotation here and see if we can get this a
03:45little bit closer to even-- all right!
03:46That's pretty good.
03:48Let's rotate these legs down.
03:54So in the later chapters we've been dealing with a lot of fine-tuning.
03:57So it might take a little shift and thought process to go back to the idea of
04:01making big sweeping changes.
04:03Getting a good pose can take a while, especially if you've never done it before.
04:07Do some variations and ask yourself and other people if the pose is reading.
04:11By reading, I mean if the pose is clearly communicating the creature's emotions,
04:16situations, or personality.
04:18When you get a pose that you like, save it out as a ZTool.
04:20We'll be loading it up in a later movie to use as a guide when posing the actual model.
04:26Working at a pose in ZSpheres' first is a great way to achieve an appealing
04:31look, because it's faster than directly posing the sculpted model.
Collapse this transcript
Linking subtools to the main body
00:00When posing the body, the various SubTools won't move along.
00:04If I pose the head for example, the teeth and the eyes will stay floating in
00:08space right where they are.
00:10In order to make them follow along with the body, we'll be using contact
00:14points to lock them down.
00:16But first, there's just one little loose end to tie up, he's only got one eyeball.
00:21In order to make the other one, just follow these few simple steps.
00:24Let's go into the SubTool palette and make sure that we have got the
00:27eyeball selected, great!
00:29Now let's click Duplicate in the SubTool palette.
00:32Now let's go down to the Deformation palette and click Mirror.
00:37Notice we have this little pop-up that says the function cannot be applied to a
00:41mesh with multiple subdivision levels.
00:44That's simple enough to fix.
00:45What we need to do is go up to this duplicate and go to the highest subdivision level.
00:50So I am just going to hit D, until we go up to the highest level.
00:53Now let's open up the Geometry sub- palette and I am going to delete all the
00:57lower subdivision levels.
00:59Now let's go back to that Deformation palette, click Mirror.
01:03Let's look at it, yup!
01:05We got an eye on the other side now.
01:07Now let's go up to our SubTool palette and just rename this one, and we'll just
01:13change the name to eye left.
01:16Okay, now to link all the SubTools to the body, contact points work by defining
01:21a few points on the body that a SubTool should stick to.
01:25Let's do the tail spikes first.
01:26I am going to select them and let's zoom out, so we can get a better look at them.
01:31And then I am going to hit F a few times to see if I can zoom in on it.
01:36Nope, it looks like it won't work. Now I can zoom in.
01:43Okay, now let's go and open up the Contact palette.
01:48Right now this doesn't seem to make a lot of sense, but what this is going to do
01:52is allow us to store contact points.
01:54The way we use contact points is by going to one of the Transpose tools.
01:59Now we click and drag from the tail spikes to some point on the body.
02:04So now this transpose manipulator is defining two points, one point on the tail
02:09spikes and one point on the tail.
02:11Now save that relationship between those points.
02:14I'll go ahead and do that again.
02:17It doesn't really matter which point to which point you connect, just as along
02:22as it's a part on the body that's not going to deposed or deformed.
02:25Let's do that second time and now let's just rotate around and do this a third time.
02:35Okay, now let's do this to one of the eyeballs.
02:37I am going to go up to the SubTools and get the left eye.
02:40Now let's zoom out and let's get on close here on the left eye.
02:47Now it's the same procedure.
02:50There's just one thing to watch out for.
02:52We may be posing the eyelids, so you wouldn't want to drag the manipulator from
02:56the eye to an eyelid.
02:58We want to drag to a more solid part of the head, otherwise the eyeball may move
03:02when the eyelid is posed.
03:03So I am going to drag from the eye to one of the solid points on the horns.
03:08Let's go back down to the Contact sub- palette and let's store that first contact point.
03:14Now let's do it another time to another solid point, let's store that one and
03:20then just one more time.
03:23When we are doing the lower teeth, the tip of the jaw is a good place to connect
03:27with, because it's going to move very rigidly.
03:30Go ahead and do this for all the other SubTools.
03:33After posing the body, we'll come back to this palette and hit Apply.
03:37That's going to make the SubTools follow along with their contact points, but
03:40for now we are ready to start posing the body.
03:43I like using contact points to pose my SubTools most of the time.
03:46There are alternatives like a plug-in called Transpose Master, but it tends to be buggy.
03:51If your model has SubTools that need to bend with the body like clothing, you
03:55can also manually move, rotate and pose them.
03:58In the next movie, we'll actually be posing and making these SubTools move
04:03according to their contact points.
04:04It's going to save a lot of time, because by using contact points, we won't have
04:09to move these SubTools manually back into place.
Collapse this transcript
Posing with transpose tools
00:00The Transpose tools in ZBrush are very useful for posing.
00:03You can select which parts of the body you want to move and then insert a
00:07Transpose Manipulator.
00:09When you rotate the manipulator, it bends the joint, kind of like a bone
00:13underneath muscle and skin.
00:14It just requires getting used to a few new tools and procedures.
00:18So let's learn how to do it.
00:19We are going to load two Exercise Files in this movie;
00:22first the unposedmodel.
00:23So let's go to File > Open and let's navigate to our Exercise Files > Ch_10 >
00:30Folder 10_03, all right, I am just going to hit F to zoom out.
00:35Now let's load in the posed ZSpheres.
00:38Go to the Tool palette and load in the posedzspheres.
00:42Now let's go back to the first model we brought in.
00:45We need to append the posedzspheres to that tool.
00:47So let's go to SubTool and click Append and bring in the posedzspheres. All right!
00:54Go ahead and select your main Dewhopper body and we don't need to see any of the
00:59other SubTools right now.
01:01So I am just going to hide all of these so that we just see the ZSpheres and the body.
01:06Now let's see the Floor.
01:08I am going to turn on this Floor here, so now we can align the body with
01:11the floor more easily.
01:13Something else I want to do is turn on Transparency, so that we can see the
01:17ZSpheres through the body.
01:19So go up to the Transform menu and turn on Transparency.
01:25Now we are ready to start posing the body.
01:28Just like posing the ZSpheres, you want to start by rotating and moving the
01:32whole body, so that the hips are angled just like the posed-version.
01:36So let's look at this from the Top view.
01:37I am going to hold on Shift, so it snaps to a perfect Top view and I am going
01:41to pick the Rotate Transpose tool and I am just going to click and drag out
01:45here from the hips.
01:47Now I can rotate this and it's going to rotate from the pivot point of
01:51that Transpose tool.
01:53Let's look at it from the front.
01:55So I can also rotate it a little bit at this angle and maybe I can pivot from behind.
02:01I might want to draw out another manipulator, so I can see it more easily,
02:04and just rotate it until the core of the body aligns closely with the posed ZSpheres.
02:11Let's see from the side.
02:12Yeah, it looks pretty good.
02:14Maybe I can rotate just a little bit.
02:19Now let's pose the limbs.
02:20We are going to move from the center of the body outwards.
02:24The extremities should be the last thing that you pose.
02:27The Transpose tools come with a special way to create masks.
02:31In addition to painting masks like usually in draw mode, you can create masks
02:35that follow the direction of limbs.
02:37It makes more sense if you just see it in action.
02:40I am going to hide the ZSpheres for a minute just to make this easier to see.
02:45Now let's zoom in on the hips.
02:48Now with one of the Transpose tools active, you want to hold down Ctrl and then
02:53click and drag along the limb, and what you see is a mask that kind of wraps
02:59around the limb, so you want to get that order of the mask kind of right at the
03:04center of the bending part of the joint, and then just release.
03:08This technique is a lot faster for selecting limbs than painting the mask by hand.
03:13Now we need to reposition this manipulator, so that it's more closely aligned
03:17with where a bone would be.
03:19So you can just grab the outer ring of this manipulator and just position it
03:24where a bone might be.
03:25Let's see from the Top view, it looks pretty good, okay, cool!
03:29So let's bring back the posedzspheres so that we can see where we need to move this.
03:34When you want to rotate the joint, all you have to do is click and drag on the inner circle.
03:38Let's see how this looks from the side view, all right, pretty close.
03:46It can feel clumsy at first, but once you get the hang of masking and
03:51positioning manipulators and rotating them, posing with Transpose will be
03:55a great way to work.
03:56You can also modify the transposed masking to get a better result.
04:00Let's do an example with the tail.
04:02I am going to move so that I can see that more easily.
04:06So I am going to hold down Ctrl while I click and drag.
04:10So it's creating a selection around the tail.
04:14Now once the mask is made, you can smooth it, if you hold down Ctrl and
04:18just click a few times.
04:19I am actually going to hide the posedzspheres just to make that easier to see.
04:25So it smoothes a little bit each time you click.
04:28It might not be very apparent, but you might be able to see now that this mask
04:33is much blurrier than it used to be.
04:35Okay, now let's rotate the tail.
04:37I am going to click and drag and just create a pivot point here and now we can
04:43drag up here and rotate the tail around, so let's say we move it down here.
04:47You might need to create a few different manipulators.
04:50You can also rotate if you click and drag in the middle here.
04:53It's kind of like twisting it.
04:57You can also use transpose manipulations with hand-drawn masks.
05:01So let's go into Draw mode and I am going to clear the mask, holding down
05:04Ctrl+Shift+A. Now let's go paint a mask on the lower jaw.
05:09Let's look at it from a different view here.
05:21Now let's invert the mask.
05:22I am going to go down to Masking and just click Inverse, because we want to move
05:27the lower jaw and now let's place a manipulator in there.
05:31Go to Rotate and let's just draw a manipulator out.
05:33Now we can go ahead and lower that jaw down.
05:41So I would probably spend a good several hours doing the posing on this
05:45character making sure that the masking is done nicely and that the poses look natural.
05:51Posing limbs with transposed masking and rotation is a great way to put some
05:55dynamism and action into the pose.
05:57I use it all the time to reposition limbs and even to use it as a way of
06:01modifying a character design.
Collapse this transcript
Polishing the pose
00:00Now that the body has been posed, we can use the contact points that we set up a
00:04few movies ago to snap the subtools into place.
00:08Let's open up our SubTool palette and select the tailspikes.
00:13Now let's scroll down to the Contacts palette.
00:16You can see because these three contact points have been grayed out.
00:19That means that there are already contact points stored in those locations.
00:23One strange thing you have to do before applying the contact points is increase
00:27the Strength to 100.
00:29This means that it will move the tailspikes 100% of the way between their
00:34original position and the new pose.
00:36I'm not really sure why you'd want it to go anywhere other than that, but that's
00:41one setting in ZBrush.
00:42So always set this to 100 and click Apply.
00:45It looks great, let's do that to the others.
00:50Selecting one of the eyes, change the Strength to 100, and click Apply.
00:58EyeRight, Strength is already at 100 and click Apply.
01:02Let's do the teethlower, Strength to 100, and Apply, teethupper, Strength to 100, and Apply.
01:17If you decide that you want to pose the body some more after snapping the
01:20subtools, you'll have to delete the contact points by clicking Del three times.
01:26Then, you can redraw contact points just like we did before.
01:30After that, you could pose the body some more and then reapply the contact points.
01:34So, for that reason, I usually like to make sure that the positions of all the
01:37limbs are finalized before snapping the subtools to the body.
01:41But, even if you do decide to make some changes, it's not the end of the world.
01:45It doesn't take all that much time to re-setup contact points.
01:48Using Contact to pose subtools is clearly faster and more accurate than trying
01:53to position them all by hand.
01:54It can be really satisfying when it all comes together.
01:57Let's check out the dewhopper and its finished pose with all the
02:00subtools applied.
Collapse this transcript
Finishing touches in ZBrush
00:00Anytime you create complex 3D models, there is always going to be finishing touches.
00:05That's certainly true in this case.
00:07We've got several loose ends to tie up.
00:10We have got to fix some fine-tuning to the pose and we have to integrate the
00:13pose with the Maya scene.
00:15First, let's fix up some posing issues.
00:18The Transpose tools have been great for positioning all the limbs in the right place.
00:22However, it often needs a little extra work to get everything looking right.
00:26For example, I want to zoom in on one of the hind legs, and take a closer look.
00:34You can see that the way we bent this limb, is part of the calf is
00:38intersecting with the thigh.
00:40In this case, the calf and hamstring muscles should press up against each other
00:44rather than just sticking through each other.
00:46So the Move Topological Brush actually works really well here.
00:50I am going to hit B+M+T and you just want to get yourself back in a sculpting
00:53mindset, and just kind of push things until they fit correctly.
01:02Something else that's useful here is the masking portion of the Transpose tools.
01:07So I can hold down Ctrl and click-and- drag while in any of the Transpose tools.
01:11That way, I can mask off just one side of this joint.
01:14I can go back into Draw, and I can adjust the position of the calf muscle
01:18without interrupting the position of the hamstring.
01:25I can just invert the selection.
01:26If I go to the Masking palette, click Inverse, now I can adjust just the hamstring.
01:38Okay, let's look at another issue.
01:39I am just going to clear the mask by hitting Ctrl+Shift+A. I want to zoom in on
01:44the front left foot.
01:49It's pretty good, but you can see that the toes feel a little soft, and round,
01:53and also some of the angles got a little crooked when posing.
01:56Let me just subdivide the model a few times by hitting D. So you can use the
02:00Move Topological Brush here as well to just kind of move things back into place.
02:09Also, looking at these drawings from the side, they look a little soft, and mutantly.
02:13So I want to adjust them to make them look a little bit more firm, kind of
02:17like there is a rigid joint inside of each one rather than looking kind of soft and rubbery.
02:21I just want to change my brush size here to get a little more fine-tuned
02:29application of this brush;
02:30maybe a little bit bigger here.
02:39So you want to get back in a kind of sculpting mindset now, just making
02:47things look good in pose, maybe define some of the knuckles here a little bit more clearly.
02:53Okay.
02:53So now that I've pushed things around, the joints are starting to look a lot more solid.
02:57I would definitely want to spend longer than just a few minutes on this in order
03:01to make the model look its best, but let's move on to the next step.
03:05I want my pose presentation renders to have just a little extra kick of detail.
03:10For that, we can send the second SubDivision Level of the body back to Maya
03:14instead of the lowest SubDivision Level.
03:16So let me just hit Shift+D to go down to the lowest SubDivision Level and let's zoom out.
03:24So the model looks pretty decent at this SubDivision Level, but if I hit D one
03:29time and go up a SubDivision Level, you see that we just get an extra amount of
03:32detail out of the model.
03:34So we're going to send this back to Maya instead of the lowest.
03:37So let's go to the Geometry palette and click Del Lower.
03:42This is going to make the current SubDivision Level the new lowest level.
03:45So this is the level that gets sent back to Maya when we use GoZ.
03:51Okay, let's open up the Exercise File for Maya now, going to File > Open and
03:57we need to go back to the Desktop > Exercise Files > Ch_10 > folder 10_05 finishing.ma.
04:08Here, we have everything just as we left it in the texturing chapter.
04:11Now, we are going to go ahead and delete the dewhopper objects because they are
04:16going to be replaced with what we send back from ZBrush.
04:18Let's go ahead and delete the tailspikes, the eyeball, the teeth, the body.
04:26Now, let's go back to ZBrush and use GoZ, slide up in your Tool palette and
04:30let's click All to send all of the subtools. All right!
04:33It looks like it worked.
04:36The final tweaking of the pose actually takes a long time.
04:40I usually spend at least a few hours fine-tuning the joints and working out any
04:44last-minute details.
04:46It's this final polish that can really help a model look its best.
Collapse this transcript
Finishing touches in Maya
00:00Now we just need to reapply the shaders to all the different body parts, so
00:04it's looks like our top teeth are currently selected, let me just zoom in and
00:11closer, so I can select that, and hold down the Shift to select the bottom
00:15teeth, and then in the materials, just hold down the right mouse button and
00:19Assign Material To Selection.
00:20All right let's do the body now, and then hold down the right mouse button and
00:25Assign Material To Selection, just a little note, in the viewport the skin
00:29shade is always going to look red, because the viewport can't display the sub
00:33surface scattering.
00:34And now for the eyeball, let's apply that Eye Shader, let's go around to the
00:41other eyeball and actually we can just hit G to apply the last function that we
00:46just did, and there's one more to do, tail spikes and that actually has the same
00:52shader as the body, so just going to hold down the right mouse button and Assign
00:55Material To Selection.
00:58Now when we used GoZ it actually created a few shaders that ZBrush sent over
01:03Maya, we can delete those by going to Edit > Delete Unused Nodes.
01:09We just want to get rid of those shaders, because they will just be in the way now.
01:12Okay, now let's position the ground plane, so that the feet are resting
01:15perfectly on top of it.
01:19Now I want to be able to move the ground and the rim around it at the same time,
01:23so actually I'm going to parent them together.
01:26So select the rim and then Shift+Select the ground and hit P. What this does is
01:32it connects that rim to the ground, so now if we select the ground;
01:36it also selects the rim, now we can move the two of them together.
01:40So I'm going to go into Move mode by hitting W and let's just slide this down to
01:43the feet are resting right on the ground, let's zoom in so I can see this
01:47better, let's zoom out and see how this looks.
01:56I think the ground is actually too big;
01:58it's making the Dewhopper look kind of small in comparison, so we can shrink the ground down.
02:02I'm going to select the ground, hit R to go into Scale mode and let's
02:05just shrink this a bit.
02:09Now we might have to position it a bit more to be perfectly aligned with the feet, and OK.
02:15Now let's deselect the ground to see how that looks.
02:17Now there are a few places where the feet might be slightly off the ground or
02:22even the feet penetrating with the ground, so let's fix this up with some soft
02:26selections, go ahead and click the ground and then I'm going to hold down the
02:30right mouse button and go into Vertex mode.
02:33Now let's select the Vertex down here by this foot and we're already in Soft
02:38Select mode, but I want to increase the size of the soft selection, so just the
02:42B key and then click and drag, and we'll scale the size of this fall off.
02:46Now we can position the ground just under this one foot by moving it up or
02:49down, so I just want to move it down enough, so that that foot is not
02:53penetrating through the ground.
02:54All right, let's see how it works with the other feet.
02:56It looks like this one is floating above the ground just a little bit, so I'm
03:00just going to select the Vertex underneath the feet here, and has moved the
03:04ground up a little bit and let's see about the last foot.
03:12Actually that one is pretty good;
03:13I am going to leave that one where it is.
03:15Finally, let's parent all of the Dewhopper objects to the body, so that if we
03:19want to move the body anywhere, all of those eyeballs and teeth and tails spikes
03:23will go along with it.
03:25So I'm going to select the tail spikes and Shift+Select the eyeball and let me
03:30zoom in closer so I can get that, Shift+ Select the teeth and let's get that last eyeball.
03:35Finally, I am going to select the body and when I hit P, everything is going to
03:42get parented to the last thing that was selected.
03:44So now if I select the body and move it anywhere, everything else is going to go
03:48along for the red, go ahead and hit Z to put that back where it belongs.
03:52Now let's parent the body to the ground, so we've got the body with all
03:56those SubTools selected.
03:59Now if I hit Shift and click the ground, now we've got everything selected.
04:03I'm going to hit P again, so now everything is parented to the ground.
04:08This will make it easy to spin the whole thing around for a turntable animation,
04:13so if I just hit E to go into Rotate mode, you can see we can rotate everything
04:16together as one, so just hit Z to Undo that.
04:20The finishing phase of modeling is important for the final presentation and
04:24usually takes a lot longer than just a few minutes that we spent here.
04:28It's about fixing up little things like object intersecting each other and
04:32tweaking the last few details, so that they will look just right.
04:35Every project is different and will have unique adjustments to make at the stage.
04:39They say that the last 10% of a project takes 90% of the time and that's
04:44definitely true when making digital creatures.
Collapse this transcript
11. Rendering
Fine-tuning lights and render settings
00:00So far things like render quality, light samples and shadow detail have been
00:05kept low so that we could do fast test renders.
00:09Now it's time to get final render quality, so we need to start turning up the settings.
00:13We'll be hitting lots of little things in this movie, but the main concept to
00:17keep in mind is to only make one change at a time.
00:20We'll be doing a test render after every setting that we change.
00:24If you change several things at once and then the render doesn't come out
00:27right or it takes too long, you won't know which setting it was that caused the problem.
00:32By changing just one setting at a time, you get a better understanding of what
00:35they do, so let's start with our Render settings.
00:38I'll go up and click this button.
00:40We want to change the image size to 720 HD, so let's scroll down and set the
00:48image size and from Presets, let just scroll down a bit here and find HD 720.
00:54This will give us higher resolution renders than the default.
00:58Now let's do a render and see what we get.
00:59Okay, let me move this over here so we can see more of the render, okay, let's
01:06save this image, so that we can compare it with any future changes that we make.
01:10Okay, close the Render window and let's go back to our Render Settings.
01:15The next thing I want to change is the quality preset, so click the Quality tab.
01:20Let's open up the Quality Presets.
01:21I'm just going to click and come down to Production as you may notice a few
01:28different things changed.
01:30The Min Sample Level went from -2 to 0, the Max Sample Level went from 0 to 2
01:38and the Filter went from Box to Gauss.
01:40The explanation of what these settings do is very technical and beyond the
01:44scope of this course.
01:45In simple terms the changes increased the amount of detail that goes into every
01:49pixel of the render.
01:50Now there's one other change to be aware of, let's open up the Indirect Lighting tab.
01:55The production quality preset doesn't include final gathering by default, so we
02:00need to go and turn that back on in order to get the bounce to light effects.
02:04Now let's do another render to compare.
02:06All right let's save this image and compare with the previous one, you might not
02:14be able to see quite so much of a difference right here, let me zoom in closer,
02:20so there's several things to notice here.
02:22The new render is much cleaner and less noisy;
02:26edges are smoother and not so blocky.
02:29In addition to being better looking, the new render also takes about twice
02:32as long to compute.
02:34So 2 minutes and 43 seconds for this one and minute and 3 seconds for the previous one.
02:40Now that number is going to very greatly depending on what kind of computer you have.
02:44So in this new render you can see that some of the shadows are still kind of grainy.
02:48For example, right back here on the rim;
02:50it looks kind of noisy, so let's fix that up.
02:53We've already saved this rendered, so I'm going to go ahead and close this window.
02:56I want to close the Render Settings for now and let select the Keylight.
03:03In it's attributes I'm going to change its Shadow Settings.
03:06I am going to slide this down, so we can see more of the attributes and let's
03:09open up its Shadow Settings and let's scroll down to the Shadow Rays.
03:15I want to change this from 8 to about 30, so that we will have more detail in our shadows.
03:21Now let's open up the Render view, but not do a render yet.
03:25So this button right here will show us the previous render.
03:27There is a little trick that will help speed things up.
03:30What you can do is just click and drag a box over a portion of a render.
03:35Now if you click this Render region button, it will only render that small
03:39section and it will go a lot faster.
03:43If you only need to see a small part of a render for comparison, this will save
03:47time by not having to render the whole image.
03:49All right, it finished, let's save this image and let's zoom in to see what changed.
04:04Okay, so notice especially right about here when I flip between the two images,
04:07there is a definite change in the graininess of that shadow.
04:11The setting of 30 turned out to be pretty good for the situation.
04:15Depending on what you're doing, you may want to go higher.
04:17Remember the blurrier the shadow, the more shadow raise you need to make it look smooth.
04:23A sharp shadow doesn't need as much, and a setting of 30 may slow down your
04:26renders unnecessarily.
04:28Now it looks like there's still a lot of graininess in the rim, let's close the
04:32Render view and see if Ambient Occlusion has anything to do with that.
04:35Let's go into the hyper shade and open our Textures tab, and let's scroll down
04:39until we find the ambient occlusion node, here we go.
04:43Let's try doubling the samples to 32.
04:50Basically this number is just going to increase the number of competitions
04:53that go into calculating the ambient occlusion, thereby making it smoother, so
04:58let's see what happens.
05:00Again, let's open up the previous render and we'll just select a smaller box
05:05right now, since we don't need to see the shadow from the Keylight and let's go
05:09and click Render region.
05:10All right, let's zoom in on it and let's store this render and I'm just going to
05:19flip between it, okay.
05:23The graininess is almost gone.
05:25It may not be worth it to try to get rid of all graininess, you have to balance
05:29quality with render times.
05:32If you bump up all the settings to 10 times the default, you might have
05:36perfectly smooth renders, but they would also take so long that it might not be worth it.
05:41Now let's render the whole thing.
05:43I want to zoom back out by clicking the 1:1 button, so it displays the image at
05:47real size, and now let's click the Full Render.
05:51Let's compare this final render with the first one that we did, so that we can
05:55directly compare the difference.
05:56I'm going to save this one and then let's go and delete the
06:00intermediate renders.
06:02So let's see, here's the first one, let me go to the second one that we made and
06:06just click the trash can, and click the trash can a few more times, until we
06:11have deleted all the first and the last.
06:13All right, let me zoom out of this render, so I can see how long it took.
06:19It's kind of hard to see this number right here.
06:21Okay, 4 minutes 7 seconds for the last one, and 1 minute, so about four times as
06:27long to get the extra detail out of this image, let's zoom in to just see how
06:32much better the detail is.
06:36Okay, so it's grainy and blocky here, and it's smooth and clean here.
06:40I don't turn up Render Quality until I get close to the end of a project, this
06:45is because I don't want to wait forever to renders while I'm setting up lights
06:49and testing out textures.
06:51Again the other big thing to remember is to turn up Render in Shadow Settings
06:55one at a time so that you know exactly what effect it has on the render.
Collapse this transcript
Batch rendering a turnable animation
00:00One presentation render is great, but to really show off your work you'll want
00:04people to see it from all angles.
00:07A turntable is an effective way to get this done.
00:10We'll be using simple keyframe animation to turn the model around.
00:13I want the turntable animation to take place over 300 frames.
00:17The exact number isn't all that important, but 300 frames is about a good amount
00:22of time to make the turntable turnaround.
00:23So let's go down here and double- click and put 300 into this box.
00:29This changes the playback range to 300 frames.
00:32So right now we're on the very first frame, which is good, and let's click on the ground.
00:38Everything is parented to the ground, so all we need to do is rotate the ground
00:42and everything else will rotate along with it.
00:43Now let's go to the Channel box, so we can see the translation options.
00:47Now we want to rotate this in the Y- axis, so I'm going to hold down the right
00:52mouse button and go up to Key Selected.
00:56Notice that this turns red that means that there is currently a keyframe on this
00:59frame and over here there's a red tick, which means that there's a keyframe here
01:03as well, and we just need to go to the last frame and we need to change the
01:08rotation value to 360 degree.
01:12Now I want to put a keyframe here as well, so hold down the right mouse button
01:15on Rotate Y and go up to Key Selected.
01:17All right, let's deselect the ground and see if this worked, go ahead and hit Play here.
01:26Looks good, let's just bring this back to the first frame.
01:29There are a few more things to setup.
01:32Let's go to the Viewport menu and go down to Camera Settings and click
01:35Resolution Gate, Camera Settings and Resolution Gate.
01:44This helps you to see exactly what will be rendered.
01:47Now let's scrub through the animation.
01:52This helps you to make sure that during the turntable, everything stays in frame
01:56for the whole cycle.
01:57Now it looks like right about here the tip of the tail just touches the top of
02:01that, and that's kind of awkward, so I want to zoom the camera out just a little
02:04bit so that that doesn't happen.
02:05All right, that's looking better.
02:12Now notice when you click Play, it goes kind of fast.
02:17That's because it's not playing back in real-time.
02:20So I'm actually going to right-click on the Play button, go to Playback Speed
02:25and go to Real-time, now let's see what happens.
02:30Okay that's a much more natural speed.
02:37We're going to be rendering out a sequence of images for the animation with
02:40each frame in a separate numbered file, so let's go to our Render Settings to set that up.
02:47In the Common tab, let's give the renders a name.
02:50So under File Output, I'm just going to click in this box and call it turntable.
02:55It could be called anything really.
02:58And the Image format, I want to change this to PNG, I like PNG because it has
03:05lossless compression and it also gives you transparency.
03:08Now let's click on Frame/Animation extension.
03:11This is basically where you can pick from a series of options that combines
03:15the name with the frame number, and it really doesn't matter exactly which one you choose here.
03:21I kind of like this one because you get the name, which will be turntable, then
03:25underscore and then the number of the frame.
03:28It's just easy to keep track of this way.
03:30And then I like to change Frame padding to three.
03:33Now watch what happens up here when I change Frame padding.
03:38This makes it so the frames will be in order, if you look at them in your
03:42Windows Explorer or in your Mac Finder.
03:45Okay, further down let's look at Frame Range.
03:47We want to render the entire turntable, so we want to start at frame 1, which is
03:51good, and let's end at frame 299.
03:55Now we're not going to render all the way to 300, because after the 360 degree of
04:01rotation, the last frame is the same as the first.
04:04Okay, all the other settings should be good.
04:07I just want to look at one other thing.
04:09Up here at the path, this is where the renders are going to be placed.
04:14You want to keep note of where this folder is, so that you can go find your
04:17renders when they're done.
04:18This path will probably look different on your computer than it will on mine;
04:22unless your name is also Ryan Kittleson, then it might be the same.
04:25We're ready to close out of Render Settings.
04:27We need to switch from the Polygon menu set to the Rendering menu set, and let's
04:33go up to Render menu and go down to Batch Render.
04:38Now notice down here it says that it's rendering with mental ray.
04:41Batch Renders actually start a separate program that runs in the background to
04:46render the sequence.
04:47If you want it at this point, you can even shut down Maya, while mental ray
04:51renders to save memory.
04:53As it renders, you'll get a status update of the progress of each frame, you
04:57could also go look in the folder where it is saving the images in order to make
05:01sure that everything looks good.
05:02If there was a problem, you could cancel the Batch Render by going up to the
05:06Render menu and clicking Cancel Batch Render, then you can fix whatever the
05:10problem was and try again.
05:13Depending on how faster your computer is rendering all these frames could take a
05:17few hours to a few days.
05:19I usually start Batch Renders at the end of the day before I go to bed.
05:22Nothing like waking up to the smell of fresh renders in the morning.
05:26In the next movie we'll be picking it up with all the renders ready to
05:29work within Photoshop.
05:30Turntable animations are a great way to present your work.
05:34The 360 degree view, lets people see exactly what you've been working on.
05:38It is good to show turntables to clients, coworkers, and supervisors;
05:42so that they can all bask in the glory of your hard work or terror to
05:46shreds, one of the two.
Collapse this transcript
Polishing the renders in Photoshop
00:00Here in the Exercise Files we've got a series of almost 300 images that Mental
00:05Ray rendered hot and steaming on my hard drive.
00:08Let's use Photoshop to combine them into one movie and also do a little
00:12adjusting to make them look even better.
00:14With newer versions of Photoshop you can do basic video compositing without ever
00:19having to go to After Effects or any other video program.
00:22So let's go to Photoshop.
00:23I am going to go to File and Open and let's navigate to our Exercise Files,
00:29Chap_ folder 11_03, and just select the first one in the series.
00:36Now we need to tell Photoshop that this is an image sequence, so let's
00:39click Image Sequence.
00:40All right, let's open it up.
00:42Now Photoshop asks us what frame rate we want to use, 30 is fine I'm going to hit OK.
00:49So we've got our render here.
00:50You can tell this it's in animation layer rather than a normal layer, because of
00:54this little film strip icon here in the Layers palette.
00:57Let's open up the Animation palette so that we can actually view the animation.
01:01Let's go to Window and click Animation, so we get a little time slider down
01:06here, we can click and drag to this and see the animation.
01:16Let's put a background color in here to make this more interesting.
01:18I want to create a new layer and let's move it down below our animation.
01:25Let's make a gradient rather than a solid color, so I'm going to pick a
01:28foreground and a background color, oh I don't know, maybe I'll pick a green out
01:33of our Dewhopper's eye. Yeah, that's good.
01:38And let's do the other colors as well, may be a lighter green for this one, and OK.
01:44So we've got two shades of green here in our foreground and background.
01:49I'm just going to go up to the Paint Bucket and hold down the mouse button so I
01:54can select the Gradient tool.
01:56Now I'll just click and drag to draw out a gradient.
02:00Feel free to experiment with different colors or different directions of the
02:03gradient, whatever you like.
02:05We can also adjust the animation as if it were any regular layer.
02:09For example, I'm going to use curves to adjust the brightness.
02:13So let's make an adjustment layer.
02:14Let's click in our Adjustment Layers and go and pick curves, and then I want to
02:20open up my Layers palette just to make sure that the Adjustment Layer is above
02:23the Dewhopper, because the Adjustment Layer is only going to adjust layers below it.
02:28So let's go back to the Adjustments, now we can make the image brighter or
02:32darker by clicking and dragging on this gradient here.
02:36So if we want to bring a little bit more of a contrast into the image, what we
02:40could do is drag up on the bright part of the image and then make another
02:44adjustment and drag down in the dark part of the image.
02:46Now sometimes you have to do this;
02:49I actually setup the lights so that there's a pretty nice range between light
02:52and darkening image, so I don't actually have to adjust this too much.
02:59It's also a lot faster to adjust things like this in Photoshop, than it would be
03:03to tweak settings of a light and re-render in Maya.
03:07When you're happy with how it looks, you can render out of video, let's go to
03:11File > Export > Render Video.
03:18Okay, so let's give it a name, I'll just call it turntable and we want to select
03:23a place to save it to, so Chapter 11, 11_03 should be fine.
03:28You can also choose a file format and a video codec;
03:32video formats in codecs are a whole course, all their own.
03:36However, for most purposes I get pretty good results with a QuickTime movie and
03:41the H.264 codec, so let's click on Settings and make that happen.
03:46Okay, so we get some video settings here, I'm going to click Settings again, and
03:50Compression Type, let's click the drop-down and pick H264.
03:55Everything else should be pretty good;
03:57I'm going to click OK.
03:57All right, and let's click OK again, and now click Render.
04:02It might take a few minutes to do, but it's not going to take nearly as long as
04:08it did to do the Batch Render.
04:09Now here comes the most exciting part of the whole process for me.
04:13Opening up the freshly exported video file, is like Christmas morning all over again.
04:18So let's go to our exercise files, and let's see up at the top, we've got
04:24turntable, let's double-click and play it.
04:31Let's see, let's view it full-screen.
04:37Now you've got something that you could send to friends or relatives or post to
04:40YouTube, or even if you're brave enough, show a client.
04:44If you're anything like me, you'll obsess over every detail and see about 3000
04:49things that you'll want to change. That's okay.
04:51You can rework textures in ZBrush and re-export maps to Photoshop;
04:55you can adjust the pose and the lights as much as you need to, in order to get
04:59the results that you're after.
05:01Photoshop is a great tool to use at this stage of the process, you can adjust
05:05colors and brightness almost instantly, rather than waiting for renders every
05:09time you want to tweak something.
05:11It's also very convenient that it has simple video capabilities built into it,
05:15so that you don't have to use other programs for this type of work.
Collapse this transcript
Conclusion
What's next?
00:00You have reached the end of the Digital Creature Creation process in ZBrush,
00:04Maya and Photoshop, but there are so many great places to go from here.
00:09lynda.com offers lots of great courses to help you on to the next level.
00:14You can learn more about animating the Dewhopper with Character Animation
00:17Fundamentals with Maya, or you can learn how to put it into a game, with Game
00:22Character Creation in Maya.
00:24You could also create an environment for the Dewhopper to live in, with Maya 2011:
00:28Creating Natural Environments.
00:29There are also lots of great communities online where people are helping each
00:33other with the finer points of sculpting in ZBrush, such as zbrushcentral.com.
00:38You can also learn more about Autodesk products like Maya, by going
00:42to area.Autodesk.com.
00:44Thanks for watching this course.
00:46I hope you gained some insights into creature creation that will benefit you
00:50for years to come.
Collapse this transcript


Suggested courses to watch next:

Maya 2011 Essential Training (9h 8m)
George Maestri

ZBrush 4 Essential Training (2h 57m)
Ryan Kittleson


Photoshop CS5 Essential Training (11h 15m)
Michael Ninness

Maya 2011: Modeling a Character (3h 3m)
Ryan Kittleson


Are you sure you want to delete this bookmark?

cancel

Bookmark this Tutorial

Name

Description

{0} characters left

Tags

Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading
cancel

bookmark this course

{0} characters left Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading

Error:

go to playlists »

Create new playlist

name:
description:
save cancel

You must be a lynda.com member to watch this video.

Every course in the lynda.com library contains free videos that let you assess the quality of our tutorials before you subscribe—just click on the blue links to watch them. Become a member to access all 104,069 instructional videos.

get started learn more

If you are already an active lynda.com member, please log in to access the lynda.com library.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Access to lynda.com videos

Your organization has a limited access membership to the lynda.com library that allows access to only a specific, limited selection of courses.

You don't have access to this video.

You're logged in as an account administrator, but your membership is not active.

Contact a Training Solutions Advisor at 1 (888) 335-9632.

How to access this video.

If this course is one of your five classes, then your class currently isn't in session.

If you want to watch this video and it is not part of your class, upgrade your membership for unlimited access to the full library of 2,025 courses anytime, anywhere.

learn more upgrade

You can always watch the free content included in every course.

Questions? Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com.

You don't have access to this video.

You're logged in as an account administrator, but your membership is no longer active. You can still access reports and account information.

To reactivate your account, contact a Training Solutions Advisor at 1 1 (888) 335-9632.

Need help accessing this video?

You can't access this video from your master administrator account.

Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com for help accessing this video.

preview image of new course page

Try our new course pages

Explore our redesigned course pages, and tell us about your experience.

If you want to switch back to the old view, change your site preferences from the my account menu.

Try the new pages No, thanks

site feedback

Thanks for signing up.

We’ll send you a confirmation email shortly.


By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked