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Androids started appearing in science fiction over a hundred years ago, and have since evolved from robotic machines into more fully humanoid shapes. With modern 3D modeling tools like ZBrush, it's easier than ever to create a realistic looking android that bridges the divide between man (or woman) and machine. In this course, Ryan Kittleson teaches you how to model a female android with ZBrush's powerful modeling and sculpting tools. He shows how to start with a basic model and refine and stylize the anatomy. Then you'll learn how to concept machine-inspired parts like vents and wheels; create clean, hard edges; refine delicate areas like hands, feet, and joints; and add finishing details like seams. In the end, you'll put the android into an action pose and create a rendered turntable video that shows off your model.
As it is now our model is a very natural human form, and that's great for a lot of sculpting work. But we need to turn her into an android. As you can see she's got a lot of fleshy organic details that need to be removed so that she can look manufactured. In this video, I'll go over some ways of making her look less natural and more like she came off an assembly line. One easy thing you can do right off the start is to just smooth out all those organic details. So I'm just going to hold down Shift, and just smooth out anything that looks fleshy or sort of based on musculature or like skin or anything like that.
And we're actually not going to have ears, so I'm just going to shrink my brush size here. And just smooth out those ears. I just want to remove any sense of fleshy organic details. There's probably a little bit more I could do, but let's move on. Something else I want to do is stylize her pose a little bit. What I want to get is something a little bit more stylized. So, I want a really nice rounded back. So, what I want to do is get the move topological tool, BMT. And, let's just make this shape of the back kind of nice and rounded out.
Now, what actually might happen is it might kind of stretch out the proportions a little bit, but we can always adjust that later. I don't want to get any specific details at this point. I don't want to spend too much time, you know, making everything look perfect, but I do want to kind of get the general shape into position. Okay, and let me move those legs up a little bit. want to go and get the Move Transpose tool. Just going to mask it off in the middle there, and then let's just blur that a little bit. And we can move by grabbing the middle of the manipulator tool. I'm just kind of moving that up a little bit. Actually, let me try to rotate that a little bit too, I want to get those legs coming forward a bit more.
I'm just going to clear my mask now. And it left a little bit of a weird seam there, so I'm just going to smooth that out. Maybe use Move and kind of adjust that shape a little bit. There's definitely more that I could do here. But this kind of gives you a direction of the type of adjustments that I'm making here. So let's move onto something else. The next thing I want to do is make sure that I've got a model that's detailed enough for the sculpting that we're going to do to it. So let's subdivide the model. Hit Ctrl+D. Now you'll notice our active points. This is how many vertices are in the model. And what we want to get is something in the range of about four to eight million.
So I'm just going to hit Ctrl+D a couple more times. This is probably pretty good right here, it's about, just under four million. I find that if you do too much, you go over something like eight million, then your computer might start to slow down, and it'll just become very difficult to work with your model. But if you don't have enough polygons in your model, then you're not going to have enough detail to make all the fine details that you want to make. Finally let's tighten up a few of the creases. I'm going to get the DAM standard brush out. So let's hit b, d and then s for the DAM standard brush.
Now this brush is really cool cause it makes nice creases. So we can actually use it. In areas like this and I, it's a little bit out of control right now. So I'm going to bring down the z intensity a little bit. And it also kind of made dots. So, one thing you can do is shrink the brush a little bit. Let's see how this helps. Okay, not too bad. Maybe we need a little bit more intensity then that. And maybe just define a little bit of sharp edges. Just help define the shapes a little bit more. What we have here is a, kind of clean, very smooth, doll type body. We're in a good place to start designing the mechanical parts of the Android.
Since we've got rid of all of the fleshy, organic parts, and we've kind of tweaked the shape to be a little bit more stylized. There's definitely more that you could probably do at this stage. Feel free to continue adjusting the overall proportions to get something that matches your vision of what the android should look like. Don't get into any fine details yet, we're just looking at the overall shape.
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