Join Ryan Kittleson for an in-depth discussion in this video Making an eyeball, part of Digital Creature Creation in ZBrush, Photoshop, and Maya.
The eyes should be simple enough to make.…They are spheres after all.…However, there are some tips and tricks that I will show you to help you get…the most out of them.…Now you might think of starting by making a sphere.…So let's go to Polygons and select the Sphere Primitive.…And I will just zoom out so we can make a sphere here.…And that can work all right, but let's try something a little better.…Let's start with a box.…So I am going to select the box and just drag one out here into the grid.…I want to change the size of the box by going into the Channel Box.…
Going down to its polyCube1 INPUTS, and just changing the Width, Height and…Depth to 1 each so it's an exact cube.…Now let's smooth it a few times.…I am going to put on smooth and let's go down to the Smooth input here and…change the Divisions to 3 so we get a nice smooth cube.…It may seem counterintuitive but a box is going to be better than a sphere.…Smoothing a cube results in a sphere, but with one big difference, the…Topology, so I am going to select this sphere as well and we can compare the difference here.…
- 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
Skill Level Intermediate
Photoshop CS5 Essential Trainingwith Michael Ninness11h 15m Beginner
1. Preparing Your Workspace
2. Designing the Creature
3. Basic Sculpting in ZBrush
4. Basic Modeling in Maya
5. Creating Topology for Animation
6. Creating the UV Layout
7. Creating a Pedestal Environment
8. Lighting and Shading
10. Posing the Model
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