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UK Online Training Centre

Thank you for your interest in "Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8" Course

This is a very fast pace course crammed with tips and tricks, please be aware this is an intermediate to advanced course we cover a lot and at speed.

Read more

Thank you for your interest in "Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8" Course

This is a very fast pace course crammed with tips and tricks, please be aware this is an intermediate to advanced course we cover a lot and at speed.

During this course we will create a custom Motorbike from scratch inside Zbrush from basic block in to high detail rendering, for me it was a challenge to undertake this whole project just using ZBrush but as you will see it was not only quicker but also offers a lot of control as mentioned this course is packed with skills, ready to hear about some of themRead on...

Course Content

During this hard surface modelling course in ZBrush we will cover the following:

  1. Reference Gathering
  2. Basic Blocking in at speed
  3. Kitbash creation kits (I will show you how to create Multimesh Insert and Curve brushes and show you how to link them to the lightbox from any drive, this will include tool creation for kit bashing as well)
  4. Creating parts from primitive tools
  5. A look at all the common actions of the ZRemodeller brush
  6. Polishing and sculpting for a quick block in
  7. Retopology for a block in parts
  8. Creating complex Curve brushes and controlling there placement
  9. Tip on topology and how to create bevels, inserts and extrusions
  10. How to work with creased edges understanding this is essential for good hard surface modelling
  11. Using ZSpheres to create the frame (this will give you the ability to change the frame on the fly)
  12. Using dynamic subdivs (we use this to keep the file size smaller it gives the same result as a sub divided surface)
  13. Correcting problems
  14. Symetry, Welding plus Mirroring
  15. Renerign and set up plus final comp work or passes in Photoshop

This course has hours of content and I am really pleased with the ammount of information that I have included in this course, I am hoping you guys will love it. please be aware that the course moves very fast I do mention everyhting I am doing and am always here to answer question or jump to my facebook group and get more detailed responses and help videos just for you.

All the bestDavidUK Online Training Centre

Enroll now

What's inside

Learning objective

After this course you will have a ton of skills to tackle pretty much any hard surface project all within zbrush!

Syllabus

In this section there is a short introduction to the course and information regarding reference

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Promotional Video

Any problems following or understanding this lecture please let me know :)

Read more

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Introduction to the course

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets take a look at some reference material for the course

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Organising and a look at the gathered reference, remember to keep looking at reference as we build the bike!

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Download for all Assets
  • Renders Zip: This is the final render comp
  • Asset Zip: This is the female basemesh
  • Reference Zip: Here are all references used in the course
  • Kitbash Kit Zip: Here are the brushes and tools plus energy material
  • Zbrush Tools Zip: Here is the motorbike tools themselves

Download these or start from scratch on your own!

Any problems following or understanding this lecture please let me know :)

Enjoy Hard Surface Modelling using ZBrush4 R8

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets block in the tyres I am starting with this as it sets the scale of the bike, we will block the whole bike in to start with!

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • We will now import a female character in the scene we will not be using this in the final renders its purely for scale, so we are able to judge how far back and forwards we need to place the seat and handle bars etc

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets block in the Tank and Seat and set there position.

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this lecture we will use techniques to shape our tank producing a low file with great topology from the get go!

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets use existing geometry to create wheel arches
  • Now we will use dynamesh to create our Seat

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Blocking in of the handlebars

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this lecture I am going to show you a very flexible way to use ZSpheres, you might not have thought of this before using this method will make it extremely easy to modify later and adjust, whilst still keeping the geometry light.

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets put the basic power plant block in into position

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets now set up the tyres from the blockin we did earlier

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this lecture we will create the hydraulic shocks
  • I will show you how to set up folders that appear in the Light box, this is so you can set up kitbash kits you can access easily.

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets create the spring suspension for our bike and save it as a reusable tool in other projects!, its important you build your own kit bash kit it can save you hours of time!

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets create a simple insert brush and save it out as a new brush to use in other projects again these will be available in the light box for other projects "kitbashing" :)

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • A look at the curve brushes premade

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Creating a curve on surface brush for our cables etc
  • I encourage you to make lots of your own as well as insert brushes and tools to reuse in this and other projects, or even sell them online!

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets adjust the bike rotation
  • Getting the shape of our tyres just right via creasing
  • Modify and adjust mudguards

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Adding and adjusting the frame
  • Problems with ZSphere and scaling!

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Creating the wheel rims

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets create the wheel axels

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Adding Wheel Rim Supports

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Using existing geometry for the front wheel

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Placing and modelling the front fork into position

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Adding bolts to the forks

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Refining the Tank
  • Adding creases to mud guards

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • I will do a quick paint over to define the fairing of the bike
  • We will look at the flow or gesture lines of the bike as well

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Blocking in the concept for the back fairing of the bike
  • We will carry on and modify the ZSphere frame

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Creating the re-topology for the back fairing

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets box model the back swing arms for the bike

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets adjust the frame for the back swing arm assembly

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Position of the chain guide
  • Adding additional styling for the swing arm

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • A look at the Cog3D
  • Explanation of the chain guide to use as the surface guide for the curve chain linkage we will use later

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this lecture we will create the chain linkage

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this lecture we will take the chain links we created earlier and turn them into a fully functional chain linkage brush

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • We will be using the chain brush but we first need to set up its position we can do this by using a chain guide, we did this earlier but I need a bit more resolution and its placement is crucial as it intersects the swingarm, check your own reference to make sure it all matches your bike.

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets now use our positional guide to place our chain links into position!

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Now we will use our chain as a boolian subtraction for our cog this will give us an exact match to the cogs we can apply this both front and back!

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Front fairing block in

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets create the final topology based off of our block in!

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this multi part lecture we will be developing the main power plant of the bike this is a clean energy unit PART 1

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this multi part lecture we will be developing the main power plant of the bike this is a clean energy unit PART 2

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this multi part lecture we will be developing the main power plant of the bike this is a clean energy unit PART 3

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets add thickness to our fairing and creases where needed
  • Lets also add panels

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this side lesson I want you to totally understand boolians and how they work so in this lesson we take a break from the motorbike

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this lesson I am going to show you a few things to do with how to control your creasing this rule would apply to any 3D package you use, it will allow you to understand how to control the fall off of creases you set!

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets create the handle grips from scratch

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • To brace our forks we need some supports lets do it

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this lesson we will create the yoke to hold the forks and handle bars into position

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets organise our scene

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Check out more organising tips

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Generally motorbikes have infills between the bike frame and the fairing lets block to create this base
  • We will also retopologise it as well

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Now we want to create a boolian on the newly created infills
  • I will also show you how to get a boolian mesh to create one mesh from the boolian in case you need to this will be covered later as well

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets create the brake handles

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this lesson we will use already existing geometry to create the light lenses

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this lesson we will create the engine cooler parts and replicate them

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this lecture I will be using ZSpheres again to put my exhaust pipes into position

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Again in this lesson we will use existing geometry to create the seat base

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • We have completed the exhaust pipes so now lets create the muffler

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Creating the front fan and support

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Front fairing infill

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets now create the front radiator

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this lecture we will just recheck positions of some of the tools
  • We will also use the curve brushes to apply cables using the frame as a surface in which to position them

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • We will create a dynamash object to place our cables more accurately

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • text in here

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this lecture I will show you a really cool way to use arrays to create a pattern based on one subtool advantages of this are that its quick, low res and easy to switch or change the pattern basically changing one changes them all

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Having a brush with various switches, dials and buttons can be great for using in multiple projects lets create one now
  • Lets use our brush here

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • lets create our disk brakes we will use arrays and boolians to quickly create this component and apply it to the model

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets create the callipers for our brakes

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets add the brake cables

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Creating the chain guard

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Inside the chain guard I want a grill panel lets create it
  • We can also save this for other projects, something to bear in mind is the distance you will see this there is no point to add unnecessary detail if you cannot see it this is called LOD or levels of details based on distance!

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Adding foot pedals from a basic box model

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets create a fixing for our pedals

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Although in the end we do not use it I will show you how to create a multimesh insert brush for strapping type look

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • To add a bit more interest I am using boolians on the fairing surface

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • We will now add text to our model and also use boolians to subtract it from the tank

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets take a break from the bike in this lecture I will show you a common way of creating hardsurfaces inside ZBrush this uses dynamesh to concept out your design before extracting or retopologising parts

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets add text to our tyres
  • We will also add more cables and tubing

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • The importance of naming and keeping your tool clean and tidy is not to be underestimated lets tidy again

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Finishing the scene clean up

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • I wanted to go back to the tread creation process it is a great way to show other methods of creating this complicated pattern many ZBrush users get stuck so I wanted to give you a few more methods!

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Now we have UVs we can create a tread pattern based on this as well, this is common for all types of patters if you have done my Armour course you will be familiar with this

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this lesson I wanted to show you a classic way of using radial symmetry to effect other polygons in your tool, the cog is a classic example of this, by applying radial symmetry on an axis we can effect a change or multiple changes quickly and accurately

Any problems following or understanding this lecture please let me know :)

In this section we will texture and render our Motor bike

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Now we have modelled our bike lets add some colour!!!

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Now we have modelled our bike lets add some colour!!!

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • I wanted to take a moment now to explain what is happening with polypainting and also how textures or images are not effected by the vertex colour

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Its important you can UV your models and understand the principals of UVs this lecture explains it

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this lecture again I will show you how to create a UMesh from a boolian

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets now texture the fairing

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Lets check the materials and the colour on all our parts

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • Using a premade material we will modify it and create a new material for the energy

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In the lecture we will use the weld brush on the ZSphere frame now we are happy with the frame we can convert it to an adaptive skin for subdivision

Any problems following or understanding this lecture please let me know :)

Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 Course

In this lecture we will be doing the following:

  • In this lecture we will use spotlight to add a label to our model we will also look at increasing the subdiv resolution so the label is not so pixelated

Any problems following or understanding this lecture please let me know :)

Save this course

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Activities

Be better prepared before your course. Deepen your understanding during and after it. Supplement your coursework and achieve mastery of the topics covered in Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 with these activities:
Review ZBrush Interface and Navigation
Familiarize yourself with the ZBrush interface to improve efficiency during the course.
Browse courses on Zbrush
Show steps
  • Explore the ZBrush interface, including menus, palettes, and the canvas.
  • Practice navigating the viewport using various camera controls.
  • Customize the interface to suit your workflow preferences.
Review 'ZBrush Digital Sculpting Human Anatomy'
Improve your understanding of form and structure, which is helpful even for hard surface modeling.
Show steps
  • Read the chapters on proportions and skeletal structure.
  • Study the muscle groups and their surface representation.
  • Practice sculpting basic anatomical forms in ZBrush.
Practice Basic ZRemesher Techniques
Refine your ZRemesher skills to create clean topology for hard surface models.
Show steps
  • Create a simple hard surface shape using Dynamesh.
  • Use ZRemesher with different settings to generate new topology.
  • Experiment with guides and adaptive density to control the flow of polygons.
Four other activities
Expand to see all activities and additional details
Show all seven activities
Create a Kitbash Library of Basic Shapes
Build a personal library of reusable parts to speed up your hard surface modeling workflow.
Show steps
  • Model a variety of basic shapes, such as cylinders, cubes, and panels.
  • Save each shape as a separate ZTool.
  • Organize your kitbash library for easy access.
Model a Sci-Fi Weapon
Apply the techniques learned in the course to create a detailed sci-fi weapon model.
Show steps
  • Gather reference images of sci-fi weapons.
  • Block out the basic shapes of the weapon in ZBrush.
  • Add details using techniques like ZRemesher, Dynamesh, and Insert Mesh brushes.
  • Texture and render the final model.
Create a Turntable Animation of Your Model
Showcase your hard surface modeling skills by creating a turntable animation of your finished model.
Show steps
  • Set up a simple scene in ZBrush or another rendering software.
  • Create a turntable animation of your model.
  • Render the animation and edit it together.
Review 'Mastering ZBrush'
Deepen your understanding of ZBrush and explore advanced techniques.
Show steps
  • Read the chapters on advanced sculpting techniques.
  • Explore the rendering and compositing options in ZBrush.
  • Experiment with different materials and lighting setups.

Career center

Learners who complete Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8 will develop knowledge and skills that may be useful to these careers:
Hard Surface Modeler
A hard surface modeler specializes in creating 3D models of non organic objects, such as vehicles, robots, and weapons. Precision and attention to detail are crucial in this role. This course is designed for future hard surface modelers, providing comprehensive training in creating detailed and complex models within ZBrush. The syllabus covering ZRemodeller, creased edges, dynamic subdivisions, and rendering is directly applicable. This course is your guide to maximizing control and efficiency in the field of hard surface modeling.
Vehicle Artist
A vehicle artist specializes in creating 3D models of vehicles for video games, film, and other media. This often requires a deep understanding of mechanical design and realistic texturing. This course is extremely relevant to a vehicle artist, focusing entirely on the creation of a custom motorbike from scratch within ZBrush. The course will show you how to master blocking, kitbashing, and detailing which are essential for creating high quality vehicle models. Anyone wanting to be a Vehicle Artist should find this course very useful and educational.
Weapons Artist
A weapons artist focuses on creating realistic and functional 3D models of weapons for games and films. These models must be visually appealing and technically accurate. This course is very useful for a weapons artist as it will provide an advanced look at hard surface modelling techniques within ZBrush. The course covers critical skills like topology management, detailing, and creating custom parts. Someone who wants to create and work as a Weapons Artist will find this course a good starting point.
3D Modeler
A 3D modeler creates three dimensional models of objects and environments for use in video games, film, television, and other media. The role demands a strong understanding of form, anatomy, and texturing. If you want to be a 3D modeler, this course helps build a foundation in hard surface modelling, covering essential skills like blocking, retopology, and the creation of complex curves. Furthermore, the course emphasizes efficiency and control within ZBrush, mirroring the challenges and demands of professional 3D modelling workflows.
Prop Artist
A prop artist specializes in creating the smaller, detailed objects that populate a 3D environment. These props add realism and visual interest to a scene. This course provides a solid foundation for a prop artist, teaching how to model intricate hard surface objects with efficiency and precision. In addition to teaching how to create a motorbike, the course teaches how to create reusable kitbash assets. A prop artist will find that this course emphasizes the importance of detail and optimization in 3D modelling.
Technical Artist
A technical artist bridges the gap between artists and programmers, ensuring art assets are seamlessly integrated into a game or other visual project. This role involves creating tools and workflows to improve the efficiency and quality of the art pipeline. A grasp of hard surface modelling fundamentals is essential. This course, with its focus on creating a complex motorbike model entirely within ZBrush, helps develop a strong understanding of topology, kitbashing, and creating reusable assets, all of which are valuable for a technical artist.
Industrial Designer
An industrial designer designs and develops manufactured products, focusing on aesthetics, functionality, and user experience. This typically requires proficiency in 3D modelling software. This course, which focuses on hard surface modelling in ZBrush, helps equip an industrial designer with advanced skills in creating detailed and complex designs. The course's emphasis on precision and efficiency aligns with the needs of industrial design, providing you with the tools to bring innovative product ideas to life. Knowledge of topology and kitbashing can be valuable.
Product Designer
A product designer focuses on the design and development of specific products. This role requires a strong understanding of both aesthetics and manufacturing processes. This course may be useful to product designers who need to create detailed 3D models of their designs. The skills taught in the course help build a foundation for creating high quality models ready for prototyping and manufacturing.
Concept Artist
A concept artist creates visual representations of ideas for video games, films, and other media. A concept artist will explore visual styles and design elements. This course helps build skills in 3D modelling and sculpting which are useful for concept artists who want to quickly visualize their ideas in three dimensions. In particular, the lessons on blocking in shapes and adding detail can be applied to concept art workflows.
Character Artist
A character artist specializes in creating 3D models of characters for various media. This encompasses sculpting, texturing, and rigging to bring characters to life. While this course focuses on hard surface modelling, the underlying principles of form, detail, and efficient workflow apply directly to character creation. Skills such as retopology, creating custom brushes, and understanding topology are transferable and help to elevate one's character art. A character artist may find the lessons on rendering and final composition work in Photoshop applicable to their work.
Texture Artist
A texture artist creates the surface textures and materials that are applied to 3D models. They must have a strong understanding of color theory, material properties, and industry standard software to effectively apply textures to models. The lectures on polypainting and UV mapping are useful for anyone wanting to be a texture artist. The course provides a thorough overview of texturing workflows within ZBrush, empowering a texture artist to create realistic and visually stunning surfaces.
Environment Artist
An environment artist is responsible for creating the 3D environments in which games or films take place. They must have expertise in both organic and inorganic modelling techniques. While this course concentrates on hard surface modelling, the skills acquired are beneficial to an environment artist. Understanding how to efficiently create and detail complex objects, as taught in the course, can be applied to environmental props and structures. An environment artist may find that the course provides you with the fundamentals to create compelling and realistic environments.
Motion Graphics Artist
A motion graphics artist creates animated visuals for various media, including commercials, film, and web content. While primarily focused on animation, a motion graphics artist may need to create or modify 3D models. This course may be useful to motion graphics artist, as you can use it to learn the basics of hard surface modelling and create custom 3D assets for their projects.
Game Designer
A game designer is responsible for the overall vision and design of a video game. While this role is primarily focused on gameplay and mechanics, a basic understanding of 3D modelling can be beneficial for prototyping and communication. This course may be helpful, as you can use it to familiarize yourself with the 3D art pipeline and learn the basics of creating hard surface models. A game designer may find that the course provides insights into the technical challenges and possibilities of 3D art, aiding in the design process.
Animator
An animator brings 3D models to life by creating movement and performance. While not directly related to modelling, understanding the capabilities and limitations of 3D models is important for an animator. This course may be useful for an animator to gain insight into the creation process and learn how hard surface models are constructed. The knowledge gained can help an animator to better understand the technical aspects of their work.

Reading list

We've selected two books that we think will supplement your learning. Use these to develop background knowledge, enrich your coursework, and gain a deeper understanding of the topics covered in Complete Hardsurface Modelling & Sculpting inside ZBrush4 R8.
Comprehensive guide to all aspects of ZBrush, from basic sculpting to advanced rendering techniques. It covers a wide range of topics, including hard surface modeling, character design, and environment creation. This book is useful as a reference tool for specific techniques and workflows. It provides additional depth to the course material and can help you master ZBrush.
Provides a comprehensive guide to sculpting human anatomy in ZBrush. It covers essential anatomical landmarks, muscle groups, and skeletal structures. While the course focuses on hard surface modeling, a solid understanding of form and structure, even without direct application to organic forms, can greatly enhance your ability to create believable and aesthetically pleasing designs. This book is more valuable as additional reading to provide a foundation in form.

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