Quadrupeds Ebook PDF
Quadrupeds Ebook PDF
Introduction
When I got contacted by 3DCreative I was really
excited about the idea of making a quadruped. I
thought it would be a great opportunity to show
people the versatility and the creative workflow
of ZBrush. In the beginning of the modeling
process I use separate geometry islands for the
different pieces of the body. This is a workflow
that I think resembles the thought process of
roughing out a character in 2D. There is a lot of
ground to cover so let’s get started!
2D Concept
At first I only knew that I wanted to create a
fantasy quadruped. I didn’t know which direction
to go in, so I sat down and drew some ideas in
the form of thumbnails and rough sketches. It’s
fun to concept and speed-model ideas inside of
ZBrush, but I think the ideas usually transform
into a sketch faster with a 2D medium (Fig.01).
different ideas without worrying about messing It’s good to save the document at this point, reference in the background you might want to
up edge loops, which usually is the case when so you always have the same position of the use the Zoom and Pan Document buttons on
you start pushing and pulling your mesh a lot. image plane. If you were to accidentally drop the right-hand side of the document (Fig.08).
The correct animation topology can always something on the document or mess it up
be done later. If you work in production you somehow, you can always load the original back Continue to move and sculpt the model. The
can easily split up your model as a proxy for into ZBrush (Fig.06). different brushes can be selected by pressing
the rigging department and hand in a better the hotkey B. Please note that all brushes have
topology for skinning later on. Go to the lowest subdivision of the default a letter attached to them. Press this letter on the
sphere (Tool > Geometry > SDiv or press hotkey keyboard to filter out the brushes. You can also
There are lots of great ways to create a base D to step down in subdivisions). Then delete learn the hotkey sequence for the brushes that
mesh in ZBrush; ZSpheres is one, but I want the higher subdivisions (Tool > Geometry > you usually work with, for example Move is B +
to try something I haven’t done that much of Del Lower). Lower the opacity on your model M + V.
for this tutorial. The workflow I want to try is to (Texture > Image Plane > Model Opacity) and
create the different parts of the character as turn on Perspective and Floor on the right-hand In this phase of the modeling process I usually
separate geometrical islands and therefore have side of the document. use the following brushes and tools, then move
greater freedom to push, pull and move around
in the beginning of creating the creature. The Try lining up the viewport with the sketch.
plan is to do this with the CurveTubes brush and Once you have a decent view you can store
later convert it to a DynaMesh. Let’s get started! the camera position in the timeline. Open the
timeline (Movie > Timeline > Show) and set a
Begin with the default sphere from the lightbox keyframe by left-clicking on the timeline. Existing
to have a starting point, which is demonstrated keyframes can be deleted by dragging them
in Fig.04. from the timeline. You can use the left and right
arrow keys to step between key frames (Fig.07).
Then load the reference image into the
document (Texture > Image Plane > Load You can rotate the camera around, but if you
Image) (Fig.05). still want to keep the image plane with the
Mask Pen draw a line and then you choose a point on the
By holding down Ctrl you can mask the surface line to use. You can also use masking with the
of a model. You are unable to affect the masked Transpose Line functions by holding Alt and
area with another brush. The mask can be dragging the point. This is a tool that takes a
inverted by Ctrl + clicking the document outside while to get used to.
of the model (Fig.14).
You can also mask the model by topology with
Transpose Line the Transpose Line tool. Hold Ctrl and drag it on
Enter this tool in three different modes: W for the model to access this feature. You can also
Move, E for Scale and R for Rotate. First you mask all but the polygroup that you click on.
Hold Ctrl and click on the model to mask all but General Forms Use clipping brushes to model big forms. To
the polygroup that you clicked on (Fig.15 – 16). Since there is an uneven distribution of polygons avoid unwanted clipping when using the Clip
that are unsuitable for sculpting, we will convert brush that’s facing inside of the model, you
Use the CurveTubes brush to build up a the geometry to DynaMesh. By activating the must mask off one side. Then apply the clipping
basemesh in steps. You can use Mirror and Tool > Geometry > DynaMesh > Groups button on the other side with Tool > Deformation >
Weld (Tool > Geometry > Mirror and Weld) to we will keep the different geometric islands Smart ReSym (don’t forget to mask the side that
create a perfectly symmetrical basemesh. Once separate from each other (Fig.19). should not be affected by re-symmetry). You
you have a symmetrical mesh you can use Tool can also use Mirror and Weld if your mesh only
> Deformation > Smart ReSym to make the Don’t forget to use masking and transpose has one subdivision (Fig.21).
model symmetrical shape-wise (Fig.17). when moving or scaling different parts of the
body. Also remember to mask all polygroups Don’t be afraid to use the TrimDynamic or Clip
Using the different brushes and tools, continue with transpose and Ctrl + click on the polygroup brushes. It’s not a bad idea to have hard edges
to refine the model. If you wish, you can turn on (Fig.20). to define the big shapes of the model at this
Polyframe with the shortcut Shift + F (Fig.18). point.
Work on layers when trying out an idea that you time. I find this very helpful in order to decide on outside the model. After that you can choose
are not sure of. Then you can easily turn it off, different directions for the design (Fig.22). Tool > Polygroups > Group Visible and show all
store a morph target at Tool > Morph Target > geometry by holding Ctrl + Shift and clicking on
StoreMT, turn the layer back on and paint away Try to get some rhythm/curvature in the legs of the document outside the model (Fig.25).
the areas that you want to delete the sculpting the creature, as legs that are too straight look
on by using the Morph Target brush. unnatural and stiff (Fig.23). Now you can convert the model to a DynaMesh
with a resolution of 128. After converting to a
To try out different sculpt versions, you can turn Use a silhouette to make it easier to analyze DynaMesh the geometry loses its shape. It’s
off a layer and set a snapshot of the document the big forms. Choose a matcap material to time to project it to the original version in order
(Shift + S), turn on the layer and move the avoid spec on your silhouette. Then make sure to get the old shape of the model onto the new
model to the side. Now you can compare the you have black and white in the color swatch. geometry. Divide the model three times to get
two versions by looking at them at the same Switch between the two colors to quickly more subdivisions in order to get a more defined
check your silhouette (hotkey V). If your model sculpt when projecting. Go to Tool > Subtool
has polypainting on it you can deactivate this and choose Project All.
temporary at the Tool > Subtool > Brush icon
(Fig.24). To achieve good results, you can project one
subdivision at a time. Start with subdiv 1 and
Mid-Forms project it, then step up to subdiv 2 and project
It’s time to combine the geometry islands with it, and so on. Make sure only the original body
DynaMesh. Duplicate the original subtool and and the new DynaMesh’ed version is visible in
merge the polygroups of the separate geometry the Subtool menu. You can turn Visibility on and
islands, except the horns. Hold Ctrl + Shift and off with the eye icon in the Subtool menu. After
click the horns, then invert visibility by holding the projection you can delete the old model with
Ctrl + Shift and dragging on the document Tool > Subtool > Delete (Fig.26).
To create the ear, duplicate the body, bake all visibility on the ear by holding Shift + Ctrl and
layers (Tool > Layers > Bake All), go down to clicking it, and delete the hidden polys with Tool
subdiv 1 and delete the higher subdivisions. > Geometry > DelHidden (Fig.34).
Then select the CurveQuadFill and create a
nice profile for the ear. After that you can isolate When refining the horns it’s good to mask the
polygroup of the horns with the Transpose
Line tool and Ctrl + clicking the horns. Start
by sculpting the grooves of the horns with the
Dam_Standard and Standard brushes. Then
add the bulge that goes along the horn with the
Standard brush. Please note that the Standard
brush does not destroy any detail that already
exists, unlike the Clay brushes (Fig.35).
Make sure that you have the horns as a Small Forms When creating wrinkles you should think about
separate polygroup and the rest of the model Now it’s time to add wrinkles and other types of where they naturally appear. At the joints and
as another polygroup in order to get a better small details to refine the model. Don’t forget to the neck there is usually a lot of twisting and
Adding Props
Now we are going to add the props to the
creature. Append a ZSphere with Tools >
Subtool > Append and place it where it’s not
in the way. Then go down to Tool > Topology
> Edit Topology in order to create a new mesh
with specific topology (Fig.42).
If the model was divided you would see that the Geometry > Crease to crease the edges. You
creasing is not the way we want it. Fortunately can remove creases by Shift + clicking Tool >
ZBrush can crease edges depending on Geometry > UnCrease. If only a portion of the
curvature. Go to Tool > Geometry and set polygons are visible then the border edges will
CTolerance to 70. Then press the Tool > be creased when you press Crease (Fig.48).
> UnCrease. Use Tool > Polygroups > Auto mesh with Tool > Make Polymesh 3D. Use the > Clone to copy it. Go to Brush > Modifiers and
Groups to make a polygroup of each geometry Slice Curve brush and make an edge loop in the select the chain mesh that you’ve created as
island. Now it will be easier to mask (Ctrl + middle. Mask off the top and drag it up with the an insert mesh. Also go to the Stroke menu and
W) and move the different parts around. Now Transpose tool (2). Then add some more edge activate Curve Mode and Bend (2).
position the different parts and divide the loops (3).
geometry (6). If you get rid of some unwanted Now you can try out the created brush.
kinks in the geometry you can fix it by using Tool Clear the mask and make a copy by Ctrl + Remember that the radius of your brush
> Deformation > Polish (7). Shift + dragging the white middle dot on the determines the size of the chains. As long as
transpose line (4). Clear the mask and drag out the curve exists you can change the brush size
In order to create the chain for the bridle, we a new copy of the two rings. Repeat this last when it is outside of the curve (red icon) and
are going to create a brush (Fig.52). Go to the stroke with hotkey 1 to duplicate a lot of rings click the curve to resize the chains (3). Don’t
Tool menu and select Ring3D. Change the fast (5). Set your floor grid by setting Draw > Elv forget to save your brush once you are done.
setting so it’s a lower poly (1). Convert it to a to 0 (6).
We also need to create a brush for the studs
Rotate and scale down the chains so they cover (Fig.54). Select polyPlane3d in the Tool menu
four floor grids (same size as a polyPlane3D and convert it to a mesh with Tool > Make
if you need a reference) as seen in Fig.53 (1). PolyMesh3d. Mask out four polygons (1) and
Select the Insert Head brush and choose Brush use Tool > Geometry > Extract to create a new
mesh (2). Use Tool > Deformation > Polish
to make it rounder and delete the backside
of the mesh (3). Make sure the stud is facing
the Z axis, a positive direction. Go to Brush >
Modifiers and select the stud mesh as an insert
mesh. Save the brush.
Lay out UVs and add surface noise. Combine activate Polygroups. This means that each them, use a texture or surface noise. It is
the straps on the lower parts of the body to polygroup will be a separate UV island. actually possible to combine polypaint and
decrease the number of subtools and allow surface noise, which is what we will do. This
easier management of the UVs. Make sure Choose Unwrap to do an automatic UV layout. technique will save time and polycount since
that all the subtools that will be combined have You can also attract the UV seams based we don’t need to divide our model to get crisp
the same number of subdivisions in order to on polypainting. You enable this feature by details in the color (Fig.58).
save the lower subdivisions. If you have three selecting Enable Control Painting. If you want
subdivisions on one strap and four subdivisions to edit your UV, you have to choose Work on Go to Tool > Surface/Noise (1). Then choose
on another strap when merging, the lower Clone (2). which texture you want to use in the left lower
subdivisions will be deleted. Use Tool > Subtool corner (Alpha On/Off). I want to colorize the
> MergeDown for this. ZBrush then creates a copy of your current bright parts of my texture, therefore I need to
subtool that only has the lowest subdivision invert the curve (2). Also set the UV button to
Once the straps have been merged we can left. If you press Flatten you will see the UV On, so the texture will be mapped by UV and not
do UVs. If this would be for production I would layout represented by a 3D polymesh (3). Edit 3D space. Set the color blend to a bit higher and
advise you to do your UVs in another application the polymesh how you want to (4) and press choose a color in the right color slot.
to get more control over placement and such. UnFlatten to see the model again. Copy the
However, ZBrush does a very fast job of laying UVs, then go back to the original subtool and
out UVs itself so we will do it with UV Master on paste them with ZPlugin > UV Master > Paste
this occasion. UVs. The UVs on your temporary clone will now
be transferred to the original subtool.
in Fig.57 (1). Go to ZPlugin > UV Master and colorize objects in ZBrush you can polypaint
Fine Details
This is the part of the texture that shows those
small, crisp details. In this tutorial the texture
that we set in surface noise represents that kind
of detail (see versions to the right in Fig.60).
Surface noise can only use one texture though.
In Fig.63 you can see the progress of skin. Spotlight is a great way to paint and project in screen resolution, so you want both your
polypainting the saddle. Repeat these steps for textures onto your model. You have to make model and the texture to be as big as possible
the rest of the props. sure you have a high polycount on your mesh when you are polypainting, to ensure that you
to get a good resolution on your polypaint. My won’t lose texture resolution.
Now it’s time to polypaint the creature’s skin. We polycount is just above seven million polys on
will also sculpt the highly frequent details in the the body. Also remember that you are painting To load a texture into Spotlight you go to
Texture > Add to Spotlight. If you have loaded
multiple textures into Spotlight, you will only
affect the texture with a red frame on it. Click
a texture to make it the active texture. To turn
Spotlight on or off you press Shift + Z or use
Texture > Turn on Spotlight.
Chapter 02
Software used: ZBrush
Plus, these kind of elements all have a different the new topology using the QRemesherGuides parts of the mesh with the Transpose tools, with
polygon density, so it is best to add them when brush. After typing in the desired final poly count some adjustments with the Move and Move
the model is in its final pose (Fig.04). I QRemeshed it, which created a less dense Topological brushes. One thing that makes
mesh with topology more suitable for posing the posing a lot easier is to have the close
While moving to a smaller detail and up on the and UV mapping if needed. The last thing left polygon density on all the subtools of the model,
resolution slider of the DynaMesh, it starts to get to do was to subdivide it several times and to otherwise the masks get sharper where there
harder to make bigger, more global, changes Reproject back the details from the previously are more polygons and softer where there are
and extremely hard to pose the model when the duplicated mesh (Fig.05). less (Fig.06).
time comes.
With all the major forms and objects in place, While working on the pose I tried to keep in
So at some point I duplicated the mesh of the I started posing the model with Transpose mind the final view, so that all the important
body and I drew some lines that would guide Master, which involved masking and moving details would be visible as much as possible.
Then I switched to a basic material, turned off The compositing of the final render was done in Borislav Kechashki
all of the Polypaint information and picked out Photoshop. I used my masks to select and color Email: [email protected]
Chapter 03
Software used: ZBrush
I turn to a higher subdivision and continue It is more convenient to separate the object At this stage, the work on the muscle and the
the search for my form. I search for both the into several components. This is so you can face has already started. The most important
proportions and silhouette by turning the model select them more easily, work on each element thing I do here is deform the back legs by
in all directions, using the same tools as well as independently and be more comfortable when it adding joints because I don’t like their previous
it on the creature while trying to create light cavities, cleaning things up here and there. This
gradients. Using a slightly darker color for some is apart from the metallic part, which I already
parts can give a rather interesting result. You mentioned.
can also add some small veins using DragRect
and alpha 22 (Fig.16). I give the creature a pose by going to ZPlugin
and using the Transpose Master. I have
I continue with the same process of using unchecked the splines and the base of my
ColorSpray and my two alphas until I reach the subtool to avoid problems, and I resume
desired result. Then, using DragRect, I define working manually with the splines at the end. I
the area I want to paint, then apply alpha 62, then create a texture-less render to assess the
and a little blur (Alpha > Modify > Blur RF) final results and to use later in post-production
(Fig.17). (Fig.19 – 21).
In Fig.18 you can see the creature fully textured. I advise you to take your time when it comes
I used the same principle for all other areas: to the compositing stage in Photoshop. Test
I added a base color, then added spots and different modes, with different levels of opacity.
dirty textures, and finally defined joints and Be sure to properly adjust your levels of black
and white, color correction, saturation, etc. The
shader, the light and the rendering parameters
I used are available at this link: http://www.
zbrushcentral.com/showthread.php?168398-
Zafati-sketcbook/page3. They are almost the
same as ones that I used for a former creation.
You will also find a small Making Of that talks Ali Zafati
about the fiber mesh. I hope that this will be Web: http://zaliti.cgsociety.org/gallery/
useful. Good luck to all and good ZBrushing! Email: [email protected]
Chapter 04
Software used: ZBrush
Concept
The concepting process is always very, very
tricky for me. Most of the time I start my 3D
model based on an idea or an image of the
creature I want to do, which I build in my
mind, as my drawing skills are terrible. But this
time I decided to try it, as I wasn’t sure what
kind of creature I was going for. I spent two
days drawing different kinds of quadrupeds,
trying different animal species, insects, birds,
mammals and pretty much anything that came
to my mind (Fig.01 – 02).
Base Mesh
As with most of my personal and professional
work, I start my character/creature with
ZSpheres. These give me a nice and clean
base mesh, with good edge loops and topology,
which makes life a lot easier when modeling,
unwrapping, painting and posing the model. I I also divide my mesh into polygroups. Doing
avoid using DynaMesh on the model, to keep this makes the sculpting process flow better, as
my edge flow clean. you can hide and unhide parts very quickly. It
also makes the unwrapping more organized.
At this stage, I try to keep in mind my polygon
distribution much more then the appearance of Sculpture
the structure. You can see that the head of my Now that I have my base mesh, it’s fun time!
creature looks terrible right now, but that will With the base on its first subdivision level, I
provide me all the loops and poly density I need refine the structure (Fig.05 – 06). This is the
on the face (Fig.04). most important stage for me. A well-structured
Detailing
Now that I have my model structure and the
anatomy refined, it’s time to add some details.
Dam Standard and Inflate brushes are my
main tools here; I draw the wrinkles with Dam
Standard and give volume to each one with the
Inflate brush (Fig.12).
I base this stage on several amphibious me a lot when painting textures in ZBrush. I can the creature’s skin is thicker, where the bones
creatures, including the salamander. With the load a texture, edit the tiling and mask my model are, how close they are to the skin, and dirt etc.
mask pen, I mask the structures of the head based on that texture. Doing that I can paint
and using FiberMesh, I create the gills, which realistic textures and details, which would be When all that is done, I refine the texture using
are part of the respiratory system of the real impossible or much more time-consuming to do. ZBrush’s masking systems. Firstly, I mask the
salamander (Fig.13 – 14).
As a start, I add a simple noise layer to get a
Texturing nice porous surface. I fill the whole model with a
To start the texturing of my model, I use dark gray color as a base color layer. Then with
the UVMaster to open the UVs of the mesh the Clay brush, Spray stroke and a variety of
(Fig.15). This gives you an incredible range alphas, I create a tonal variation (Fig.16 – 17).
of possibilities, such as baking the textures,
painting them in Photoshop and rendering This step depends a lot on the reference you are
the model in different software or, in my case, following and you always have to keep in mind
enabling the Mask By Alpha feature. That helps where the bloodstream is more visible, where
Posing
The pose is also very important. It delivers a lot
of the creature’s personality, the way it moves
and the action line of the moment. I’ve used
Transpose Master to pose everything together
(Fig.20).
Render
The rendering process is pretty simple. I load
a forest HDR image into the background and
generate the LightCaps with reflection (Fig.21).
Then I just boost the back light a bit.
Mariano Steiner
Web: http://mastein3d.blogspot.co.uk/
Email: [email protected]
Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 30
Original Author: 3DTotal.com Ltd | Platform: 3DS Max & ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 52