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How to Sculpt a Face in ZBrush

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Product Name: How to Sculpt a Face in ZBrush
Product ID: 57141
Published Artist(s): Digital Art Live, magbhitu
Created By: N/A
Release Date: 2018-12-01

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  • Required Products: None

Instinctively we are expert readers of the face. If faces were cities then we all know how to “drive the streets” and navigate in a general sense. That is, we know where the major landmarks are; two eyes, then a nose with a mouth below, right? But what we can't easily do without training is to construct a more detailed map.

Anatomy is the key to making this better map and thereby being able to sculpt believable and compelling faces.

John Haverkamp takes you through three main tutorials that start with you some basics in ZBrush, gives you a guide on the anatomy of the face, then teaches you how to sculpt a face, helps you consider features of the face for different genders, races as well as alien and fantasy faces, helps you detail with skin texturing and finally shows you how to create a custom face morph.

This tutorial set can be used with ZBrush version 4R6 onwards.

Tutorial 1 provides a foundation of sculpting in ZBrush. The main content is to be found in tutorials 2 and 3, but as a bonus we include similar content given to a different set of students for tutorials 4 and 5. Five hours and 17 minutes of content in total. These tutorials were originally broadcast as live webinars.

Understanding Face Anatomy
-The Skull
-Skin Pores and Wrinkles
-Male, Female, and Ethnic Differences
-Alien Faces: Fantasy and Sci-fi Face Anatomy
Putting It All Together: Sculpting A Custom Face Morph
For A Poser or Daz Character

“Of course when using a Poser or Daz character as a base-mesh a lot of the basics of the form is already done for you. The central problem then is how to not mess it up! This can be a problem when the basics of the skull and muscles hasn't been learned and addressed with prior 'from scratch' practice.
Technical considerations like how to deal with the eyeballs, eyelashes, mouth parts will be dealt with. Making an unique and interesting character face is the end goal.”

-Alien Faces: Fantasy and Sci-fi Face Anatomy
-Portraiture and Reference
-Technical considerations
-Using Masking and Polygroups
-Exporting Normals and Displacement Maps
About the presenter : John Haverkamp
John Haverkamp was born in Ohio and then moved to the pristine Blue Ridge Mountains of Virginia at a young age. There he spent a semi-isolated childhood reenacting the Lord of the Rings and being corrupted by Dungeons and Dragons. Always with the fondness for the fantastical and medieval, Art school drove him deeper into Luddite territory by granting him the skills of a traditional metal-smith. This meant post-college jobs making copper fountains, welding and steel fabricating, casting and finishing bronze sculptures, and working for an architectural blacksmith throughout his twenties.
When sick of being an exploited artisan (read starving artist) John got sucked into cyberspace and the arcane mysteries of 3D studio max. It was a long road climbing out of the dark-ages, but the light at the end of the tunnel was discovering Zbrush. Now he teaches digital arts part time, and constantly endeavours to improve his craft as a digital-sculptor and visualizer through personal work, illustration and indie game projects.

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  • 4 Core

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