Creating a Rancor 3D Model - ZBrush Techniques from Anatomy to Detailing

Creating a Rancor 3D Model - ZBrush Techniques from Anatomy to Detailing

Michael Pavlovich via YouTube Direct link

- Splitting up the original model

2 of 27

2 of 27

- Splitting up the original model

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Creating a Rancor 3D Model - ZBrush Techniques from Anatomy to Detailing

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  1. 1 - Intro
  2. 2 - Splitting up the original model
  3. 3 - Metallo
  4. 4 - Closing Holes and Dynameshing
  5. 5 - Smoothing Polygroup borders
  6. 6 - ZRemesh and Project History
  7. 7 - ZRemesh with color density control
  8. 8 - Project history and History Recall brush
  9. 9 - Smart Resym
  10. 10 - ZSphere Blockout
  11. 11 - Dynamic cloth creature wrinkles
  12. 12 - Back Anatomy
  13. 13 - Tail
  14. 14 - Back plate scales
  15. 15 - Who is this character???
  16. 16 - Array mesh for symmetry
  17. 17 - Arm anatomy
  18. 18 - Primary wrinkles
  19. 19 - Pulling out spikes
  20. 20 - Secondary wrinkles
  21. 21 - Fine wrinkles
  22. 22 - Dynamic thickness
  23. 23 - Knife Brush Panel Lines
  24. 24 - Transferring gizmo position
  25. 25 - Boolean panel lines
  26. 26 - Bend arc and transpose falloff
  27. 27 - Magnet Attract ZProject to surface

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