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