Sculpting in ZBrush: From Concept Art to the Final Creature
Adding detail 2
A course by Manu Herrador , 3D Artist
About the video: Adding detail 2
Overview
“We are working with care every detail of the armor that covers the ribs, shoulders and part of the back of the creature.”
In this video lesson Manu Herrador addresses the topic: Adding detail 2, which is part of the Domestika online course: Sculpting in ZBrush: From Concept Art to the Final Creature. Learn the ideal work methodology to sculpt a character from concept art.
Partial transcription of the video
“Adding detail This, if we are too rough, with the Trim Dynamic we can relax it a little so that the wear is not so beast. We can always go back to these passes and continue working on them without problem. But to move a little fast, the next pass would be a new layer which I would call "Scratches". I usually use DamStandard and Orb_Cracks to do this kind of detail. I remind you that from time to time you keep I'm not going to scare you and the Recover doesn't work. You have to keep it just in case. Here, apart from scratching, The first thing I do is highlight some of these parts, like this...”
This transcript is automatically generated, so it may contain mistakes.
Course summary for: Sculpting in ZBrush: From Concept Art to the Final Creature
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Category
3D & Animation -
Software
KeyShot, ZBrush -
Areas
3D, 3D Character Design, 3D Modeling, Concept Art, Video Games

Manu Herrador
A course by Manu Herrador
Manu Herrador is a 3D artist specializing in character modeling with more than seven years of experience in the video game industry. His creations have been part of video games such as Kick-Ass 2, Spacelords, Agents: Biohunters, Metroid: Samus Returns, and Phineas and Ferb: Day of Doofenshmirtz.
He currently works at Share Creators, a video game outsourcing company based in San Francisco, that has worked on video games such as Diablo and Star Wars, among others. He also works at Out of the Blue Games, a Spanish independent studio.
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