From the course: ZBrush: Modeling a Cartoon Character
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Tapering the limbs - ZBrush Tutorial
From the course: ZBrush: Modeling a Cartoon Character
Tapering the limbs
- [Instructor] Now that we have primitive objects in place for the major shapes, it's time to do some adjusting of those shapes to bring them more in line with the concept art. Of course, every character is different, but the skills I'm going to cover here are useful for all kinds of modeling situations. Now, there's several different ways of going about this so let's take a look at the options. So, as you can see, for the limbs, we've got simple cylinders for the arms and legs. But in the concept art, you can see that they taper. They're thicker where they meet the body and then they get a little bit thinner. So let's take a look at how we can do this with the legs. I'm going to Alt click on the legs to make those the active sub tool. And let's go into our gizmo. We hit W or click on move. And let's take a look at this from the front view. Maybe zoom in a little bit here. So there's some deformers within the gizmo…
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Contents
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Setting up reference images5m 6s
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Making the basic forms with primitives6m 34s
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(Locked)
Using primitives to make the facial features9m 54s
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(Locked)
Tapering the limbs4m 40s
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(Locked)
Sculpting the body7m 45s
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(Locked)
Adjusting the facial features8m 44s
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(Locked)
Refining the teeth6m 16s
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(Locked)
Refining the ears and nose5m 9s
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