In this course, we will go from a base mesh in ZBrush where I’ll explain the basic principles, brushes and techniques used to sculpt any creature in general. From there, we’ll jump into Maya to set the grooming for this character using XGen (core) with simple modifiers and a few expressions to give it a natural look. Same as for the previous chapter, I’ll talk a bit about the core principles and techniques used to achieve this result. Before going to the shading and rendering chapter, we quickly create some textures using ZBrush and HD Geometry. This process will be rather quick as orangutan have fairly simple skin color. But we’ll also go trough the process of creating a simple cornea and iris albedo/displacement textures.
This course is for intermediate. If you’re a beginner, it’s likely that the path of the course is going to be too fast and won’t really understand what’s going on.
The ZBrush 2020 project file is included with all the subdiv levels but no HD Geometry or polypainting.