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ZBrush Digital Sculpting Human Anatomy

Book Description

Taking into account that many of today's digital artists -- particularly 3D character animators -- lack foundational artistic instruction, this book teaches anatomy in a coherent and succinct style. A clear writing style explains how to sculpt an accurate human figure, starting with the skeleton and working out to muscle, fat, and skin. Insightful explanations enable you to quickly and easily create and design characters that can be used in film, game, or print, and allows you to gain a strong understanding of the foundational artistic concepts.

Table of Contents

  1. Copyright
  2. Dear Reader,
  3. Acknowledgments
  4. About the Author
  5. Introduction
    1. Essential Anatomy Resources
    2. Who Should Read This Book
    3. What You Will Learn
    4. Hardware and Software Requirements
    5. How to Use This Book
    6. The Companion DVD Videos
    7. How to Contact the Author
  6. 1. Blocking In the Mesh
    1. 1.1. Sculpting the Figure
    2. 1.2. Gesture, Form, and Proportion
      1. 1.2.1. Gesture
      2. 1.2.2. Form
        1. 1.2.2.1. Form and Light
      3. 1.2.3. Proportion
      4. 1.2.4. From Basic Forms to Complex Shapes
    3. 1.3. Anatomical Terminology
    4. 1.4. Creating a Base Sculpting Mesh
      1. 1.4.1. Building a Sculpt Mesh in Maya
      2. 1.4.2. Building a Sculpt Mesh in ZBrush
    5. 1.5. What's Next?
  7. 2. Gesture and Masses
    1. 2.1. Looking at the Figure as a Whole
      1. 2.1.1. Crests and Valleys
      2. 2.1.2. Plane and Profle Analysis
    2. 2.2. Sculpting a Basic Figure
      1. 2.2.1. Getting Started
        1. 2.2.1.1. Sketching in the Torso Masses
      2. 2.2.2. The Legs
      3. 2.2.3. The Chest and Shoulders
        1. 2.2.3.1. The Arms
        2. 2.2.3.2. The Hands
        3. 2.2.3.3. Final Stages
        4. 2.2.3.4. The Head
      4. 2.2.4. Analyzing Planes
    3. 2.3. What's Next?
  8. 3. The Head and Neck
    1. 3.1. The Skull
      1. 3.1.1. Proportions and Placement of Facial Features
      2. 3.1.2. Placing the Features
      3. 3.1.3. Sculpting the Basic Skull
      4. 3.1.4. Refining the Initial Sculpt
    2. 3.2. The Facial Muscles
      1. 3.2.1. The Masseter and Temporalis Muscles
      2. 3.2.2. The Zygomaticus Major and Minor
      3. 3.2.3. The Orbicularis Oris
      4. 3.2.4. The Triangularis and the Mentalis: The Chin
      5. 3.2.5. The Frontalis: The Forehead
      6. 3.2.6. The Orbicularis Oculi
      7. 3.2.7. The Buccinator Muscle
    3. 3.3. The Facial Features
      1. 3.3.1. The Nose
      2. 3.3.2. Closing the Mouth
      3. 3.3.3. The Neck Muscles
      4. 3.3.4. Refning the Surface
      5. 3.3.5. Sculpting the Ear
      6. 3.3.6. Adding Character and Refning Forms
        1. 3.3.6.1. Refning the Lips
        2. 3.3.6.2. Correcting Problematic Geometry
    4. 3.4. Final Adjustments
    5. 3.5. What's Next?
  9. 4. The Torso
    1. 4.1. Changing the Torso Masses
      1. 4.1.1. Model Preparation: Storing a Morph Target
      2. 4.1.2. Adjusting the Chest Mass
    2. 4.2. Sculpting the Torso
      1. 4.2.1. Pectoralis
      2. 4.2.2. Abdominal Muscles
      3. 4.2.3. Serratus and Oblique
      4. 4.2.4. Muscles of the Back
    3. 4.3. What's Next
  10. 5. The Arms
    1. 5.1. Basic Forms
    2. 5.2. Muscular and Skeletal Anatomy
      1. 5.2.1. Skeletal Landmarks Addressed in This Chapter
      2. 5.2.2. Muscles Addressed in This Chapter
    3. 5.3. Sculpting the Arm
      1. 5.3.1. Shoulder and Upper Arm
      2. 5.3.2. Triceps
        1. 5.3.2.1. The Parts of the Triceps
        2. 5.3.2.2. Sculpting the Triceps
      3. 5.3.3. Lower Arm
        1. 5.3.3.1. The Parts of the Lower Arm: Elbow
        2. 5.3.3.2. Sculpting the Lower Arm
    4. 5.4. What's Next?
  11. 6. The Pelvis and Legs
    1. 6.1. Basic Pelvis and Leg Forms
    2. 6.2. Skeletal and Muscular Anatomy
      1. 6.2.1. Muscles of the Pelvis and Leg Addressed in This Chapter
    3. 6.3. Sculpting the Pelvis and Legs
      1. 6.3.1. Adjusting the Leg Position
      2. 6.3.2. Sculpting the Pelvis and Buttocks
      3. 6.3.3. Sculpting the Upper Leg
      4. 6.3.4. Sculpting the Knee
      5. 6.3.5. Sculpting the Lower Leg
      6. 6.3.6. Sculpting the Finishing Pass
    4. 6.4. What's Next?
  12. 7. Hands, Feet, and Figure Finish
    1. 7.1. Anatomy of the Hands and Feet
      1. 7.1.1. Relative Proportions
      2. 7.1.2. Skeletal Structure
      3. 7.1.3. Anatomical Direction
      4. 7.1.4. The Surface Anatomy of the Hand
      5. 7.1.5. The Surface Anatomy of the Foot
      6. 7.1.6. Block Forms and Planes
    2. 7.2. Sculpting the Hand
      1. 7.2.1. Adding Flesh Folds and Details
    3. 7.3. Sculpting the Feet
    4. 7.4. Finishing the Figure
      1. 7.4.1. Overall Form Changes
      2. 7.4.2. Adding Flesh and Fat
        1. 7.4.2.1. Using Brushes to Add Fat
  13. 8. Remeshing
    1. 8.1. What Is Remeshing?
    2. 8.2. Why Remesh?
    3. 8.3. Introducing the ZBrush Topology Tools
      1. 8.3.1. Polypainting
        1. 8.3.1.1. Remeshing the Head
        2. 8.3.1.2. Drawing the Shoulder Topology
        3. 8.3.1.3. Drawing the Hand Topology
        4. 8.3.1.4. Drawing the Core, Legs, and Feet
        5. 8.3.1.5. Opening the Mouth
      2. 8.3.2. Using the ZBrush Topology Tools
      3. 8.3.3. Remeshing the Face
        1. 8.3.3.1. Remeshing the Shoulders
    4. 8.4. Remeshing a Head with NEX
      1. 8.4.1. Creating the Initial Mesh with NEX
      2. 8.4.2. Adding the Eye and Mouth Bags
    5. 8.5. What's Next?
  14. 9. Texturing
    1. 9.1. UV Texture Coordinates
      1. 9.1.1. Mapping UV Texture Coordinates
      2. 9.1.2. Preparing the Model for UV Texture Mapping
      3. 9.1.3. UV Mapping with headus UVLayout
      4. 9.1.4. Editing UVs
      5. 9.1.5. Importing UVs into the Tool
    2. 9.2. Creating Texture Maps for Skin
      1. 9.2.1. Creating Textures for Subsurface-Scattering Shaders
        1. 9.2.1.1. Subsurface-Scattering Shaders
        2. 9.2.1.2. Painting the Back-Scattering Layer in ZBrush
        3. 9.2.1.3. Painting the Subdermal Layer in ZBrush
      2. 9.2.2. Mottling the Skin
      3. 9.2.3. Painting the Epidermal Layer
    3. 9.3. Exporting Textures from ZBrush
    4. 9.4. Surface Noise
      1. 9.4.1. Activating Surface Noise
      2. 9.4.2. Converting Bumps to a Normal Map
  15. 10. Creating a Costume
    1. 10.1. A Costume Workflow
    2. 10.2. Creating the Mask
      1. 10.2.1. Preparing the ZBrush Topology Tools
      2. 10.2.2. Making a Base Mesh
      3. 10.2.3. Generating a Hero Mask from the Topology
    3. 10.3. Sculpting the Costume Details
      1. 10.3.1. Sculpting the Mask
      2. 10.3.2. Sculpting the Shirt
      3. 10.3.3. Adding a Repeating Pattern to the Sleeves
      4. 10.3.4. Sculpting the Pants
    4. 10.4. Storing, Recalling, and Editing Masks as Alphas
    5. 10.5. What's Next
  16. A. About the Companion DVD
    1. A.1. What You'll Find on the DVD
      1. A.1.1. Chapter Files
      2. A.1.2. Extra Videos
    2. A.2. System Requirements
    3. A.3. Using the DVD
    4. A.4. Troubleshooting
      1. A.4.1. Customer Care