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In this five part tutorial, Instructor Isaac Oster shows us the tools and techniques necessary to help you in your journey to become an industry professional. He takes us through the fundamentals of ZBrush including setting up and utilizing a User Interface, basic functionality, using Brushes and ...
STARTING FROM $2.95
In this three part tutorial, Instructor Isaac Oster shows us how to use a plane-3d to sculpt an Ear. We start by looking at a simple way of projecting reference material onto the canvas followed by the tools and techniques necessary to block out the general shape in addition to the final sculpt. Isaac also gives us a brief introduction to BPR (Best Preview Render).
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Introduction to ZBrush Group - Click Here to Ask a Question or Post Your Work
Instructor's Bio
Isaac Oster is a US born professional game artist and instructor. He started his career as an Environment Artist at Bioware in 2008 and later transferred to their Character Art Team. After leaving Bioware in 2012, he worked on Batman: Arkham Origins, and is currently working at Certain Affinity as a character artist on Halo: The Master Chief Collection. In addition, Isaac is an instructor at the Art Institute of Austin, where he teaches game art production techniques using ZBrush, 3DS Max, and Maya, and Python. URL: http://www.isaacoster.com [video_popup video_id="38732"]
STARTING FROM $2.95

Instructor Isaac Oster explores the four main tools you will need when creating a Base Mesh. In this four part tutorial series you learn the basics of applying Zspheres in order to create a simple mesh in addition to the tools needed to achieve your overall shape such as masking, selection and the transpose tool.
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Introduction to ZBrush Group - Click Here to Ask a Question or Post Your Work
Instructor's Bio
Isaac Oster is a US born professional game artist and instructor. He started his career as an Environment Artist at Bioware in 2008 and later transferred to their Character Art Team. After leaving Bioware in 2012, he worked on Batman: Arkham Origins, and is currently working at Certain Affinity as a character artist on Halo: The Master Chief Collection. In addition, Isaac is an instructor at the Art Institute of Austin, where he teaches game art production techniques using ZBrush, 3DS Max, and Maya, and Python. URL: http://www.isaacoster.com [video_popup video_id="38732"]
STARTING FROM $2.95

In this seven part tutorial, Instructor Isaac Oster shows us the tools and techniques necessary for sculpting a hand in ZBrush. He takes us through the fundamentals of working with Zspheres and creating a base mesh. In addition, he also demonstrates the tools and techniques needed when adding form and further detail to the final sculpt.
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Introduction to ZBrush Group - Click Here to Ask a Question or Post Your Work
Instructor's Bio
Isaac Oster is a US born professional game artist and instructor. He started his career as an Environment Artist at Bioware in 2008 and later transferred to their Character Art Team. After leaving Bioware in 2012, he worked on Batman: Arkham Origins, and is currently working at Certain Affinity as a character artist on Halo: The Master Chief Collection. In addition, Isaac is an instructor at the Art Institute of Austin, where he teaches game art production techniques using ZBrush, 3DS Max, and Maya, and Python. URL: http://www.isaacoster.com [video_popup video_id="38732"]
STARTING FROM $2.95

In this six part tutorial, Instructor Isaac Oster demonstrates how to use Zspheres for retopology. He retopologises the hand from the previous tutorial in order to create a game-ready model. In addition, Isaac also introduces us to the general functionality of ZRemesher.
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In this three part tutorial, Instructor Isaac Oster gives us a brief introduction to Subtool Master and demonstrates how to reconstruct subdivision levels and mirror geometry. He also explores UV Master and takes us through unwrapping a 3D model. In addition, Isaac shows us how to add textures and surface detail using both the Surface Tool and the Morph Target Brush.
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Introduction to ZBrush Group - Click Here to Ask a Question or Post Your Work
Instructor's Bio
Isaac Oster is a US born professional game artist and instructor. He started his career as an Environment Artist at Bioware in 2008 and later transferred to their Character Art Team. After leaving Bioware in 2012, he worked on Batman: Arkham Origins, and is currently working at Certain Affinity as a character artist on Halo: The Master Chief Collection. In addition, Isaac is an instructor at the Art Institute of Austin, where he teaches game art production techniques using ZBrush, 3DS Max, and Maya, and Python. URL: http://www.isaacoster.com [video_popup video_id="38732"]
STARTING FROM $2.95

In this three part tutorial, Instructor Isaac Oster shows us a number of ZBrush tools and techniques for creating skin-like texture that can be exported into 3rd party applications such as 3ds Max. Isaac demonstrates the fundamentals of polypainting in addition to surface detail and how to correctly export both model and texture out of ZBrush.
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Introduction to ZBrush Group - Click Here to Ask a Question or Post Your Work
Instructor's Bio
Isaac Oster is a US born professional game artist and instructor. He started his career as an Environment Artist at Bioware in 2008 and later transferred to their Character Art Team. After leaving Bioware in 2012, he worked on Batman: Arkham Origins, and is currently working at Certain Affinity as a character artist on Halo: The Master Chief Collection. In addition, Isaac is an instructor at the Art Institute of Austin, where he teaches game art production techniques using ZBrush, 3DS Max, and Maya, and Python. URL: http://www.isaacoster.com [video_popup video_id="38732"]
STARTING FROM $3.95

In this two part tutorial, Instructor Isaac Oster takes us through the tools and techniques for rendering in ZBrush. We begin by looking at the render setting and developing a basic understanding of the material properties. We later lean how to export renders out of Zbrush before finally compositing it all together in Photoshop.
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Introduction to ZBrush Group - Click Here to Ask a Question or Post Your Work
Instructor's Bio
Isaac Oster is a US born professional game artist and instructor. He started his career as an Environment Artist at Bioware in 2008 and later transferred to their Character Art Team. After leaving Bioware in 2012, he worked on Batman: Arkham Origins, and is currently working at Certain Affinity as a character artist on Halo: The Master Chief Collection. In addition, Isaac is an instructor at the Art Institute of Austin, where he teaches game art production techniques using ZBrush, 3DS Max, and Maya, and Python. URL: http://www.isaacoster.com [video_popup video_id="38732"]
STARTING FROM $3.95

In this two part ZBrush tutorial, Instructor Isaac Oster shows us tools and techniques within Dynamesh. We start with a basic understanding of Dynamesh before moving into the realm of its features including strengths and weaknesses. In addition to Dynamesh we also briefly explore ZRemesher and Projecting detail onto a surface.
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Introduction to ZBrush Group - Click Here to Ask a Question or Post Your Work
Instructor's Bio
Isaac Oster is a US born professional game artist and instructor. He started his career as an Environment Artist at Bioware in 2008 and later transferred to their Character Art Team. After leaving Bioware in 2012, he worked on Batman: Arkham Origins, and is currently working at Certain Affinity as a character artist on Halo: The Master Chief Collection. In addition, Isaac is an instructor at the Art Institute of Austin, where he teaches game art production techniques using ZBrush, 3DS Max, and Maya, and Python. URL: http://www.isaacoster.com [video_popup video_id="38732"]
STARTING FROM $3.95

In this 4 Chapter series, we look at NoiseMaker. We explore many of its functions and ways that it can be used effectively, as well as developing a deeper understanding of the available options and settings within ZBrush 4R4 and R5.
In Chapter 1, we start by creating the base mesh of our concrete slab so we can use it to demonstrate some of the functions that NoiseMaker has to offer. We use a Sphere as our base before applying DynaMesh and ClipCurve Brush.
In Chapter 2, we explore NoiseMaker and its basic functionality. We look at the NoiseMaker Plug-in. We learn how to apply the noise to our mesh as well as taking a closer look at ‘Magnify By Mask’ and ‘Strength By Mask’, ‘ColorBlend’ and the ‘Alpha’ button.
In Chapter 3, we expand on what we learned in the previous tutorial and focus on UV’s within NoiseMaker. We learn how to recreate Subdivision levels on a DynaMesh model as well as explore some of the features that UV Master has to offer in conjunction with NoiseMaker.
In Chapter 4, we look at some of the problems you may encounter when using NoiseMaker, such as inflating or a ballooning effect when applying noise to a model as well as overlapping edges. We look at ‘Layers’ and ‘Morph Target’ as potential solutions before exploring the Morph Brush.

In this 3 Chapter series, we look at the Topology Brush. We explore many of the brush’s functions and ways that it can be used effectively, as well as developing a deeper understanding of the curve mode within ZBrush 4R4.
In Chapter 1, we start with creating a single Polygroup for our prop before moving into the basic principles of the Topology Brush. We look at how curve lines are drawn and removed, as well as how they can be extended and used to create new meshes.
In Chapter 2, we expand on the previous tutorial. We use the Shift key to create loops around our model and later explore ways to separate the sub-objects we created from the parent, we also look at using symmetry and LazyMouse to allow for additional functionality.
In Chapter 3, we take a closer look at the curve mode function within ZBush 4R4. We explore the obstacles that may be encountered when trying to edit the curve lines before moving into ZSphere topology. We also look at editing existing topology by using the Topology Brush.

In Part 3 of this 3 part series, we complete our transition from Zbrush 4 R3 to R4, where we focus mainly on detailing and overall aesthetics. We explore many of the new Insert Multi Mesh brushes that Zbrush 4 R4 has to offer before finalizing our cannon.
In the introduction, we look at the overall scope of Part 3 and briefly examine some of the topics that will be covered including our focus on detailing, using the new Insert Multi Mesh brushes that Zbrush 4 R4 has to offer and the different parts we will be working on.
In Chapter 1, we start adding the detail to our armour plating. We utilise DynaMesh in order to create the holes within the plating before moving onto implementing an Insert Multi Mesh brush to create the bolts that fasten the armour to the cannon.
In Chapter 2, we finalize the detail to our armour plating. We utilise SliceCurve to cut out the outline for the piece we want to extrude prior to implementing again an Insert Multi Mesh brush to add small screw heads to the armour plating.
In Chapter 3, we start building our basic recoil system for the barrel. We use a plane as a base and cut out the outline of the shape we need using the SliceCurve and ClipCircleCenter, before implementing Morph Target to add volume to our pieces.
In Chapter 4, we finalize the recoil system for the barrel. We use a custom made Insert Multi Mesh Brush to add the recoil cylinders, as well as looking at a potential problem with one of the default Insert Multi Mesh brushes when subdividing.
In Chapter 5, we start building an additional heat shield for the barrel. We use a cylinder as a base and cut out the outline of the shape we need using the SelectRect together with the Alt key, before implementing Morph Target to add volume to our pieces.
In Chapter 6, we finalize the additional heat shield for the barrel. Again we use a custom made Insert Multi Mesh Brush to add the overall detail as well as looking at another potential problem with one of the default Insert Multi Mesh brushes.
In Chapter 7, we start adding additional detail to the centre cover plate. We use Masking together with Ctrl +Shift to create a clean border on the surface of our cover plate, before repeating the same steps to achieve a clean indentation.
In Chapter 8, we finalize the detail on the centre cover plate. Again we use an Insert Multi Mesh Brush to add the overall detail such as rivets and the main centre piece that we later place on its own layer before using Masking and Ctrl +Shift to modify its design.
In Chapter 9, we add additional detail to the large cover plate mount. We use masking together with Ctrl +Shift to create the overall detail on the surface of our cover plate, before implementing an Insert Multi Mesh Brush to finalize the design.
In Chapter 10, we finalize the SpiderBot Cannon. We start by loading in a .ZTL file that I’ve created to save on time before taking you through the process used to create it. In a addition we add a bit of piping that sits under the large cover plate mount.

In Part 2 of this 3 part series, we expand on the techniques we learned in Part 1. We continue to work within Zbrush 4R3 and take a brief look at one of the problems that you may encounter in if using Zbrush 4R4.
In the introduction, we look at the overall scope of Part 2 of this series and briefly examine some of the topics that will be covered including Hard Surface techniques, maintaining a low poly count and highlighting the differences between R3 and R4.
In Chapter 1, we create a butt stock that sits near the rear of the breech of our cannon. We utilise a standard Cube that we modify with ReMesh All in order to create a clean and symmetrical mesh. We use ClipCircleCenter together with BRadius and PolyGroup to create a circular indentation.
In Chapter 2, we create a mechanical gear that sits on the butt stock. We use our Initialize dropdown to adjust the overall look of our gear before turning it into a PolyMesh 3D. We then create a large screw that acts as a centrepiece.
In Chapter 3, we create a large cover plate mount that sits over the butt stock. We use a standard Cube that we modify with ReMesh All in order to create a clean and symmetrical mesh. We also discuss a unique problem that you may encounter.
In Chapter 4, we create clamps to hold our cannon in place. To get started we utilise a duplicate of our large cover plate mount that we previously designed. We utilise the Mirror and Weld on the Z axis to give us the overall shape and then carefully position all the pieces.
In Chapter 5, we create a several pop rivets for our butt stock. We use an Alpha to create our 3D model by using the Make 3D function inside the Alpha dropdown. We then make adjustments using a variety of options such as SliceCurve and Polish Crisp Edges.
In Chapter 6 (R3), we use an old School method of applying tubing to our cannon. This was available in Zbrush 4R3 prior to the release of R4 which includes the new Curve and Multi Mesh inserts.
In Chapter 6 (R4), we use the new method of applying tubing to our cannon. This is available in the new Zbrush 4R4 which includes the new Curve and Multi Mesh inserts and is a different technique to the one used in 4R3.
In Chapter 7, we create the side armor plating. We use a cylinder, reduce the side count to achieve a basic shape, Morph Target for thickness, Ctrl + Shift for a low res shape and Move Brush together with the ReplayLast shortcut for our desired results.

In Part 1 of this 3 part series, we begin by creating the Cannon for our SpiderBot using several different techniques that will speed up our workflow. We start the series within Zbrush 4R3 before moving into R4 towards the end. In this series my focus is more on technique than design. We look at some useful techniques that can help with our overall workflow such as utilizing PolyGroups and minimising point count whenever possible.
In the introduction, we look at the overall scope of Part 1 of this series and briefly examine some of the topics that will be covered including Hard Surface techniques, maintaining a low poly count and highlighting the differences between R3 and R4.
In Chapter 1 (R3), we create the first part of the gun barrel with a cylinder for the basic shape. We use an old school method of creating holes with the InsertCylinder together with Radial Symmetry to apply them. We use Ctrl + Shift and the Replay Last button to create multiple InsertCylinders.
In Chapter 1 (R4), we create the first part of the gun barrel with a similar technique to the previous tutorial. We also look at two different methods to create holes, one using Dynamesh but with a slight difference to the R3 technique and a completely new method exclusive to ZBrush R4.
In Chapter 2, we detail the cooling/ heat jacket. We first utilise the SelectLasso Brush to select parts of the jacket and begin building the barrel by merging it together with Merge Visible to create a new object which we turn into a DynaMesh and then use ProjectAll to retrieve all the detail.
In Chapter 3, we build a clamp for the barrel. We utilise Ctrl + Shift for a range of different techniques including adding indentations to detail and ‘growing’ parts of the model. We use Edge Loop with Crisp turned on in order to create a clean lip for our clamp.
In Chapter 4, we create latches for the clamp created in the previous tutorial. We use a Cube for our basic shape before creating a new object with ReMesh All. We use the same technique to later create additional hinges for our latch.
In Chapter 5, we create the hexagonal piece located near the breech of the barrel. We start with a cylinder then adjust the number of sides before turning it into a polymesh. We utilise Ctrl + Shift to achieve a rib-like pattern.
In Chapter 6, we create the cover plate mount. We start with a Cube and rough out a basic shape before using ZSphere Topology to create a new low resolution base mesh. Again we use Ctrl + Shift to create our overall shape.
In Chapter 7, we use Ctrl + Shift together with Edge Loop and masking functions to create some additional detail surrounding the Cover Plate mount that was created in the previous tutorial. This is a short and simple tutorial.

In this 4 chapter tutorial we cover both the old school methods used in earlier versions of Zbrush as well as the new Zbrush 4R4. We look at a new method of creating rope through the use of a custom curve brush that is easier to use and a far more reliable method of achieving the end result.
In the introduction, we look at the overall scope of this 4 chapter tutorial and briefly examine some of the topics that will be covered including the main differences between creating rope the old school way compared to utilising the new features found inside Zbrush 4R4.

This is the third tutorial in the Understanding ZBrush series. This 4 chapter tutorial is designed for beginners and those using ZBrush for the first time. In this tutorial we explore the different saving formats of ZBrush, including the differences between saving things out as a Document and a Tool as well as combining the two options into one by utilizing the Project format. We also look at importing and exporting OBJ files and finally other saving possibilities with GoZ.
In the introduction, we look at the overall scope of this 3 chapter tutorial and briefly examine some of the topics that will be covered including the main differences between Documents, Tools and Project Files.

This is the second tutorial in the Understanding ZBrush series. This 3 chapter tutorial is designed for beginners and those using ZBrush for the first time. In this tutorial we explore the 3D aspect of ZBrush, including the differences between a parametric 3D and PolyMesh model, 3D navigation, sculpting brushes, subdividing mesh and the TransPose/ action lines.
In the introduction, we look at the overall scope of this 3 chapter tutorial and briefly examine some of the topics that will be covered including navigation, Zadd and Zsub functions as well as brushes and draw size.

This is the first tutorial in the Understanding ZBrush series. This 2 chapter tutorial is designed for beginners and those using ZBrush for the first time. In this tutorial we explore the 2.5D universe, including brushes and navigation and other menus/ tools that you see when you first open ZBrush.
In the introduction, we look at the overall scope of this tutorial and briefly look at some of the topics that will be covered in this –two part series including 2.5D navigation and brushes as well as 3D models within this environment.

In this 3-part tutorial, we create a bone saw using several new techniques that will speed up our workflow including using a transpose line to apply Alpha masks and Edgeloop Mask Border. We look at different methods to clean up problems caused by ShadowBox and uncover the hidden potential of ClayPolish. We also apply some screws using custom made Insert Brushes.
In this introduction, we look at the overall scope of our project and briefly look at some of the topics that will be covered in this 3-part tutorial. I also provide details regarding two free downloadable alphas as well as two screws in the form of custom made Insert Brushes.

In this 3-part tutorial, we look at how to get subdivision levels back using two main techniques. We utilise tools such as ReMesh All and ProjectAll and also look at Zspheres and topology in conjunction with Decimation Master. Finally we explore the ZProject Brush together with masking.
In the introduction, we look at the overall scope of our project and briefly look at some of the topics that will be covered in this 3-part tutorial. I also provide details regarding a free downloadable model of a treasure chest that can be utilised during the series.
