This tutorial focuses on fundamental sculpting skills in ZBrush. Starting with a simple ZSphere base, chapter one focuses on blocking in the main forms of the shoulder, neck and head. Using SubTools, the hair is also added and blocked in. In chapter two, we focus on massing the internal forms, sculpting the eyes, ears, nose, mouth and the basic anatomy of the shoulder girdle. In chapter three, we focus on massing and detailing the hair. We utilize the Move brush to establish the overall shape and then refine that shape by modifying the Slash 2 brush and utilizing the Clay, ClayTubes and SnakeHook brush. In chapter four, we finalize the details of our sculpt. We further refine the features and spend some time texturing the hair. In this chapter, we look at how you can use the morph brush to bring back form that you have previously erased. Our goal, at this stage, is to make sure that our sculpt has a combination of hard and soft edges that guide our audiences eyes around the model. This tutorial includes the original sculpture by Ryan Kingslien in both .ZTL (ZBrush) and .OBJ format. This model contains the head, design sculpt for the hair, hair strands, and the organized mesh for her hair.
- Clay Brush
- ClayTubes Brush
- Standard Brush w/ Pinch
- Reconstruct Higher SubDiv
- EdgeLoop
- SubTool
- Transpose
- Modified Slash 2 Brush
- SnakeHook
- Rake Brush
- Morph Brush
- Blocking in the shoulders, neck and head
- Sculpting features of the face
- Sculpting Flowing Hair
- Tips for Creating Feminine Form
- Blocking in Your Model
- Massing Internal Forms and Sculpting Features
- Sculpting Flowing Hair
- Details, Details, Details
- Female Head Model (ZTL and OBJ)
- Product Code: RKI03
- Duration: 80 minutes
- Formats: DIGITAL DOWNLOAD
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- Microsoft® Windows® Vista®
- Microsoft® Windows® XP Professional
- Microsoft Windows 2000 Professional
- Apple® Mac® OS X 10.2
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Software Used:
Pixologic
ZBrush
Ryan Kingslien
Resident Artist
The Gnomon Workshop
Ryan Kingslien studied traditional art at the Pennsylvania Academy of Fine Arts and digital art at the Gnomon School of Visual Effects. He was the Product Manager for ZBrush 3 at Pixologic where he worked with programmers and artists to fuse traditional and digital art. While at Pixologic, Ryan consulted with companies such as ILM, Sony Pictures Imageworks, Bungie Studios, Ubisoft and Electronic Arts to integrate digital sculpting into their production pipelines. Currently, Ryan is a resident artist at The Gnomon Workshop where he continues to sculpt, share his passion for digital art and teach.
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"Ryan was an important part of the success of ZBrush 3. His blend of a traditional artistic background and technical prowess was key in helping us shape the next-generation of digital sculpting software."
- Jaime Labelle
COO Pixologic
"I can't think of anyone who is more qualified to present this information than Ryan. During his time as product manager at Pixologic, he was always the first person I'd contact when I needed to find the best work flow for any aspect of ZBrush."












































