ZBrush Tools and Interface

ZBrush 3.5 Tutorials with Ryan Kingslien

Sample Clip

An Overview of Topology in ZBrush

Sculpting in ZBrush, artists work with highly advanced digital clay that consists of millions and millions of polygons. However, when artists need to transport those milions of polygons to other 3D applications it is necessary to engage in the polygon economy and start redistributing the wealth. This tutorial will show the artist how to retopologize a model in ZBrush as well as how to reproject the sculpting details from one model to another.

Duration: 51 min

Ecorche: Face Sculpting

This 60 minute tutorial explains how to sculpt the anatomy of the human face using ZBrush's innovative ZSpheres and advanced Digital Clay system. Most of the major muscles of the face are covered with an emphasis on those most responsible for the form and function of facial expressions. Includes Project files.

Duration: 60 min

ZBrush: Sculpting Brushes

While sculpting in ZBrush, artists work with highly advanced digital clay and use state of the art digital sculpting brushes. This tutorial explores ZBrush's cutting edge brush -based sculpting system from the brush's perspective.

Duration: 62 min

ZBrush: Texturing with ZProject

This tutorial examines using ZBrush's ZProject Brush to quickly capture our model's texture from photographic reference. We look at ways to capture texture information from the canvas as well as from SubTool to SubTool. We also look at how to use ZAppLink to mirror a texture.

Duration: 44 min

ZBrush: Using Image Planes

Learn everything you need to begin using images as background reference inside of ZBrush now. This tutorial explains how to use image planes as SubTools as well as directly from the canvas.

Duration: 40 min

These videos are available as Digital Downloads only, at a resolution of 1024x768. Software requirements: QuickTime Movie Player (Version 7.0 or higher).

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.

"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."

Zack Petroc
Zack Petroc Studio