ZBrush是一个数字雕刻和绘画软件，它以强大的功能和直观的工作流程彻底改变了整个三维行业。在一个简洁的界面中，ZBrush 为当代数字艺术家提供了世界上最先进的工具。以实用的思路开发出的功能组合，在激发艺术家创作力的同时，ZBrush 产生了一种用户感受，在操作时会感到非常的顺畅。ZBrush 能够雕刻高达 10 亿多边形的模型，所以说限制只取决于的艺术家自身的想象力。ZBrush软件是世界上第一个让艺术家感到无约束自由创作的3D设计工具！它的出现完全颠覆了过去传统三维设计工具的工作模式，解放了艺术家们的双手和思维，告别过去那种依靠鼠标和参数来笨拙创作的模式，完全尊重设计师的创作灵感和传统工作习惯。
In this course, we will go through the process of creating a cyber crocodile creature from a sphere to a finish render in Zbrush. We will start by doing the 3D sketch of our model which will allow us to change the design quickly and easily on the fly. This will be achieved by using one of the new features in Zbrush, which is Sculptris Pro. The Sculptris Pro mode will help us in the concepting stage and in the final polishing of our crocodile skin. You will learn different techniques for hardsurface modeling and mechanical parts creation. This will include Zmodeler brush, Trim Dynamic brush, and making your own Insert Multi-Mesh brush. The big part of the tutorial will be the detailed creation of crocodile scales. We will make them either by hand or using alpha brushes. In order to do that, you will learn how to make your own alpha brushes from scratch. At the end, we will make the pose for our high poly sculpt and lastly, we will export render passes which we will combine in Photoshop to achieve a nice professional looking render, then we will make a high resolution character that we sculpted in Zbrush ready for production. First, we will start by exporting the high poly parts using the decimation master tool in Zbrush. Then we will import them in 3ds Max and start making the low poly by retopologizing the decimated meshes. We will learn how to retopologize, make the most out of our forms and follow the silhouette with fewer polygons. Then we will make the UV coordinates for our low poly in 3ds Max with little help from Zbrush. After that, we will bake the textures from high to the low poly using Substance Painter. Then we will continue in Substance Painter to make the texture. You will learn how to create realistic painted metal, scales, dirt and more. We will make our textures super detailed using various layering techniques and strategic hand painting. We will even go through the process of creating emissive materials to further enhance our model. We will present our model using Substance Painter’s Iray Render and then later on put it inside Marmoset to create a turntable video that will allow us to display our model in the best possible light. At the end, our amazing model will be ready for animation and game engine.