Search
Cart
Sign in
  • offerCustomer zone
  • offerYour orders
  • offerEdit account

  • offerAdd project
  • offerLiked projects
  • offerView your artist profile

  • Dark mode
    ✔
Sculpting a lamp in ZBrush

Sculpting a lamp in ZBrush

Barbara Witkowska 2014-05-05 09:26 tutorial  > Zbrush  > modeling

Barbara Witkowska (from Evermotion) shows the process of modelling a lamp in ZBrush.

Today I'm going to show you how to sculpt a lamp in ZBrush. This lamp was included in a scene from our oriental interiors collection - Archinteriors vol. 31.

Sculpting copper setting

Click on image to enlarge01_nr.jpg

First I focused on sculpting copper setting. Create a basemesh in your modeling soft, unwrap it and import to ZBrush.

 

Click on image to enlarge02_nr.jpg

Subdivide geometry up to seventh level. Activate 4 count radial symmetry.

 

Click on image to enlarge03_nr.jpg

Start drawing ornament mask. It's very helpful to use See-through option while having reference photo under ZBrush window.

 

Click on image to enlarge03b_nr.jpg

Drawing ornament mask.

 

Click on image to enlarge04_nr.jpg

When a mask is ready, invert it.

 

Click on image to enlarge05_nr.jpg

Inflate unmasked geometry inwards. Polish inflated geometry to avoid too sharp edges. Unmask all.

 

Click on image to enlarge06_nr.jpg

Go to lowest Sdiv level, bake Displacement Map and export both map and geometry. You can specify resolution of map in UV Map slot.

 

Sculpting openwork piece

Click on image to enlarge07_nr.jpg

Now it's time to create openwork piece. Import basemesh from your main modeling soft. There's no need to unwrap it at this stage. Like before, divide it 7 times and activate 4 count radial symmetry.



Click on image to enlarge08_nr.jpg

Draw mask: first external ring. To do this change masking stroke type from Freehand to Rectangle. Drag marquee from side view, with Perspective turned off.

 

Click on image to enlarge09_nr.jpg

Change masking stroke type back to Freehand. Start to draw ornament mask reffering on photo layered under ZBrush window (again use See-trough option)

 

Click on image to enlarge10_nr.jpg

When ready, delete lower Subdiv levels.


Click on image to enlarge11_nr.jpg

Invert mask and hide unmasked. Create polygroup for visible geometry.


Click on image to enlarge12_nr.jpg

Borders are jagged. To fix this, create edgeloop around them.


Click on image to enlarge13_nr.jpg

Result is satysfying, so I can delete hidden geometry now.


Click on image to enlarge14_nr.jpg

Let's optimize topology. ZRemesher will do it for us, but still Some tiny fixes may be needed after recalculation.


Click on image to enlarge15_nr.jpg

To add thickness use Panel Loops with three loops to create rounded edges. Play with Polish slider to gain more organic effect.


Click on image to enlarge16_nr.jpg

Voila! Geometry is ready to unwrap.


Click on image to enlargelamp_tutorial_nr.jpg

Final result

 

Author: Barbara Witkowska Editor: Michał Franczak
Tags: zbrush
You may also like...
Tip of the Week. Old wall in ZBrush

Tip of the Week. Old wall in ZBrush

In this tutorial Andy explains how in easy way You can make the wall look older, destroyed by the time with a little help of ZBrush.
×

LEAVE A COMMENT

You need to be logged in to leave a comment. Don't have account? Register now.

fede4383 18:44:04  |  05-05-2014
very helpful, thanks!
djvillar 23:49:49  |  05-05-2014
Does mudbox have the ability to add an edgeloop to a masked area like this? I'm searching but can't find anything like this in MdBx.
bazia 09:28:10  |  06-05-2014
You welcome, fede4383. Djvillar, I'm not sure about it. Maybe some of our users will help.