Digital Sculpting > Helmet Design with Joseph Drust

Helmet Design with Joseph Drust
This video series has been formulated to provide you with focused, and easily digestible content with one purpose in mind, to create a futuristic helmet with ZBrush. Joseph Drust will take you through each phase of the design process, including Reference, Base Meshes, Procedural Processes, Sculpting, Hard Surface Detailing, and final surface detailing. Get Started with your lessons, and prepare to be wowed!

We will be filling this page with so much content, that it its important to remember to keep scrolling down the page for more videos in the weeks to come!

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Video Lessons
Reference Introduction 
Joseph Drust introduces the key features he will be covering in the following videos.
Reference-Image Plane 
This video demonstrates the use of Image Plane as a valuable way to bring images in for reference.
Reference-See Through 
Using the See Through feature can come in handy when working with multiple windows for reference, as demonstrated in this video.
ZBrush has the capability to apply images to the grid for precise 1, 2, and 3 Dimensional reference.
This video demonstrates the use of spotlight as a reference tool, allowing for an easy to use reference palette of images.
this video gives a brief explanation of the various methods that will be covered in the following base mesh videos.
The first method to creating a basemesh is DynaMesh. Watch as Joseph explains the benefits to working with Dynamesh as a conceptual basemesh tool.
Maybe the easiest way to get simple or complex shapes and forms in ZBrush is with the use of ZSpheres. Joseph shows you how he goes about using ZSpheres as a basemeshing tool in this video.
BaseMesh-Scan Data 
Using scan data can be extremely beneficial to your workflow, especially when trying to build a helmet off of an individual. Joseph demonstrates how to import a scan data STL file, and use some basic tools for cleanup, allowing for a great basemesh to start from.
Procedural Processes Introduction 
Introducing the next topic of videos on Procedural Processes, and all that will be covered in the following videos.
Procedural Processes-Extract 
First up is the extract feature, that will allow for incredibly quick generation of clean geometric shapes from a basemesh. Joseph will show you how to apply this, along with a cool technique to create head space for the final helmet.
Procedural Processes-Morph 
Morph targets are a cruitial part to any workflow in ZBrush. Joseph demonstrates the use of morph targets, and how to create a "diffrence mesh" to create head space for the final helmet design.
Procedural Processes-Panel Loops 
Joseph Demonstrates the use of Panel Loops as a conceptually clean way to create shapes and parts for the helmet. Dont miss this informative video on how beneficial Panel Loops can be!
Introducing the next topic of videos, sculpting. Joseph covers all topics that are involved in this series.
This video covers the basic brushes you will need to get started with sculpting out forms and shapes for a hard surface helmet.
Sculpting-Masking and Smoothing 
Joseph demonstrates how the masking and smoothing brushes can be very beneficial when creating mechanical details for this helmet.
This video will enlighten you if you are not familiar with all of the capabilities the tranpose tool has to offer, and how it will benefit you when working with hard surfaces like this helmet.
Hard Surface Details-Introduction 
As we progress into the more advanced topics of this series of videos, Joseph introduces you to the next topic of videos on creating hard surface details. Including trimming, clipping, and DynaMesh booleans.
Hard Surface Details-Trim and Clip 
kicking off the hard surfacing is the use of Trim and Clip brushes, allowing you to get clean hard surfaces quickly.
Hard Surface Details-dynaMesh Subract 
Using DynaMesh Subract will allow for an easy boolean creation to get clean cuts and grooves for the mechanical helmet, as demonstrated in this video.
Hard Surface Details-Projection Master 
This video will show you how incredibly easy it is to project details onto geometry with the simply use of Projection Master, Alphas, and an extended look at the Clip Curve Brushes.
Additive Greeble Nurnies-Introduction 
Introducing the next topic of videos, Additive Greeble, and Nurnies. Joseph covers all topics that are involved in this series pertaining to adding final details to make this helmet pop.
Additive Greeble Nurnies-Initialize 
This video covers the initialize menu, pertaining to non polymesh 3D objects in ZBrush. This feature is incredibly useful when creating complex shapes based on sliders! dont miss it.
Additive Greeble Nurnies-Curve Lathe 
The next topic in this series talks about useing the Curve Lathe Brush, based on easily manipulating curves to create complex pieces of geometry.
Additive Greeble Nurnies-Shadowbox 
In this video, Joseph demonstrates why shadowbox is one of the easiest ways to create shapes with ZBrush, simply bases on masking, to finish off this series on additive greeble and nurnies.
Alpha Creation-Introduction 
In this video, Joseph gives you another breakdown of the following content on creating alphas.
Alpha Creation-MRGB ZGrabber 
First up in this topic of videos is the MRGBZ Grabber. joseph demonstrates how you can use this function to create simple, but effective alphas for application.
Alpha Creation-Grab Doc 
Watch how easy it is to take exisiting geometry to create custom alphas for any application.
Alpha Creation-Modifying Alphas 
This video shows you how to access the Alpha Palette, allowing for advanced controls of existing alphas.
Brush Creation-Introduction 
Moving on from alpha creation, Joseph Introduces the next series of videos on creating brushes for sculping.
Brush Creation-Alpha Brush 
Now that you've got a handle on customizing alphas, Joseph takes you through the steps to applying an alpha to create a custom brush.
Brush Creation-Insert Mesh 
Insert Mesh is a powerful way to add pre exisiting geometry to a mesh. See how to utilize this feature while creating a mech helmet.
Brush Creation-Depth Mask 
This video will demonstrate the ability to access the brush settings to control the "Depth Mask" settings, allowing for advanced controls of your brush.
Surface Variation-Introduction 
As you're moving closer to the finish line of this series, you dont want to miss all that will be covered in the "Surface Variation" section, as explained in this video.
Surface Variation-Alpha-Tiling-Tracks 
One of the many ways to apply patterned surface detail is through the use of alphas, specifically by following these great techniques with the alpha palette settings, as well as exploring the "Tracks" brush in Lightbox.
Surface Variation-Surface Noise 
Surface Noise makes the task of applying surface details incredibly easy, especially with these tips covered in this video.
Surface Variation-Noise Brushes 
Inside of Lightbox, we've provided customized noise brushes for you to sculpt with. This video demonstrates how you can modify, or create your very own noise brush to fit your needs for application.
The final addition to this incredible series of videos, will cover all that is necessary to texture the final helmet design. Polypainting, Spotlight, and Materials are some of the key features that will be covered.
Painting-Layer Masking 
Using a combination of masking and layers, Joseph demonstrates a quick and easy method to applying a custom paint job to the helmet.
Painting-Spotlight Texturing 
Spotlight allows the use of images loaded directly into ZBrush to apply texture information to your model. Joseph demonstrates how he uses this method to apply refined texture details.
Painting-Alpha Texturing 
Alphas are one of the easiest ways to apply texture or sculptural details. Watch how Joseph utilizes this feature to add texture details to the helmet.

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