online class

WHAT IS A CLASS LIKE?

Each comprehensive five week class happens live and online. You have to be there to make the most out of the class, but each class is also recorded so you don't have to miss a thing! 

Each three hour session applies those concepts with real-world production artist workflows and techniques.  During the week the teacher is available, at set times, for chat sessions and will be active in the community. Each student is also given a 1:1 critique of their work.

WHERE HAVE WE TRAINED BEFORE?

Well, lets start at beginning.  Back when he worked for Pixologic, Ryan developed the training curriculum that is still the foundation of nearly every training course out there today. 

He taught that curriculum at EA, ILM, Sony Picture Imageworks, Activision, Gnomon School of Visual Effects, Ubisoft and many more places.  

Now its your turn to learn the same things about ZBrush that production artists use every day to make a living.

FOUNDATION LEVEL ZBRUSH CLASS

Class starts 8/24/2010

Register For 10 AM Class

Register For 7 PM Class

 

Have you tried to learn ZBrush on your own and just not been able to?  Are you already using it and afraid your just don't know it well enough? If so, then ZBrush Foundations is the class for you.

Spread out over 5 weeks, this course is designed to get you up and running in ZBrush fast.  This course is held live once a week and broadcast live directly to you.  You must be there to get the most out of the class but each class is recorded and will be available to students for up to one week afterwards.  

The instructor, Ryan Kingslien notes, "This course represents over 7 years of teaching ZBrush to everyone from traditional sculptors to production artists at the largest game studios in the world as well as the hundreds of students I have taught at the Gnomon School of Visual Effects. This is a condensed class with one goal and one goal only: to teach you how to sculpt in ZBrush. While learning to sculpt takes a lifetime, learning ZBrush can happen in a few short weeks and once you learn it you have a marketable skill that sculptor's 20 years ago didn't have.  Today, artists working in the game industry are thriving even in our current financial situation."

While each class is held online, students can receive support during the week and can get immediate support via scheduled live chat times.

ZBrush Foundation's curriculum:

Week 1

In our first class you will learn how to navigate inside of ZBrush and have a complete understanding of the grammar of sculpting within this amazing application.  Our goal, after just this one class, is to be able to create soft forms, hard forms and create sharp edges.  

Week 2

In week 2, we take our understanding of the brush system to the next level by learning the newer aspects of brushes and how they fit into our sculpting pipeline. Our goal will be to master the complex concepts of Depth, Samples and be able to sculpt fluidly in ZBrush.

Week 3

In week 3, we learn how to use ZSpheres and ZSketch to create models and plump the depths of our imagination.  We will also learn some advanced techniques with ZSpheres that make sculpting hard surfaces incredibly easy!

Week 4

In week 4, we learn how to use ZBrush's texturing toolset and material system to bring our sculpts to life.  We learn how to both manually paint our textures and also how to harness the power of Photoshop.

Week 5

In week 5, we learn how to work with more complex models with multiple SubTools, Polygroups, and Layers. We learn how to use Image Planes and kit-bash our models together.

System Requirements

This class is using our partner GoToTraining.  To register for this class simply add it to your cart.  Once you complete the purchase transaction you will receive instructions for registering for the class.

Please note the following minimum system requirements:

For PC-based participants:

  • Internet Explorer® 6.0 or newer, Mozilla® Firefox® 3.0 or newer (JavaScriptTM and JavaTM enabled)
  • Windows® 2000, XP, 2003 Server, Vista or Windows® 7
  • Cable modem, DSL, or better Internet connection
  • Minimum of Pentium® class 1GHz CPU with 512 MB of RAM (recommended) (2 GB of RAM for Windows® Vista)

For Mac®-based participants:

  • SafariTM 3.0 or newer, Firefox® 3.0 or newer (JavaScriptTM and JavaTM enabled)
  • Mac OS® X 10.4 or newer – Tiger®, Leopard® and Snow Leopard®
  • PowerPC G4/G5 or Intel processor (512 MB of RAM or better recommended)
  • Cable modem, DSL, or better Internet connection

INTERMEDIATE ZBRUSH CLASS

Class starts 8/25/2010

Register For 10 AM

Register For 7 PM

ZBrush Intermediate is a project focused class built upon our Foundation class.  Students are expected to have a firm grasp on the concepts of ZBrush's sculpting toolset and be ready to put that into practice.  

ZBrush Intermediate is built to get students ready for being a production artist.  The goal is to build an entire character while digging deeper into ZBrush's toolset. You will learn how to use ZBrush efficiently as well as the tips and tricks that professionals use. 

The instructor, Ryan Kingslien, notes, "The intermediate course is for those with experience in ZBrush who are looking to hone their skills within the context of ZBrush 4.  The entire course is built on real-world examples with students completing each task within one week.  Since we are in an intermediate course we also get to spend more time on our anatomy and understanding of form which is my favorite part."

Each week, the class is introduced to a new set of tools and given a new task to complete.  Students assignments are individually critiqued and the instructor is available via the ZBW community, email and scheduled chat times. 

ZBrush Intermediate Curriculum:

Week 1

In week 1, we review ZSpheres and block in a generic game character.  Special attention is paid to quickly blocking in the figure and establishing the basic proportions and essential qualities of a humanoid character.

Week 2

In week 2, we add props and clothing to our character such as boots, pants and belts among other things. We look at creating custom brushes for sculpting clothing and take a brief looking at sculpting drapery.

Week 3

In week 3, we learn how to retopologize our models, UV them and get them ready for our game engine. You will learn how to use ZBrush's topology tools as well as how they fit into a production pipeline and what you can expect out of them.

Week 4

In week 4, we take a look at creating details for our characters.  We look at two different approaches to creating skin details: manually and via photoreference.  Both approaches are important tools to have in our tool box.

Week 5

In week 5, we learn how to export our sculpting details to a 3rd party application.  We will learn how to export Displacement maps, Normal maps, and HD Geometry. Students will be required to submit a final assignment for critique to be able to earn a certificate of completion.

System Requirements

This class is using our partner GoToTraining.  To register for this class simply add it to your cart.  Once you complete the purchase transaction you will receive instructions for registering for the class.

Please note the following minimum system requirements:

For PC-based participants:

  • Internet Explorer® 6.0 or newer, Mozilla® Firefox® 3.0 or newer (JavaScriptTM and JavaTM enabled)
  • Windows® 2000, XP, 2003 Server, Vista or Windows® 7
  • Cable modem, DSL, or better Internet connection
  • Minimum of Pentium® class 1GHz CPU with 512 MB of RAM (recommended) (2 GB of RAM for Windows® Vista)

For Mac®-based participants:

  • SafariTM 3.0 or newer, Firefox® 3.0 or newer (JavaScriptTM and JavaTM enabled)
  • Mac OS® X 10.4 or newer – Tiger®, Leopard® and Snow Leopard®
  • PowerPC G4/G5 or Intel processor (512 MB of RAM or better recommended)
  • Cable modem, DSL, or better Internet connection

WANT TO KNOW MORE?

Flexibility

ZBrushWorkshops was designed to bridge the gap between traditional DVD education and classroom training.  Traditionally, DVD training has tended to be the most flexible training route. Users could review the training on their own scheduele, stop and start at liesure and review it anytime they needed to.  The problem is that DVD training is a one way street and real learning requires feedback and exercise. While a classroom provides the ultimate immersive environment it is often too short to provide all the feedback necessary for learning and when factoring in travel costs, scheduele conflicts and other factors, can become quite expensive.  By combining the best of classroom learning with the flexibility of DVD training ZBrushWorkshops really is a better place to learn.

Certification

Our live classes come with a certificate of completion provided, of course, you complete the tasks.  We have several systems built in to help you if you ever get lost: A support ticket system, schedueled availability for teacher chat, Q&A sessions and our own ZBW community. Each week you submit your assignments for critique and the end of each class is researved for any questions you might have.

1:1 Feedback

Our 1:1 critiques are designed to help you grow as an artist and develop skills you can use as a production artist in the film or game industry.  Our goal is to help you find your weaknesses and your strengths.

ZBW

The community at ZBW is exclusive to ZBW students and alumni and is where students and teachers can interact informally and extend the classroom learning environment. Post your WIP images and keep us updated with your progress.

Cost of Travel?

Its important to note the cost of travel time in classroom or in-person training.  Some studies suggest that 40 cents of every dollar spent on in-person training goes to travel and lodging costs. Learning online is a great way to immediately cut your costs and increase your learning potential.

Corporate Training?

We can offer discount for enrolling multiple students.  Use our contact us now page, tell us how many students you want to enroll and we'll call you right back.