If you’ve watched a certain well publicised movie during the Christmas period, chances are that you’ve noticed some of the characters wear some well designed armour, all carefully created to help protect the wearer from laser blasts. It’s inspiring that armour designed during the middle ages was a major influence for the costume design for some Imperial characters as shown in the Star Wars movies. In this webinar we’ll hold a live sculpting session to create some exclusively designed helmets, some of which may not look out of place on an Imperial soldier!
Making real world armour includes a surprising mix of skills. The armourer is a combination of artist, scientist, toolmaker, metallurgist, chemist, and engineer. A good armourer will have an understanding of mathematics, geometry, metallurgy, woodworking, and leather-working thrown in as well.
Fortunately when sculpting virtual armour with ZBrush, you don’t need all of the above skills, but there is still a fair amount to consider when thinking about the design!
In this live webinar session, John Haverkamp provides live sculpting of some exclusively designs for armoured helmets.
You will learn:-
– Concept sculpting with basic Zbrush brushes.
– Design considerations around the dimensions of a 3D head.
– Extracting clean armor plates from a rough concept mesh.
– How to using Zbrush booleans to hollow out a helmet design to fit a Poser head perfectly.
– Clean hard surface topology generation.
If we have time, we’ll go over some UV mapping for the sculpted articles.
Date and Duration
Date : Saturday the 2nd of January
Start Time: 20:00 GMT (London)/12:00 PST (Los Angeles)/15:00 EST (New York)
Duration: 1.5 hours
Basic familiarity of ZBrush
About John Haverkamp
John Haverkamp was born in Ohio and then moved to the pristine Blue Ridge Mountains of Virginia at a young age. There he spent a semi-isolated childhood re-enacting the Lord of the Rings and being corrupted by Dungeons and Dragons. Always with the fondness for the fantastical and medieval, Art school drove him deeper into Luddite territory by granting him the skills of a traditional metal-smith. This meant post-college jobs making copper fountains, welding and steel fabricating, casting and finishing bronze sculptures, and working for an architectural blacksmith throughout his twenties.
Digitally, John got sucked into cyberspace and the arcane mysteries of 3D studio max. The perfect software match for John was Zbrush discovered six years ago. Now he teaches digital arts part time, and constantly endeavours to improve his craft as a digital-sculptor and visualizer through personal work, illustration and indie game projects.