
Because RAM is somewhat limited, even if you're on a 64-bit system it's a little bit limited at this time. ZBrush only really cares about two things as far as hardware.

Now for this training series, the most important thing to know about hardware is this. So don't despair if I am not covering a particular feature that you're interested in because if you just let them know that you're interested in those features I'll come back and deal with those features in a future date. So, there's different workflows and, of course, if I have an opportunity to come back and revisit ZBrush 4, I would like to build upon this training series. And then, of course, there's people who do concept work where basically all they're doing is creating mechets that they'll then recreate in another 3D package using the ZBrush mechet as sort of a concept piece of art, which can also be useful as well. So that's something that you could do with the ZBrush application as well. You could also use it as a package to sculpt for sculptures that you would then take and do 3D printing with, which is actually a growing business right now. And some of the different processes that you could use ZBrush for is that you could use it as an illustration package.
#Zbrush 4 tutorials series
There's some things that were completely left out of this training series, and the reason why they were left out of this training series was because ultimately they really weren't necessary for that particular process. Now that's not to say that it covers everything.

So, the bottom line here is that this particular training series, while it does focus on that sort of link in the chain of production mentality for ZBrush, it does cover all of the fundamentals of using ZBrush.
#Zbrush 4 tutorials how to
Now, the workflow that I chose was the workflow of using ZBrush as a link in the chain of the process, meaning that we would create a model or geometry in another application - any type of modeling application really can work just fine for ZBrush, but you really prefer any kind of sub-d type modeling package, subdivision modeling package, but then, once we bring it into ZBrush we can sculpt it, we can paint it, and then we want to know how to get it back out of ZBrush so we can take it into a compositing and rendering application, or put it into a video game engine, or any other use that we might have for it. And to that end, I had to pick a particular workflow to follow for this course, and I chose the one that I thought would be most useful to the largest group of people that would be watching this. So, the bottom line for what it is that we're looking for in ZBrush is a workflow, and the reason why is because when we're dealing with ZBrush, we're dealing with a very, very large program that can handle many different workflows and many different reasons why people create the sculptures that they're creating. Now, ZBrush 4 builds upon all of the successes of ZBrush 3, which was a fantastically successful package that propelled ZBrush into the mainstream default tool for doing digital sculpting and some forms of digital painting as well.

My name is Jason Maranto, and I'll be your guide throughout this training series. Hello, and welcome to VTC's training course for ZBrush 4.
