This gives me a good idea of how shadows will fall, and even helps me work out some of the values. I paint in some areas of light and work out what angles the rays will enter the cave, and how the light will fall on the cave walls. With this image, I decide to split the cave into tube segments to give the breaks I need down inside the cave where the ceiling has collapsed. I can now start thinking about how to construct the scene in 3D. Once I am happy with the general layout of the concept painting, I will work up some more detail. Work out your perspective, composition and lighting at an early stage Step 02: Slap comp concept painting Start with a clear idea of what you want to create. For example, I want strong lighting deep inside the cave, so I need to think about how to create the environment so that this would happen. At this stage I'm just trying to get a feel for the image I want to create, and to head off any issues that might arise later in the process. Once I have a really good feel for the image I want to create, I start to block out a rough painting, usually in Photoshop, but it could easily be on my iPad with Procreate or even sketched in my Moleskine sketchbook. You can then decide more easily on things like color palette, framing, perspective, atmosphere, and even how you want to light your scene. Taking the time to look up images using sources like Google Image Search, Pinterest, magazines, or even your own photographs, will sort a lot of issues out for you before you even begin. For this image, I collect all of my reference material together and make a quick concept painting to help me work out things like composition before I even venture into 3D. Whenever possible I like to have a very clear idea of what I want to create when I start a project. You will need a basic understanding of the ZBrush interface and know how to find the tools that I talk about, but I've tried to keep the number of brushes and tools to a minimum to keep the complexity of the tutorials low. The tutorial gives a good idea of how I switch in and out of 3D for a project like this. The final image will be made of the render outputs from several different lighting setups, composited in Photoshop. Once the layout is in place, I will use a range of tools and techniques to sculpt onto the caves' walls to match the reference concept. Starting from just basic 3D tubes, I will modify the geometry to make tubes that become caves. That will become the guide to use when I take the project into ZBrush to make basic geometry for the 3D scene. In this tutorial I will make an ice cave scene, starting by gathering a range of reference material that suits the tone of the work I want to create, then painting up a quick concept in Photoshop. Nearly all my 3D jobs start with me roughing out my ideas in this way. Most projects I start are in 2D: very often pencil and paper, and just as often with Photoshop on my Wacom Cintiq. Sculpt an icy cave environment in ZBrush with instruction from Pixologic trainer Glen Southern
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