Chapter 7. Brian Haberlin

Brian Haberlin

Second page from graphic novel Anomaly.

About the Artist

I am an award-winning comic book creator, writer, illustrator, fine artist, and educator. I cocreated the popular Witchblade comic, which was also a television show. I also created numerous other comic titles from Captain Wonder to Hellcop, which is currently in development for a feature film. I am finishing a 375-page graphic novel titled Anomaly. Besides owning and creating tutorials for www.digitalarttutorials.com, I am a teacher of comic art at Minneapolis College of Art and Design and a contributor to 3D World and ImagineFX magazine. My work is in the permanent collection at the Smithsonian Museum.

Artist’s Statement

Artist’s Statement

I take sort of a Faustian approach to art—in other words, any means to an end. The end, of course, is hopefully a version of what is in my head brought out to the real world. I smash together analogue, digital, oil, 3D, coffee, dirt—you name it—to get the image right.

Techniques

Technique 1: How to Make a Fully Textured Mesh in No Time

Okay, here is how to make a fully textured mesh. This technique can be used for anything from details on costumes to full-blown sets (see Figure 7.1).

Choose an image that will become a 3D mesh.

Figure 7.1. Choose an image that will become a 3D mesh.

  1. I start with the image I want to have created as a 3D mesh.

  2. I chose this image because it would probably take a few hours to create a model of it using conventional methods—and more time to texture it. I begin in Photoshop with the image. I isolate what I want to make into the mesh, as if I’m making a silhouette of the shape, using a selection tool. Once the dream catcher is selected, I copy it to another layer (see Figure 7.2).

    Isolate the image with Photoshop.

    Figure 7.2. Isolate the image with Photoshop.

  3. I load that new layer as a selection (by holding the Ctrl/Cmd key on that layer in the Layer menu) and make a new layer above the copied layer. I fill the silhouette selection of the dream catcher with black and begin to rough in its shape with a soft white brush. What I am making here is a rough “height map” of the dream catcher.

    This does not need to be too detailed, because my texture map will drive most of the detail on this model anyway. I just want the general shape here. I drop the opacity of this layer to about 60% so I can see the detail of the original image below. I save this out as a JPG and name it (see Figure 7.3).

    Make a rough “height map” of the image.

    Figure 7.3. Make a rough “height map” of the image.

  4. Moving to ZBrush, I start by loading Plane 3D. I make sure I am in Edit mode and then convert the image to a polymesh by using the Make PolyMesh3d button. Next, I use the ZPlugin UV Master to give the image UV coordinates. Then I subdivide the polymeshed Plane 3D. High res is necessary here to drive the detail in the mesh I will be creating; I go to about 4 million polys (see Figure 7.4).

    Move the image to ZBrush and load Plane 3D.

    Figure 7.4. Move the image to ZBrush and load Plane 3D.

    Note

    Giving the image UV coordinates is not necessary in ZBrush 3.5, but it is in ZBrush 4.

  5. I load the JPG I made of the “height map” version of the dream catcher as an alpha. Now in the Masking menu, I choose Mask by Alpha. The alpha appears on the plane. I go to Deformation, turn the plane a bit so I can see the effect, and increase the Inflat setting. My dream catcher shape pokes out of the plane (see Figure 7.5).

    Choose Mask by Alpha.

    Figure 7.5. Choose Mask by Alpha.

  6. I clear the mask and create a new one, but first I make my UV map 4096 so I have high detail to work from. I choose Mask by Cavity and then Create Alpha (see Figure 7.6).

    Choose Mask by Cavity and then Create Alpha.

    Figure 7.6. Choose Mask by Cavity and then Create Alpha.

  7. I export that alpha. In Photoshop, it’s easy to select all the areas where the mesh isn’t and fill them with black, and fill the areas where the mesh is with white (see Figure 7.7).

    Export the alpha and in Photoshop fill selected areas.

    Figure 7.7. Export the alpha and in Photoshop fill selected areas.

  8. I save and load this image into ZBrush as a new alpha. In the Masking menu, I use Mask by Alpha, Inverse. Next, in the Visibility menu, I select HidePt. I’m left with just my dream catcher (see Figure 7.8). It’s one sided, so I’m going to fix it.

    One-sided image.

    Figure 7.8. One-sided image.

  9. I need to delete the geometry I have hidden. Under the Geometry menu, use Del Lower and then Del Hidden to get rid of the hidden mesh. In that same panel, I use Mirror and Weld set to Z only. My dream catcher now has a backside. Next, I import the original color texture, go to the Texture Map menu, and turn Texture On (see Figure 7.9).

    Delete the geometry and import the original color texture.

    Figure 7.9. Delete the geometry and import the original color texture.

  10. I select my imported map, and bingo bongo I have a fully textured model in a matter of minutes. I clean up any jagged geometry using Deformation/Polish. I recommend loading the original color file in SpotLight to clean up any textures (see Figure 7.10).

    Select the imported map. You now have a fully textured model!

    Figure 7.10. Select the imported map. You now have a fully textured model!

    Tip

    To really apply textures with more control, use SpotLight.

Insights

Q&A

Q1:

What motivates you or your work?

Getting the ideas out of my brain motivates me, as does the pure joy of creation.

Q2:

Who/what are your inspirations and influences?

Anyone who is good, is innovative, and can consistently produce fine work or continue to improve previous work inspires me.

Q3:

Which artists do you admire? Why?

There are so many I admire, but off the top of my head, I admire Miyazaki and Tim Burton for their imagination; Jean Giraud (Mobius) for everything; Wayne Barlowe for his pencil work; J.C. Leyendecker for pretty images; and Rockwell Kent for bold images. The list could go on and on.

Q4:

When did you start using ZBrush?

I started using it when it first came out, but not really majorly until version 3.

Q5:

Describe your creative process and workflow. How does ZBrush fit?

ZBrush has a role in almost every 3D model I either create or customize, from pure scratch models done entirely in the program to new textures and morph targets for customizing existing ones.

Q6:

What’s your workflow? Do you create from scratch with ZSpheres or import geometry from another package to work on/develop?

Really I do both; it just depends on what I need to make. ShadowBox is now part of those tools as well.

Q7:

What are some of your favorite ZBrush features? How do you use them?

I use SpotLight, UV Master, and Decimation Master a lot—especially when I’m making props. I sculpt these really heavy geometry pieces that look great but would be impossible to use in other software. That’s where Decimation Master comes in; it brings the pieces down to feather weight, and they still look great!

Q8:

Are you using SpotLight to texture or for sculptural details?

I mostly use SpotLight for texture but often use that texture as a mask to pull out some of the fine details. If I use pictures/ textures for modeling reference, my silhouette is pretty much there already, and the texture and a little detail bump from the texture are usually all I need.

Q9:

Are you using ShadowBox to make base meshes? How?

I use it mostly for bits and bobs, like vents and knobs on tech armor, or buckles and rivets in low-tech armor.

Q10:

Are you using any of the new brushes in ZBrush, like the Move Elastic Brush?

I use move Topological a lot when customizing existing figures. I can move individual teeth in a mesh without having to separate them as ZTools or with masking—a real time saver.

Q11:

What are you using for hard edge modeling?

I’m using a good deal of custom brushes, including the Planar, Polish, and Damien Standard Brush. Also, I like to paint groups and limit the brush tolerance accordingly.

Q12:

Are you using ZSketch? How?

I don’t use it that much. I usually model in other programs, at least for a base mesh.

Q13:

What tools do you most often use to texture? SpotLight? Image Plane? Projection Master? ZAppLink?

I usually use SpotLight and Image Plane. For head modeling ref, I usually use Image Plane to get a quick likeness.

Q14:

How do you use Best Preview Render (BPR) for rendering out your final image?

I usually export my ZBrush models to other applications for rendering.

Q15:

How do you use customizable tools in ZBrush?

I often grab detail from another piece of geometry and create an alpha from that already sculpted geometry using GrabDoc in the alpha menu. This is great for adding all kinds of detail quickly.

ZBrush has so many tools that it’s easy to get lost. I focus on the ones that fit my workflow. Not feeling like I have to use them all speeds up my work!

Q16:

What advice do you have for artists working with ZBrush?

My advice is to grab some real clay. Sculpting in the real world helps your ZBrush work, and it’s fun to get your hands dirty.

Q17:

What do you wish someone had told you when you started with ZBrush?

I wish someone had told me that the learning curve was worth it!

Q18:

How has ZBrush helped you successfully define your own graphic/artistic style?

It’s given me the tools to more accurately reproduce what I see in my head.

Resources

Links

Gallery

Gallery

A spread from the Anomaly graphic novel. Texture and creature morphs done in ZBrush.

Gallery

From Anomaly graphic novel. Some texture, prop, morph on each character is done in ZBrush.

Gallery

Page from Anomaly graphic novel. Terrain, morphs, and texturing done in ZBrush.

Gallery

Examples of characters customized in ZBrush for use in Poser.

Gallery

Page from Anomaly graphic novel. Fish beast detailed and morph created in ZBrush.

Gallery

Spread from Shifter graphic novel. Textures and morphs from ZBrush.

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