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Edge Delete
Remove single edges, partial edge loops, and complete edge loops.
Edge Delete Edge Add to Curve
Using this feature will allow you to choose specific edges to add bevels, ZRemesher guides, and Insert Mesh Curve brushes.
Edge Add to Curve Point Do Nothing
This option will allow you to restrict point modifications, while applying poly actions to a model in areas that may be difficult with the point mode enabled.
Point Do Nothing Edge Close
Besides automatically closing a hole, this feature gives you modifers to apply various types of generated geometry to close a hole, and powerful extruding options from the newly created closed surface.
Edge Close Edge Collapse
Use the edge collapse feature, you can clean up poly areas on your model, or generate large polygons or triangles for modeling.
Edge Collapse Edge Do Nothing
This option will allow you to restrict edge modifications, while apply poly actions to a model in areas that may be difficult with the edge action activated.
Edge Do Nothing Poly Insert NanoMesh
Learn the basic of creating an Insert NanoMesh brush.
Poly Insert NanoMesh
:D ;) :confused: :evil: :cry: :idea: :lol: :rolleyes:

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2 Hours Ago

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The leviathan
Hey guys, My name is Colin Thomas this is my first time posting here! I'd like to share some sculpts I made for the teaser "The Leviathan" directed by Ruairi Robinson. I was honored to be a part of this teaser and got the chance to work with one of the most influential designers still kicking major ass in the industry...The legend himself Jordu Schell who created a traditional maquette which I used as reference to create the digital model. Thanks also to my buddy Maxence Fleuret for helping out on the hair strands and the helmet for the orange suits! (you rock!) lots of very skilled folks worked on this to bring it all into fruition! shout out to Ben Mauro for making some awesome concepts of the space suits! p.s. last I heard, this was picked up by Fox and Simon Kingberg and Neil Blomkamp as producers! should be interesting! see the video here "THE LEVIATHAN" TEASER

  • LynneMitchell
    1 Hour Ago
    Nice! Saw the preview and who doesn't love a creature big enough to swallow a whole ship! Great work...
  • Antone_m
    27 Minutes Ago
    this should be top row right away saw the video and I couldn`t close my mouth during watching it , congrats on doing such an amazing job
  • d'Artbot
    1 Minute Ago
    Beautiful creature!!! Really nice work you delivered, curious what Fox will do with The leviathan, the project looks and sounds really promising! Keep up the good work.
1 Hour Ago

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thanks buddy thought of sharing this updated version and steps of groot started from a sphere and used the amazing dynamesh feel free to check my artstation aswell

  • Kops
    6 Minutes Ago
    love it! ...you're making me all jelly with how good you are getting bro
3 Days Ago

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thanks a lot guys Like I told you...here's a little breakdown of some of the stuff I did..ask me any question if you still want to know more or want me to make something more obvious

  • Kops
    3 Days Ago
    Thanks guys @Corrose you can find most of these alphas hidden in LightBox> Alphas
  • sherkhan
    2 Days Ago
    awesome! and thanks for the tutorial
  • Antone_m
    10 Minutes Ago
    Great work buddy (Y) this breakthrough materials needs some love maybe a top row or something :P
14 Hours Ago

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A little Sunday night project. Bolg from The Hobbit movies, always liked this dude!

  • Antone_m
    18 Minutes Ago
    I like the face of the last character good job (Y)
5 Days Ago

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29 Favorites and 21Followers.
Anime Style Character Sculpt
My latest personal work: When I first saw the original concept, I fell in love and I had to make her in 3D! Hope you guys like it, Enjoy Original concept by Daeho Cha: https://www.artstation.com/artwork/character-concept-art-ee1cafca-1e4f-4532-bdb2-e93b6e43b86c Artstation: https://www.artstation.com/artwork/anime-style-character-sculpt

  • Jhon_Erick
    18 Hours Ago
    great job you could show some of the process
  • Keyz78
    3 Hours Ago
    Thanks Guys! @MichaelMaehring, I rendered my work in Keyshot with the Senegal Apple Material but edited it slightly =] @Jhon_Erick, Hopefully I will be able to post some processes soon
  • Antone_m
    19 Minutes Ago
    great job love the sculpting and render !! congrats !!
1 Day Ago

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30 Favorites and 23Followers.

  • ModernArtist
    16 Hours Ago
    wow!! Looks just like Marilyn Monroe. May I ask? Have you seen any of her movies? Which one is your favorite?
  • KonginChains
    7 Hours Ago
    Great pose and likeness. I will be on the lookout for this one. Congrats on the top row
  • Antone_m
    21 Minutes Ago
    one of the best work I have seen in a while amazing !!!
7 Hours Ago

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Thank you! sure, Here is the completed rig.

  • Antone_m
    24 Minutes Ago
    saw the animation video it is looking pretty cool , definitely wanting to see more of this keep going
20 Hours Ago

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The Acid Fish
Hey guys! The Acid Fish is my latest artwork which took many time to finish it, the whole idea was begun with this basic sketch on sketchbook: As a matter of result there is a big difference on final work, but I guess it was a good start point for me to reach the result I imagined. The Acid fish is a part of bigger project in which that creatures have been created in a nuclear chemical laboratory by a main character which I named it The Acid Man. In this shot I have tried to show the small piece of the story in the laboratory. All modellings & texturing are did in Zbrush, except hard surfaces which I prefer maya to modelling them. Plus, in the time of modelling, Zbrush R7 hadn’t published yet and I find out R6 difficult to model and retopology. I tried many test renders for the atmosphere and the lightings and eventually ended up with this final shot. p.s: rendering in Arnold and tiny comp plus retouch on photoshop & after effects.

  • Antone_m
    29 Minutes Ago
    this is creepy in a good way
2 Days Ago

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last tweak before retiring (just for the night!) separated out a polygroup section to give ZRem less to chew on - seems like something usable could be got this way - whether it's practical to stitch parts back - dunno --

  • Gordon Robb
    1 Day Ago
    Zremesher is definitely superb to get a low poly version of a very organic shape, no question
  • Freewaldo
    11 Hours Ago
    Guys, this is amazing thanks for the page, this is really helpful, nice to see this.
  • angusmac
    30 Minutes Ago
    thanks for the reply! Yes, I agree - what Pixologic has done so far with ZRemesher is amazing and it opens up lots of possibilities - the fact that it doesn't do perfect topology in every case in one click is not really the issue - in the real world...
32 Minutes Ago

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The final wires after full re-topo etc: I used creasing for, I think, 2 subdiv levels up to get hard/rounded edges when I subdivided up for the first set of BPR renders in the above thread. Some other wip images: Here's a flat mat test-render out of Vray to check how it looks under "real" lighting: The original wip post can be found here: http://forums.cgsociety.org/showthread.php?f=208&t=1127154&page=1&pp=15 Anyways, I hope I'll have time soon to get up to speed with the great new features in r7 and then continue with and finish this project. Cheers!

48 Minutes Ago

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Gundam Seed: ZGMF-X10A "Freedom"
Hi all! Here's something I did in late 2013 for a modeling challenge (HCR #39) over at CGTalk and to familiarize myself with ZBrush's hardsurface capabilities back then, a long time before ZModeler. I pretty much used the techniques shown by Mike Jensen in his Eat3D Hardsurface DVD's (still highly recommended, btw, even now), with a little of my own twists here and there. The model was 99% done in ZBrush with that 1% being cleanup of messed up topology in Maya. This was the status-quo at the end of the challenge deadline with ZB's soldier ztl by Ryan Kingslien as a scale reference: Here are a few images illustrating the process I went through: Pre-Dynamesh silhouette block-in from Zspheres and AdaptiveSkin: More or less finished dynamesh sketch: Results of some pre-ZModeler polymodeling in ZB: continued in next post .... Cheers!

15 Hours Ago

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Anisoptera
My "little" dragonfly, created entirely with Zbrush. A great deal of trial and time went into this one, and I learned so much!. I have a new fascination and respect for these fierce little creatures; the further I got into this project, the more I realized I couldn't cut corners or stop short. The wings were a particular challenge, and required many attempts... each wing was meticulously constructed one vein and cell at a time; rather than being 2D planar elements, the wings are fully realized three-dimensional models. The compound eyes are made of 24,000 components. I'll post another image sometime to show how the legs, head and wings move freely. I made allowances to animate this model in the future. The anatomy may not be perfect, but it contains elements of truth and detail that startle me nonetheless. For me, drawing is a process that ocurrs mainly in the mind; it requires a conception and awareness that goes beyond "mere" reproduction. Coordinating images in the mind is as important as coordinating the hand with the brain. Uniting those faculties in images like these gives me a great sense of accomplishment. In addition, it opens the door to increasingly difficult challenges.

  • JonArcher3D
    7 Hours Ago
    Amazing Art! How did you get references for the work? Were you able to create this with just images from the internet? The fact that each cell of the wings are individual is amazing. I personally think it adds more realism to the model than anything else....
  • SilverNightSigh
    7 Hours Ago
    Thank you Jon, I really appreciate it! I did use references mainly from my own photographs (I have a lot of dragonfly friends hanging out by the back pool) but I'm also proud to say that almost all of it was drawn from memory. I spend a lot of time with...
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Dun Huang - WIP
Hi there, I am Donald D.G. Chen, working for Saint Jiabao, a Chinese animation and 3D technology development company. As a supporter of Pixologic, we strive to promote the use of ZBrush technology in China. I myself is also using ZBrush to do creation and production. Now I would like to present some of my works for Dunhuang. I hope you guys like them. DunHuang_205_All_model_1200.jpg The caves of Dunhuang (created in 4 A.C. – 14 A.C.), located in the west of China, have been recognized as world cultural heritage by UNESO. This group of works is digital restored statures created for China Central TV documentation Dun Huang. Because ZBrush makes modeling and texturing so easy, I used it for all sculpting works, and it has made an important in the project. Even though I still need to spend a lot of time studying while creating. I feel that sculpting a real stature by free hand is something really amazing. DunHuang_205_All_model_color_1200.jpg Those are 3 statures in the most glorious No. 205 cave of Mogao Grottoes at Dunhuang. From left to right they are: Bodhisattva, Sakyamuni and Kasyapa, all severely damaged because of inappropriate deeds. All facial features and arms are damaged or lost, and colors are all flaked off or faded. Our task is to make complete and brand new in virtual space again, just like the picture below. DunHuang_205_Draw_1200.jpg First, we will draw a picture of possible targeted result. I used Chinese traditional writing brush to paint on Chinese paper. The damaged arms were intensively studied to determine the original pose. DunHuang_205_fo_04_1200.jpg Above are some of the details of Dunhuang Mogao Grottoes No. 205. In ZBrush I used Projection Master to determine the coordinates of textures, arranged accurate positions of them in ZApplink, and applied textures on the model in ZBrush to check position, sizes and directions. DunHuang_205_fo_01_1600.jpg The hair of Sakyamuni is in very complicated shape. I created a simple geometry in 3ds Max (lower right corner), and further refined it in ZBrush to final result. During the course, I used I used ZApplink to interact with 2D software so that I can draw accurate masks to ensure good control of edges in ZBrush. DunHuang_205_fo_03_1600.jpg This is the curtain below the cushion, which is composed of multiple objects, and they are editable separately. DunHuang_205_jiaye_06_1600.jpg Kasyapa is the student of Sakyamuni. These are some details of Kasyapa. It is created in a similar process, the difference is I have applied some scanned hand drawings as texture. DunHuang_205_jiaye_01_1600.jpg This is the head of Sakyamuni. Penance have made him appear old, so I deliberately sculpted his wrinkles very deep, just like using a graver, and his courage and fortitude was well expressed. DunHuang_205_jiaye_02_1600.jpg The cloths of Sakyamuni are the most splendid and most difficult part. The outer part is called Kasaya, a patchwork outer vestment. The texture of the Kasaya is not created in computer. I made a few tries and found only Chinese writing brush could help me simulate the wrinkles on the fabric, so I applied the paintings to the model. DunHuang_205_jiaye_03.jpg In this picture you can see the polygroups of the Kasaya. This is a whole piece of fabric so I separated them into around 10 Polygroups so that I can quickly hide some of them when they block my view. DunHuang_205_jiaye_04.jpg These are some details of the fabric. I have studied a lot of ancient Chinese sculptures; my conclusion is that Dunhuang Mogao Grottoes No. 205 are featured with very classic characteristics, and the fabric wrinkles demonstrate supremely high artistic level. DunHuang_205_jiaye_05_1200.jpg Shoes of Kasyapa, I used ZBrush to adjust the details for the front and top of them, so they take on a very natural look. DunHuang_205_jiaye_07_1400.jpg This is erosion effect on Kasyapa generated by program texture. It will be better if I had time to adjust the level of the effect for each separate part. DunHuang_205_pusa_05_1200.jpg Bodhisattva’s position is only lower than Sakyamuni, and had man’s appearance at the beginning, but later transformed into female-looking. Those are some details of Bodhisattva. Just like other models, this one is created following the same modeling and texturing process. The head, body and cloths are all made in ZBrush, whilst other parts that need not to be sculpted, like jewels, ribbons, hair and the platform are all made in 3ds Max. DunHuang_205_pusa_01_1600.jpg The head of Bodhisattva is facing a little bit sideways, and it needs to be seamlessly connected to the body. I imported the upper part of the body as reference. Hair is separate and only act as reference. After the face is completed, I will make another hair piece and install it with the face piece. DunHuang_205_pusa_03_1800.jpg The legs, cloths and fabric on the platform are the more difficult parts. I spent a lot of time to process the order they are placed, and made various tries when sculpting. In general more time is spent on thinking than on doing. DunHuang_205_pusa_04_1600.jpg Skirt part which connects upper and lower body, has very nice shape that conveys beautiful rhythm. DunHuang_285_fo_05_1200.jpg This is the main stature in cave 285, carved in 6 A.D. Now the face part is severely damaged and both hands are gone. I added all details in ZBrush, and rendered animation in 3ds Max. DunHuang_285_fo_02_1200.jpg Face seems so calm and quiet. Some features are further refined in ZBrush. DunHuang_285_fo_01_1600.jpg This is the base model of the body. I tried to maintain the mesh even. First I drew the mask for the fabric wrinkle first, intrude them and then did some adjustments. This type of wrinkle follows earlier style, which is very different from the one in cave 205. DunHuang_285_fo_03.jpg Although head part need to be created separately, I still made a complete simple model for it so I can conveniently compare the proportions, but I left it simple. Sculpting an entire character with a intensely subdivided single mesh will undoubtedly slow down the system, sometimes moving the viewport from the feet to the shoulders seem like climbing a hill. DunHuang_285_fo_04.jpg This hand features the early elegant style. I am trying to retrieve the lost elegance and state of comfort. I am very grateful for the handy tools that Pixologic has provided. One by one, ZBrush makes impossible things reality. The only thing I need to think about is, next step what I want to do. Copyright Claim: Above works are created and presented by Beijing Saint Jiabao Digital Technology Co., Ltd., and have been authorized to Pixologic, Inc. Other individuals or organizations shall not put them into use for any purpose without authorization from Saint Jiabao. All Rights Reserved. 0005_DunHuang2_zbcc.jpg

  • solarmodule
    08-30-10
    Nice post... i really had no idea how these people work. intereresting ! Thank you very much for your efforts!! Greatly appreciated!!!
  • fireboy86
    6 Hours Ago
    good job...thanks for share!!!
  • LynneMitchell
    1 Hour Ago
    Love that you were able to preserve them visually for everyone to love and remember!
1 Week Ago

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Turned
Hello, Sharing with you my little zombie demon

  • magbhitu
    1 Week Ago
    nice feeling in this one. it's really cool. one complaint about the eye scar. i doubt a blade wound could cut the brow and the lower eyelid like that without destroying the eye. maybe that's too realistic a bit of info for this piece -but noticing it...
  • Fabien Gibert
    1 Hour Ago
    Thanks for your feed back Magbhitu And you're right wit that ugly scares. I'll do better next time !!!!!!!
5 Hours Ago

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Who has this brush, really want to cry
Who has this brush, looking for a long time but can not find it,really want to cry,if anyone has it,can share for me?thanks,thanks

  • Norstu
    5 Hours Ago
    Attached hopefully. Brush is by Jonathan Nascone. I'd post a link to his site but it seems to be down.
  • cdmsxy
    2 Hours Ago
    thank you thank you thank you thank you
1 Week Ago

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30 Favorites and 24Followers.
WIP - Stern-lantern from our ship

  • Pendraia
    4 Days Ago
    Wow! That is just amazing work...I wish I could do even a fifth of it.
  • samofptr
    3 Days Ago
    Very interesting and ambitious project! You can 3D print it on a 1/1 scale
4 Hours Ago

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9 Favorites and 6Followers.
Swamp version

5 Days Ago

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A quick progress update. gonna be a while before I post another one cause of work and ****.

  • Santis
    5 Hours Ago
    Cool stuff man! Keep it up (y) Have to ask you, are you Swedish?
16 Hours Ago

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  • Metabrush
    6 Hours Ago
    Awesome characters. Man I wish I was this good!
6 Days Ago

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18 Favorites and 15Followers.
Thanks for the links! I think I have that image already saved The video answered some questions regarding the lacrimal/inf nasal concha I had, so I will continue with that area next. It would be cool to print out each bone in the end and add magnets like in the video! Skullsunlimited.com sell real human bones. I'm tempted to get some, $10 for a set of real human carpal bones, $12 for set of phalanges! I'm still not sure about ordering though, don't know how I feel about having real human bones in the apartment. Maybe they'll bring some voodoo magic down on me! o_O Nah, jokes aside, I'm getting some carpals and vertebraes as soon as I have some money to spare for it! ;D Hehe, I had mixed up the words in my memory, was thinking podiatric. I hear you on the reference situation. This would've been so much easier with the real thing next to you. But you learn a lot by studying tons of references that one model can't show you. Which are the more common form variations, also relative to age.. etc etc. I guess only through studying as many examples as possible we can get an idea of what definitely is more out of the ordinary. I always find myself wonder about the reason for each shape and want to know more and more and get frustrated that it is such an mission to attain information and answers to all the questions that come up. I want also an anatomy professor to shower with questions..! hihi! Thanks for the kuadro link, looks like a neat little app that might become useful. Poly modelling definitely has its charm. Haven't tried it in zbrush yet though. Anyway, jumping in bed. I will try to post here more regularly from now on! Did some fixing of the pelvis since last post.

  • Daniel Biggers
    3 Days Ago
    Glad I could help. I think that would be awesome if you were able to share the reference you have found. Finding the right reference, like orthographic views on a good model with it split down to different sections, have taken up much of my time as well....
  • Vicky
    3 Days Ago
    Hi, I really like your work! Actually I'm doing a skull dragon for my school project right now but the sculptrics just crashes every single time when I try to add an object to the body. Since you are also doing the ribs one by one, I'm wondering if...
  • shyamshriram
    6 Hours Ago
    What a wonderful thread ! so much dedication! Thank you for the inspiration and sharing your wonderful work here, I'll be checking this thread from now onwards
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Made some changes to the body(made him a bit bulkier) and added some pores and wrinkles:

1 Day Ago

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31 Favorites and 25Followers.
Just a screen grab while it was running

  • Powerpig
    15 Hours Ago
    Thank you, There is a animation already setup and on vimeo! https://vimeo.com/123374391 ^^ link is there. My video card wasnt able to do a smooth screen grab with this thing running so its alittle choppy but it runs 30 fps on my quadro...
  • dingle001
    7 Hours Ago
    Just beautiful. The Vimeo presentation has some strong subtle moments and your skinning is superb. Can you show your rig? Please share any other in progress work you care too.
18 Hours Ago

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Superman update
superman update

  • Webhead
    8 Hours Ago
    He has a nice classic look to him. The muscles on his chest and torso look more defined now. The legs could use some more details/refinement Maybe less wrinkles in the cape.
18 Hours Ago

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Lana del Rey
This is my finished version of Lana del Rey. It is my tribute to this singer that I like so much. I hope you guys like it. Big thanks for the guys that helped me a lot during this process: Guzz Soares, Felipe Bizzoto, Dejano Javonovic and Yuri Alexander.

  • JonArcher3D
    9 Hours Ago
    "lana...LANA...LANNNAA!!" "WHAT!?!" "...danger zone" Haha, all jokes aside it's works like this that inspire but also intimidate me. I really hope one day I can reach this level of skill. This is one of the many works that I see on here that I can't...
  • marconogueirajr
    9 Hours Ago
    Wow Jon! Thanks so much for so many nice words! You do not know how this is important to me. I worked really really hard on this piece. I had to learn a lot to finally finish it. It was really hard for me, and when I read such kind words, It becomes so...
9 Hours Ago

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playmobil
playmobil police

10 Hours Ago

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Skull; nothing fancy, unfinished. Will probably complete it this week.

2 Weeks Ago

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Hey guys!! I wold like to share with you something i did for the book "behind the pixels" , the tutorial i did is more about the creative process so thats the reason why i share the concept i did as well, probably will be interesting for you. Also i would like to show you in this video how i did the hair with fibermesh. Hope you like it!!

  • CherryMotion
    1 Week Ago
    From Concept to 3d Art, well accomplished
  • CrazyStraws
    1 Week Ago
    she's really cool looking! That's so nice!
  • Jhon_Erick
    11 Hours Ago
    joseph his works are incredible ... I can not have the result that you msm in keyshot you could show a little of the process has little on this subject .. thanks and congratulations
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Grandsombrero work in progress

11 Hours Ago

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Centaur