More …
Painting-Introduction
The final addition to this incredible series of videos, will cover all that is necessary to texture the final helmet design. Polypainting, Spotlight, and Materials are some of the key features that will be covered.
Painting-Introduction Painting-Layer Masking
Using a combination of masking and layers, Joseph demonstrates a quick and easy method to applying a custom paint job to the helmet.
Painting-Layer Masking Painting-Spotlight Texturing
Spotlight allows the use of images loaded directly into ZBrush to apply texture information to your model. Joseph demonstrates how he uses this method to apply refined texture details.
Painting-Spotlight … Painting-Alpha Texturing
Alphas are one of the easiest ways to apply texture or sculptural details. Watch how Joseph utilizes this feature to add texture details to the helmet.
Painting-Alpha Text … Reference Introduction
Joseph Drust introduces the key features he will be covering in the following videos.
Reference Introduction Basemesh Introduction
this video gives a brief explanation of the various methods that will be covered in the following base mesh videos.
Basemesh Introduction Sculpting Introduction
Introducing the next topic of videos, sculpting. Joseph covers all topics that are involved in this series.
Sculpting Introduction
:D ;) :confused: :evil: :cry: :idea: :lol: :rolleyes:

Highlighted Threads

A Sneak Peek at the ZBrush to KeyShot Bridge by: aurick 28 Minutes Ago
Views: 14399 Replies: 49
Presenting ZBrush 4R7 (Updated with Summit Recaps) by: aurick 57 Minutes Ago
Views: 340370 Replies: 697
Join Pixologic at the CTN Animation Expo 2014 by: aurick 1 Day Ago
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ZBrush Summit 2014 by: aurick 10-18-14
Views: 69648 Replies: 186
Insert Multi Mesh Repository by: aurick 10-12-14
Views: 826999 Replies: 516
ZBrush Helmet Design NEW! Project Files Added! by: aurick 08-11-14
Views: 159625 Replies: 92
+ Create New Thread + Reply to My Thread
3 Days Ago

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Hello again! This is something I have been working on for fun. It´s based on a sculpture by artist Patricia Piccinini.

  • johnchen
    14 Hours Ago
    You nailed this! I love Patricia Piccinini's work, this is a great impression.
  • PFC666
    8 Hours Ago
    Nice job, congratulations, has life
  • Matchbox
    26 Minutes Ago
    Thank you johnchen and PFC66!!! I´m so happy you like it!
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A Sneak Peek at the ZBrush to KeyShot Bridge
A sneak peek at the upcoming ZBrush to KeyShot Bridge: As we finalize ZBrush 4R7 we wanted to share with you this sneak peek movie which focuses on one of the upcoming features: the ZBrush to KeyShot Bridge! This exciting new feature allows you to send your ZBrush scene straight to KeyShot (in one click), allowing for an incredibly easy transition to rendering with KeyShot. Additionally, you will also see ZBrush 4R7's new ZModeler Brush in action as it is used to create the engine. Some of the features shown in the video are: *Single button press allows for high polygon models (without decimation) to be sent to KeyShot *Apply KeyShot materials directly to the mesh *Size, position, and MatCaps® are respected across the ZBrush to KeyShot Bridge *Adjust the HDR Environment lighting to create the perfect Final Render Sit back and Enjoy! B3fQG0FzVAU For more information about ZBrush 4R7 , including release information and previews of other features, CLICK HERE.

  • dillster
    1 Hour Ago
    [quote]bicc39 wrote: It's limitation, so far , to me, have been in the "organic" area such as humans, animals etc. Rendering skin in Key Shot took me many hours of trial and error to finally reach a satisfactory...
  • dillster
    1 Hour Ago
    Polypaint, textures and materials will go across...
  • bicc39
    28 Minutes Ago
    [I]Dillster.... The extra skin shader in Keyshot 5, in my experimenting fixes all that. Using any of those combined with my textures and some translucency, I am more than happy with the results...... Would hesitate to say the "experimenting"...
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Hi guys, I finally took the time to finish her sculpt this weekend. I decided to leave it at a sculpting stage as that's what it was about. Making an ingame mesh would not really anything special I hope you like it. Time to move on!!

  • Diablo
    55 Minutes Ago
    Wonderful.love it. waiting for your next works.GoodLuck.
08-09-14

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  • Gordon Robb
    8 Hours Ago
    That 'work around' for spirals works fine. In the video, the issue was just that the guy was using symmetry, and the model wasn't quite symmetrical. You could see the guides weren't quite slicing both arms/legs the same way. It is easy, and quick to...
  • mrmedellin
    1 Hour Ago
    I was wondering if anyone that attended CTN heard any update about when R7 will release?
  • andreseloy
    57 Minutes Ago
    at the end of the year! stay tunned calm and relax! The gem take its own time!
3 Days Ago

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Earl Sneed Sinclair
Hello! This is the Earl Sneed Sinclair finished ... hope you like it! C&C are welcome. Thanks!!

  • M-Wicz
    2 Days Ago
    Hey this is so cool and nostalgic! I love the show, good job
  • Frigid
    2 Days Ago
    Awww, this brings me back to my childhood. Love i.
  • GabrielReis
    1 Hour Ago
    Thanks! I am happy to have liked
1 Hour Ago

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Latest doodle on free time. Hope u like it. C& C are always welcomed

04-21-14

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dopepope Yep, I noticed it. It's mostly because of the wrinkle details that the actress really has, but they are mostly covered with make up on the show. I will tone them down. Thanks! Icebox64 Definitely I will. Just using a neutral expression for the sculpting phase. I will change it based on the pose. Thanks! Thanks everybody Still a lot to work on. Today i had some time to get the hands in shape ahaha they were so bad...Need to detail them now. Just posting this to motivate me on getting updates faster

  • CGsoufiane
    04-21-14
    woow you nailed the likness, that makes me wanna practice more on likness xD I just noticed something but I don't know if you did that on purpose, her upper arms look a bit odd, maybe she got shubby arms ? I don't know lol
7 Hours Ago

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Time is a flat circle
Hi all, i did a new "quick" personal project to try and stay practised with new tools i got lately, amongst all vrayskin, mari and ornatrix. Skin textures are hand painted from scratch (that was a first for me). I was mesmerized by hbo show "True Detective", especially of course by character Rustin Cohle so i decided to take that inspiration and did something on that kind of line. He's not Matthew Mcconaughey, i already know this, I didn't have the patience to make it so . Hope you like it. HiRes Portfolio

  • Cagnazzo
    1 Hour Ago
    The hair looks glorious. Any tips on your techniques?
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Some Breakdowns:

  • Jester
    5 Hours Ago
    Great breakdown, thanks! And great character as well
  • mutte696
    1 Hour Ago
    Nice breakdown! Thanks for sharing, keep it up
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  • nebular
    2 Hours Ago
    I like the style of your sculpting and painting. Will follow for sure
1 Day Ago

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Soldier sculptures
The sculpture of the SEAL fighter. Model fully prepared for 3D printing by separated parts. Modeling ***8211; ZBrush in combination with Rhinoceros. All elements are handmade, not scanned objects.

  • tommy3d
    8 Hours Ago
    Fantastic work well done!
  • omnicypher
    2 Hours Ago
    awesome work! but maybe the helmet could extend down over the ears a little more.
07-03-14

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-I`ve got many questions about the hair. Again, I tend to think like traditional, punching those hairs into a silicone head so I do it by hand, without plugins or scripts. It looks like would take forever to finish but you can place them faster than you think. Also, MUCH quicker than one by one with a needle. Having many variations as possible is key here. Also, single hairs black or white tend to make things pop as they contrast with the others. I paint my alpha cards on photoshop, duplicate it, boost the lightness and then copy to the alpha channel. Export them as TGA 32bits and you are ready to go. I place them inside 3ds max and constantly check rendering and going to marmoset on my pre-set lighting studio. Color, specular and shadows tend to vary in these conditions so I`d do the hair by the end of the project. If you are familiar with 3ds max, I use the bend and twist modifier to help me create directions for different hairs. I also use the layer system so I have more control for later adjustments. For the difuse of those hairs, I use just a plain gradient or the painted hairs. It`ll depend on the color and varitions/limitations I`m going for. -Regarding the skin shader and marmoset rendering, no big deal. Just playing with those values, always using real photo reference. I find myself setting the shader using only the sky light and then tweaking with the lights on. I have a gloss map, normal map, normal detail map (generic noise), translucency map, and a cavity map to help me breaking the spec. If you have any questions about the shader, let me know. Those values can vary from different scales and light conditions. -The leather jacket was also a skin shader based material. The Subdermis Scatter helps to break down the shadows a bit and also give more of the leather look to it. I`ve extracted the normals from zbrush, generated a generic noise to use as a detail normal map, painted some gloss based on the cavity extracted from zbrush. The difuse/Albedo was painted in zbrush and tweaked in photoshop. I also painted some black and white masks in zbrush to create variations on difuse and reflection. That`s it. Hope it helps you to understand a bit my process. Feel free to add or comment below. I`d love to hear your thoughts. My best, Glauco Longhi

  • nimlot
    3 Weeks Ago
    Really great work man. Inspiring
  • Diablo
    3 Weeks Ago
    great piece of work man.one question if you please: How did you make the Translucency map??? thanks a lot.
  • Finotti
    2 Hours Ago
    Hi Glauco, Since I saw your last work a few years ago. You do a big jump in expertise. I´m very happy to view this. Congratulations!!! Cheers man.
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Thanks guys for the nice comments. I would have answered sooner but I've been super busy. Yup, I do use some alphas for the clothes and they are double sided. Not too difficult to work with. I don't have much to post today besides these 2 shots. They're the 4 variations of this outfit.

  • ZRP17
    3 Days Ago
    wow !! thank you for sharing , looking forward to hear more
  • chief71
    3 Hours Ago
    Amazing work!
  • Mamonous
    2 Hours Ago
    amazing work, truly amazing, however id love to see some kind of tutorial on how you come up with the clothing designs in marvelous designer, or if you recommend any that would be awesome, keep up the good work
3 Hours Ago

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Update

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RX-79 Gundam Blue Destiny Unit1

  • Diablo
    3 Hours Ago
    great work.nice & neat.keep it up.
14 Hours Ago

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Demon WIP concept sketch +First post!
Hi everyone! this is my first post on zbrushcentral. I decided to move here from my previous forum because majority of the community were beginners and I was no longer getting any type of professional constructive criticism and advice on my work. I have been teaching myself Zbrush for about 7 months now, so I'll need all the feedback and advice I can get. I am going to start my first post with this Demon sketch sculpt ... I will be texturing it tomorrow or the coming days.

  • Diablo
    3 Hours Ago
    Awesome work for your first post buddy.I wish mine was something like this.Love the details.Welcome aboard my friend & GOODLUCK.
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http://www.artstation.com/artwork/shrapnel-artesia-rising Ok, finished this project I think!

  • Diablo
    3 Hours Ago
    Why there's no comment???? I think you did a pretty damn great job.I love it.thanks for sharing.Keep it up.
1 Day Ago

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Step 7 Mask The main way in which I use polypainting is to use Cavity mask or peaks and valleys mask. In nature, what is concaved always has in itself a darker colour or ‘dirt’. That’s why I use darker shades. I turn the mask and on the highest part I apply the lightest shade. I often use free hand brush for painting, plus using Alpha in turns from dots to veins, as I put them in separate layers, so that I can have control over their intensity.Fig007 The main thing, which is important is that whatever you are to do with polypainting, first you have to collect enough reference, to research what is most typical for it, what it looks like and to over colour it, as in the cartoon, so that the human eye will be deceived that this is something almost real and not just to ‘stick’ on it pure photographs. Chapter 3 Lighting and rendering: Step 8 LightCap I use both kinds of lighting: Main lighting and LightCap. When I create new light in the LightCap, if I want for example to make the eye surface react, which is transparent, on diffuse properties of the lamp I set shadows and the opacity at zero, so that there won’t be influence over the Mesh, in specular I change for the different lamps Aperture/Falloff/Strength, as I load Alpha and Textures. In the background of the LightCap panel I loaded image, which I painted in advance. Do experiment! Interesting things come out.Fig008 Step 9 Materials As material I usually load Skin Shade 4, as well as the standard materials. In ZBrush there is enough variety. With the render I used BPR Filters. There are terrific possibilities and the correction in Photoshop is almost unnecessary. The material on the eyes and the lips is toy plastic with black color. After that you need to configure some settings, so the rendering will make them transparent.Fig.9 The main thing in everything is one – yes, technique is always a technique! It is learned. But the most important thing is to put you heart in it, to breath your spirit into the creatures that you create. After all they are the children of your fantasy!!! Be the creator of your world…with love!Fig10 Regards, Ekaterina Pushkarova - Katerin

  • zber2
    18 Hours Ago
    Thank you very much for the breakdown!
  • blckgold
    11 Hours Ago
    This is sooooo fantastic, I want to cry, lol, love this so much, well done. And thank you for sharing the breakdown.
  • LynneMitchell
    3 Hours Ago
    Very nice work! Can't wait to see more.
3 Days Ago

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My first proper zbrush project
Hi guys, I'm new here and would just like to share with the forum my first zbrush project. I got the idea from Tim Burton's Alice in Wonderland. I know this doesn't look anything like it but it's still WIP. I've composited using photoshop. kinda want to make it look more magical and include some storyline. So, thinking of adding baby caterpillars. Any comments or suggestions encouraged. thanks kindly.

  • Jviro
    4 Hours Ago
    Looks good. I would change the mushrooms. Even though you want to use the same prop, doesn't mean you have to have it facing the same way. Rotate the other two mushroom s on the y axis. I know its small but every detail counts.
  • Doug Jones
    4 Hours Ago
    Mushroom stems have a "blockish" appearance at the base. I'd work on that. Size alone isn't variety. Materials have a bit of room for improvement too.
8 Hours Ago

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Trying out some coloring.. would love to get some feedback. Most is still one color and some parts are hidden.

  • Pro4210
    4 Hours Ago
    Basic coloring looks good. Now for highlights, shading and details to really make it pop . Goedzo jongen . You should take a look at the Short Hair Brush, i think it was on the badking site. Really useful for that fur.
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a collaboration with Nick Zuckarello he gave me his model to illustrate my texturing in substance painter masterclass in tokyo at the beginning of november 2014 and a quick rendering workflow video https://www.youtube.com/watch?v=nRXX2lML1gA

  • nickz
    21 Hours Ago
    Cool stuff Christophe!
  • Diablo
    19 Hours Ago
    Magnificent.
  • asecbrush
    4 Hours Ago
    I've been seeing your work for years now and I'm always amazed by your awesome style!
6 Days Ago

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T-Rex
First post here! Yep...another T-Rex, hope you like it!

  • Shaner
    1 Day Ago
    Thank you, I'll post the colored version soon!
17 Hours Ago

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Here's a simple breakdown of the techniques I used to to create this model. One of the probably most overlooked features in zbrush is use of stencil which becomes even more powerful combined with tileable textures. I also use stencils to project some cloth wrinkles patterns and wrap feature under stencile menu makes the projection stretching free. I hope you'll find this helpful and feel free to ask if you have any questions. Happy Zbrushing!

  • artofkee
    11 Hours Ago
    Great work! Thanks for the IMG tutorial!
  • Jester
    6 Hours Ago
    Great job!
4 Days Ago

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19 Hours Ago

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Update 12
Hi! Working on it this was my reference: http://img2.wikia.nocookie.net/__cb20131108214310/lucerne/images/c/cc/Olivia_Wilde.jpg Feedback is always welocmed!

  • artofkee
    11 Hours Ago
    It seems her jaw is a little to wide or her neck is too slim. But I can tell it's Olivia Wilde, well done. (:
  • markantonik
    9 Hours Ago
    nice progress Hugo, If I could, maybe I would add little bit thickness to lips, refine extremitys of mouth, less distance beetwen noze and mouth, refine eyes shapes One thing I' d try to change is forehead. especialy in side view. I don' t find side...
  • Gordon Robb
    8 Hours Ago
    You're getting there fore sure. It is recognisable as her. Biggest thing I can see (without overlaying an image of her - which I recommend you do if you haven't already done it) is that width of her head and her jaw is the wrong way round. She does have a...
21 Hours Ago

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55 Favorites and 29Followers.
Following Dantert's advise. Simple daily practice of the head

  • Vir Norin
    19 Hours Ago
    Thank you, guys! This is just a simple doodle, but I hope that one day I'll find a good usage for it
  • PFC666
    18 Hours Ago
    FANTASTIC,CONGRATULATIONS
  • Vir Norin
    8 Hours Ago
    Thanks a lot I'm happy you like it.
18 Hours Ago

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Thanks guys! A weekend doodle. Around 5 hours in ZBrush, modo and Photoshop.

  • Santis
    8 Hours Ago
    Really great, as usual, Henning
9 Hours Ago

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here's the steps:

  • kokoro
    9 Hours Ago
    good sculpt! i love how you created the hair, and your smooth approach is new to me... as for critique, i think your david looks younger, less fleshy. and the area between nose tip and upperlip looks different. altogether it is a great sculpt, the...
9 Hours Ago

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The Spell - Monsterpappa Fan Art
Andy Bergholtz fan art. Zbrush , 3dsmax , Vray ,Photoshop.

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  • Kamezis
    1 Day Ago
    Oh man, this is awesome.
9 Hours Ago

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The Spell - Monsterpappa Fan Art

2 Weeks Ago

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thx a lot guys, glad you liked ) This is Tacca, also known as Devil Flower

  • capu
    1 Week Ago
    really cool...
  • Santis
    9 Hours Ago
    These are very inspiring, thanks for sharing them!
9 Hours Ago

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Hello z-community ! (good morning !) I have continued the last character, I experimented z-sphere rig (Paul Gaboury tutorial 2parts) and I experimented clothe making/sculpting/modeling. 'Shoes': inpired from antiqu romains, sculpted in zBrush, retopo/modifications in Cinema4D and back to zBrush for unwraping and surface noise. I made few renders and compositing.

1 Day Ago

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Thank You Diablo & Webhead, Cheers here's The Break Down of The Sculpt:

  • reza-lowpoly
    10 Hours Ago
    Still Looking for some C&C guys! thanks
07-06-14

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Walking dead resin
Renders of WALKING DEAD RESIN I did for Mcfarlane Toys. Early version sculpted by me in ZBRUSH except gun, I did not sculpt the gun. NO scans or cloth simulators, sculpted in pose with zspheres. See earlier post for finished piece and other team members that worked on the print and finishing work. more info here: http://www.thewalkingdead.com/mcfarlane-resin-rick-grimes-statue-unveiled/ http://www.spawn.com/news/news6.aspx?id=13982 http://insidetv.ew.com/2014/06/27/walking-dead-rick-grimes-statue/

  • Patov
    07-26-14
    Excelente composición!
  • lensman888
    10-03-14
    I can only echo what everyone has said: "Fantastic modeling". What gets me about the great artists on this site is the fact that I can look at just a small detail of the overall work - one of the zombie's heads, for example - and realise that it would...
  • reza-lowpoly
    10 Hours Ago
    love the popped out eye of that zombie!! amazing work dude!