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

ZBrush 4R7: Released! by: Pixolator 11 Minutes Ago
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Presenting ZBrush 4R7 (Updated with Summit Recaps) by: aurick 13 Hours Ago
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Join Us! 3D Printer World Expo 2015 by: aurick 1 Day Ago
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ZBrush Summit 2014 by: aurick 10-18-14
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ZBrush Helmet Design NEW! Project Files Added! by: aurick 08-11-14
Views: 164806 Replies: 92
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2 Hours Ago

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First try with 4R7 64
My first try with the new ZB 64 uncredible 60 Million Polys...

  • ICEMike
    1 Hour Ago
    What are your PC specs? My PC can barely work on 15 million polys in ZB 64bit My specs are 20GB DDR3 ram 2GB Geforce GTX 680 4GHZ AMD 8350 8 core CPU 125GB SSD
  • jan19
    3 Minutes Ago
    That's a beautiful gadget! :-) 64 bit ZB is nice. I crashed it at 510 millions polys yesterday though. (Using HD geo) @ICEMike, you have more RAM than me -- you should be whizzing with 15 mil polys. I think your processor is better than...
  • yoogy
    1 Minute Ago
    I 7 @ 4.5 GHz (OC) 32 GB Ram @ 1800 256GB SSD PCI Plextor GTX 460 ZBrush is Installed on SSD
18 Minutes Ago

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The Dip
A figure study of someone doing the dip on bars. Around 5 hrs from sphere.

  • vlad74
    9 Minutes Ago
    Nice study. Are you going to do the back as well?
2 Days Ago

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ZBrush 4R7: Released!
ZBrush 4R7 is the final iteration within the ZBrush 4 series before we move to ZBrush 5.0. As with our previous point releases, it doesn't simply make a few minor changes but rather is packed with major additions. In fact, 4R7 is one of the most extensive releases since ZBrush 4 came out. Signature features in ZBrush 4R7 include: ArrayMesh, NanoMesh and ZModeler with QMesh. All of these features are useful throughout the creative process, from initial creation of your model to beautifying your artwork. They allow you to stay within ZBrush for more of your workflow, doing things that were either impractical or even outright impossible to accomplish before now. Beyond its feature set, the core of ZBrush is being reworked and ZBrush 4R7 will be the first version of ZBrush that is released with optional 64-bit support. This will allow you to fully harness your machine's computing power, not only allowing for higher polygon counts but also making it possible for you the artist to create more art in less time! ZmyAtQYobV8 By purchasing or upgrading to ZBrush 4R7, you will add another set of tools to your arsenal, expanding your artistic freedom and creativity. ZModeler - This smart polygonal modeling system is designed to simplify your creation process. Quickly and dynamically create new shapes, doing so more easily than ever before possible: fuse polygons, delete full blocks of geometry, connect parts with advanced paths, and repeat your actions with a single click! NanoMesh & ArrayMesh - You as the artist can bring more complexity and detail to your work while still maintaining a low polygon count. Both NanoMesh and Array Mesh will allow for multiple instances of any object to be created and then adjusted in a matter of seconds. Rendering Enhancements - The BPR Render system will now render all Surface Noise as displacement, deforming the mesh to match the attributes of any procedurally created noise. It is like having a displacement map without needing to actually create the map. See extremely detailed results at render time regardless of polygon count. ZBrush to KeyShot (ZBridge) - You can seamlessly connect ZBrush with KeyShot 5 to produce hyper-realistic and high quality images. If you don't already own KeyShot 5 or if its price is simply out of your reach, a "special edition" KeyShot for ZBrush is also available. 64-Bit Support - Push the boundaries of your imagination with the ZBrush 4R7 64-bit Preview Edition. ZBrush can now tap all available computer memory and processing power for more details, even more complex models and faster operations. ZRemesher 2.0 - Retopologizing has never been this artist-friendly. With a single click, you can automatically produce organic or hard surface topology without spirals. If one-click topology isn't the right answer for every situation, you can intuitively take control of the re-topology process with curves to assist in determining polygon flow. FBX Import/Export - To continue improving its integration with the artist's pipeline, ZBrush 4R7 introduces a new free plugin: FBX Import Export. This supports texture, normal and displacement maps, blendshapes, smoothing based on normals and much more! Other Enhancements and Additions - As with past updates, ZBrush 4R7 doesn't stop at major features. It also includes numerous other additions which will improve your productivity and creativity. A few are: Replay Last can now be reapplied to any portion of the model. Background images applied with the Grid system can now be projected onto your model for a painted guide in your newest creations. Start any sculpt with the new polygonal Cube, Sphere and Cylinder primitives. Automatically center the TransPose line on any unmasked, partially visible or symmetrical piece of geometry with one click. Copy and Paste between Tools, SubTools and even Projects. And a whole lot more! Upgrade Instructions ZBrush 4R7 is a free-of-charge upgrade for all registered users of ZBrush on Windows and Mac systems. Upgrading to ZBrush 4R7 requires the use of a stand-alone (full) installer. For this particular upgrade it is not possible to use the Auto-Update feature. To download the full installer, CLICK HERE. If you have ZBrush 3.5 or below, you will need a new serial number. Submit a Support Ticket. *For our floating license users, the upgrade paths above will not work. In order to ensure that our largest clients receive the most stable version possible, we are delaying the floating license release until mid February. This will allow it to include any required patches from the outset. Please subscribe to the RSS feed on our Support Portal to receive automatic notification when the floating version is released. Purchasing ZBrush 4R7 ZBrush 4R7 Win and Mac is available for sale in the Pixologic online store, for immediate download. Pixologic will continue to offer ZBrush 4R7 at its current price of USD 795. BUY NOW Purchasing the ZBrush to KeyShot Bridge (ZBridge) The ZBrush to KeyShot Bridge plugin is required to connect ZBrush 4R7 with KeyShot 5 (any version). It is available for purchase from the Pixologic store for USD 149. BUY NOW This DOES NOT include KeyShot! If you do not have KeyShot you will need a license for that as well, which is a separate purchase. Purchasing KeyShot for ZBrush This is a special version of KeyShot 5 with all the features of KeyShot HD, except that it has unlimited render resolution and can only import models via the ZBrush to KeyShot Bridge. KeyShot for ZBrush is a separate product in the Pixologic store. It does NOT include the ZBrush to KeyShot Bridge. To receive the discounted bundle price of $249 for both the ZBrush to KeyShot Bridge and KeyShot for ZBrush you must add BOTH products to your shopping cart in the store. You will then see the discounted price of USD 249 when you check out. BUY NOW Learning the New Features Documentation for the new version is installed with ZBrush 4R7. You will find a Documentation folder within your ZBrush installation directory, containing PDF files covering the new features in recently released versions. Online documentation is available at docs.pixologic.com. We will also be adding new movies to the Education section at www.pixologic.com to demonstrate the new features and their use. ZBrush 4R7 also includes your favorite plugins: Blend Shapes . UV Master . Paint Stop . 3D Print Exporter . Decimation Master . ZAppLink . Multi-Map Exporter TransPose Master . SubTool Master etc... Should any issues arise, we have posted an FAQ and Troubleshooting thread for ZBrush 4R7 Questions or troubleshooting posts within this announcement thread will be deleted. Special thanks to all those involved in the making of ZBrush 4R7, including: the beta team, artists, ZBrushCentral members and the staff at Pixologic around the world. Happy ZBrushing! The Pixologic Team FAQ: Q: How do I get the 64-bit version? A: It is automatically included with your ZBrush 4R7 installation as a separate application within the same folder. (Note for Windows users: It will NOT be in the "Program Files" directory typically associated with 64-bit applications.) Activating or deactivating the 32-bit version will also affect the 64-bit version. You may run either version at your discretion. Q: Why is there still a 32-bit version? A: The 64-bit upgrade is a major overhaul of ZBrush's core coding. While we don't believe that any issues were introduced as part of this rewrite, the only way to be sure is for it to be "in the wild" with thousands of users. If any problems are encountered, the 32-bit version will still be there to fall back on, ensuring that users who depend upon ZBrush for their livelihoods will still be able to work without waiting for a patch. ZBrush 5 will discontinue 32-bit support and will only be available in the 64-bit variety. Q: Do I need KeyShot? A: No. ZBrush's standard and BPR renderer have not gone away and in fact BPR is now better than ever. Q: If I already have KeyShot, do I need to buy anything else? A: If you wish to use KeyShot as your default ZBrush renderer, you will need to purchase the ZBrush to KeyShot Bridge plugin. You may of course export from ZBrush as OBJ and import into your copy of KeyShot just as you've always done. It just won't be as convenient as using the Bridge. If you already have KeyShot, you DO NOT need to buy KeyShot for ZBrush. You ONLY need the ZBrush to KeyShot Bridge (ZBridge). Q: What are the full details regarding KeyShot for ZBrush? A: This is a special version of KeyShot 5 HD. It includes all the features of KeyShot HD but has the extra advantage of unlimited render resolution. It also cannot import OBJ models or any other format. It can only import via the ZBrush to KeyShot Bridge (ZBridge). Q: Does the ZBrush to KeyShot Plugin include KeyShot? A: No. You will need a separate license for KeyShot, which may be any version: KeyShot 5 HD, KeyShot 5 Pro, KeyShot Enterprise or KeyShot for ZBrush. Q: Does KeyShot for ZBrush include the Bridge? A: No. You will need to add both KeyShot for ZBrush and the ZBrush to KeyShot Bridge (ZBridge) to your shopping cart in the Pixologic store. However, if you buy them at the same time you will receive the bundled price at checkout. Q: How long will the special pricing last? A: This has not yet been determined. It can end at any time, at Pixologic's discretion. However, we will announce the end of the introductory period at least two weeks ahead of time so that nobody is caught by surprise. Q: Will the ZBrush to KeyShot Bridge (ZBridge) work with my earlier version of ZBrush? A: No. It will only work with ZBrush 4R7. Q: Who supports KeyShot for ZBrush? A: Although it was developed in close association with Pixologic, KeyShot for ZBrush is a Luxion product and supported by them. Q: Who supports the ZBrush to KeyShot Bridge (ZBridge)? A: Although it was developed in close association with Luxion, this is a Pixologic product and is supported by us. ©2015 Pixologic, Inc. All rights reserved. Pixologic and the Pixologic logo, ZBrush and the ZBrush logo are registered trademarks of Pixologic, Inc. Various patents pending. All other trademarks are the property of their respective owners.

  • bones
    27 Minutes Ago
    Entitled? Are you serious? This is...
  • SoDakZBrusher
    13 Minutes Ago
    Yes, I am Serious. Some of us have been with Pixologic for almost 10 years. Anybody that had ZBrush understands that for a company as small as Pixologic their releases may not be instantaneous. As...
  • jan19
    11 Minutes Ago
    This is an unusual situation. :-) As someone said, there's a backlog on emails and support. ...
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...and a test render in C4D. It was pretty easy to send the nanomesh with GoZ but I couldn't figure out how to send the color data :/

  • Dan-Burke
    2 Hours Ago
    Really nice! Very pleasing. Nice use of array/nano. Great final render too.
  • hikmeth
    2 Hours Ago
    Thank you Dan-Burke
  • Led Stereo
    15 Minutes Ago
    Looks like a fine art installation, really amazing. Can you please expand on how you passed the colour data to C4D? Was this via the new FBX export option? Thank you!
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WALL-E in ZBRUSH 4R7!
Hello everybody! Making a "test drive" in "ZBrush 4R7" ... I'm modeling the "WALL-E" to test the new features. There are still some things to finish. But I gave it to feel the power of "ZModeler" !!! I am using the "64bit" version. And even being beta, are giving to work quiet and much faster! Thanks!

  • Rayndar
    49 Minutes Ago
    Crazy !! How long did it take to create it?
  • Poncell
    29 Minutes Ago
    Rayndar - Thanks!!! I started to test the new features on Thursday and got to this point on Friday. About ten hours in total. That's because I'm still learning how to use the new tools!
1 Hour Ago

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a close up of the fremen weapon crysknife. To the Fremen, the crysknife was sacred, and they maintained much tradition around it- If it was drawn, it could not be resheathed until it had drawn blood.

2 Weeks Ago

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Hello my dear friends! Finally found some time to polish her more. Happy to say the project is still alive. Before introducing this changes I also worked a lot on making the environment for the final render. And oh, that's a lot of stuff is going on behind the scenes so don't think I'm fulling around all this time So I finally added arms and hands. Forearms are looking a bit too long though. Plus they need more love and polishing. I always have troubles when sculpting wrist flexors in pronated position. Tried also to implement changes suggested by several users above. Thank you guys! I already had some skin striation at her back so to refine her back I was forced to smooth everything. Also I did it without symmetry on, so the left Serratus anterior is bulging more under the Latissimus dorsi compare to the right side. Will fix it tomorrow. Usually I just sculpt my own hands since they are quite delicate and fit nicely to female characters. This time I used another reference. Mainly because she needs specific hands with prominent features (she is a devilish spirit after all), but also to add some variety. I worked at her face as well. Still not satisfied with the result. I think I would try break the symmetry next since her face is quite asymmetrical. And maybe make her cheek-bones slightly prominent. And add some stray hair cause now the hair line looks weird. Any advices would be really helpful. This is the last WIP image of this character I upload here. Just don't want to annoy you with numerous iterations. Next time I will post a finished figure or maybe even posed. Cheers!

  • Vir Norin
    2 Hours Ago
    Thank you! Too sad I failed with face and likeness
  • NWoolridge
    1 Hour Ago
    You may have failed by some standard of achieving a likeness (is it someone we would know of?), but the modelling of the face and anatomy is excellent. I wouldn't be discouraged. Achieving a likeness can be hard, especially for people who are relatively...
  • Dan-Burke
    1 Hour Ago
    Beautiful female anatomy here!
20 Hours Ago

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@Eric: Theres a lot of pages because I never shut up! Its been awesome, and with this new stuff promises to be even more so. I would be careful with some of the tutorials, they are now, in many cases, rather obsolete, I will work on updating them at some point, but I don't think that the ZBC admins will let me change the old ones. @PFC: Yah, I know!!! Its insane how different things are and yet how much easier! This is 1,356 polygons:

  • yoogy
    2 Hours Ago
    coool one ...
  • MealeaYing
    1 Hour Ago
    @Jan: You betcha! I love this!!! @Tartan: You HAD to look at the hands huh? GRIN! I know about them, they have a LONG way to go yet, as do the arms and a bunch of other parts.
  • MealeaYing
    1 Hour Ago
    oop! Hi Yoogy!!! Thanks! And how are you?!?!?! Its been ages!
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Worm-Steersman, my latest project, hope you like it! "Fremen- are some of the best hand-to-hand combatants in the universe, the dangerous conditions of Arrakis ensuring that only the strongest survive". All Zbrush, post in PS

2 Hours Ago

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Wow, this is ancient history.
I would like to formally apologize for my early, primitive attempts with ZB. Here's something a little more recent.

23 Hours Ago

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Yup. Tons! Like Ctrl+Shift+alt+Z = ZModeler Brush! Just another angle I forgot to upload yesterday.

  • Pendraia
    5 Hours Ago
    Thanks for the link...take you time with more tutorials. I know how busy work can get at times.
  • Treece
    5 Hours Ago
    MAH Thanks for the vid and images. Outstanding as per usual. Can't wait for your tuts. Video was a bit quick for my eyes though! lol. So, just a little bit slower please mate.. I dont fink my epilepsy can take it But happy to suffer. (just...
  • Tungerz
    2 Hours Ago
    Mahlikus, That's amazing, the whole piece just flows. It's awesome how the engine came together. Can't wait to see some of your tuts on z4-r7 That will help a lot τΏτ Cheers, ~Tung
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Fun with arrays and nanomeshes
4R7 is great! Thanks Pixologic.

  • hikmeth
    2 Hours Ago
    Thnx Mealea, your works are always an inspiration
16 Hours Ago

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OMG since I'm still learning the buttons and I don't know 10% of what there is in this program yet I had to read your post like 3 times to figure it out! but WOW Extract is like Magic! *_* I also went and learned Shadow Box, it's really cool, I made this little bra lol Thank you both for your help! I'm learning 100 new things per minute and I get more questions as I go, It's a bit annoying that this forum only let's me post every few hours... I'll keep asking and reading online until I can finish this project ^_^ Also I have another question, why is it that people make the eyes with a hole in the middle? Is that how you make them look shiny when you do Materials? I still don't know what UVs are or how you make skins, only the poly paint... Going to start the body soon ^^

  • MealeaYing
    2 Hours Ago
    Every few hours? How new are you? you might be still getting moderated.... Actually that would be about the only thing that makes sense. Also I would totally wear that, I LOVE polkadots!
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Lel's Sketchbook
Finally posting after lurking on here forever, yay. I'm working on my first big character on my own. I'm in school for this stuff, but my last character class was over a year ago so I'm a bit rusty. My concentration at school is environment work. Concept image: My original base mesh was a bit of a distater... xD I'm in a club at school that gave me some feedback and went from that ^ to this v Feeling waaay better about it. I know there are adjustments I need to make to her hands. Her fingers are too short and shaped a bit weirdly. I'm definitely on the right track for proportions and anatomy now, and her face looks waaay better. If anyone on here has some good feedback for beginners in character work, I would be forever grateful

3 Hours Ago

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Hi Everyones, Sorry for my late,i was really busy, So i see, a lot of questions, well, O/MI : Well, i will do a video of my process once i've got more time to show. Masart: Thanks man! LeoAMD: Thank you dude! dingle001: I promise, hen i've got more time, i wil prepar a video of my process. Daniel Biggers: I'm glad to know it can help you, thanks for your kind words, dont hesitate to post your next modeling in the zbrushcentral forum! how long? it depend, i think after 2 weeks to play with it, you can understand all the tools. it's really fun when you find workflow to design what you really want. One tips? try each tools in the zmodeler brushe and mix, try to do basic shapes. Don't do a complexe modeling at the beginning, cause it's other way to modeling, not like others 3D programs. I think we dont have to compare it with 3d software. It's cool way to stay on zbrush, to stay focus on your modeling or sculpt, to not export in other softs. ryankingslien: Thanks man, i put all love i have to show you the power and potential of Zmodeler. Mahlikus : Yes, it was a great experience mate Freewaldo: Totally agree!!!! thanks! jelee: Thank you man, i'm enjoy the workflow, it takes me few times to improve it, but i did it! can't wait to see yours ! hdani28560: Hehe! you will be so happy when you modeling eveything with your wacom stylet! Pendraia: Thank you, be patient, i will do a short video when i will find time, actually, i can't, so busy, sorry. djwaterman: Thank you, yes, design was my priority, over the technique modeling, Cool you find it! the famous Qcube! andreseloy: Good question, forgot all you learn about 3d applications, it's a new way to modeling, one tips? Try crease tool with Dynamic sub-D, it's one of my favorite tool! and here, others renders of the robot arms (it was a work in progress) , i've done when once ,i understood the tool. Thanks everyones for your comments.

1 Day Ago

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Quick_sculpt second try: Subject Dunkleosteus
This is my second try, i just need as much help as possible to get a better quality!!! So do not be shy and please make a lot of constructive critics!!!! ^^ Tnx a lot for any help i'll receive!!!! This is the final result. Step 1. Step2. Step 3. Division.

  • Zeriel00
    16 Hours Ago
    How did you do the underwater scene? is amazing :O and is it my imagination or the fins are a little transparent?
  • infestedivy
    7 Hours Ago
    yep, post production... fast and not really accurated actually... for the water effect.... and yes the fins are a little transparent. About transparency you can just check on youtube for some tutorial sss2 for 3dsmax and maya, i'm guessing
  • paleo3d
    3 Hours Ago
    HI Its my experience as a former suba diver, observing fish in their natural habitat that : The larger the fish, the more plain or draby the coloration... Conversly, notice that the smaller fish have that highest colorations patterns of all sorts......
3 Hours Ago

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Caesar WIP update 02
Picked up this old project. "Finalized" the sculpt and started texturing.

3 Days Ago

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Montgomery Burns
Montgomery Burns

  • art15
    3 Hours Ago
    Thank you very much EricShawn!
1 Day Ago

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  • Santis
    5 Hours Ago
    Love these last ones from you Matt, really enjoying it! Great to see you posting again
  • michalis
    5 Hours Ago
    Beautiful sculpting!!! Love these posts.
  • MattSkinny
    4 Hours Ago
    Hey santis and michalis, thanks a lot guys, good to hear from you Yeah it's been a while, you know how it is sometimes with personal work between freelancing and life and painting and videogames
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  • lensman888
    4 Hours Ago
    Very nice work. Printed at I. Materialise?
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David Schultz - Zbrush 4r7 Beta Works
I had an amazing time getting to be a part of the Beta, and I wanted to share a couple of the images I worked on. I will post up some wireframes later on for anyone who wants to see them. I hope you all enjoy and have fun with 4R7! .

  • teeg000
    1 Day Ago
    Looking great! I especially love that last one! Would love to see those wireframes
  • dtschultz
    1 Day Ago
    Thanks a lot! I will post up some wireframes this weekend. Sorry, work has been a little bit crazy for me these last couple of days.
  • Freewaldo
    5 Hours Ago
    This is intense, all the details.
16 Hours Ago

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  • magbhitu
    8 Hours Ago
    really great project! the character's face and overall design puts it squarely in Neverending Story territory. The one thing that bothers me is the wood grain directionality on the arches. maybe the grain should bend with the arch instead of cut across it...
  • vlad74
    6 Hours Ago
    Thanks Magbhitu . You are absolutely right about the arches. Will have to fix them and rerender.
6 Days Ago

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Daniel Biggers: When my skeleton is at the lowest subdivision level it is 71k polys. I usually never go higher than that when posing the skeleton. The muscular system has about 620k polys at the lowest subdivision levels. All subtools have 4-5 subdivision levels (sort of irrelevant in my case since I do not have any micro details). Only time I use highest subdivision level on the skeleton and muscles is when I render. Two things that have really helped me regarding the memory limit is: 1. Zremesher is your best friend! Keep your lowest subdivision level as low as possible and as clean as possible. 2. Whenever you do an operation that you think might crash the program, hit the "Compact now"-buttion (Preferences->Mem->Compact Now). It helps a lot tyrellcorp: No secret, I am just very organized with my subtools and polygroups. It might look tricky because of all the parts but it is actually a whole lot simpler than trying to use the transpose tool on skin (with bone I do not have to worry about issues like twisting the skin etc). The muscles are the most difficult to work with (mostly because many of them are grouped into the same subtool). But now I found the spiral-brush, so made my life easier So, only transpose tool (move and rotate) and Spiral-brush. Thanks Some new images:

  • cjacobs1021
    22 Hours Ago
    I love these sculpts man, fantastic work. Currently doing lots of anatomy sculpts aswell.
  • Daniel Biggers
    19 Hours Ago
    Thank you for the info. My mesh is just under 16 mil just for the skeleton at the highest res, and thats before splitting the skull. I don't know off the top what it is at the lowest, but I know its a much higher count than yours. I am also trying to...
  • Alexander Kafoussias
    6 Hours Ago
    cjacobs1021: Thank you I appreciate it! Make sure you post your anatomy sculpts, would love to see them! [FONT=Helvetica]Daniel Biggers: First off, sorry for being so slow getting back to you, very...
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More spiders
Here's a jumper, rendered in mental ray and Maya. All models are ZBrush and textures were polypainted in ZBrush (fur is Maya + Paint Effects). A link to my animated version: http://vimeo.com/117559794 and the model in ZBrush with some fibermesh tests:

  • jakejayeden
    18 Hours Ago
    Awesome Insect and Spider study!! Look very real
  • Pro4210
    7 Hours Ago
    Very nice, particularly the plantlife. Can you tell us more about the process involved in the plantlife on the house?
1 Day Ago

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Dark witch
Hey everyone ! Heres my latest character. Its an old sculpt that i desided to texture and use to learn how to use vray. Everything is modeled in zbrush, textured in ddo and photoshop and rendered in vray. Hope you like it!

  • jan19
    18 Hours Ago
    Really detailed -- nicely crafted. :-)
  • Mandrin
    8 Hours Ago
    Nice sculpt ! =D Amazing work !
11 Hours Ago

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Thanos 3D Print
Hey Guys, Just want to share our first 3D print of a Thanos zbrush sculpt. Still a bit of experimenting to get a better print and also this is the raw print from the 3D printer, which has no cleanup done to it yet. We are looking to create some reverse molds from the 3D print for casting into other materials in the future. Final Print Keyshot previz Original ZB Sculpt

1 Week Ago

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Some more images,

  • Digitalplankton
    1 Day Ago
    Unbelievable work! Reminds me of being in Nepal many years ago.
  • infestedivy
    1 Day Ago
    Nothing more than ... MASTERPIECE!
  • tokio
    11 Hours Ago
    Awesome work!!
11 Hours Ago

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MiRO Sketchbook
This is my first time in here, is not a great art, but im trying to get better, and for that, i need to post what did...