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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:

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ZBrush Summit 2014 by: aurick 1 Hour Ago
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+ Create New Thread + Reply to My Thread
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5 Favorites and 8Followers.

  • Doug Jones
    3 Minutes Ago
    Cool, what is the width and height of the larger images?
9 Minutes Ago

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5 Favorites and 8Followers.
Watch this, the formatting is about to become toast.

1 Day Ago

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New fan art: Tier Harribel from Bleach M6iIcLAi0Lk

  • rjsmal
    1 Day Ago
    Wow I really enjoyed the timelaps of Harribel, awesome render also ^^
  • Wyatt
    13 Hours Ago
    That Harribel timelapse is badass. Gets me pumped to sculpt.
  • DAYAS
    16 Minutes Ago
    Thank you guys
05-27-14

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Took me a day, I have exams so don't want to refine it any more. I love it myself, forgot to add little whiskers, but it'll suffice. Let me know what you think lads, cheers!

  • E-Toma
    05-28-14
    I do not think will ever be able to fly if not slimming XD
  • Johnnynapalmsc
    25 Minutes Ago
    Hey guys, I'm desperately looking for job, please let me know if you have anything to offer at Johnny.rosh@icloud.com Thank You!
26 Minutes Ago

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My models season 2
this is the next season date:2013 date:2013 date:2013 date:2013 date:2013 date:2013

45 Minutes Ago

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MY models season 1
Hi guys i have some Pieces i hope you like it i'm akram elfanid and i'm artist painting and drawing and artist 3d characters, i from morocco and this is my facebook : akram elfanid and this is my page : www.facebook.com/myrealmodels i remodeling this monster and i'm sorry if i do that date:2013/08 date:2013 date:2013 date:2013 date:2014 i have more just with .

1 Day Ago

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Wip 05
Started blocking in the upper torso and some shoulder/chest armor. Hoping to finish the chest, back, and left arm details over the next few days.

  • chief71
    1 Day Ago
    This is looking awesome. Can't wait to see the finished product.
  • EricShawn
    1 Hour Ago
    This is very, very good.
1 Hour Ago

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crabnaut
the first in the series of mutant morphonauts

2 Weeks Ago

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ZBrush Summit 2014
[/URL] Big news! Pixologic is pleased to announce the first ever ZBrush Summit, taking the idea of our periodic User Group Meetings to a whole new level! The ZBrush Summit is a 3-day event happening Friday, August 8 through Sunday, August 10 in Los Angeles, CA and streaming LIVE around the world. Whether you are here in person or at home, experiencing the ZBrush Summit is easy. Stay connected with our live feed. No matter where you are, we'll be there! Register Now! Live and breathe ZBrush with dynamic presentations, panel discussions from a variety of industries and a sneak peek of the newest version of ZBrush with members of the Pixologic Team. Whether you are present in person or attending via the internet, the ZBrush Summit will encourage participation. Your questions can be heard via a live moderated chat window within the [U]ZBrush Summit Streaming Portal. Additionally, you can use Twitter to ask presenters questions about their respective workflows. Workflow related questions will be featured live and on camera! Attendance -- both online and in person -- is completely FREE! So mark your calendars and don't miss this opportunity to be part of the first ever ZBrush Summit! For schedules, registration information, streaming link and much more, CLICK HERE. See you there!

  • RahiSan
    3 Days Ago
    Im really excited for this, hoping for: 64 bit, proper vector displacement integration (as alphas like in mudbox) and it would be really great if we could get an alternative to vertex painting, something similar to mari, so painting 8k maps doesnt take...
  • asecbrush
    4 Hours Ago
    Looking forward to the presentations. QUESTION : Are the presentations recorded and then posted online so people living on other continents can watch them later during the day time?
  • ArtBot
    1 Hour Ago
    I look forward to the presentations also. And I hope the microphones cancel out a lot of the crowd noise this time... those lucky "crowds" who get to be there...that is. Also looking forward to the magic that the folks at Pixologic always provide.
02-22-14

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Yhago! Check out this: http://www.zbrushcentral.com/showthread.php?170886-MatCap-Baker!-unofficial-Information-Installation And look into the thread for the latest versions, its VERY VERY good! What this does is it takes your sculpt, its polypaint and all the stuff you have done to it and bakes the matcap into it resulting in a FAR better texture map. What that means is that it will look MUCH MUCH better and more like it does in ZBrush when you get it inworld. Some (many) matcaps look fantastic in world and this tool improves things so dramatically I need to get rid of that old tutorial and start all over again. As far as I know you are the only one who used it, and that is either the result of you being extra smart or the result of the tutorial being crap.... The below image is a before and after shot using the MatCap Baker, before is on the left and after is on the right:

  • MealeaYing
    1 Hour Ago
    Thanks Doug! As far as the image size thing goes: nah, just make a table about 700 pixels across with one row and one column, it works fine. Messing with the image size is bad enough just trying to get things into the 500k limit. Its an extra step and...
  • Doug Jones
    1 Hour Ago
    No problem to resize or compress files to meet limits here Not everyone will need an advanced tab. I'm using classic view with Safari on the iPad with no problems other than when people make huge images. I view forums on both PC and the iPad....
7 Hours Ago

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Gabriel Fronza in London Sketchbook
Hello to you all, I just moved to London from the Czech Republic (from which I stayed the past 1 and a half year, beautiful country). So I decided to create a sketchbook for the time I am staying here, which is going to be for a long time. I am going to post my personal work and the works I will be doing for the assignments of my course: http://3dclassroom.cgmasteracademy.com/ I hope you all like Here are some busts for the class with Justin Goby Fields:

  • nimajneb
    3 Hours Ago
    These and wonderfully expressive. Nice work.
  • huan80
    1 Hour Ago
    These are fantastic.
  • gonzo
    1 Hour Ago
    These are gorgeous, man. Keep it up!
1 Hour Ago

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15 Favorites and 12Followers.
WIP - The Guardian of the Forest
My latest sculpture. :)

20 Hours Ago

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And onto the texturing of Judge Deaths head and helm whilst finishing the sculpt of the body.

  • AJ Jefferies
    2 Hours Ago
    What a great take on Judge Death! You've got some really good work here. Keep it coming!
2 Weeks Ago

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quickie heads!
Nothing too exciting to post this time, just a bunch of heads. I decided I should bust out some quick bust practice, this being the result. I sure needed it -- on the first try it took me *ages* to nail good proportions, whereas getting the third head to look good was almost painless. 1. This one started out as a riff on the frazzetta/shiflett bros barbarian. But in the end his eyes didn't look barbaric enough, so I gave him a 1930s haircut instead. Kinda reminds me of blaskowitz from wolfenstein now. Took me about 3 hours all told. 2. Girls are always tough because the forms and plane changes are so subtle. I used photos of a model called ryonen as a guide, some resemblance is there I think. She has a really interesting face. Sculpting took the better part of a day, as I was again struggling with fitting forms together. 3. This last one is the most 'generic'. Basically it was just to check whether I've learned anything with the previous two sculpts. Turns out I might have -- it took by far the least time to do, and was practically struggle-free. Too bad he's so boring, even with an iffy attemt at a patrick bateman haircut. Finally, I'm also including two more shots of that last nude I did, direct from zbrush this time, as I felt the vray renders softened the details too much. Hey, I didn't sculpt them for nothing!

  • vlad74
    22 Hours Ago
    I think they look natural. This is what I like about them.
2 Hours Ago

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nothing special to say about it... just a small last night practice guided by Anthony Jones gumroad tutorial!

4 Weeks Ago

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Little Update All figurines together

  • nagulov
    7 Hours Ago
    Very nice! I like their design and interesting poses, almost balletic.
  • vlad74
    7 Hours Ago
    Really good job on the characters.
09-25-12

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evolution of a cat sculpture
I decided that I liked how the little print of the cat looked on the big one, so I merged 2 little kittens to the top of the cat model and printed them all as one model. I also printed it in glow-in-the-dark plastic. It's not easy to get a photograph of it just from it's own glowing light, but it glows really well. It's about 5.5 inches tall, and took about 15 hours to print. I wish it printed faster, but that is still faster than I could have gotten it back from any 3D printing service I know of, so not that bad.

  • Jayquality
    1 Week Ago
    Wow, cool sculpts, thanks for sharing. I just brought home a Makerbot for pretty much the same thing. The hurdle I've been struggling with is how to print something bigger than the build platform of the bot. I have been cutting up my models with...
  • Lincolnk
    1 Week Ago
    Hi Jay, I talk about a free program in my book, "The Neo-Artist" http://www.theneoartist.com/ that can solve your problem. The program is called Meshmixer. I think you would have a much easier time if you just export the object at full...
  • edjennings
    3 Hours Ago
    Pretty good work mate! I like how your models appeared to be glossy and shiny. Is that because of the material you utilized or did you apply inexpensive surface finishing technique? Please advise….
3 Hours Ago

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Finishing left hand. Fingers are far away one another to avoid normal baking mistakes. happy zbrushing to you all!

3 Hours Ago

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Little Kaiju
This is my first thread and here is one of my newest models Hope you like it suggestions and criticism are requested!!

9 Hours Ago

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The followings are the breakdown of how to making the dress:

  • mhdmac
    9 Hours Ago
    I'm telling you you are not normal dude this is not 3D this is Real I'm shocked the cloth is very real 10/10 loved
  • ratus69
    3 Hours Ago
    incredible work and thanks for your usefull explanations ! I confirm that the flamenco guitarist should have longer nails (about 3 to 4mm length if I look to mine ) but the dancer is so captivating that I didn't notice it at all !! it's amazing,...
4 Hours Ago

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Damik's scribbles
Hi Guys, long time follower and now it's time to give a bit back to this awesome community. I'm Daniel currently undertaking the Game Artist Academy course. I will on these pages show of, and hopefully get a little critique on the way, the work produced in this course. So let's start out with some of the a bit older stuff(we are almost a year into the course now). I will upload more in the coming days...

22 Hours Ago

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New speedy creature from last weekend

  • Bangers
    12 Hours Ago
    Lovely stuff, I enjoyed looking through your art on your site, love the details, cheers
  • Starkie
    8 Hours Ago
    Thanks a ton guys!
12-12-13

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Thanks!
Philidor & Abishai - Thanks for the compliments! IagoAndrew - Great work! Very cool that you took some extra time to make a lantern with your own unique design! Meathelix - Sorry for the much belated reply to your question. I am not sure if I am going to answer it correctly, and you have probably figured this out by now, but here is what I have: In the image below you can see under the "Geometry" tab that the "Smt" (Smooth) button is activated by default for "Divide". So, if you don't have chamfered/supporting edges and "Divide" with "Smt" turned on, your mesh will become very rounded at the edges, but if you deactivate "Smt" and divide you can get lots of subdivisions for sculpting resolution without losing the shape of your base mesh. When I created "Unmystified" I had given supporting/chamfered edges to all of my stone geometry so that my edges wouldn't smooth out when divided, because I used to always "Divide" with the default "Smt" turned on. Now that I know I can keep the shape of my stone in ZBrush by "Dividing" with "Smt" deactivated, I rarely ever create supporting/chamfered edges on any hard-surface asset I plan to sculpt. My process now is to use simple geometry with no edge support, then I will subdivide it 3-4 times with "smt" deactivated followed by any additional "Divisions" with "Smt" activated. This way, I can keep the shape of my objects, but still have a bit of smoothing at the edge when sculpting. Also, with Dynamesh, you are correct, you can just retopologize simple primitives and get great evenly distributed topology. The main reason I don't use this method a lot, is a like to have specific control over my UVW layout. Additionally, I like to have all of my low-poly primitive scene in 3dsMax totally blocked out before I start doing any sculpting, which I prefer to setup in 3DsMax opposed to ZBrush. This isn't for everybody, but I find it a good workflow for me. Hope this helps answer your question?

  • Bokuchan1000
    04-29-14
    jeffreyng93 Welcome to ZBrush! I am glad that you enjoyed the tutorial and very happy that you shared your result which looks very nice! Looking forward to seeing more work from you in the future and I will keep everyone posted if I come up with...
  • NienHW
    05-06-14
    If I make this model when it was hexagonal pyramid but I forget to adjust the size before cut it into piece. ...
5 Hours Ago

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Welcome The Sergeant from the 3rd Special company, Royal Engineers - Hardwar3 universe! You can follow me via #artstation as well: http://www.artstation.com/artwork/the-engineer-hardwar3

8 Hours Ago

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So i added the Weapon and some Ingame screenshot Here it is: [/URL] [URL="https://www.behance.net/gallery/18552485/Dota-2-Phantom-Lancer-Stone-Monk-Set"]

  • Wogers
    6 Hours Ago
    Really love the PL and Bristleback sets for dota! I have a question about how you made the PL one, what did you use Zbrush for and did you use any other programs? If so what for?
  • Phoenix995
    6 Hours Ago
    zbrush was used to create the high res model. This model was used to bake the normal maps. I used Maya for creating the In game version of the model and the secound LOD level. Furthermore i used maya for creating the uvs. Photoshop was used to create...
  • Wogers
    5 Hours Ago
    Awesome, Thanks!
12 Hours Ago

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Protoss -ish
This is my spin on a Protoss.

  • sephin
    6 Hours Ago
    Man this is really Amazing work..Top row for sure...... Awesome Details I would like to see him in a movie Those Glow thingies on his Tentacles or hair .. Looks really Coolll .. im wondering how it would look when its animated... like the...