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Creating a Real-Time NPR (Non-Photorealistic Render) Material
Take an in depth look into creating a realtime NPR Material. Dive into custom editing of the Material Palette, Document Palette, Render Palette, and the Light Palette to create a material and renders of your liking!
Creating a Real-Time...Go In Depth with Folders & Folder Actions
Take an in depth look at how ZBrush's Folder system works, organize to your needs and discover Folder Actions!
Go In Depth with...ZRemesher 3.0 - DetectEdges
Let's familiarize ourselves a little better with ZRemesher's DetectEdges functionality. In this Lesson example, we'll take a gear model that has a triangulated mesh with no PolyGroups or no mesh ID, but has edges to help utilize the DetectEdges function. Once DetectEdges is activated, we can convert our mesh to quad based geometry, create PolyGroups, and most importantly retain our clean or hard edges. This function can assist with future mesh editing including Dividing and sculpting or features that utilize PolyGroups.
ZRemesher 3.0 -...Using the Universal Camera to Composite in Photoshop
In this Lesson, let's discover how to lock our camera in place across multiple applications using ZBrush's Universal Camera, create multiple render passes, and create a final composite inside of Photoshop.
Using the Universal...BPR Filters: Blueprints - Part 5
Part 5 - Blueprints Settings
BPR Filters:...Creating a Scene with Snapshot3D - Part 1
Part 1 is an introduction to building this scene, discussing and demonstrating how Snapshot3D works inside of SpotLight. We'll review importing, selecting, and loading alphas to SpotLight.
Creating a Scene with...
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#AskZBrush: Updated January 15 by: aurick 3 Days Ago
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33 Minutes Ago

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Appolyon
Here's my latest work, I want to show you guys my wip and hope to have some feedbacks before i start the retopo and texturing. The concept is by Christophe Young

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Hey another Update of the Kessel Armor I am working on working with zbrush feedback is very welcome thanks

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Render Zbrush / Photoshop Next render Octane render.

2 Hours Ago

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cellshade & bpr tutorial part 1
Alright, now I am not sure if there is any interest for this, since although this thread has over 1800 views, I've only had one comment so far, but I'm putting it up here anyway: a small tutorial on how I did these renders. Also I saw that videos had been posted on how to do NPR rendering recently, so it could very well be I'm providing redundant information here, I don't know. But for me this was an interesting exploration in what materials and filters are capable of, so I'm sharing them anyway! As writing this took longer than I thought, I'm splitting it in two sections, starting with cell shading! So this requires any standard materials (since they all work the same way), but I tend to start with skinShade4 when making materials. What you want to do is go to the Material>Modifiers and look at the Diffuse and Specular curves. These usually have some smooth curvature (A), but for cellshading you want a stepped effect (B). Some pointers - Dragging a curve point out of the curve area and back in toggles your curve-point between smooth and linear. - You can use the ambient slider to determine the base-line value. - I used one step (black/white) but you can make as many as you like obviously. I had three steps for a while, but for the comic book look, a single step works best. (C) demonstrates this stepped thing applied to specular, but I actually did not use any specular. At this point you can add some initial outlining using the outline setting in the mixer (D). Using depth it will start adding a fresnel-like outlining using the color you've set in the cavity color swatch in modifiers. For those who've done stuff with cellshading before all of this so far should all be pretty basic. Now the next challenge was to get those pants to get that spidey look. Initially I did this with reversing the diffuse curve and playing around with anisotropic values, which was ok, but always a bit messy... Then I tried out reflectivity, and boom! The reflectivity curve works as follows: Y-axis = amount of reflectivity. X-axis is degree by which normals are facing away from- to towards the camera. Normally when you dial reflectivity up you get a darkened look (if there is no texture loaded it reflects black) and the default curve (E) has a bit of falloff as normals start facing the camera. For spiderman, I needed the opposite; falloff as normals face away. So that, in stepped fashion gave me (F). Cool right? Now to mix these materials... One way to do this is by simply applying different materials to model/subtool, but that might not always be an option and can give all sort of artifacts. Another way to do this is using a doubleShade (or even tri or quad) material! These come with extra shading slots under the modifier panel and the mixer panel below lets you determine how these shaders should be mixed. To start mixing you can simply copy the S1 slot from any material you want to mix in to any available slot in your multi-material. In my case I put my regulare cellshade (from B) in S1 and the reflect cellshade (from F) in S2. By default, these shaders render on top of each other. So despite the blendmode saying "replace", it is actually additive. If you set that blendmode to additive you basically add the S1 shader twice. If you toggle that 'black' button on however, the S2 will actually overwrite S1 (H). And then all those sliders you see there become ways to generate an alpha mask mixing in the S2 material. I recommend playing around with those, because you can do pretty cool stuff here (like mixing in different materials based on cavity information). The one I was interested in is color: I wanted the blue colors to create my mask for S2. So I click-dragged from the color swatch onto the pants, dialed up the "by hue" slider to 100 with full "Exp" resulting in (I) A default BPR render at this point looks like this Next step is adding those filters! Tomorrow... Cheers!

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Last set of renders I'll be uploading for spiderman. Working on a small tutorial on the BPR render setup I've used to put up after this.

3 Hours Ago

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The render passes used

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5 Favorites and 6Followers.
Neon Cybergirl
I created this image out of several different render passes in Keyshot with rather weird materials like X-Ray and Infrared along with some custom ones. Then I composited them in Photoshop and also did some manual painting as well as use layer effects and other trickery to get the look I wanted. I will show some of the render passes I used in an update.

4 Hours Ago

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166 Favorites and 56Followers.
Drone
Hi everybody, here a new sculpt. Zbrush + keyshot. Hope you'll like it

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300 Favorites and 106Followers.

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300 Favorites and 106Followers.
Tanya from ZbrushLive streams I made this character on two streams, thanks to everyone who was there with me.

8 Hours Ago

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34 Favorites and 18Followers.
conan fan art by jorgesantos3rd@hotmail.com

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Star Georgia .. She didn't look like this but that's how I want to remember her

13 Hours Ago

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46 Favorites and 22Followers.
The Bride
This is an reboot of an old model, didn´t have the time back in the day to enhance, now I have found. Great character and great elements to play with.

12 Hours Ago

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Beast study
Hi, New creature study

12-26-18

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37 Favorites and 27Followers.
Cell 1st version
HI my 2018 last work cell1st version thank you!!! Happy New Year in advance.

  • Thijs de Vries
    13 Hours Ago
    Oh, never saw this one before; excellent piece man! The human ears look a bit out of place I think, but otherwise this is a very impressive sculpt!
16 Hours Ago

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37 Favorites and 27Followers.
Son Goku

16 Hours Ago

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Added the model on artstation to see updates on this and upcoming projects please like my page Final rendered image next up on to 3d printing.

23 Hours Ago

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Conan fan art, made in zbrush Conan fan art

  • Bosh
    16 Hours Ago
    Great sculpt, I'm loving all the details.
09-27-04

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thanks for the replies guys. it really helps to have a second opinion. i am gonna try to do it again with a sharper alpha. thanks for that idea aminuts. and i am gonna try hightlighter 2 brush. thanks Polaris30. the guy i am diong this for wants it to be black and white and will use it as a logo so i decided to just use the wood as an ink block(joke). Zbrush and Photoshop printing, hehehe. reminds me of printing and lithographywoodcut2.jpg class .

  • aminuts
    09-27-04
    a sharp alpha...and the shadow brush at a -15 value should do it if black on white or +for white on black......very low intensity settings. That way you could retain wood grain but still have the burn-in look. a slash "/" made into an alpha so you have...
19 Hours Ago

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Head update

21 Hours Ago

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The wildest holy warrior
HERE something I have been working on in freetime for personal study! sculpt in zbrush. Hope you guys like it.cheers!!! thanks.

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I then used the new silicone mold to run a monsterclay bust, to rework, clean the seams etc... Final monster clay bust reworked and cleaned up another mold ! ready for the final stone in ultracal clan up and latex pour, I usually wait 2h30 in order to get a nice thick layer and then let it dry for 24h Oh I also 3d printer my own roller from the brushes that I used on the 3d sculpt to detail the clay version, matching the kind of details I had on the 3d sculpt I used https://pablander.selz.com/item/zbrush-skin-brushes-pack ready for airbrushing and epoxy gloss phase some hair punching madness using a needle and some yak hair. and the final result ready to be worn. Fun times !

  • MFleuret
    21 Hours Ago
    Haha, merci beaucoup Martin ! And thanks guys ! yeah seems like the "rollers"...
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"Ginjiro Manda" Fan Art
Hello everyone. This character is the main character of the Japanese TV series "NEW・KING OF MINAMI". It is Japanese comedian "Chihara Jr" to act. His role is a ruthless lender, representing a scene showing documents to threaten hostile fraudsters. Hair is a FiberMesh, rendering is KeyShot. I am not good at sculpting the wrinkles of clothes. And among the wrinkles of clothes, I think that the wrinkles of a suit fall in the most difficult category. I made this work as a step-up to overcome it. Thank you!

  • kou dama
    5 Days Ago
    Thank you! It encourages me. I want to be able to sculpt wrinkles of a certain quality without having to look at the reference materials.
  • object
    3 Days Ago
    Fantastic work. The more realistic the more challenging wrinkles get.
  • Vinod Kumar
    22 Hours Ago
    Looks nice ...!!! I can feel its attitude....!!!
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And tonight I'll have my pc render some fancy raytrace renders such as this. Hopefully then I can move on to other projects >_<

1 Day Ago

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