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:

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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.

  • jan19
    36 Minutes Ago
    jbmonge -- I'm on a PC...know nothing about Macs. You might want to get in the Support line, unless a Mac user can help you. Just didn't want you to think no one was listening.
  • Sigmund Hentze
    21 Minutes Ago
    Think I'll first wait for all the KeyShot issue to sort then upgrade or purchase bridge and all... in the meantime I am trying out all the new features and also 64bit and having fun... Will keep an eye on the problem...
  • SwampGhost
    9 Minutes Ago
    @jbmonge--The license file on PC actually needed to be changed to .zlic, not .lic. Perhaps it's the same for Mac?
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#Daniel Biggers Thank you for your comment! I still have to do the upper and lower extremities, but doing the muscles proved to be too tempting so I've started with that for now The skull is extremely complex indeed. Every little crevice and shape has its purpose and is always there for a reason. That together with the infinite small or more dramatic variations in form just makes it mindbuggling to grasp, like a never-ending stream of information to jump into! (= Regarding your questions: Step 1. I started with a one piece mesh as in the image below and separated the sections that were to become the different bones into individual polygroups using the SelectLasso brush, to display each respective part, and then GroupVisible in the polygroups palette. This is what it looked like: Step 2. Dynamesh the part you want to start working with. Step 3. Most parts will get quite messy when dynameshed so in this step you have to clean it up by sculpting and smoothing and re-dynameshing and if you want z-remesh. Step 4. In this step you separate, in this example, each side of the maxilla by turning off symmetry and then with the SelectRect brush hide one side. Then under Tool>Geometry>Modify Topology click Del Hidden. Now with that one part duplicate it and then mirror, merge them together and under Tool>Geometry>Polygroups click Auto Groups. With the parietals and frontal bone and maybe some other bones I would instead use Tool>Geometry>EdgeLoop>Panel Loops with a thickness of 0.02 and Elevation at -100 and then Group Visible. The sutures I started doing as late as possible. I used the move brush mainly for this. For example with the lambdoid suture I would have the occipital bone and parietals as one subtool, each with their own polygroups assigned. It was a sort of try and adjust as you went along. The density of the meshes had to be high enough for the deformation. So starting with the even borders you'll have to do a lot of moving using this method. I was thinking about the sutures all the way from the beginning but realized early on but realized they would just be an obstacle if those jaggedy edges were there from early on, since theres been so much adjustments made and I knew I would be doing a lot more of those before I was satisfied with the overall shape of the skull. But yea, this step was quite fun. I did screen-grab the sagittal/coronal and lambdoidal suture views and in photoshop try to sketch out something I was fairly pleased with before doing it in zbrush. Heres an image from that process: Hope this helped answer your questions Feel always free to ask anything else regarding it, I'll be happy to help!

  • Zmith[21]
    12-25-14
    Hi You, very cool model - in the bottom view, the zygomatic flies out alot... i'm just saying to myself. will do some shadowboxes based on your model - very cool...
  • Zachris Pensar
    4 Weeks Ago
    Zmith[21] Thank you for you comment! Yea, I know, theres quite a gap in between there, although thats something that varies among individuals. There are still...
  • Daniel Biggers
    1 Hour Ago
    Hey, are you still working on this project??? I would love to see updates if you have any. You did such a great job with this piece I want to see more.
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PFC! PFC!!! Jan, its a great thing for not only getting a lot of insane color in a big hurry, but also for having a nice vivid look at your topology. Like this:

  • michalis
    2 Hours Ago
    A true advanced UV editor will make you feel this way. Great posts mealea. Having fun as always. The more important. We have this in my country. Laughs better who laughs in the end. (sorry...
  • paleo3d
    1 Hour Ago
    Michalis, No doubt you are referring to Blender's UV editor. I've had a good look at it ( including your tutorials ) and there's no doubt about it - there's a much greater control over the placement of UVs and Islands in this editor. One day I...
  • paleo3d
    18 Minutes Ago
    PolyPaint from PolyGroups! Again, Thank you Mealea.
1 Hour Ago

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Hey gang, Just got my Keyshot for Zbrush and I'm just in love with this application. Still have lots to learn but here is a test I did with an old model... Claudio

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progress

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Thanks very much for the comments Mitch - I am taking quite a bit of what you had to say to heart. I have been working on small sculpts over the past few days, they are going well. Barnabas - oddly enough that is professor snape himself. I find that I can get very good high quality reference photos quickly off the internet. Here is the old man with no paint and a figure I worked on in my last class. I am showing the step by step (more or less) just to give an idea of progression. It was a great project, but certainly a painful process sometimes.

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The new 64 bit update is amazing! I can't remember the last time I got so happy, probably on christmas when being 6 years old These slices are the same ones I used in the anatomy app (Écorché assistant). I wanted to do this before though it was a bit difficult to do when on the 32-bit version. But now I did them all in one go (without using the Compact men-button even once!) and used the Keyshot bridge to bring them straight into the render. Would have taken me at least 30 minutes extra before Thanks for watching

  • rasmusW
    2 Hours Ago
    thanks a lot dude. i am glad you like it. i am currently trying to find time for sculpting queen bavmorda and hopefully also matmardigan. i really like the new addition to your ecorche models. great stuff. -r
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First try at sculpting a Figure
Hi, this is my first try to sculpt a human body, could you tell me if you see something wrong at this stage? Thanks. video : https://www.youtube.com/watch?x-yt-ts=1421914688&v=ol0D6KzTfYs&x-yt-cl=84503534

  • Freewaldo
    9 Hours Ago
    Well for a first it's really good, at this stage the only thing out of place is the size of the toe.
  • Webhead
    2 Hours Ago
    Nice job on this - especially as it's your first figure.
08-09-14

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  • jubala
    1 Day Ago
    blackstraircase I would look at this http://docs.pixologic.com/getting-started/system-requirements/
  • DLangley
    3 Hours Ago
    Blackstaircase - The specs Jubala provided the link for are based on the 32 Bit version 4R5 but you will be better planning for the 64Bit version of ZBrush. 4R7 is the last one to have a 32 Bit version. 4R7 comes with a 64 Bit "test" version and ZBrush 5...
  • jubala
    2 Hours Ago
    dlangley i was just using showing hom their specs but yes atlast a dual core and 16 gigs of ram will work well with zbrush4r7 both 32 bit and 64 bit a graphics card does not matter because zbrush does nto rely on graphics cards. If you want to use...
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Little test of nanomesh and transparent texture. Looks interesting even with as little effort as i put in this. Now the issue: how do i get the nanomesh as a new tool, separate from the base mesh without losing the texture info .. ? Anyone who knows?

  • gmp1993
    3 Hours Ago
    Havent Tried it Yet, but in Nanomesh Panel look at UV or Colorize Panels for the option your looking for and then click One To Mesh in Inventory Panel.
3 Hours Ago

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Start of a Mayan "warrior." Going to try and add some tattoos and accessories.

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Master Aquino

  • Zeriel00
    5 Hours Ago
    It's really cool but I think it needs a Darker more opaque green and also the Serratus muscle shouldn't reach the abs
  • Jakub
    5 Hours Ago
    Look good, but he seems to have to many ABS, it should be an 8pack not 10pac
  • Art88
    3 Hours Ago
    ***1041;***1086;***1083;***1100;***1096;***1086;***1077; ***1074;***1089;***1077;***1084; ***1089;***1087;***1072;***1089;***1080;***1073;***1086; ***1103; ***1090;***1086;***1083;***1100;***1082;***1086; ***1091;***1095;***1091;***1089;***1100;!
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The Duelist
Hello, This is a test render of a personal project that I have been working on. He is character in a short 30sec animation that I am working on in my free time. I was hoping to get a little feedback if anyone has the time. I want the characters to look as real as I am capable of doing. So please if you have a moment I would love to here any constructive comments. Thanks so much

  • teddy007kong
    19 Hours Ago
    I love the gesture and contrapposto in his pose. The uniform, hair and his skin sculpting are awesome. The only thing that's too choreographed is the blood on the blade of his sword. Look at some reference of swords being dipped in liquids if your going...
  • maddabout
    4 Hours Ago
    Thanks for the feedback. If I bother with the blood on the sword in the final animation I will do a fluid sim.
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Here is the latest. I also did a pose cause I got tired of looking at the same boring T-ish pose. Zbrush crashed just as I was saving the image. I am thinking its because my model is so dense at its highest levels (cant wait to see how Z64 handles the model, tired of crashes, expecially while I am saving the model). I did however figure out a nice trick. Once I had the Zbrush is not responding do you want to wait message. I waited about 15 minutes (which was not easy to do) and I still had the error. Since I only did the pose for fun but didn't want to lose the image (or time spent), I took a screenshot of it cropped it in PS and fixed the contrast/brightness levels. Its not as good as the full res version but at least I got what I was looking for which was just a different posed image to add some personality in the art.

  • Daniel Biggers
    6 Days Ago
    Hello Alexander, Thank you for the information and compliment. I think with the skull item mentioned in an earlier post by Callister, I have changed some of the proportions along the way and that can...
  • Callister
    5 Days Ago
    Awesome man, yeah I also considered splitting the skull into different segments, but at that point Zbrush was already going really slow, and the geometry it would take to make those edges have the nice curves that they do would be insane, you could save a...
  • Daniel Biggers
    4 Hours Ago
    Callister Thank you for the info and link. the skull looks pretty nice and I am sure it was a lot of work. I have a Neurosurgeon that works on my floor and has been critiquing my skeleton. I keep him updated on my progress and the reason I want to...
7 Hours Ago

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using brush alpha & mask by alpha
When I make a hood and scarf of sylvia, I used two brush alphas which I created and used 'mask by alpha' from texture. I brushed a hood by hand using brush alphas. When I made a scarf I created a texture using brush alpha and then applied 'make alpha'. After that, deformed surface~ like this~

  • zoffty
    6 Hours Ago
    great job! and nice breakdowns!
  • udograf
    4 Hours Ago
    Amazing work, congrats! But how did you made your perfect alphas?
13 Hours Ago

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Think I got his anatomy close enough to his

  • TomatoVFX
    11 Hours Ago
    very nice work on the muscles mass
  • sankar82
    4 Hours Ago
    Thank you for that. Appreciate it
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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:

  • Daniel Biggers
    4 Hours Ago
    Thank you Alexander. I have been busy so I just had time to read your post now. Perfect timing. Thank you. The more I think of it I don't really need to worry about topology, just the poly count. Since the bones themselves will not bend just the joint...
5 Hours Ago

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Who is this?
Working on portrait! Hopefully if anyone can tell who it is I have succeeded, if not well back to the drawing board lol. I will pose and be adding more details next. C&C welcome. Will be making a half scale to full scale 3d print of this.

  • sankar82
    4 Hours Ago
    Looks like Phillip Seymore Hoffman. Very cool work
4 Hours Ago

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I did quick mockup just to demonstrate the tools I used to build the piece. The creature was build using Zmodeler then subdivided and sculpted(only the head). Then I used Insert Nanomesh to add the scales to the body. I also used Zmodeler for the wooden part of the cart. All the ornaments was extracted from the underplaying geometry using masking, extraction. Later they were retolpologised with Zremesher with KeepGroups on. I hope this is helpful P.S. Forgot to add - The tool has about 56 subtools and it is nearly 65 mil polys.

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so sorry for late message gittsigrat: thanks (o: rohitsingh.bhui: thanks for kind words buddy, sure here are some grey renders

5 Hours Ago

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"Cheli" by Surajit Sen
R and D is going on. Basic sculpt is created in Zbrush. For Lighting , texturing and rendering used Maya - Arnold.

5 Hours Ago

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Sad Monster
Orcs are fun! Done for the daily spitsculpt group, "Sad Monster", ^_^ https://41.media.tumblr.com/dd1b9113e9e5b3d758d05234489e031c/tumblr_nj3w3hUZCy1ttpzfto1_1280.png

22 Hours Ago

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Plants on house
Here are screengrabs of the plants: Similar idea here, I used polygroups to determine roughly where I want the ivy leaves, you can create some cool spiraling polygroups using some of the options in the ZModeler brush. Then I placed the ivy usingnanomesh. I did not have to convert these into a subtool to render in Keyshot! Keyshot handles nanomesh really well! For the wood panels on the outside of the house I used the Array mesher to simply duplicate my geometry. I converted this into a subtool so that I could add warping and imperfections. I would have liked to have spent more time painting details and dirt but I did this really quickly. The tree is a very simple ZSphere sculpt converted into a polymesh. I used fibermesh for spanish moss. I created simple geometry for the bark, the leaves and even the branches and added these all to the tree using nanomesh. Final render (earlier in this thread) was all Key shot.

  • robotball
    22 Hours Ago
    I didn't really polypaint the house much or use textures, but again this was all in the name of fooling around and the whole model was put together in a few hours. A really fun process. Environment artists are going to go nuts with this stuff!
  • robotball
    5 Hours Ago
    Here's a quick tutorial I did on nanomesh: https://vimeo.com/118219444
2 Weeks Ago

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Test prints
I am getting there, still have more parts to print. its going to be fairly large the final one. Can't wait to throw some paint on these.

  • Oliveiro
    2 Weeks Ago
    looks pretty awesome, what is the name of the printer please?
  • dismantled
    5 Hours Ago
    thanks so much guys! I use the Makerbot replicator 2 not 5th generation. wish i would have got the form1. but the replicator is good for large things and this print is over a foot tall.
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16 Favorites and 10Followers.
Hey there ! Been busy with my job everyday, not much free time to work on my personal stuff ! Been able to do another model tho ! Not that much happy with it, even if I tried to keep an illustrated look as much as possible, I felt it didn't really suit the much more realistic model ! Was fun tho, been able to try some stuff and learned a lot It's a fan art of Fran from Final Fantasy XII ! Even if I didn't like the game that much, I really LOVED every design in it, especially her ! Wanted to model her for a pretty long time so here's my take at it ! Modeling in Maya&Zbrush, Render in ZBrush, Compositing in Photoshop ! Fran - Final Fantasy XII And a little Turn Around here : https://vimeo.com/118219906 Hope you like it tho ! I'm currently working on refining her body's topology, which is WAY too much subdivided ! I'll update the video soon. I'll post probably tomorrow a WIP on the next piece I'm working on ! I'll go back to something that looks way more like my Butterfly Girl, very illustrative and more graphic ! I'm trying to push this style more and get something more personal by trying to do my own concepts.... Cheers !

  • teddy007kong
    10 Hours Ago
    Fran is looking good. The designed elements like her armor and helmet details are so intricate. Did you use panel loops and hard surface techniques for the helmet design? My only constructive criticism is her mid section only has one vertical indentation....
  • Lad_
    6 Hours Ago
    Hey ! I get what you mean about her belly and i think you're right, maybe i'll try to add something ! But the thing is, her armor hides everything on this part, if you take it off there are some muscles in this area ! I'll see what I can do to improve...
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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!

  • jan19
    13 Hours Ago
    You are way too hard on yourself. I wish my likenesses were as good as yours!
  • Vir Norin
    11 Hours Ago
    jan19 Thanks for your support. Yeah, I often don't like what I do. Seeing all this beautiful sculpts from real masters here and comparing them with my own creations - the difference might be quite depressing. FourtyNights Thanks for...
  • RAMWolff
    6 Hours Ago
    We are ALWAYS are own worst critics. I wish I had an inkling of your talent Vir! We shall be waiting in An-tis-a-PATION (Rocky Horror Picture Show - lol) for your next journey into creativity!
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41 Favorites and 25Followers.
Female figure sculpt from scratch. Also I have been figuring out a technique how to sculpt these more easily.