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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8 Hours Ago

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7 Favorites and 3Followers.
Think I got his anatomy close enough to his

  • TomatoVFX
    7 Hours Ago
    very nice work on the muscles mass
  • sankar82
    3 Minutes Ago
    Thank you for that. Appreciate it
3 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.

  • Cad64
    19 Minutes Ago
    I bought Keyshot Thursday, still waiting.
  • dougj7
    7 Minutes Ago
    no emails yet. purchased keyshot and bridge on Friday evening. waiting patiently..
  • LeoAMD
    3 Minutes Ago
    @HitDirt [QUOTE]Nope, still insetting each polygon separately, no matter which target I choose. [COLOR=#AAAAAA]Thank you...
1 Week 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: 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...
  • Daniel Biggers
    12 Minutes 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...
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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
    12 Minutes Ago
    Looks like Phillip Seymore Hoffman. Very cool work
19 Minutes 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

6 Hours Ago

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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:

  • Tungerz
    23 Minutes Ago
    Note to self.... Don't let MealeaYing hire me as a goon! Sends friends instead. Hi MealeaYing, Lots of new tools to have lots of fun...
24 Minutes Ago

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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

37 Minutes 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.

40 Minutes 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

17 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
    17 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
    49 Minutes Ago
    Here's a quick tutorial I did on nanomesh: https://vimeo.com/118219444
22 Hours Ago

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Master Aquino

  • Zeriel00
    1 Hour 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
    1 Hour Ago
    Look good, but he seems to have to many ABS, it should be an 8pack not 10pac
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
    1 Hour 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.
21 Hours Ago

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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
    5 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_
    1 Hour 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...
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!

  • jan19
    9 Hours Ago
    You are way too hard on yourself. I wish my likenesses were as good as yours!
  • Vir Norin
    7 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
    1 Hour 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!
3 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
    2 Hours Ago
    great job! and nice breakdowns!
2 Hours Ago

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Female figure sculpt from scratch. Also I have been figuring out a technique how to sculpt these more easily.

3 Hours Ago

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The latest image magnified,through my time working on characters I learned not to rush in more of a fullness of its meaning.Looking and observing more enabled me to get more of that proper shape as I worked on the images.

3 Hours Ago

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God Emperor of Dune
Haven't posted in a long time, so I decided to post something. It's a very stylized version of Let, form God Emperor of Dune. Remember, it's only BASED on the character. I am taking many liberties. Hope you like it.

5 Days Ago

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displacement

  • hdani28560
    12 Hours Ago
    Excellent job my friend. Learned a lot browsing your thread. Maybe you could come by my thread and offer some advice. I'll doing hard surface stuff but who knows, maybe you'll have some insight into how to make it better or what the character could be....
  • Leth45
    3 Hours Ago
    Gorgeous... well-deserved toprow
4 Hours Ago

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boozy floozie: Thanks so much Mark indeed great to be back in the Lab ! Love this ZB/Keyshot thing -> much less fiddling with render passes etc -> we'll see how it goes . Morgaine: Thank you!!! It is great to finally be able to get some work done - glad u like, I hope to be able to post more updates on a regular basis... ! lingz57: Thanks !! ZBrush Rocks!!! Ecthelion: Hey Oliver, thanks so much for the nice comment hope all is well on your side - hopefully you'll have plenty of time to testdrive the new Z, the new features are so great and sooo convenient!! Santis: Hey man, thanks for dropping me a line -> yeah the new Z is awesome -> look forward to seeing your new stuff too ! remcv8: Thank you, I was very lucky indeed - all is well!!!! Thanks for the great comment on my worx, but, just testing, hope to get some better stuff together in the next few months Happy ZBrushing! teddy007kong: Thanks Micah -> I hope to be able to get some more testing done, especially on fabric -> the fabric on the goggles was done with Noisemaker (tileable alpha in Noisemaker -> Apply to mesh)-thanks for stopping by! Some More: One Pass Keyshot renders with ZBrush Clay material applied Extreme Backtracker... .

  • jan19
    3 Hours Ago
    I can't find words. That model is so incredible!
3 Hours Ago

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not finished yet.... speed sculpt later

19 Hours Ago

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Lana
Guys, I created a new lightning setup for this render and worked on the skin material a bit more so it could be more reflexive in some areas. What do you think about it now? Please leave your critics!

  • marconogueirajr
    11 Hours Ago
    Woow guys these are awesome tips! You guys are helping me a lot! Yuri the gi contribution of the skin is 0,3 but i will try turn it off Thanks a lot again for your support!
  • d'Artbot
    6 Hours Ago
    Lana is looking good!!! Keep up the good work and I'm curious what the end result will look like.
21 Hours Ago

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Wolf
I started to learn to paint in Zbrush and this is my first test. Wolf

  • Zeriel00
    19 Hours Ago
    Wow cool! Your caricatures are so funny XD I like the Octopus guy the most Could someone explain to me why people make a hole in the eyes? how does that work?
  • art15
    3 Hours Ago
    Thank you! I'm glad you enjoyed. I make the holes in the eyes to have a detail in the eye, to highlight. I do not want to just put a ball or put a real eye.
3 Hours Ago

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Ok I think I´m done with sculpting!! time to start retopo

4 Hours Ago

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17 Favorites and 32Followers.
Porcelain Queen
Started in 6 but finished in 7 and used the bridge and Keyshot 5.

4 Hours Ago

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Just playing around with the new zmodeller brush, it's good fun and very quick to use. I'm going to have to have make a weapon with it now.

4 Hours Ago

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Couple hours on the train
Just something I modelled in Zbrush and Render in Vray as practice session. Origanal Character design by Jeff Smith.

4 Hours Ago

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Here is an extra image, I will post the makings of it later on.

4 Hours Ago

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Great White Shark
First attempt on the Great White Shark: Rendered in Zbrush. Here's an update on my work in progress: