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Prop Creation
This Workshop will cover various ZBrush features such as the ZModeler Brush, Gizmo3D, Live Boolean, Dynamesh, and Surface Noise to create a bladed weapon prop. Swords and knifes are often created to accessorize models. Using ZBrush these weapons can be easily created for use as props for character models, conceptual artwork, or even used with 3D Printing for Cosplay or Product Design.
Prop CreationLive Boolean
Welcome to the Live Boolean Workshop! Here you'll discover 3 Lessons including examples of hard surface and organic Live Booleans, a step by step follow-along, and lastly how to use the Show Coplanar and Show Issues buttons when creating your own meshes.
Live BooleanGizmo 3D
Welcome to the Gizmo 3D Workshop! Here Joseph will cover how to get started and how to use the Gizmo 3D.The Gizmo 3D is a simple yet powerful tool within ZBrush, learn this along with it's sibling Transpose to become a ZBrush master!
Gizmo 3DThe Basics of ZBrushCore
Welcome to ZClassroom! If this is your first time using ZBrushCore, your first time coming to ZClassroom, or you just need to brush up on your ZBrush fundimentals, this is a perfect series to check out.
The Basics of...Head Sculpting with Steve James
Welcome to a six part Workshop completely in ZBrushCore, hosted and taught by Steve James. This series will focus on a head bust from start to finish. Follow along or use Steve's workflow to create your own character.
Head Sculpting with...Changing Languages
English isn't your language of choice, no problem, follow this lesson to find out how to change ZBrushCore's language settings.
Changing Languages
:D ;) :confused: :evil: :cry: :idea: :lol: :rolleyes:

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6 Days Ago

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for those who are interested here is my global process that I followed for this project. What I write to you here is the result of my research and my experience, this method of work that I offer you is personalized and optimized in my own way, and as I already mentioned there are several methods of work to get the same result, I chose this type of work following the software that I have and the limits of my knowledge that I have developed day by day since my debut a 3d , I am far, very far to understanding all the knowledge in this evolving field at an incredible speed. The current technological means offers us the ability to express easily, but on the other hand renders the possibility to find an original idea a very challenging task. To start a project we took habit of looking around us, or by searching on the internet, but unfortunately we often forget to look in to the most important place, a place where there are no laws or rules for creativity ; a place where freedom finds his real sense, the imagination, it is the only way to break this copy paste of ideas circulating around us . Each person is unique and each person has his own brand. For an original creation, the artist must begin by imagining a story, an environment, an epoch and a good subject. The ancient artists did not have our current means, but in spite of that they left masterpieces etched forever in the world of art, their only means it was not Google and Pinterest. and to explaine the inspiration would never mean copying because we can adapt and improve what we find, and it fits in the development of ideas, but it's still a step that remains second after fixing our original idea. at this stage we can mention the search on the web for example on Google, Pinterest, ArtStation or Deviantart. or even in the reele life, these research resources give us the ability to just refined and fine-tune what we have as a raw material. 1- Global shape : Now the idea and the references are present, we can enter in the execution , to start you must use a simples tools for focusing on the visual, many artists begin their projects with sketches on paper or Photoshop to trace the overall shape and gather all the ideas in a single perspective, for me I use the tools of ZBrush, like DefaultDynawax or Dynamesh. the advantage is to work at the same time the volume and a base mesh. 2- The rotopology : I move to the next step to rework the mesh which requires a technical skills that artistic. For me, I prefair the nonautomatic method that uses the ZSphere. this method not only allows me to create a new mesh model with better structure of polygons but it is also a step for pre-modelistation for the following step which consiste to know how to draw and control the quadrangle shape of polygons to better meet the sellection and modelistation under 3ds-max. 3- Refine of modeling : I switch in 3Ds max, and at first I start by cutting the objects to have many independents parts, the sellection tools (Loop and Ring) in edges mode, gives me more ease for this step and of course it depends on the retopology that I created previously. 3ds-max tools are very useful and very powerful to refine and separate elements in a very practical way , such as extrude and chamfer that I use a lot still under edges sub-object. 4- The UVs At this stage, And to optimize effectively the time of unwrapping, I use bothe tools of 3ds-Max and ZBrush. For me the good thing with UVMaster in ZBrush is the unwrapping speed but Unfortunately it does not offer a powerful tool for the precise cutting, in contrary UVUnwrap in 3ds-Max is less rapid in this sense, but certainly has more control and more precision, so combining the strong points of them gives me more control and saves me more time . The infolding under Zbrush with UVMaster allows me to avoid the initial planar projection for each item, also we must take into account that UV-master treats all sub-objects individually, that is why I cut my objects in several parts and reunite them in one object. After in 3ds-Max I add UVUnwrap and I continue by organizing my UVs, of course if the object or element is big in our scene we must be given more area in term of UVs. 5- Materials Personally to create materials without textures I create black/white masks by the generators of Substance Painter and In the following I will export the masks in 3Ds-max, and I continue by using the Material Vrayblendmtl to combine multiple materials which overlaps, so the Diffuse or the reflections and everything else will be created in 3ds-Max. This method is very useful to avoid the back and forth between 3DS and SP in event that I am not satisfy with the result. This method is based on textures created on substance painter, so all the textures will be exported to 3ds-Max with the V-ray presets, the disadvantage with this method is does not allow me to economize my physical memory (RAM) especially with high resolution of textures an average of six or seven textures per material. So, I use this method in cases where I have already affect a textures like decals, or a projection of external texture or eventually the Normal-Map. 6- lighting : On one side a good lighting contributes to value my work of modelling and texture and in the other ones gives a perspective which focuses on the theme of the subject which I want to put in the foreground, generally, I use a combination of soft and rough light, to have one varying lighting effects withe a combination of additional colors as bluish and yellowish which are frequently used by artists to give a kind of dramatic lighting. 7- Rendering and post production Before starting the rendering (which lasted almost 4 hours for this project ) I added some Alpha and depth of field passes for the post-production in After effect or/and Photoshop. To simulate the DOF in 3DS-Max require powerful hardware and a huge render times so I prefer to work this step in AE with effect Camera Lens Blur. For the rest (dust particle and lighting effects glow) I use footages in addition mode with some adjustment of hue and stauration.

1 Week Ago

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final rendition of this character

  • Totyo
    1 Week Ago
    Very impressive... as usual !
01-23-16

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hi guys ,, and thx darmar so her is a small Up with texturs

  • Totyo
    01-25-16
    Impressive work!!
01-15-16

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Hello!! so I share with you some screenshots for this carractère I named cyber bunk stell teath (jaw was massacred during agresive battle against the CA01),,, the part of the modélistation has been completed,, I still have to apply textures and some ajustements Here are also some proposals,, haircut

  • UltraVD
    01-17-16
    dustbin1_uk , Totyo , Webhead , thank you a lot guys [COLOR=#AAAAAA] for your notice! It is really encouraging to...
  • darmar
    01-17-16
    spectacular bro!
01-13-16

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hi so !! after a long time I come on this character to finish !! the modeling is complete, now it's time for texture.

  • EvilSmiley
    01-13-16
    really like how this one turned out. Like the render too. Well done
  • gabo1991
    01-13-16
    very cool, difference design.
09-26-15

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hello and thank you everyone I just reworking the style of this character here is a little update,, my configuration: Intel I7 3770K Up to 4.2 GHz 24 GB RAM GeForce GTX 460 and Me

05-16-15

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thx ;p

  • Shakyaxtra
    08-11-15
    I love your art.May I know your computer configuration ? Pleaseee..
03-10-15

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small Up

  • Bangers
    03-10-15
    Superb character, lovely and very clean modeling, I like the red hair over the dark blue, has a punchier contrast. I see a cut at the wrist, does that open up? As I'm curious about his hand / wrist upwardly motion, seems as though it would be blocked...
03-08-15

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Up the work still continues, ,, with the design of the armor about this character

02-20-15

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next Up

02-02-15

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present a new character in wip. punk cyborg the development is still in progress,, if it has any comments or suggestions do not hesitate

  • Freewaldo
    02-02-15
    Excellent work, i wonder how you texture such of model. 5* for me
  • UltraVD
    02-04-15
    hi alla and Thx for texture, each piece is separated,,, I work with multiple objects,,, and it is under 3dsm Vray for rendering
07-02-14

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thx so a small Updated with textures do not forget to see the image in full screen

  • XxDarkMessiahxX
    07-04-14
    Is this Cyber Smoke to go along with the Sektor & Cyrax? Looks sweet man. Love your work.
06-30-14

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hi ^^ thx all so !!!! before I start the textures, here is a test done some time ago What do you think?

06-28-14

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hi and Thx All complete modeling, missing some details to review later, the following will be the textures

  • Diablo
    06-28-14
    Wooow.pretty damn great.excellent job.
09-07-13

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Hi all , and thanks a lot for organizing this challenge, it was a lot of fun and congrats everybody who participated on this, amazing works from many great 3d artist .... So here is my final entry for challenge, Cyrax VS Sektor redesigned Full 3d character based on MK fighting game. "Old School" I try to rework the designe without losing the spirit of mortal kombat, it's not easy, if you have noticed, I am not follow the original model, so I seek new aspects,with a small touch of realism modeling in 3DS/Zbrush , rendering in Vray, compositing in Photoshop I had a great fun doing this. Hope you like it! and Good luck everyone Thanks!

  • Eugenio187
    09-07-13
    Awsome models, textures, renders. Just cool
08-28-13

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Here! I modified the fires and now I attack Cyrax I'll try the green eclaire for him .... (fires are made by FumeFX) rendre vray

08-19-13

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hi,thx 4 all ^^ so I put two poses for preparing the final pose, I add a little blur to give the spect fast action........the WIP Still continuing

08-13-13

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thank^^! So for an interesting and dynamic pose , I think adding a second personage, and in the simpler it is to rework Sektor or Cyber ***8203;***8203;Subzero,yeh just change color and some details .. so the fight will not delay ..............MWAHAHAHA ^^

08-07-13

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thx a lot all lol Now a choice of poses, can you advise me???

  • omarpac
    08-08-13
    fantastic work man
08-07-13

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hey thx all here a small update I start withe textures ,,so still to continue withe lower part and refine some others if there are notes do not hesitate

08-02-13

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a small test light, and some settings adjusting in the proportions I still have to finalize the party behind, and start the UVW to continue modeling with textures and add textures and materials if there are notes or critical please do not hesitate

  • smessier
    08-02-13
    Really looking great man, digging the hard surface details and his forms. I feel like he loses some silhouette interest in his legs, as he's a lot more straight/solid lines than in his upper torso. Maybe narrowing the armor at the knees or breaking up...
  • cdlovell
    08-02-13
    Looking forward to seeing updates on this guy, especially if you continue to develop that lighting setup. You could get some awesome dynamic lighting from the source through the logo. Very inspiring work. You've got a real knack for these types of models...
08-02-13

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Now I still have to work behind part

07-30-13

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hi So there have been some changes, I change the head that resembles a little bit predator and add some details, if there are crisiques or remaques, do not hesitate

  • Cryptic
    07-31-13
    looking pretty good ....... are u going to texture him ?
07-28-13

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thx ,so I continued with the arm, I still have work the lower part

07-27-13

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HELLO, the modeling work is still continuing, and the rest of rework and lower arms .... and other portion,,, soft: ZBrush - 3ds max - Vary - PhotoImpact

  • tobbeo
    07-27-13
    You have a great knack for these designs. Great job, he looks great!
07-20-13

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thx 4 all ^^ I'll post twice today, I hope this is not too exaggerated ... here are two version to choose? lol 4 my worckflow ok, I explain briefly .. So to start, I work in Zbrush with ZSphere for the overall shape ... then I rework the aspect with Dynamesh without forgetting polish set .. after I launched the retopology manually so that I can have more control (retopology choice adapted to parts of my object) after I export to 3ds to refine and controlling vertices and cut out the parts and give volume .... I come in Zbrush for devlopper UVW by the time I rework my UVW in 3ds also with UV-unwrap for more control and I ended up working the materials and texture, object by object, sometimes it's in a 2D editor sometimes it's in Zbrush and Zproject sometimes it's in Mari, rendering it in vray .. that is, may be I'll redo the arm, and maybe I'll record the steps...if not with a clear head, I save a little tutorial

  • Rudse
    07-22-13
    Great model and render man ! Can you tell me how do you do/render areas in the chin and in the crouch area ? Thank you anyway .
07-20-13

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up thx 4 all

  • LVXIFER
    07-20-13
    Amazing MAN..some tips on your biomechanical meshes would be very appreciated
07-19-13

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hi I come back, and this time I start to a second robot. Hybrid design Cyrax and Sektor and Cyber ***8203;***8203;Sub Zero MK and also Fulgore - Killer Instinct, the robot will be integrated into the demo and at the same time it is for a competition on facebook 3D Fan Art Challenge

  • uuderzo
    07-19-13
    Amazing! I wonder about your workflow!
06-08-13

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hi! and thank you I continue with some adjustments, and this time I still have to rework the lower part (I'm hard to convince, that's why I take too much time) it will not take long to assign textures salut !! et merci à vous je continue avec quelques retouches , et cette fois il me reste de retravailler que la partie inferieur , (je suis difficile à convaincre, c'est pour ça que je prend trop de temps ) ça va pas tarder pour affecter les textures.

  • Shuu
    06-08-13
    Oh that's badass...
  • chalkman
    06-08-13
    Looking great! Look forward to seeing more ! All the best, David
04-19-13

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hi so !!I applied the textures on some parts and the result was satisfying too much for me, apart some parts that spoil the quality. I return to modeling to correct some articulation problems, also rework modelistation design that is adapted to textures, here is an update on .the work still continues modelistation.

  • Totyo
    04-22-13
    I prefer the after a lot better! Does he cross his arms or not to catch is weapons on his back/shoulders?
03-25-13

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so !!!suite with textures une petite mise a jours avec les textures

03-10-13

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hi and thank you So, I'm starting to texture and here is a little update, head concept without texture

  • LeoAMD
    03-11-13
    I really like the frosted glass look on his cranium. Its been a real joy watching this piece coming along.
01-01-13

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happy New Year here is an update, I just finished this modelistation CA01,, I attack another machine

  • Philuxius
    01-01-13
    Great work, i like happy New Year.
12-24-12

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salvation I come back, occupied by something else, but I hope I do not drop this project, I just rework some parts, an update to attack ....... later refine

  • zber2
    12-24-12
    Looking very nice!
11-05-12

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The problem is that, as soon as I find a part that does not go well with the rest, I headed straight without thinking to correct the errors,, in this up, I have to redo the entire thigh part and touch the torso (to keep good proportions), I do not cross that you can distinguish the changes, I try to do a clean job for not struggled during the animation. Here are two poses in relaxed mode and off mode,,,