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Dynamic Subdivision
Dynamic Subdivisions give you the capability to preview a model at various levels of preview resolution, while respecting additional functionality like creases, without subdividing your mesh.
Dynamic SubdivisionZBrush for Concepting
Welcome to our ZBrush for Concepting six part series, featuring Joseph Drust and Andrew Bosley. Watch as we start with quickly produced 3D models and finish with a beautiful 2D concept piece. Throughout the six part series you'll learn features that include ZBrush's ZModeler Brush, 2.5D features, Alpha creation, Surface Noise, The Zbrush to Keyshot Bridge, KeyShot Rendering, and lastly a Photoshop paint over and texture overview. An amazing collaboration between Joseph Drust and Andrew Bosley. For more tutorials from Joseph visit here and for concepts by Andrew visit bosleyart.com
ZBrush for ConceptingCreating a Character with IMM Brushes & Gizmo 3D
A three part Workshop that will focus on creating a character with three key features offered in ZBrushCore.
Creating a Character...ZModeler Introduction
Introducing, the latest tool to be added in your modeling pipeline, ZModeler Brush! This brush is geared specifically towards low polygon modeling, but not limited to. Adding-on to the standard methods of low polygon modeling, we have developed an all in one Brush that will allow you not only access all low poly modeling functions, but also intuitively develops a brush workflow. Some of the features in this brush include adding and removing multiple edge loops, beveling, extruding multiple surfaces, smooth subdivision modifiers, bridging holes and surfaces, and more. Jump into this classroom to learn all you will need to begin using this brush!Featuring 4 introductory videos to help get started before you dive into more advanced ZModeler Actions.
ZModeler IntroductionArrayMesh
ArrayMesh is an advanced array system in ZBrush that will allow you to create duplicate instances of geometry in varying patterns and shapes. This feature operates in real-time as you edit the structure of the original mesh or adjust the modifiers of the array. Using the sliders located in the ArrayMesh sub-palette or simply using ArrayMesh with Transpose can quickly generate complex instanced geometry. The ArrayMesh system also incorporates a multi-stage approach that allows you to nest multiple arrays within each other. With this system you can easily create instanced shapes such as tank treads or full buildings!
ArrayMeshRadial Symmetry
Joseph Drust will show you how Radial Symmetry works in ZBrushCore.
Radial Symmetry
:D ;) :confused: :evil: :cry: :idea: :lol: :rolleyes:

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ZBrush Summit 2018 by: aurick 1 Week Ago
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10-08-17

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Basic joints modeled in, tested for clipping, also partially shown is the backpack unit which has been modeled in. I've removed the placeholder hands as they were distracting.

10-04-17

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Thanks Ban_Dai, also I dig the name. More progress made hands and feet are placeholders.

09-19-17

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Changes to the head unit and today's progress on the shoulder so far.

09-13-17

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Sensors hardware added into the head unit, render test in keyshot, I might make the glass diffuse more once I get to texturing in Substance Painter

09-12-17

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Today's progress, rendered in Keyshot. Eye and head sensor hardware next, then moving onto either the hip or shoulder armor.

09-10-17

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Slow progress as we were prepping for Irma, impact on us won't be as severe as forecasted so updates will be more frequent again given we still have power after tomorrow.

09-07-17

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Further progress on my first mecha, rendered in Keyshot

09-05-17

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More progress made today on the core, and some more keyshot practice.

09-04-17

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Keyshot test (first time using it) and core progress.

08-29-17

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Further retopo progress

08-29-17

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More progress, spent a lot of time trying to get the shape of the eyes right.

08-24-17

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Wing Zero Gundam
Have the base dynameshed in, doing retopology with zspheres and zmodeler right now.