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Getting Started with Sculptris Pro
This 3 part Workshop hosted by Paul Gaboury will get you up and running on everything Sculptris Pro, from UI and usage, customization, and combining it with other ZBrush features.
Getting Started with...Using Tessimate
Learn to manipulate topology to your needs with the Tessimate feature. Your host Paul will show multiple examples of how to use this powerful feature with the addition of explaining the difference between Tessimate and Decimate.
Using TessimateThe Basics of PolyGroupIt
In this 2 part Workshop, Paul Gaboury will give you a full run down of how to use PolyGroupIt, then in part 2 we'll show you how PolyPaint and PolyGroupIt can be utilized together.
The Basics of...Using Elastic & Liquid Curve Mode
This Lesson will show multiple Curve Mode examples including IMM Curves, the elastic option, the liquid option, Lock Start, Lock End, Rotate Curve, and Smooth Curve. Now let's go make some Curves!
Using Elastic &...Discovering Groups by Normals
Creating PolyGroups can be very useful when modeling and or sculpting in ZBrush. In this Lesson, we'll demonstrate how to create new PolyGroups on a hard surface model using it's normals and edge degrees.
Discovering Groups by...Deformers
A Workshop focused on the powerful wide spectrum of ZBrush's Deformers. Buckle in as your host Solomon Blair takes you through each Deformer and their abilities.
Deformers
:D ;) :confused: :evil: :cry: :idea: :lol: :rolleyes:

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10-28-17

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Snail
This is for a short story idea I came up with a couple days ago called 'Thin Edge of the Wedge'. First iteration is complete. I still want to do one more iteration to improve the model and elaborate on the textures but this is good enough for now.

  • bosshippo
    10-28-17
    Awesome concept! I love his nervous grin!
08-29-17

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starting the next model
Thank you! Did a quick sketch for the next model.

08-20-17

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project mercury*
Hello, I started a UE4 project a couple months ago. I have managed to get a good portion of the code complete and working but am light on 3D Art. I figured it would best to use this forum to display the developing 3D Art work for the game. The game is a 3rd person shooter. I'm currently getting all the 3D concept models I have organized before the next sculpting pass. The code I made has fully working sectional swap system that also works in network. Because I'm a one man band right now I'm intentionally designing characters with clear natural seams( almost action figure like) to speed other process and make armor swap sections easier. The neat thing I found about making chars in this way is coming up with creative design answers for the seams. please feel free to give critiques and feedback. Thank you,

11-15-15

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all cleaned up. ~

11-14-15

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Good enough; all done. Alfred E Neuman angles unseen. I will be putting it up for sale on Turbo Squid. ~

11-14-15

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Started the painting the model today. It's all polypaint. ~

11-13-15

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Webhead- Thanks. This one is allot of fun. It's really surprising to see how few 3D Alfred E Neumans have been created. He's a great subject for 3D sculpt. skinnybonez- Thanks. I'm going to texture him. Still deciding on if I will go realistic, 3d printable stylized, or more true to the painterly style that he is usually presented in from older Mad Magazines. I am using Quixel tools so I might be able to create all three texture style types. Starting on the polish pass for Alfred E Neuman. I wanted to point out in this post how nice z remesher is. It really blurs the line of complete polish vs "presentable polish". ~ -Stephen Minkin

11-12-15

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added the tie now to refine, ~

  • Webhead
    11-12-15
    What a coincidence! I just saw two MAD magazines at the store yesterday with Alfred E. Neuman on the covers. I hadn't seen a MAD magazine in a long time. I was thinking to myself, he would be interesting in 3D, and now here he is! Nice job on this!
  • skinnybonez
    11-13-15
    Great Alfred E. Neuman! this is one of those sculpts that when you see it you're surprised no one else has sculpted it...at least i haven't seen it...and you did it! great job!! are you going to texture him? planning on doing a 3d print?
11-12-15

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Alfred E Neuman
Hi everyone, I started on a character bust yesterday of Alfred E Neuman. I've always wanted to sculpt this guy in 3D. ~ -Stephen Minkin

07-12-14

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sketch
Pulled up a old model concept I created awhile back in 3dsmax. Used dyna mesh and z remesher to clean up the mesh concept. I sketched in all the details and ganna use it as reference for the polished version. I really like this way of concept development. -StephenMinkin

02-15-11

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Thanx. this another speed sculpt i did about a week ago. I used Z spheres to create low end mesh. 33.jpg

  • SpiritDreamer
    02-15-11
    I like that emotion study posted above...Captured some great ones.. I thought your bottom post was going to be a take on the Groboto mesh that Darrel is working on..the thumbnails have a strong similarity..must be the univerial subconcience at...
02-14-11

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Stephen Minkin speed sculpting thread
A 1 hour speed sculpt created from a poly sphere. The goal for this sketch was to create strong emotion and develop speed and concept skills. -Stephen emo3.jpg

  • Phrost
    02-14-11
    damn emo demons.
05-04-10

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Stephen Minkin
Hey everyone. It has been a long since I last posted. This model was designed from a character 2d concept from the Epic's Unreal Tournament 2007 game. I had a lot of fun building it and have learned a great deal from it. Hope you like it 2.jpg 4.jpg 3.jpg 1.jpg

  • midost
    05-04-10
    Wow! That's an incredible sculpt! The details on that are insane. Is there any chance we could see a wirefame?
  • askue
    05-04-10
    hey lets see some wires, and some build proses!
  • Roganski
    05-04-10
    Stunning level of detail. 5 stars from me!!!
11-24-09

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Time to ZBrush
Hello, thank you everyone for the kind feed back. Heres the final update for the max base mesh. I changed some of the shapes and took cherub_rock advise about the skulls. Everything now can be cleanly sud-divided and easily sculpted in zbrush. EvilSmiley_Thank you daveripley_Thank you Porkpie Samurai_Thank you. Good Q: benhobden_ Thank you. Actually it really hasn't taken all that long Iv just been doing it on my spare time. I have recently started using a new production technique that allows me to develop much faster than before. I use to focus on creating a perfect clean mesh from the start but got slowed down artistically by all the technical demands. So what I do now is create a very rough geo form of the model all while focusing on art side. Even though the rough model has terrible topology it can be easily be clean up in max and used for animation or cleanly sud-dived for zbrush detailing. ecir_Thank you. Ill see if I can change up some of the forms. cherub_rock_ Great advise on the the skulls. Eliminated 6 of them suckers and am very happy that I did, It was starting to look a bit too gimmicky. As for using zbrush I will give this model the full treatment. The body was created in zbrush but was never finalized. I created a quick anatomical form first to hold the armor. Once the armor is completed Ill take everything back into Zbrush for all wrinkles, scars, exaggeration, damage and so forth.Thank you Nattawat_OBBI_Thank you Keeper_Thank you julien n_ Thank you. It is no secret that I have drawn a great deal of inspiration from the very talented people at Epic. 4.jpg 3.jpg 5.jpg

  • Disco Stu
    11-24-09
    I think you already sculpted that enough subd wise no need for zbrush on the armor ^^.
11-22-09

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Update
Thank you everyone for the positive feed back. Right now Im currently cleaning up all the geometry of the concept model so that it can be cleanly sub-divided and further elaborated upon in zbrush. Legs, head and shoes designs are almost done. ecir_Thank you Disco Stu_Thank you, very true, Im going o push the organics of the model in zbrush as soon as all the base meshes in Max are completed. gordon-v_ Thank you vkarts_Thank you SixxPixels_Thank you. 4.jpg 2.jpg 3.jpg 1.jpg

  • EvilSmiley
    11-22-09
    Great work dude. I love how he's coming along
11-14-09

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a.jpg

11-14-09

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Update
Thank you everyone for the very kind feed back. I am really starting to have allot of fun with this model. I was thinking it might be scary to carve a X on the forehead as to bring more intensity to his eyes. I wanna him to look like a ambassador of hell; a character that makes you say "where's my gun?". c.jpg d.jpg a.jpg b.jpg

  • ecir
    11-14-09
    wow dude, keep it up man. It's looking great. What kind of weapon are you going to give me?
11-12-09

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update
Hey everyone. Didn't get as much done today as I wanted, been feeling very lethargic lately must be the weather. Godfishb16_Thank you, to work at Epic would be a dream come true I love NC. I do use allot of instances but many of the repeating patters you see are done with a fantastic script called Advancedpainter.http://www.scriptspot.com/3ds-max/advanced-painter AVBN5000_hehe, thank you. Yeah I really like seeing and creating characters that almost look like their humanoid tanks. EvilSmiley_ the body was all created in zbrush but the armor is being designed in Max. My left hand loves Zbrush but my right hand requires 3dsMax. ecir_ Thank you, The shoulder pads have kindah given me the design tone for the whole model. Sasmo_Thank you. "Whether You Think You Can or Can't, You're Right"--Henry Ford O/MI_Thank you. Ill see If I can wip up a quick video tutorial about little tips in both zbrush and max that really have helped me out. ilusiondigital_ Thank you NightShocker_ Thank you Craig_Maresch_ Thank you. Rv_el's Bison has opened my eyes to the combination or relationship of architecture and armor. I will post more images of the boots when I get more of a lock on the lower section tomorrow. I am really looking forward to designing the weapons but Im going to hold back until the general model is done. a.jpg b.jpg c.jpg

11-11-09

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New_Model
Thank you everyone for the kind feed back. After seeing rv_el's Bison I was completely blown away. I really like how he used architectural designs into armor. It really gives the character a very stoic and stable feel. Because of this I have decided to create one of my childhood favorite fighter characters Scorpion. I just started doing the concept model yesterday so it is still very early in dev. The over all design I'm trying to accomplish is a mix of Gothic arch, Doom hell, Samurai desing and a touch of GOW Theron. a.jpg c.jpg b.jpg

  • Godfishb16
    11-11-09
    awww...awesome man really love the design of the armor. I would apply to epic as soon as your done with this one man. They would probably hire you or consider you. Did you import all those individual stitches on the armor from max and place them all in...
  • AVBN5000
    11-11-09
    In the words of Shao Khan..."Finish Him!" Heh, sorry it had to be said. :-) So far I am digging the armor and for some reason I really like the style of the mask and how the shoulders are so broad. He is also not as lean as the other versions and...
10-29-09

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MR renders s.jpg b.jpg

  • Erigo
    10-29-09
    great char ! looks like GOW indeed !
10-29-09

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Done for now.
Hey everyone. heres my last update for this model. Not that I don't want to want to continue elaboration but bc I have other projects in dev that hold more interest for me. Thank you everyone for the feed back. f.jpg

10-27-09

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almost done
Thank you everyone, almost done! Just need to finish the back and hands then do a polish pass f.jpg b.jpg

  • cmoffitt
    10-27-09
    Holy CRAP! Your locust is amazing! At first I thought you were Kevin Lanning! http://features.cgsociety.org/story_custom.php?story_id=4040 Very nice detailing all around. I...
10-24-09

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update
Hey everyone. Posting a sculpt update. ZBCThumb1.jpg f.jpg a.jpg

  • joe55
    10-24-09
    badass dude. very accurate. id also like to say we share the same bday excluding year. june2 represent!
10-21-09

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If its worth doing, its worth doing right.
Thank you everyone for the fantastic and honest feed back. I feel like Yesterdays revision was uninspired and at best sub par and lack luster. I have started texturing the legs but am going to wait on the torso. I completely agree with everyones critiques, the torsos needs major improvements. I have deiced to completely overhaul the organics. I have gotten the preliminary zsketch down this morning and will do the first detail pass tonight after I get back home form school. I have also decided when doing the final sculpt pass to rely more on personal designs and use more anatomical references. Thanx again for your interest. 1.jpg 2.jpg 3.jpg 4.jpg

10-20-09

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Thank you everyone for the helpful feed back. I have gone back and fixed the veins and forearms and have added a few more details. I have also re-projected to the real-time mesh AO, diffuse and normal. Im currently redoing the final texture pass. Thanx a.jpg b.jpg real-time model,(body-9k_tri)(weapon-2k_tri) c.jpg d.jpg

10-19-09

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Sketching on the off time
mljforever_Thank you Point_Thank you for the honest feed back. I'm currently doing more anatomical study of the circulatory system and will correct the veins so that they are more true. TimDL_Thank you industripop_Thank you. The system I use to create hard surface forms is to create basic shapes using poly by poly methods and FFD deformers in 3dmax. Once the general shape looks right I then go into the form adding insets, loop and ring connections and double chamfers with a edge range of 0.0 to 0.9 so that the form remains ridged looking when sub-divided. Export, Import it out into Zbrush and continue to elaborate on the form as to make it look less processed. MouthforWar_Thank you. I'm currently doing more anatomical study of the circulatory system and will correct the veins so that they are more true. roger_ Thank you. I totally agree. I am currently re-working his armor forms and am using this vest as a start point for a full body suit much like a Theron but of a different class. EvilSmiley_Thanks. I totally agree. I am currently re working his armor forms and am using this vest as a start point for a full body suit much like a Theron but of a different class. Captain Sensible_Thank you. I have a brand new game mesh with projected normals AO and diffuse. I am still tweaking the textures and will post it soon. BadHairDay_Thank you. ecir_Thank you.I totally agree. I am currently re working his armor forms and am using this vest as a start point for a full body suit much like a Theron but of a different class. Thank you everyone for the kind and honest feed back it is very appreciated. I have just recently had the pleasure of playing around with the new Zbrush 3.5r2 update. I must say Pixologic is KING! The new sketch spheres are a complete game changer and have become a vital part of my production pipeline. It is like coat3d's voxels but with more intuitive control. It is truly liberating how quickly one can come up with ideas without doing a preliminary 2d sketch nor having to worry about geometry. This wip sketch based Gigers work. Still in dev Cheers Stephen_Minkin_Alien_1.jpg Stephen_Minkin_Alien_2.jpg

  • GregStrangis
    10-19-09
    Great use of the new zspheres! And great job on the Locust you did above, would be great to see him in a pose
  • locusta
    10-26-09
    Stephen_Minkin_Alien_1.jpg Stephen_Minkin_Alien_2.jpg[/QUOTE] Respekt towards all Your work. Great suff Yout got here. But especially the Alien is killer. Love it. Please keep us posted about that one too. It´s a...
08-31-09

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Hey everyone just posting another update. Past two days Iv been playing with upper armor. Still needs allot of work within the design. I think I'm going to continue model so that the armor covers his whole body like a Theron Guard but of a different class. I'm also going to remove the horns too as I continue developing the design. Tare it up please ZBC-1.jpg 1.jpg 2.jpg Nattawat_OBBI_thank you very much ISK-86_hehe, thank you very much. I'm having a blast with this model its so much fun to toy around with.Thanx agian ecir_Thank you much jjoseph05_ Thank you very much

  • ecir
    08-31-09
    Yo, this looks sweet. I really love the detail. But the bombs at the very top of his shoulders make him look a bit top heavy, i suggest removing 1 or 2 of them. Also you should maybe add some of the pattern details u got on the chest armor onto the pants....
08-28-09

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Stephen_Minkin_Quadro_2
hey everyone heres a update I recently for a old model I did a time long time ago. Most of the changes are to the body and few to the tail thing. Hope you like it. I am currently texturing his game mesh. 4.jpg 3.jpg 2.jpg

  • Ichiban
    08-28-09
    Really nice detailing. Perhaps a tweak in the lower shoulder - top torso blend. Good job, I like it. Keep it up
08-27-09

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Minor_Update
Hey just posting a minor update of the model before I start rebaking out the textures for the new game mesh. I added some grenades and also have tweaked the proportions, mainly the leg and boot area. Also I went back into zbrush and gave his back some more mass and elaborated on minor details. Thanx front.jpg back.jpg epiginosis_Thank you for those hot tips, It is very appreciated. My knowledge of texture painting and advanced photoshoping is somewhat underdevloped, tips like that go along way for me. Thank you. SolidSnakexxx_Thank you for the positive feed back. - FoOD -Thank you. truenorth_ Thank you. basantjoshi_ Thank you. Dman3d_ Thank you. Stubi_Thank you. After I rip the new normals maps onto the redefined UV set I'm going to add some cool looking scars in Photoshop. Right now I'm struggling to figure out exactly what his story is. I was designing him as a war drummer class locust. I thought it would be kindah cool if when fighting large hordes of locust you can can hear the sounds of deep battle drums. I scrapped that idea after I thought that would be something more appropriate for a larger locust like a Bummer. Right now the idea Im working on is creating a battle sash that holds large Terminator 2 type smoke bombs that he shoots from and street sweeper like gun. He will also sporting a gas mask that kindah looks like a heavier version of Hannable lectors face mask with a asymmetrical air purifier container to the right and and a large knife across his lower back. Thanx again.

  • ISK-86
    08-27-09
    Now everyone knows where kevin jhonstone's lostu Usb-stick is... Really great sculpt... and you are the first who has the courage to do a "GOW Style" character.... you deserve the top row
  • ecir
    08-28-09
    [QUOTE=Stephenrminkin]Hey just posting a minor update of the model before I start rebaking out the textures for the new game mesh. I added some grenades and also have tweaked the proportions, mainly the leg and boot area. Also I went back into zbrush and...
08-08-09

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wire_small.jpg

  • Stephenrminkin
    08-08-09
    1cut.JPG 2cut.JPG frontcut2.JPG backcut2.JPG
  • Stephenrminkin
    08-10-09
    Thanx for the honest feed back, it is appreciated. epiginosis-Thank you. I'm going to see If adding some more color variation will help spice it up. goast666-Thank you. Yeah I think I have gone a bit over board with symmetry with this one. Im going...
08-08-09

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Gears_gamemesh_tex_V1
Dong Won Yang-Thank you EvilSmiley-Thank you Danos3D- Thank you, I will look into a better background color choice. Aberrant- Thank you gpepper- Thank you Sebcesoir- Thank you, To work for Epic games is the dream. hey everyone. Just recently made a game mesh from my high res gears model for my game development section for my demo reel. I just did the first texture pass and want to get some feed back before I do the next revision. Tare it apart! highest LOD- just over 10,000 faces, 2048 normal, defuse, spec, ZBC_THUMB.jpg 1cut.JPG 2cut.JPG frontcut2.JPG backcut2.JPG

  • epiginosis
    08-08-09
    That is an amazing sculpting job! I don't think the colors are very interesting yet.
06-08-09

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ZedHead- All the hard surface object were created in 3ds Max then detailed in zbrush. Ecir- Thanx Fabianloing- Thanx Webhead-Thanx Mind Symion-Thanx EvilSmiley-A fantastic book! I got the Character Modeling 2 book when it first came out. My whole production pipeline is based on Kevin Lannings workflow. FabioPaiva-Thanx BillyT-Thanx LeoAMD-Thanx Zres-Thanx Tomala-Thanx, I’ll see If I can get a snap shot of the low range mesh. Mrroboto-Thanx Dman3d-Thanx Gelfing status-Thank you Food-Thank you Ethcer-Thank you, he is defiantly going to get his coat of paint. Art-Machine- Thank you Darukin-Thank you BlueThousand- Thank you, Ill post them soon. Danos 3D-Thank you Threetails-Thank you Nickz-Thank you VinceRizzi-Thank you, Ill be posting the low range soon. Sephirothsam-Thank you Nervienk-Thank you, I have done a update and have tried to address his somewhat happy looking face. Tezzy-Thank you Ryu moto-Thanks you Abe_Tamazir- Thank you, I am currently addressing all the anatomical problems you have mentioned. Hulken-Thank you, hes going to be textures soon. Chaindian- Thank you MaxAlbert-Thank you Roger-Thank you Kansuke-Thank you Scottleroc-Thank you BillyT- Thank you, I am currently developing custom armor. Cherub_rock- lol, why do all character have to have mean faces. Thank you Menty- Thank you, Ill post some wires soon. The way a I get normal map’s is to optimize the Zbrush mesh and import into Max. I then create the low-rage game asset, define its UV’s then use the projection modifier and render to textures tools to bake out normal, diffuse and AO. Evilsmiley-Thank you, the new computer has been a life saver. Dustinbrown-lol, Thank you RockinAkin, Thank you sooooo much. Nickz- Thank you Eldee.s- Thank you. My workflow for hard surface will almost always starts in 3dsmax. In max I will define the overall shape of the object then use inset and chamfer to make the form more solid when sub-divided. Then export out the low end and import into Zbrush for details. BarbarossaX- Thank you, The locust is around 10 or so mill faces after optimization. I didn’t use displacement maps, just the raw optimized geo from zbrush. SolidSnakexxx-Thank you, The I7 is a great processor for the money and it over clocks well. Jaystein777-Thank you I’ll give the torso just one more detail pass Highend_render.jpg

  • Sebcesoir
    06-08-09
    Amazing man, great looking.... You should apply at Epic, I'm sure they would be interested in your profile
  • EvilSmiley
    06-08-09
    Mine too After reading that book. And yeah, I agree with most...
06-07-09

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Update
Just got a new computer. Upgraded from a P4 to a I7 and 2gb of ram to 12gb dd3 tri. With all the new functionality I deiced to do a render with mental ray. I redid the boots and worked on the proportions. Highend_render.jpg

  • EvilSmiley
    06-07-09
    fantastic! Congrats on the new comp too btw.
05-03-09

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Stephen_Minkin_Gears_of_War_Tribute wipv1
Hey everyone. This is a tribute Gears of War locust model based of Kevin Lannings Locust Grenadier that I am developing for my school portfolio. Over the past 3 years of studding computer digital 3d art I have always looked at Epics Art work for not only inspiration but also technique development. Still in development stages and needs loads more work. I am currently in the process of developing personalized modular armor designs for his body. His main weapon is going to be a large Rambo type Knife and smoke grenades. (Knife in boot is just a placeholder for now) ZBC_THUMB.jpg rep_stephen_minkin_gears_locust2.jpg

  • Danos3D
    06-08-09
    It looks a lot better with the GI and Final gather, the details really pop in the new render although the white background should be changed to something else.
  • Dong Won Yang
    06-08-09
    Graet! that's a nice details and sculpt. mainP.jpg ...
  • mljforever
    09-07-09
    Very EPIC ! awesome detail! ____________________ AjoLee AjoLee Sketchbook http://ajoleesart.blogspot.com/