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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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3 Hours Ago

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And another update. Just to check out the posing and overall feel of the character...not bad, but still a ways to go methinks!

1 Day Ago

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I think you are right about the texturing, but I'm trying to push the base as far as I can before I take it to that step. Next I think I'll set up a pose and see how he looks. Take any considerations from that back to the base mesh then look at texturing.

6 Days Ago

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And another update...this is where things get tricky on where to go next to take it to the next level for me...I might do some drawovers I think.

  • Marty_yyz
    5 Days Ago
    Nice work. hope there's more coming after. i think it's more of a good idea to pursue something on texturing.
6 Days Ago

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So here's an update to the head mostly. Going for the Overwatch style/simplified shapes rather than the more realistic texturing I had as a placeholder previously. Still a long way to go though!

1 Week Ago

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DnD Tabaxi - Mersharr
I've been working on this guy for a week or two. He is my Tabaxi Paladin DnD Character I play and as it's the first time I've ever played I thought I would commemorate with a 3D Character! Unfortunately this is the stage I rarely get past, so taking him to the next level is my next big challenge. I'm hoping to make him in a sort of Overwatch style (cos I do love that style and it'll be good practice I think as there is lots of reference) so I'll need to dial back the tiger texture but also do a lot more with the armour. I'll be looking at Reinhardt and Brigitte mostly for reference from here I think. But we'll see!

10-29-12

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Latest update to my 'generic guy'...I have actually already finished a low poly version which I will post up tonight. But here is the Hi-res version.

10-18-12

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Continuing to tinker with the character...although I think it's time I wentr to the drawing board and rough up some final gear for this guy as concepting off my head probably takes a lot longer. Also playing with fiber mesh a bit. Looks like fun! Pity it can't translate so well into games directly though! Sometimes I wish Zbrush was an all in one package with it's material, environment and fiber tech...maybe one day!

10-15-12

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Just another character I've been working on over the past few weeks...as usual I have started a base character from scratch in the hope this version will be better than all previous versions...but I have decided I have to stop doing this and just run with it. This guy isn't too bad a start I think however. Any crits more would be appreciated though!

05-30-11

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Here is my latest character I am working on. Knolan from Battlechasers, my fave comic of all time. I don't know what I should do with him from here...I'm thinking of making a low poly game version or something for posing and folio...but I'd like to make sure this guy is 'finished' finished...so any crits are more than welcome. I'm tempted to make all the seam work and 'textures' more realistic...but in truth the comic does not have that level of detail, so maybe not. I know it'd be interesting to see a more realistic version perhaps...but I'm trying to stick to the original. Knolan_01.jpg

  • prahlad333
    05-30-11
    My work! http://www.zbrushcentral.com/showthread.php?t=133440 http://cghub.com/images/view/133542/
04-05-11

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Here is my latest character. I'm taking a more thorough approach with him in regards to the ability to modify him with displacement maps in 3DStudio MAX. The hair and briefs for example are layers in photoshop I can turn on and off at will. So I hope to use this to my advantage to create a number of characters using the one base model that has all the animation information such as morph targets and rigging. The sculpting was done in ZBrush. The process has become quite complicated really, but I am happy with the results and it allows the use of each programs pros. The render was done in MAX using finalToon...although I may looking into just using a standard render and see if I can get similar results. Jake_01.jpg

03-02-11

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Here is a guy I have been working on for the last week or so in my off time. He is the basis for quite a few characters so I would like to make him perfect AND future proof...which is always a tricky thing. This guy is the basis for you 'average Male' character...so for most people between the age of about 20 - 45, this guy will be the base. As I make more characters I will mostly change the face...and leave the rest for tweaking in Max (eg. weight , bigger muscles etc) This texture is actually in Zbrush, using battlechasers as a reference. I love how Zbrush does textures! HumanMale_01.jpg

  • discmage
    03-02-11
    Although looking at it, and comparing it with some of my fave artists etc...the eyes, for an adult, are WAY too big... so next session I'm going to look at improving that to see if I can find a better style for my characters head base... I think...
12-12-10

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Well, that last character was a LONG time ago...life got in the way but now I'm back at it. Thanks to PointPusher I have a bit of a new workflow, at least in zbrush. Now the brushes I use are basically the following (based off his process with a few modifications) - Move Use this brush to make a very rough silhouette of the shapes needed - Dam_Standard use this to cut into the shape, continuing to work on the silhoette more than anything else. - Clay Start building up areas for detail. Use both add and minus to develop the object further - Inflate This is good for bulging rather than simply building up areas. - Pinch (With lazymouse on) this is good for sharpening up edges or adding wrinkles to grooves. - MAH Mech A & B Both really good for adding Grooves. Mech A especially - Form Brush - Good for building up areas while keeping to the shapes form...for the most part. Eleastic is also meant to be good for this. Here is a character I am making with these tools. Render_01.jpg

  • discmage
    12-23-10
    OK, for my latest pipeline process I am using the following...this is using PointPushers devlopment processes, a buoit of outside retopo, and Max... If anything this is just to keep my head in the one place in regards to the pipeline...it will no...
04-15-10

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So, after figuring out the morph issues I have continued on. Mostly playing in Max now to flesh out some of the elements of his costume before heading back into Zbrush for the details. This time I might work on the diffuse textures in Zbrush as well. I also have figured out manipulators in Max, which is handy as the mouth interior and the face morph targets are seperate objects, now I can use a slider to move the two at one time. For some reason I can't link in the displacement texture however as it goes all kinds of crazy. I'm OK with that as the MAIN one I wanted to do was the face and interior mouth linked into one slider. Here he is, just to show you peoples where he is at. I'll probably just update this one for a bit until the next major update. render_05.jpg

  • discmage
    04-24-10
    Updated the guy above. Fully textured...maybe. Although he seems lacking. I think I need to work on my concepting skills to give a little more...character...to my...err...characters. This has been a fantastic learning curve in regards to getting...
04-07-10

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On FURTHER updates...I have found issues with morpher. I thinik it has something to do with the collapse skin to editable poly / mesh used as a base, it thinks that all the vertices have 'moved' and therefore if you move the rig, and use the morpher the mesh transforms the WHOLE mesh rather than the vertices that you modeled. Which is a pity. I don't think there's a work around for it really in my case. I don't EXACTLY know why the model goes up a couple of vertices after I have rigged it...the only thing I can think of is that using the rig to move is basically the same as moving the vertices themselves inside the editable Poly modifier. SO, my choice is rerig the character (probably) or figure out the EXACT adjustment needed on an original clone model to ensure vertices don't move. *****FIXED THE ISSUE***** I fixed this issue by putting the Morpher Modifier UNDER the Skin modifier in MAX. That way the morpher doesn't take into cionsideration any modifications that the skin makes to the mesh. Unfortunately I copied over the version that had my previous morph targets, so I will have to do them again. Oh well, more practice for me! So another tip, make incremental saves when trying new things out no matter how sure you are of a 'broken' previous method!!! ***** END FIX RANT ***** On the other hand, I did manage to render out some updates in regards to the facial animation as long as I don't change the rig's pose render_03.jpg Over the past week I have been considering the best way to go about Morphtargets, in particular facial expressions and Phonemes. I have decided to go with two sets. The Mouth and The Eyes and Nose. The Eyes and Nose Set will have each key expression, eg. Angry, surprised etc. As will the mouth, however this way I can then blend in Phonemes with facial expressions and probably make more facial expressions with the basics. eg. Angry eyes with happy smile is one evil face I will have to look over most facial expressions and see where certain things overlap as I'm sure it will. I will post my findings soon.

  • SadamHu
    04-07-10
    I think you might have this problem This is the work around Now that I have re-read your problem it seems its...
04-03-10

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Another complete revision and a few happy mistakes later and I have come up with this guy. I have to rerig the guy AGAIN as I forgot to attach the inner mouth before rigging, and I'll need to do that if I am to do the morph targets correctly...I wish Skin was a little more robust in stitching up from my mistakes hehe render_02.jpg So this is version 3.0 of the same character basically, improvements and changes each round to make him more future proof, and in this case, closer to the look and feel that inspired me. That being Liquid's colouring style in Battlechasers (and others they worked on).

  • discmage
    04-06-10
    I've spent the last week or so stumbling around my characters rigging and morph target situation with varying results. As I am using displacement maps I came across a few hitches as I am using Finaltoon, and Final Render together...and it didn't like...
03-28-10

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I thought I would add my muscle study for this guy. I don't know how accurate it is in regards to real muscles, but I was using lots of real muscle study and most of it seems in line with the real world counterparts. I can, however, get away with murder due to the proportions BroadMuscleStudy_01.jpg

  • Pro4210
    03-28-10
    It's a Zplugin called UV Master. You should give it a try, it's ridiculously simple and yet quite versatile. One of my...
03-27-10

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Discmage's Sketchbook + Workflow Tutorial
Well after 10+ years of an idea of a world sitting in my head it has finally come time to get the beat out into the real world. Here is a pic of the current work, but in all truth I have a lot of work to go as I am still deciding the stylised style This is basically untextured apart from a displacement map. ZBC_THUMB.jpg render_01.jpg As I have had to go about relearning my workflow I have found some interesting tidbits for Max > Zbrush > Max workflow that have tripped me up in the transition from Zbrush Old to ZBrush 3.5 that I thought I might share with you all. In particular exporting displacement and normal maps. SO far I am making a template character that many other characters will be based off. So I needed a base mesh in max, with a set biped to base any morph targets from. So I made a good, hopefully solid, mesh in Max with good poly loops and highly modifiable in the future to other shapes and sizes. As far as I know, if I want to use the same model to make many character through morph targets, yet use the one rig I am restricted to the biped staying set (it can't be scaled without weird effects to the skin) so I had to future proof that as much as possible to cover as many bases as possible, in this case a super muscly and a super fat version as a quick draft model. By trial and error I made a first version, took what I learned and started again...the following is my current workflow so far. However for ease of use I will take out the extra details in regards to making a character generator for a complete world (I think big!) : 1. Sketch on paper then model or straight up model a rough concept in Max. Personally I use the Symmetry modifier to save time if applicable. Things to note are good edge loops, trying VERY HARD to not have any tris (quads are best) while trying to keep to the basic silhouetter of your character. 2. Once you have finished you half / full character, collapse the stack and export as an .obj for zbrush. DOn't worry about UVW Mapping yet as you will no doubt change the base mesh as you sculpt and you will just need to tweak it later anyway. NB: From what I understand ZBrush does NOT support multiple Material ID's. meaning that if you are using them, make them different objects and import them into zbrush as different subtools. When you have finalised EVERYTHING, you can join it all up again later. 3. Import each .obj into Zbrush, then use the Append button in the subtools section to load in seperate elements if you are using multiple material ID's or just want some reference (eg. eyes to work the eye sockets around) 4. Divide your mesh and start sculpting. There are many tutorials on this, I'm not the best sculptor anyway, so your best off checking out the web and the forums and all that to brush up on thoise skills. Its OK, I'll wait. 5. Once you have finished you model 100%, you can export the lowest subdivision that would have no doubt changed since you started sculpting. You CAN keep your original if you want however, its up to you. Either way, export the lowest division as an .obj to import into Max. 6. Unwrap the model. DO NOT apply ANY other modifier to it apart from Unwrapping related ones as this may change the vertex numbers and everything will go to hell when you take it back to Zbrush. And Zbrush hell is not fun. That said, unwrap you model as you see fit. Try to keep seams in hidden areas however this is not always possible. Still, its a good practice to TRY. I believe Zbrush has an unwrap tool now, however I have not used it as yet. I'm used to Max's now anyway. 7. Once Unwrapped to your satisfaction, cpllapse the stack once more and export as an .obj to take back into Zbrush. 8. Import your newly UVW Mapped model into the SAME level you exported it from. If all goes well it should do niothing really, and therefore sliding the divisions up should work flawlessly. I like to check to make sure. 9. Key element #1 - Tool > UV Map A lot of details are found in this section that is very important and is a new thing in 3.5. This section will have what size map you will export out at (such as displacement, normal etc). It also has the UV Map Border slider which is AMAZINGLY IMPORTANT I found as this affects seams. The default was 2, and when applying this to a model the seams were very clear as there wasn't enough overlap / Bleed and therefore the detail didn't carry across the seams correctly. As soon as I slid this up to 10 (maybe a bit much however) the seams disappeared. I believe this is a replacement for FS Border and / or Fix Seam in older versions of Zbrush. Other options I don't use as I don't use the standard ZBrush UVW Options like AUV, GUV etc. I'm sure its all kinds of shiny for those who do so this is where you do that too. SO, first thing is open Tools > UV Map and set the resolution of the map you want to export AND slide the UV Map Border up to something reasonable. 10. Key element #2 - Tool > Displacement map This is where you export the Displacement Map, obviously. Many of the options that used to be in here have been moved however to the UV Map section in Tools (See previous point). Once you have done Point 9, Slect Adaptive (Quality over quantity), and Flip V (to suit Max's texture direction). I usually put the DPSubPix up to 2 (OK, so I'm not ALL about Quality over quantity) and then hit Create and Export Map. With your UV Map settings applied you should have a map exported at the required size, reasonable size bleed/Seam/Edge and generally good times all round. Some people use Smooth UV, however I have found that sometimes on lower poly meshes the smoothed area will be SO smooth that it curves within the UVW Map edge. Which is no fun. So I don't put this on myself. 11. As noted I don't use normal maps generated from Zbrush. It has tangent/flip issues I haven't got a workaround yet. BUT if you DO want to do it. Then it is pretty much the same as Displacement map. Only tweak is turn Tangent on (as thats what game Normal maps use, however this is the thing that flips polys across seams I believe, and gives unwanted results in max). I also put Adaptive on (again with the quality). Now the Normal Map section does NOT have a create Normal Map and export like Displacement, so you have to create it (note the Tools > UV Map rules apply here too), and then use the Clone NM button to send the generated map to the texture 'slot. Then go to Texture > Flip V button (Once again to correspond to Max's texture direction) and then export your map from the Texture section. 12. Have a coffee. You are now OFFICIALLY a genius. ANYWAY, that said, this is how I do it. I THINK I remembered all the key points. I fI have missed anything or you think I should add something feel free to say and I will update this post. The main thing, and frustration, for me was the new way that 3.5 exports maps, in particular seams etc. Relearning where all the little buttons are that do amazingly important things is always the trick when a new, albeit fantastic, update comes along. Love you work Pixologic! Keep up the good work. I thought other people could learn from my escalated return to Max / ZBrush worflow. Hope it helped.

  • discmage
    03-28-10
    Updated my first picture to the latest version including some texture. I am going for a style similar to Joe Madureira's Battle Chasers and Liquids colouring style of the same comic. So there isn't much actual texture in the skin tones generally, just...
09-06-08

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Castle Crashers
I have been working on this guy over the past week. I have been watching a fantastic tutorial on Modeling Caricatures with Zbrush by Digital Tutors and its really opened up my pipeline a lot! I didn't know they could do so much stuff with retopology! So I'll be looking at that soon for game characters etc. Either way, here are the goods. I'm going for a really gritty, realistic textured Castle Crasher. I LOVE this game and its affecting everything I do! So I plan to have some fun with all 4 colours soon. I realise the right arm is basically not done, unfortunately I didn't have the mirror tool on while shaping the left one, so I'm looking at ways on how to cheat that with a mirror...Probably cut the arm off and add it as a subtool. Tell me what you think!