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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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6 Days Ago

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36 Favorites and 20Followers.
Fog Island Beat
Fog Island Beat https://youtu.be/-cCw1YGaLXU ZB 2 Ued4 Test Run 4 audio ST.OT visuals JK.OT

1 Week Ago

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another quick fibermesh to unreal animation doodle... with magic, in pink https://youtu.be/i21SvHQkYxY

1 Week Ago

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https://youtu.be/oZqYxrWwjqk yep total fun the way how fast realtime game engines render lol some more Fibermesh to Unreal stuff the flower could need more blossom cards i think, and its getting tight with fps... should reduce individual bamboo leaves into whole branches i guess... :/ and ya... the ocean aint ready lol... just like woha... i like the feel and colours and how fast this spills out a render clip... not even a minute O.o music again by st.ot, the mysterious guitarist

3 Weeks Ago

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one of the harder parts of using low poly to subD workflows is geometrical logic, its very fascinating, can be frustrating, but is very good training to develope a clean modelling practice where geometry works and doesnt just vaguely look ok. a shape like this engine for example, where two half cylinders have to fit curvature and size, two plates having to adapt that curvature, and also having to keep it upon subdivision, are exciting it is somewhat akin to spline vs pixel or drawing vs painting it is less flexible and you need to put much more thought and planning into your geometry than simple sculpting, but the result is so much cleaner, produces a proper low poly for realtime and becomes much easier to manipulate later but ya, i probably advocated clean zmodeller usage alot lately lol, looking foward to do some relaxing monster sculpting again hehe

  • jaysus
    1 Week Ago
    when you show your latest pictures to a pretty lady and she says she wants to walk around in it a bit... and youre simply a tryhard pleaser... then, somehow it all comes full circle. i just picked up the unreal engine again... first time since...
  • jaysus
    1 Week Ago
    -.- when you suddenly realize that those fibermeshes simply spawn on an imaginary plane, similiar to how dynasubbing works, a mysterious, interpolated surface between its spawn polygon and those next to it... not just affected by its actual spawn, but...
3 Weeks Ago

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Butterfly and Firefly
Shape exploration of an unstable subsonic aircraft, Firefly, and a small sonic jet, Butterfly. making really simple low poly parts like wings, cockpits and fuselages, mixing em, shaping them into a rough shape, judging the overall feel; either putting it aside, ditching it, or working on. these 2 shapes looked best from the last batch, slapped some camo over them, might work on em further at some point, but currently more into general shapes than detailing fuel valves, landing lights and whatnot... full on Zmodeller and dynamic subD, very few individual parts, tried to keep the fuselage and wings as one piece where possible. quick 'n' dirty UV master mapping, just some randomly splattered triangle alphas with some noise for the camo.

4 Weeks Ago

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a speedy boat draft Model A Version 11 technique used: dynamic subD self critique: -island look rubbish (undergrowth missing, ground texture mere polypaint and not affected by objects on it) -boat has a few edges i dont like which are derived from edgeloops that are needed in one place but create creasing control edges elseweyr, an option to ignore edges, inverse to creasing them, would help here -not enough time spent on composition, colour and light -no real concept what to achieve, kinda grew out of a doodle

11-16-18

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more fiber and nanomesh kitsch... even the backdrop mountain range was a nanomesh... not very happy with it tho... but then, its pink... grass really eats performance...

11-14-18

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Svenska Vitlök
Svenska Vitlök swedish garlic peaceful doodle after an older photo i shot fibermeshes all over, same old birds, good birds, very loyal

  • jaysus
    11-15-18
    thank you Neil @alpha placement - use square and center buttons for decals and such to keep proportions - use UV maps for surface alphas - some brush settings allow spacebar to reposition the alpha but i agree would be nice to be able to...
  • Shellac
    11-15-18
    Sounds like you had to literally polish a turd, Jay! Thanks for your thoughts and experiments... Neil
11-13-18

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Helios 9F Jungle
Helios 9F Jungle relaxing procedural doodle -fibremesh rocks and trees -nanomesh birds -lots of pink, magenta i mean

11-12-18

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Helios-9F Cityscapes II
Helios-9F Cityscapes II -experiments with ZB's semi automated mass creation procedures- ~9mil points total buildings: 6x tri mesh curves of ZModeler building with basement/storey/roof seperation spawned similiar to above method, using an L-Shape spawned from nanomeshes to create guidecurves on the edge -ability to orient fibers or nanomeshes to screen axis would be sweet -nanomesh created curves seem to have the same level root as opposed to fibre mesh created curves water: simple plane with gentle noise deformation terrain: manually smoothed out environment level plates, alpha mask and polygrouping for crystal crevasses trees: 2 level fibermesh (would be a cool addition to fibres if they had multiple levels like nanomeshes for example) could need higher subD trunks spawned on noised out manual masking, leaves spawned on trunk tip polygroup crystals: one level fibermesh, straight, no gravity spawned from crevasse polygroup birds: 3 level, literally one minute, nanomesh spawned as flocks on 4 planes, gentle randomization, same direction could generally need more detail, especially the roadsystem and population... but hey

  • jaysus
    11-13-18
    ZB has two problems with such large scenes, no matter how much you scale them: 1A: - the unit 1, for example in welding points, can be much too large, decimals would be preferred, scaling doesnt change that, you have to split up your object into ...
11-05-18

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Workflow: Architectural Environment Models #3 IMM to Fibermesh
found a way to turn fibermesh geometry into straight line curves that can then serve as guides for proper IMM meshes. IMM curves offer the benefit of keeping proportions and being able to work similiar to array meshes with multiple storeys, whilst also allowing the use of fibermesh controls that offer, for example, randomization in height or distribution. Done. Repeat for each Building Type in your city that you want to use and adjust the original fibre mesh accordingly to cover different areas.

  • jaysus
    11-09-18
    update: -nanomesh works similiar to fibremesh to create the guide geometry for the highrise curves, a tad faster even however: 1- highrises derived from fibermesh curves are not on the same floor level! the bottom polygroup will be more or less...
11-05-18

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taking the simplified map of Brooklyn from the last endavour further, exploring different takes on creating an urban environment for planning, LOD or shiny renders Then theres also the possible method of turning Fibres into Curves, which can use IMM brushes, enabling you to draw whole building kits with different storeys. Im trying to figure out how to turn the rectangular curves from fibres into straight lines atm... oh ZB... hugs... would be nice if you could randomize or swap between different IMM brush subtools procedurally somehow, atm it requires multiple, repeated operations to draw out not just one type of building. And one has to first seperate the "floor" into groups and clean it up. The Zmodeller "draw nanomesh" tool could probably have a modifier that swaps IMM subtools according to polygroup for example. might be useful for other types of applications too, brickwalls, foliage, etc. but maybe i just didnt find the way to do that yet and its already there haha... we shall see...

11-04-18

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Workflow: Architectural Environment Models
Workflow: Architectural Environment Models from a grayscale map in ~30minutes more sophisticated and cleaner than just extruding an alpha image, yet still rather simple and fast

11-04-18

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The default cube primitive has two poles which are hard to Zmodel (poly model). Therefore i buildt this fine and elegant cube with only 6 faces. (to get a cylinder: polygroup two opposing polygons, crease polygroups, subdivide) Cube Primitive - 6 Quads *.OBJ file 1kb in the *.zip maybe some of you will find this sophisticated geometrical shape useful aswell.

11-02-18

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Kowloon - An Alley breakup full on low poly zmodeller, post layer vodoo method to create "clean" text objects, or any alpha stencil really

10-26-18

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thanks gabo1991 redone the last idea, more array meshing, cartooneering, post processing and urban pattern exploration its more like what i was going for, still a bit too bright imo, somehow ended up going for a nice sunny vibe... might redo that again to get the darkness i want.

10-23-18

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urban pattern exploration: Kowloon

  • gabo1991
    10-24-18
    very cool. thank you for sharing.
10-21-18

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36 Favorites and 20Followers.
https://youtu.be/xgaj8bBzRXQ

10-17-18

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36 Favorites and 20Followers.
decided cool monsters shouldnt hang out between primitive blocks but need actual environments... ended up toying around with arrays methods... IMM curves offer a bit more flexibility than straight up Array Meshes but are 3-4times as much work to set up _______________________________ methods explored: IMM curves: pros/cons: +can have really weird shapes +once set up, quickly draw different height buildings/objects -annoying to set up workflow: -make 3x3 box -use ZModeller to crease one of its edges (in the middle somewhere) -build top, mid and bottom section of house (3 polygroups, one subtool) -create IMM and activate curve mode -activate weld in brush after activating curve -go to your subtool with the box with the creased edge -click Frame "creased edges" -gently, click, dont drag, ffs dont drag!, the created curve once, depending on brush size you get a different amount of storeys/arrays (the whole crease edges, gentle click thing is just to get a straight 90°/tangential curve along which to create the building... didnt find a way to draw out correct world angles, straight line is ok but it might be the tower of pisa) Array Mesh: pros/cons:+fast to set up and modify on the fly +sliders to change parameters, no gentle clicking needed -needs post work to add roof and basement workflow: -build storey (top and bottom should be of the same polygroup) -activate and set up array mesh (repetitions would be the same value as y offset in the case of a skyscraper) -in my case, deactivate extrude -click make mesh -geometry-> modify geometry ->weld points (range 1) -add roof and basement

  • jaysus
    10-19-18
    aha ahaaa! i finally found a limitation in ZB... !!! :O i found a bug here and there over the years, maybe a few weird things, but i think thats the first real technical limit... doesnt depend on performance either when you work on really large (as...
10-06-18

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toyed around with cartoon shaders on my last janet model, added a simple "bunch o blocks" backdrop city too

  • jaysus
    10-13-18
    mashup reel in cartoon shader style... models, animation, visuals by jk.ot (dats me) music by st.ot
09-26-18

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Janet 2.3 the aerial unit

09-23-18

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Down in the Labs work continues, still no oversight or regulations, we use the time. Janet didn't complain now for some time and we would like to share our success. The A.I. controlled citizen project shall continue.

09-10-18

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J-Tec Dog Cooling System Mk I
J-Tec Dog Cooling System Mk I The J-Tec Dog Cooling System Mk I was designed to eliminate the troublesome, and often lethal side effects of summer on your dog. Order today and get a free noodle strainer to protect your dog’s free will. p.s. forgot if its ok to post this, delete if not: artstation link https://www.artstation.com/orphitecktion

08-17-18

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2018 A.D. Critter Type F Version 6

08-05-18

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36 Favorites and 20Followers.
2018 A.D. Critter Type D Version 9

12-31-17

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Jacques, The Ugly Koala Bear Baby
Nobody liked Jacques, because it was ugly, the flowers did not mind Jacques, because they could not see how ugly Jacques was, so Jacques and the flowers used to spend their days together, and became friends, until Jacques ate them, then it was alone and died.

  • Dilated Pupil
    12-31-17
    I really like your sad story about the ugly koala Jacques. I think, it's pretty crazy and depressing but hey - it sure is funny just as well!
12-17-17

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  • LordArantir
    12-29-17
    Hi, Jaysus, Nexus community really need your permission for Jaysus swords mod conversion to SSE, as it is the best weapon mod ever for Skyrim. Cheers. Regards, LordArantir
11-30-17

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11-22-17

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was looking through old stuff and found these arms, since i never really rendered them properly (just some BPRs), before implementing them into a Skyrim modification called "JaySuS Sword", ...i shall do that herewith, swords rendered... well... not quite 10% of the lot -.-

11-20-17

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Fluid Stabilizing Unit

11-17-17

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no idea why the cooki boy pics dont show... i could bet they did for a moment... anyway... next day doodle... Rokettoratto! mashing up styles all over the place, not sure whats gonna come from that, ...adventure! "After visiting all the nice places of the galaxy, during the descent back onto earth, Rocket Rat realized it had made a grave mistake, when it told it's wife this morning that a real rat wouldnt need a parachute."

11-15-17

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lil zb tribute, product design and doodle fun cooki boy クッキーボーイ オリジナルOrphitecktionクッキーボーイ、世界No.1、あなたが決して所有していない最高のコピピュッッシャー。

11-13-17

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growing a rifle out of a handgun... and such...

11-09-17

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After a production contract with the Imperial Army of Helios 9-F Ordinance Aquisition Board had been struck, the J-Tec division of Orphitecktion Labs began development of a new service pistol, a tactical service pistol, for tactical operators, and janitors, alike, the P1 Mark One, Beaver. For inquiries regarding your own security force’s weapon development program, please contact Orphitecktion Customer Service under orphitecktion@gmail.com

11-05-17

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upgraded the Badger to Mark 4... ZModeller is nice... only actual sculpting on this one is the molten structure on the grips, colour is all material, the rest old school vertex pushing and poking, just in Zibbie