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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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03-09-18

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10 Favorites and 7Followers.

03-08-18

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02-13-18

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01-17-18

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01-14-18

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Almost time for textures ..

01-14-18

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Work in progress.

01-14-18

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05-06-17

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02-01-15

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Little test of nanomesh and transparent texture. Looks interesting even with as little effort as i put in this. Now the issue: how do i get the nanomesh as a new tool, separate from the base mesh without losing the texture info .. ? Anyone who knows?

  • gmp1993
    02-02-15
    Guess you had 2 problems you were trying to figure out, Sorry. My only recommendation that I know to seperate your base would be to isolate it with selection and split hidden in Subtool Menu. Not sure why they didn't build that into Nanomesh like...
  • Pro4210
    02-06-15
    Still not getting what i want. I can turn nanomesh into mesh easily, not a problem. Mesh with the texture the nanomesh had though? Not a clue.
10-20-14

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Hey dog, you best ask Mealea, Lucifer or Gutalin for any more details. I didn't take their technique as far as they did. It's been a while since I used but I think it went something like this. The basics are: *Create UV map: PUVAUV or GUV tiles. Each gives a different UV tiling *Polygroups: Autogroups with UV *Divide: Once or more. If you want to keep the shape with sharp edges turn off SMT *Grouploops: Now you got a whole bunch of polygroups you can play around with. I'm sure from there you can figure out all kinds of techniques to manipulate the polygroups. Like this , same basic technique: But like I said if you want details ask the masters .

  • teddy007kong
    10-23-14
    I really enjoy your sculpts and painter overs. You have a great sense for color. I'm glad your looking on the upside. I hope you feel better. Congrats on the job offer. I'm currently looking for a job as well. [COLOR=#FFFF00]Post often, reply. Help...
  • Pro4210
    10-23-14
    Rem, Teddy, thanks guys!
10-19-14

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  • Godless Dog
    10-19-14
    I went back and saw your hard surface models and agree with the others that they are pretty good : ) You mentioned you used some Gutalin/Mealea tutorials, could you give me their names? I'd be interested in watching those tutorials as well. Thanks
10-19-14

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10-19-14

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Thanks for the reply man. It's been one hell of a year for me. Had two cancer scares, first kidney cancer and then last month my doctor told me I was probably gonna die of lung cancer. Thank god the kidney tumor was successfully removed and the second diagnosis turned out to be wrong. Very scary stuff. On a positive note though I'm in negotiation to start working at an animation studio so things are looking up. But yea that explains the gap in posting. Here's some more stuff of the past year.

10-06-14

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Monday one hour zbrush sketch. Took a little too much time nailing the shape and left myself too little time for coloring and high detailing. With a little photoshopping it still looks presentable.

  • remcv8
    10-19-14
    Nice to see you posting after a year. Cool stuff!!!
10-05-14

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One hour sketch.

10-11-13

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07-27-13

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07-26-13

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Thanks Truubluu

07-07-13

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Working on this:

  • truubluu
    07-07-13
    Saaaaweet, nice take on Apocalypse
09-27-12

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Thanks Lvxifer. Love your grouploop work. I think this needs a little more work but close enough to show.

09-25-12

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Zbrush trickery. Mostly Gutalin/Mealea tutorials used on primitive gears with the surrounding walkway bridge and balcony being a quickly generated IMM brush.

  • Jake Rupert
    09-25-12
    Very nice. I smell some city-generator capabilities within Z-brush
  • blueferret
    09-25-12
    Very nice work with Group Loops, I too am looking for...
12-07-11

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One last one, long term project, my 8 year old computer just can't take more detail sigh .. really need a new one before i can finish this one in full detail.

12-07-11

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Two more. Goblin portrait was done in two hours flat, compositing included. Second one everything done in zbrush except the sky, birds and compositing it all.

12-06-11

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It's been a while since I posted. Still having trouble with the site being very slow but let's give this a try ..

01-23-11

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crashlanding lower.jpg Made this yesterday. Created the starship a while back, made the rocks yesterday and put them together in a scene. Models made with zbrush, composited with photoshop.

  • SavageBliss
    01-23-11
    I had the understanding that the easiest re-toping was to start with a very clean and "pushed" base mesh. Never delete anything above your Max polycount (10k) for games. Pop your high res model, make the uv maps. Then in areas that don't show the...
11-10-10

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Iceplanet finished small.jpg

10-06-10

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Made this yesterday. elder sith01.jpg

09-14-10

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Can someone give me some tips on retopology ..? I tend to get stuck at this point, too many vertex points and edges floating around and I haven't even started with the denser mesh around the eyes and such. Can I hide parts of it? Can I make it so it igores the backside? How do you retopo hollowed out or complex models? Anything to make this easier ..? Without a decent way to retopo i'm stuck with nice looking highpoly models and getting stuck when i'm trying to make a lowpoly model that is useful for animation purposes .. retopo.jpg retopo01.jpg

  • moonlitmaverick
    09-14-10
    i feel your pain. Retopo needs attention in ZBrush. A lot of people first use polypainting to draw the topology on the model. Then it is a matter of placing points. You'll find hands very challenging too. Eyes are easy. In some other post someone has...
09-12-10

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Thanks Etcher, much appreciated. Here's another old model I'm fixing up to be presentable. Still needs some work. I also have a small question. How does one do eyelashes .. ? old woman.jpg old woman01.jpg

  • A way to do eyelashes is take the ring 3d tool and initialize it to be 180 coverage, low resolution. Then make a polymesh3d out of it. Then you can mask, show and hide until you have the curvature of a set of eyelashes. Delete hidden and you're left...
08-31-10

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Little update: Darth Plagueis02.jpg Think i might move this one to its own thread as I plan to make it a full model or a bust ...

08-30-10

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"Did you ever hear the legend of Darth Plagueis the wise?" Darth Plagueis01.jpg

  • drem026
    08-30-10
    awesome hard-surface sculpting. I dig those spaceship(?) models.
08-29-10

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Made this today. starcruiser asteroid field.jpg starcruiser front view.jpg starcruiser01topview.jpg starcruiser bottom view.jpg Turret close up: starcruiser laser turret.jpg One last image for today ... starcruiser bottom view broken world01.jpg