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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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07-17-17

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Hi guys! Long time has passed since my first post about this asset, but I finally found the time to finish some render based on the old zbrush sculpture of Tyrion Lannister I did in 2015 (which I post again as it seems I never updated the old model...). It has been a long path, and it's great that I was able to post it the very same day the new TV season is going to be released! A good way to celebrate it! 3d render has been done in Marmoset Toolbag 3 while, for the hairs textures, I used Xgen and xNormal for the texture baking, then I created the polygonal cards (so no fur on this) I hope you will like it, so please, write me your opinion and comments, and feel free to share it! Also, come to visit me on my ArtStation page where, in the next days, I'm going to embed some turntable and a marmoset viewer of this scene, so that you can see it into the 3d canvas.

  • MrThomas
    09-18-17
    Superb work on Tyrion! How did you do the patterns on his cloth?
  • JRAnimation
    09-19-17
    Love the expression in your final shot. Nice work!
01-31-14

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Tyrion Lannister and the Zombie (ToothFairy). WIP models
Hi there. here is some screenshot of some recent work. They are not finished yet, but the Idea, like for the model of Freddy Krueger, posted some time ago, is finishing those in Marmoset with some proper shader. At the moment, this are still WIP but I would love to ear some opinion by you, guys. I have other personal projects on my website, so, feel free to take a look, if you want! ^^ Cheers, Cla

  • Gordon Robb
    01-31-14
    These are both great, but the Imp is flipping superb.
02-27-12

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Shaman Tug - Final Illustration
Hi everyone! I finally am able to post the final result of this old model. I realized this illustration in collaboration with 2 friends: me: concepting, modeling, sculting and texturing Ottaviano Brando: (http://www.ottavianobrando.com) Lighting and shading Sara Spano: (http://saraspano.blogspot.com/) Matte Painting and final composition. The name of this character is "Shaman Tug". I a while I will post the images of the work in progress, with the various steps of working. I hope you will appreciate it! Cheers!

  • Hellblaster
    02-27-12
    Wow ! Fantastic work ! I like it a lot.
02-01-12

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Freddy Krueger's Updates
Hi everyone, Some time has passed from my last update. I have finally closed Freddy Krueger's sculting, and I am satisfacted by the result (Ok, I see so many more realistic and artistic works on this forum that I cannot be SO MUCH proud of it, but step by stepI wanna learn more). Unfortunately I can work on it only in my free time, and so I hope to be able to texturize and shade him without wait other months... Currently I have thiese images. I would liketo know what you think about him. Greetings!!

03-04-11

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Thanx everyone for your reply! @Sinhouse: I upload these images so that you can see Danger Girl's arm. I think it is anatomically correct, but I sse that the screenshot I chose was in effect a little bit incorrect about that... Do you think it is better from this points of view? WIP_danger-girl_front.jpg WIP_danger-girl_back.jpg

  • nassosa
    03-04-11
    Lately I only see amazing staff in this forum. Your sculpts fall in that category in my opinion. And her hand seems nice to me as well as her **s and boobs and I'm in love. Five stars from me. But texture the guy. He needs to live...
03-04-11

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Here I have an image of freddy's face. I would like to make him better so I will be happy to axcept suggestions! WIP_freddy-PP.jpg

03-03-11

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Freddy Krueger and Abbey Chase WIP
Hi everyone. ^^ I would like to show you these two characters I'm sculpting in Zbrush 4. They are not finished yet but I'm working to complete the details and be able to export them in 3ds. In the next weeks I'll finish both but I would like to know what do you think. WIP_danger-girl.jpg WIP_freddy-krueger.jpg I hope you'll appreciate them. Bye!

  • womball
    03-03-11
    More views of Freddy! He looks awesome.
05-10-10

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Senior Modeler
HI again!!!! ^^ Thanks for your reply! @ f3derico: There's a reason if the 3D sculpture has lost some detail. As you can see in the color sketch, the wolf has an expression of anger. It seems to grind his teeth. That is an expression that you can have only if you are a LIVING creature, contracting your face muscles. I didn't want to give that feeling. It is a hat, first of all, so I decided to relax his bighead, and so it has lost his wrinkles and his expression! The other reason is that the teeth of the wolf are too much close on the sides of the mouse, and are not usefull to have put on he head that is larger. In the sketch mode I had no idea of it. I studied Wolf bighead antomy during the scuplting. Covering his grinder was a good solution to solve the problem without ruining the bighead. @ EricShawn: mmhh Thank you for your suggestion. I have to try. With the skin I have a lot of problems. It is a really hard shader, ancd I would like to find a way to create one with underskin refractions, traslucid veins and so on, but I'm not sure it is a possible thing without an SSS material, and the one in vray is not usefull as the mentalray one (and I haven't tried MR yet....) With a lower highlights perhaps it will be better. I'll make a test! Thank you!!! ^^ I wanna post also the normal maps with edges. I like this kind of render test and it could be usefull to the ones who wanna know what kind of settings I used to render this characrter. shaman-tug_zbrushcentral_08.jpg I used normal maps and not displace. I don't use displace exept in really rare situations. Displace is slow and hard to use, and in most cases I can obtain the same result using normals and bump. Diffuse and normals have been drawn in zbrush. For this work I don't rememeber to have used photoshop. Only zbrush and 3d studio to render it.

  • matb63
    05-10-10
    This rocks my world... That's it... It does and thats a fact. Great work
05-09-10

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Shaman Tug
Hi everyone!! I'm Claudio and this is my first post, and my first completed character sculpted with zbrush. I've seen so many fantastic works on this site. I'll have to work very hard to realize a so detailed character. This shaman has been created to be the mascotte of Animatika, a society born in these weeks. I wanted to realize a funny character, with deformed features but realistic wrinkles and design. I decided that an old man, with proud look was a good idea, and so I sketched this shaman. It had to seem old, but strong at the same time, and his expression had to be serious but ridiculus because of his deformed features. Someone told me that it was better with a background. I'm sure that's right, and so I think i will realize an illustration to close this work. What do you think about it? shaman-tug_zbrushcentral_06.jpg shaman-tug_zbrushcentral_05.jpg shaman-tug_zbrushcentral_07.jpg shaman-tug_zbrushcentral_03.jpg shaman-tug_zbrushcentral_04.jpg sciamano_sketch.jpg