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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
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09-20-17

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Hi Spyndel, Thanks so much for the detailed info, I am exploring a zbrush workflow, purely from a speed to artwork pipeline. I am from a 2d/matte/concept background so always felt a little restricted by assets, so why not create my own. Having never been very technical (or had the time to be so patient as to box model) I looked to zbrush as a tool to get ideas out of my head into 3d as quick as poss. I would probably go for a high poly HS approach, as I have already started down that road. I love the zmodeler tools, but slightly different thinking for me, but again will use that for more machined areas. I realised that I always go for something stupidly complex so have pulled back and followed a tutorial on a knife for example that gave me huge insight into the zmodeler worflow and how useful it is for clean edges etc. My meshes at this stage in my development can be a little lumpy, however using the clay polish and polish I was amazed at how clean a result I could get. Here was my result after that, just using the sculpting, dynamesh and polish tools: I was really happy with how clean it came out, as whenever i'd render it would appear clean but still have imperfections. This was the knife btw: I am going to start a new post with the bunny as I feel that has taught me quite a lot, I may very well just try and get smaller wins here and there to build ot my larger project. Thanks again for the advice!!

  • 3duserman
    09-22-17
    Hey guys, sorry if this is the wrong forum to post in... all the work is so stellar here I feel it must be! If anyone can give me any advice where there may be more people at my level that I can chat progress through with would be incredible! Thanks...
08-21-17

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HARDSUIT - Need some advice!
Hi there, Am only learning, but am at the point where I need some advice and help from you guys! I've got my rough block in of the suit in dynamesh. To get more detail on it, I would usually just dynamesh it at higher res? Or should I up the sub division and work in sub divisions rather than dynamesh? It will be made out of different parts like a deep sea NEWT suit, so I'm wondering how best to progress... should I chop each bit up as different groups or subtools (arms, chest, legs etc) and detail them individually, or should I just carry on detailing on this pose, and then repose it at the end. The end goal is to get this into either keyshot or octane for c4d and render a few poses out. My workflow is based on trying to get something into a 3d painting/matte painting etc quick and dirty -ish as fast as possible. I am also really keen to learn how to create a relatively nice hard surface model, however there are so many techniques now am struggling to find the easiest one for me, so any suggestions would be really appreciated. Thanks for any help anyone can give me. J.

  • 3duserman
    08-28-17
    Anybody else able to help me with a bit of advice?
  • Spyndel
    08-28-17
    Much depends on how you plan on approaching the hard surface aspects of the figure. If you plan on continuing to mostly sculpt the figure in organic fashion, the next step would be to establish a traditional multi-subdivision version of the figure with...
09-25-16

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GRENADE test - zbrush workflow (in progress) First sculpt! Go easy ;)
Hi everybody, have been lurking for a while admiring some real artistic prowess on here! The below is my first Zbrush sculpt, tried a little hard surface idea and managed to get it from a sketch to the final image in 40 mins (know that is probably forever on these forums but am only starting!) really rough and still need to model the fuse and safety lever but wanted to see if I could manage it. I have been reading up on zbrush for around a year or so, I had never gotten my head around traditional modelling. I am an art director/creative (I create key art, movie posters etc) and always felt that something was missing as I couldn't really create my own assets, I just creatively used what I found around and took my own photos. To produce more unique work I incorporated 3d in my workflow, helped massively with my environment work/lighting but I still used models I found and tweaked. So finally took the plunge! I was trying to learn things via the 'proper' channel, so correct geometry, uvs etc but not being in a game or animation pipeline I couldn't see the point really. I needed to get something from my head into 3d and then into a still image as fast as possible, so zbrush and keyshot seem to be the answer! Mike Nash's thread really helped, so props to him! (insane talent) I hate being a 'noob' to this but guess we all need to start somewhere! I have a few questions about how the hell to get smooth edges and how to intersect certain shapes but am going to have a play with shadow box before I ask for help! Great to be part of such a talented community. J.

  • 3duserman
    09-28-16
    Hi there, Sorry quick question, if I want to do some hard surface work I was thinking that I needed to make the basemesh in another program (sketch up / fusion) and then import it. I wanted to know if I can basically do the same thing in zbrush now...