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Creating a Scene with Snapshot3D - Part 1
Part 1 is an introduction to building this scene, discussing and demonstrating how Snapshot3D works inside of SpotLight. We'll review importing, selecting, and loading alphas to SpotLight.
Creating a Scene with...BPR Filters: Getting Started - Part 1
Part 1 - Getting Started and Filters Overview
BPR Filters: Getting...Universal Camera
Make adjustments to your camera position and focal length between ZBrush and other 3D applications with Universal Camera.
Universal CameraFolders
Organize your ZBrush creations using the Folder system. There's much more to Folders than you may think, discover the power of Folder Actions, play our Lesson videos to learn how!
FoldersZRemesher 3.0 - KeepCreases & KeepGroups
Let's familiarize ourselves a little better with ZRemesher's KeepCreases & KeepGroups functionality. In this Lesson example, we'll take a pair of mech designed wings with various types of topology and apply ZRemesher with the help of Creases and PolyGroups. Applying these functions can assist with future mesh editing including Dividing, sculpting, and PolyPainting.
ZRemesher 3.0 -...ZRemesher 3.0 - DetectEdges
Let's familiarize ourselves a little better with ZRemesher's DetectEdges functionality. In this Lesson example, we'll take a gear model that has a triangulated mesh with no PolyGroups or no mesh ID, but has edges to help utilize the DetectEdges function. Once DetectEdges is activated, we can convert our mesh to quad based geometry, create PolyGroups, and most importantly retain our clean or hard edges. This function can assist with future mesh editing including Dividing and sculpting or features that utilize PolyGroups.
ZRemesher 3.0 -...
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03-14-19

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Decided to do a bit more of a fun project this time round. I absolutely loved Spider-man Into The Spider-Verse so decided to do my own Fan Art featuring my own character 'Wilfred'. I loved how Miles Morales originally bought a kids costume which didn't really fit him so I did the same for Wilfred and obviously with his big belly it was quite tight and didn't fit him at all... Loving Zbrush 2019 so thought I'd play around with the new filters. These are renders taken staright outta Zbrush.

02-21-19

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Latest Character
Hey, this is my latest character I have been working on. I used this project to learn how to use Xgen and Arnold in Maya a little more in depth. I definitely feel like I have learnt A LOt and managed to scrape through this project, excited to move onto my next project and apply what I've learnt to that project. I'll make sure to get some WIP shots up as well.

09-08-18

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Hey all, Here is a head a did yesterday, all low-res dynamesh - wanted to keep it quite loose. Rendered in Arnold Maya and Zbrush bpr. Will definitely take this sculpt forward, develop and refine him!

08-27-18

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Here are some updated renders. These are taken straight from Arnold in Maya. I've still yet to learn specularity maps etc. which I think will help improve my renders, however, I shall move on from this sculpt now and learn with new projects!

08-10-18

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Grotesque Alien WIP
Hi all, here are some shots of an Alien sculpt I have been working on recently. I haven't really tried my hand at creature/alien sculpts before so he is still quite human in some aspects but obviously exaggerated and grotesque in others. I've used this project to work on my retopology in Maya and polypainting in Zbrush. I have a Arnold Render of him however I'm not quite happy with the outcome so will keep working on that for now. Thanks for taking a look!

03-31-18

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Conniving Renaissance Man
Here is a sculpt I finished over the past couple of days. He is a conniving man from the renaissance period, I used red for the background to emphasize the evil in his nature. Thanks for looking!

03-26-18

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Here be more of baldy moustache man! Rendered with Arnold in Maya.

  • nebular
    03-26-18
    Very cool render. YOur digital skill grows really fast. Now do some sexy shapes If you don't mind
  • 3D You Need
    03-27-18
    Very cool guy. Love the mustache!
03-23-18

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Sculpts
Hey all, Here is a head I have been working on, main focus recently has been to improve on hair work so have sculpted his moustache and am in the process of sculpting his hair. After I want to look into going into more detail on the pores and skin texture. Adam Fisher has been a huge inspiration for hair, a lot of thanks go to his youtube videos. I have also played around a little bit with polypaint, not too bad at the moment however I will review this after reworking into the skin texture.

  • nebular
    03-24-18
    Hey man! I love your style. Very good structure and character. Great job.
  • SamSwan
    03-24-18
    Hey! Thanks very much, much appreciated
03-12-18

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Quick polypaint pass and brp render in Zbrush. Thinking of changing the vest lines, they're a little too prominent I think.

  • owlhowelll
    03-12-18
    Pretty cool! I like him! I do agree about the lines...
  • nebular
    03-13-18
    Great flow - I love the pose.
03-09-18

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Wilfred animated character
Hey all, This is my first full Zbrush character nearly complete. After posing him I have given him a simple test render in Maya and will now do some further adjustments before getting a render with colour! He is a sculpt based off one of my old concepts I did of a retired Sea Captain.

01-31-17

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New to Zbrush, here are a few progress pics of a head sculpt (WIP)
Hey guys, first of all - let me know if this is the right place to post this! I'm completely new to Zbrush and learning a lot as I go. Got a lot to read in these forums/tutorials. I'm a traditional sculptor moving over to digital, here's a head sculpt I've been working on to get use to figuring out which tool is good for what. (Pictures in order of progress) I figure I should have started the hair on another subtool(?) as it looks like that's what a lot of people do but I just went straight in with it. I guess I'll carry on as it's good to learn from mistakes/work with these method. It's difficult knowing when to divide my sculpt and go to the next level of detail. I'm Thinking I should block out the hair and beard and then divide and take the detailing further and then eventually test out some skin detail. Thanks for looking - advise, comments and criticisms all welcome!