Creating a Real-Time NPR (Non-Photorealistic Render) Material Take an in depth look into creating a realtime NPR Material. Dive into custom editing of the Material Palette, Document Palette, Render Palette, and the Light Palette to create a material and renders of your liking!Creating a Real-Time...Go In Depth with Folders & Folder Actions Take an in depth look at how ZBrush's Folder system works, organize to your needs and discover Folder Actions!Go In Depth with...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 -...Using the Universal Camera to Composite in Photoshop In this Lesson, let's discover how to lock our camera in place across multiple applications using ZBrush's Universal Camera, create multiple render passes, and create a final composite inside of Photoshop.Using the Universal...BPR Filters: Blueprints - Part 5 Part 5 - Blueprints SettingsBPR Filters:...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...
This was really just an exercise to learn and play with the ZBrush BPR Render. I have to say I love it.
It's so much more than it first appears. I have much to learn, but I kinda like the way these came out.
Was suppose to be a speed sculpt exercise however I didn't get around to finishing it until today. I still like the shapes and proportions. Might finesse it at a later date.
Worked on polypaint quite a bit, details on the skin etc. Also started playing around with the transpose tool (holy this tool is amazing) and adding some shapes and weight to his stance. Also played with expressions so he wasn't too serious.
No renders this time, Just screengrabs from ZBrush
Thanks man, I really appreciate that.
Just a little update. Lots of storms here today, so been chilling out and polypainting. Texture is 100% polypaint, and needs lots of refinement. Quick test render to see where we are headed.
I'm rocking a mouse with my left hand since I've injured my right, so its not as good as I'd like it to be, but I'll get there.
I think he'll come to life alot more after I transpose him into a more natural or relaxed state. We'll see. Its been fun regardless.
Keeping with the theme, I call him Raven.
This one was really just an exercise in trying out some techniques I had seen and learned at Zbrushguides.com Pablo has an awesome rope and feather tut. So figured why not try both in the same design.
I've been procrastinating by playing around with an earlier version of my superhero. He really has zero direction. Somewhat of a Superordinary hero. I also need to work out the transpose tool.
Been a busy week. Haven't had much time, and everything I did make, I hated and abandoned half way through. Good news is I have a bunch of half made models if I ever get stuck for ideas in the future.
I wanted to make a Superhero this afternoon. He's far from finished, Ended up being a Batman, Cat-woman, Black Panther, Magnum P.I hybrid.
Love you work! Comprehensive design, respect that black feather of his. It could be an idea to assign some more realistic black feather matcap material within zbrush or if possible, it's as well a possible approach to export UV map with UV Master Plugin. ...
Thank you so much for the reply and the advice. I completely missed the collision settings, and tweaking with them made it bearable.
It's far from perfect, but its so much better than previous attempts. I had to render it out. I could only stare at hair for so long.
Just a random beastie. I don't think I'll take this one any further. I was actually wanting to cover him with thick dark fur, which is why his body was under-detailed.
However I clearly need to learn more in regards to the fibermesh utility. I felt like it was one step forward and two steps back when it came to grooming.
If anyone has any tips or advice in regards to grooming hair in a 3d space please let me know.
Keep it up!
With regard to fibermesh, its a pain to make it look right, and involves a lot of work. Not really a quick and easy way to do hair, so you should plan ahead to spend time on it.
Try messing with the fibermesh settings in the brush...
Revisited this little beast today. Spent some time tweaking proportions (i.e joints, knees Etc) And detailing further. Absolutely in-love with this software. It's a creative orgasm.
Learned lots making this guy. He will be forever without eyes as I want to move on. This software is life enhancing! My wife has commented on how upbeat my mood is, since I've spent the last weekend in ZBrush! lol.
Hello!
I'm terribly new to this and still have lots to learn. A friend had me check out ZBrush and I am blown away. I don't have any real experience beyond loving art at school (over two decades ago - ouch) and what I've worked out so far through experimentation and asking people silly questions.
Without further ado, my first post.