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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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02-20-10

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Ok, I think I'm calling this one done (unless someone sees something that should change). Let me know what you think. icon.jpg Render3.jpg

02-19-10

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Posed the model into 2 poses and rendered in 3ds max, composited in Photoshop. Still needs a lot of work to the bg and whatnot. Swiftwing Render WIP2.jpg Crits and comments welcome

02-18-10

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wip-posed2.jpg Just a quick update on the pose (and texture). Still got a little bit of details left on this pose, then I'll work on another pose for the complete finished model.

02-13-10

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Swiftwing
Hey guys, I'm working on another creature (just portfolio work) and I thought I'd post the WIP here for everyone to see/critique. I'd love to hear what you think. Concept (by David Melvin as posted on creaturespot.com) http://www.creaturespot.com/storage/Cghub_Dying%20swiftwingv2%20final.jpg ZBC1.jpg Color render (just a quick render straight from zbrush, with only bloom added in post) wip-color.jpg Grey render (same same) wip-grey.jpg Again, it's still a work in progress, still got a ways to go on the texture. Then I'll pose it and relly define the muscles and stuff. This isn't going to be a game model so I'm not too worried about the polycount or topology as much. Enjoy, Jamie

  • EricShawn
    02-14-10
    Pretty clever design, very understated and elegant. And I especially like the beautiful texture you painted on it.
02-07-10

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Did some updates to the image, mostly work on the background to make it look better. icon.jpg render3-1024.jpg Full size Image

02-06-10

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Another Dinosaur
A while back I was contracted to work on a dinosaur model for a UE3 game for a science museum. I never did go through and do a beauty render of the model so here we go. This is the low poly model, all rigged and animated for the game, right around 8700 triangles. render1024.jpg High res render (1080) http://img709.imageshack.us/img709/9660/render2e.jpg Wire Frame (may be a little confusing as it shows the backside too (oh well) render-wire1024.jpg And some zBrush renders colored.jpg grey.jpg Enjoy. -Jamie icon.jpg

  • image123
    02-06-10
    nice render. the light at the left side of the image looks a bit off. maybe the light rays only behind the dino make it look a bit flat. looks pretty cool though. very hard to fit a render to a photo
11-17-09

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Here's another animation. I'm not 100% satisfied with it and I'll end up redoing some parts of it, but I didn't want to keep anyone waiting for the next one. (plus sometimes it's best to step asside from something and come back a day or so later with fresh eyes). idle03.jpg Here's the download link for the movie. http://www.filefront.com/14945295/idle03-final.mov Hope you like.

11-15-09

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Updated video if the idle scratching animation. Fixed some issues with the anim in a few places. scratch.jpg http://www.filefront.com/14931353/idle02-final.mov

11-15-09

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I've uploaded a quick video of the run animation I did for this guy. http://www.filefront.com/14928375/run2.mov run.jpg Hope you like it. Jamie

  • Alirenia
    11-15-09
    Hey Jamie, Good work on the design of the mount and texture work! Also some nice animation, I especially like the movement of the head and tail. My only critique would be the leg closest to the camera. The movement of the leg when going backwards isn't...
11-11-09

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I had a minute so I thought I'd post some zbrush renders of the bird. I didn't include the saddle cause that was textured in photoshop. Nothing fancy on the renders. I'll post some more wip images and of course some animations once I get those done. render1.jpg render2.jpg

  • SolidSnakexxx
    11-11-09
    Very cool lookign alien bird..nice...model and texture
11-08-09

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Alien Bird Mount
Hello, Here's my latest model I made. An alien bird mount thingy . It's built at game polygon counts and the saddle is a seperate accessory; 15,254 triangles for the bird, and 5,640triangles for the saddle. The model is fully rigged and animateable (Something I'll work on next is doing some animations). This is also my first attempt at useing zSpheres II to build the base mesh. Bird-render.jpg wire-frame Bird-render-wire.jpg without saddle naked.jpg I'll post some more images later on, showing off the model a bit more and whatnot, and eventually some animations. bird-th.jpg

  • evillair
    11-08-09
    It's cool looking, I like it.
08-31-09

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zBrush on the....iPhone?
banner.jpg That's right, the iPhone. A while back a company I work for Appetizer Mobile was contracted by the NBA to create virtual bobble head dolls for several basketball players. The iPhone is of course limited on what it can display but I found zBrush extremely useful when creating the head models for these characters. MY WORKFLOW I would start with a basic head model that I created in a fairly generic shaping at the final polycount I was looking for (roughly 4,000 polygons). I would import that model into zBrush and subdivide the model up to a million or so polygons. Some characters that required baking of a normal map to achieve more detail I would go to the next subd level. zbrush-frame.jpg I would then use the IMAGE PLANE plugin to load up a customized reference image from the reference material they provided us with. From there I would shape the model to match the features of that particular character. zbrush-model.jpg Once I was finished with the shape of the model I would turn on Colorize in the texture panel and use App-Link to project the texture from the photo references that were provided. zbrush-texture.jpg After getting the texture roughed out I would export everything and import the new model into 3ds Max. I took the exported texture into Photoshop and fixed any errors and/or filled out the rest of the areas. Once I had my basic texture I would apply it to the model in Max and bake the lighting into a new texture (since the iPhone is limited). max-1.jpg From there the model was sent off to our programmer Roman Dzieciol to import into our engine to be viewed on the iPhone. The background and body were all done in Photoshop. I hope you enjoyed this as zBrush really helped my workflow for this project (as it continues to do for the ones I'm currently working on). You can view all 21 of the NBA characters we did on iTunes and they are also available on the Android platform. thumb.jpg

  • snasitra
    08-31-09
    Thanks for posting that. It's cool to see z-brush being used for such a small screen handheld. Lots of potential...
11-27-08

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Well, it's been a while since I've visited this thread, but I thought I'd post some of the in game screenshots of the raptor. It turned out we ended up using it for a mod release Jurassic Rage. I dropped down the poly count to about 4k or so, re-rigged it, had a friend, Alex Gibson, help out with the texture and we then released the small mod (over the course of 2 days :P) Raptor_jump.jpg EatLead.jpg

01-15-08

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Deinonychus
Here's a render of my latest model using zBrush and 3D Studio Max. This is also my first attempt at poly painting. The high poly model is 2.9 million polys (no HD geometry this time around), the low poly one (rendered here) is just over 11,000 polys and it uses 2 textures, one for the head and neck and the other covering the rest of the body. I also rigged the model and will do some animations one of these days. Hope you enjoy it as much as I did making it (zbrush is so addicting). -Jamie- deinonychus_render.jpg

  • lordzargon
    01-16-08
    Woah! Astounding stuff - love the materials too and the depth of field effect. =]