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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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11-09-18

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My last project. Hope you guys like it! https://www.artstation.com/artwork/baayLv

  • Ghostman_
    11-12-18
    Love that doggy. cool work indeed.
11-04-18

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On this week I decided to practice daily cartoon sketches to be able to learn on this field. Hope you like it Original drawings are from Cameron Mark: https://www.instagram.com/cameronmarkart/

10-11-18

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Domino Decided to practice different hair styles using fibermesh. Hope you guys like it: https://www.artstation.com/artwork/baXo5G I am also giving away my fibermesh settings that I used for this project> https://gumroad.com/l/afrofiber

  • IvanLP
    10-17-18
    I can´t wiat to see your next one man!! Looks awesome!
  • Piggyson
    10-17-18
    Really nice Marlon! She turned out awesome! -Joseph
03-30-18

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Thanks guys! @zephrusprime, no I didnt noticed a difference from that side Last stuff from the Zbrush Beta, I wanted to loosen up with Sculptris so I did some custom characters and the Sphere challenge that Paul asked us :P. Funny enough I noticed every time I am sculpting or drawing without a concept or direction I tent to make stylized animals. Is funny as I never make them....maybe is my style, who know! :P

  • Erik Heyninck
    03-31-18
    Thank you for taking the time to reply. Indeed: merging subtools. In many ways I'm happy because dynamesh has a lot of advantages.
  • srlake314
    04-28-18
    Great tutorial. My only question is, you have Ignore loops mentioned but circled ignore groups.
03-29-18

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So here is the 2nd batch from the Zbrush 2018 beta When we were introduced to sculptris and all the new brushes features I decided to implement all of it into a production character. For a while I always wanted to sculpt a dragon, so I picked up this great concept by Dongjun Lu( https://www.artstation.com/artwork/kzaKn) All the blockout was done using scluptris, this help a lot to define areas like ears and eyes, comparing with dynamesh I was very limited so defo the guys from Pixologic did a excellent job on it!! For the scales I decided to implement the new animal displacement maps from Texturing XYZ here: https://texturing.xyz/collections/animals XYZ displacement maps are incredible helpful as I can create the scales in almost no time. I hope you guys enjoy it as much I did. Still need to finish his accessories and textures, so more to come!

  • selahpoetic
    03-29-18
    Love this. Great Stuff. Do you have any timelapse of the creation? Thanks for Sharing.
  • zephrusprime
    03-30-18
    Super awesome work mate! Quick question-do you notice a higher CPU usage with 2018 compared to 4R8?
03-28-18

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I had the privilage to be part of the beta testing of the new Zbrush 2018. Thanks to the guys from Pixologic for letting me be part of it.Hope you guys ike it, playing with Project primitives is super fun

  • gabo1991
    03-28-18
    Just a great piece Marlon. Thank you for posting Organic Champ.
  • enishi
    03-29-18
    Thanks to you Paul for letting me be part of it!
03-22-18

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Likeness from actor Barkhad Abdi. I saw him already in a good bunch of movies...and to be honest, he has one of these skull shapes you want to analize. Couldnt help it Artstation: https://www.artstation.com/artwork/by5go

  • enishi
    03-23-18
    Many thanks guys!
03-14-18

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O-Ren Ishii - Lucy liu Artstation: https://www.artstation.com/artwork/Y0kqq Instagram: https://www.instagram.com/mrnunez/ Lately I have been studying facial anatomy a lot! Dig all the Scott eaton facial course + other tutorials I found and finally got to understand it better: Hope you guys like it!

  • enishi
    03-19-18
    @artist.ae609 thanks!
12-17-17

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Hi guys, Finalized likeness in Zbrush. First time I play with PBR renders. Hope you like it. C&C more than welcome! Artstation: https://www.artstation.com/artwork/vWgYa

09-14-17

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Cavity Mask + Inflate brush Would like to share one new layer I implemented on this character meanwhile sculpting and made a big difference in terms of breaking speculars and adding more variation. The idea is to have enough variation on the skin using the displacement maps from texturing XYZ. Unfortunately is not enough, that is why is needed some extra love on the skin, giving several passes. The new pass I implemented was "inflate". The idea is to bump certain areas where the skin is more dramatic, like cheeks and jowls. Eventually on the final render this extra bump helps a lot to break the speculars and give more realism. 1. Mask by Cavity 2. Blur Mask 3. Sharp Mask. I found out an extra sharp can help in certain occasions 4. With a very low Zintensity get the inflate brush and go around those areas where is needed.

  • alec2002
    09-14-17
    Oh man you just keep killing it, Marlon! Awesome work, keep it coming!
  • enishi
    09-15-17
    @alec2002 @CGPT Thanks guys!
09-14-17

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Hey guys, I would like to show you the last character I have been working on my spare time: Lord of Hate Sculpted in Zbrush, textures in MARI and Substance Painter, Hair in Ornatrix and render in Vray. Hope you like it: HD images in my Arstation: https://www.artstation.com/artwork/4gmzY

  • CGPT
    09-14-17
    Looks great bro ! loving it ! Top row work !
07-09-17

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Last practice to practice sadness face expression. Hope you like it https://www.artstation.com/artwork/Em0de

06-26-17

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281 Favorites and 131Followers.

06-26-17

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Would like to show you my last work for 3D print. Thor, "The worthy" This statue will be 3D printed as a 1/4 scale. Hope you like it

06-08-17

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Keeping with my anatomy studies decided to make a likeness from a famous actor Hope you guys like it Artstation: https://www.artstation.com/artwork/ymPeR

  • 3Dtoxic
    06-08-17
    wonderful anatomy its power !!
05-06-17

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The duck dive
Hi guys, would like to share my first anatomy exercise from a series. THe duck dive. ARTSTATION: https://www.artstation.com/artwork/omynk After spending 2 months studying anatomy with Scott Eaton's courses I decided to get my hands dirty. The idea is to be able to reprduce in 3D anything from a single ref image. Ref image: http://c.fastcompany.net/multisite_files/cocreate/imagecache/inline-large/inline/2013/06/1683132-inline-slide-2-surfrider-foundation-ads-combat-ocean-pollution.jpg It will be also a 3D print object for www.restation.co . A coliving/coworking space here in the Canary Islands. Hope you like it

  • Shanaynay
    05-07-17
    Absolutely wonderful work! Scott Eaton is a great tutor but you are the one putting in the hard work and effort! I love it!
  • Wyatt
    05-08-17
    I'd say you got your monies worth. Great result. The fingers clipped a little but that's an easy fix.
03-14-17

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03-14-17

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281 Favorites and 131Followers.
X-23 (for 3D printing)
X-23 for 3D printingCommission work for a 3D print project. X-23 will be printed as a 1/4 scale statue Hope you like it Artstation: https://www.artstation.com/artwork/wK9NX

  • Amir hossein
    03-14-17
    Cartoon Puz's great I like the warm breath
03-01-17

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Megan fox Likeness
Hi guys, this is my last work. A likeness of Megan Fox. The intention was to do something sexy and practice a more soft skin. As always used the displacement maps from TexturingXYZ Done in Zbrush, 3Dsmax, MARI, Vray and ornatrix.

  • Knacki
    03-01-17
    You are a portrait monster Really awesome. I tried to sculpt Megan Fox ages ago in Sculptris. If you allow me a tiny little crit, than I would say the eyes are too much tilted. They are like you did, but slightly less I would say. Other than...
01-27-17

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Replying some questions about the folds. The main folds are Marvelous Designer, but everything else is zbursh sculpt. I personally like to make a pass just with the standard brush on what are the memory folds, to explain better the story behind any cloth.

  • Incbyakya
    02-03-17
    What's the workflow for hairs, especially eyebrows?
01-26-17

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VrayDisplacementMOD + Arnold Shader I am getting a lot of request about the skin shader from Landa. You are going to find out how simplistic it was indeed 1. Get the Arnold shader for Vray here: https://github.com/ChaosGroup/vray_al_surface/releases Is still under development but on the last alpha version is already working nicely 2. The most interesting is the fact that Arnold shader behaves pretty much right from the beginning, in fact I ended up working with standard parameters from the begining 3. Plug your difuse, specular and glossiness maps on the slots 4. I personally played with both VrayDisplacmentMOD and the Arnold displacement. From this point, I got very bad results on the arnold displacment all the time, so using VrayMod is the best way to go! ENJOY IT!!!

  • ZB_holic
    01-26-17
    Everything is looks Perrrrfect !!! Awesome!
01-25-17

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Colonel Hans Landa fan art
Likeness study from Christoph Waltz as Hans Landa from Inglorious Basterds movie. ARTSTATION: https://www.artstation.com/artwork/vB5yv

  • wethand
    01-25-17
    this is more than awesome. one of the best i've seen... very inspiring and well deserved top row!
  • enishi
    01-26-17
    WOW, thanks Pixologic for the top row, I am very happy to see it featured. I will keep posting breakups on the character as there bunch of stuff would like to share with the community! Thanks for the support everyone
01-25-17

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How to retain division levels after panel loops
HOW TO RETAIN DIVISION LEVELS AFTER PANEL LOOPS Hi guys, would like to share with you one trick I found out during the process of my last character. More specifically about level divisions in a garment exported from Marvelous Designer.All of us knows the basic pipeline about using Zremesher and re-project the details into the new mesh. But in some cases you are requested to have thickness on the cloth. Well, to be able to do this you can use Panel Loops but immediately you will loose all your subdivision levels. I asked myself how to reconstruct the previous subdivision levels after the panel loop process. The answer is mathematics LOL. All is a simple to multiply your previous division levels number by 4, and apply the resulting number as the Loops on the Panel Loop operation. i.e: I have a cloth that I subdivided 3 times in order to project all the details: I delete the division history in order to apply Panel Loops, but set "12" as the loops should be generated during the process (3 x 4= 12) After that just hit "Reconstruct Subdiv" button, and you will be able to get down on the division level to the fist one. Now on division level 1 is easy to pose it, create UVs, etc.. Have fun

10-03-16

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Scarlet "The Witch"
Scarlet "The Witch" for a 3D print commission Artstation: https://www.artstation.com/artwork/0ZXOw

09-16-16

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Some people were asking about the displacement map workflow. Load them as Alpha > Invert in Vertical as Zbrush flip them during export Load the alpha in the displacement Adjust the value, most of the time low values around 0,3 do the job Create a layer and bake the information from each Channel into separated layers (Primary, Secondary, Tertiary) Adjust each layer until it looks right Create any new layer for imperfections, wrinkles and extra porosity details Once you are finish, in order to bake the displacement map I use Multi map exporter inside of Zbrush. Make sure you turn OFF EXR and the scale is set to 1. With the displacement map baked, in 3DsMax I add a VrayDisplacementMod on the lv1 OBJ imported from Zbrush. An amount of 1cm should do the job, though depending on the case I like playing with the SHIFT value too.

09-14-16

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I want to share my Zbrush pipeline to create busts. I call it the "The method of the Spheres" 1.Start with a Sphere and find the head volume and shape 2. With other spheres append Nosea, Ears and Eyeballs Pretty much already from this stage you should be able to see the character 3. Dyamesh it and remove gaps. Fix the volume and start with the anatomy work. 4. After it is where I spend most of the time. Likeness is very tricky and sometimes it can take some time to get it right. 5. For the high frequency details I used the displacement maps from TexturingXYZ. Very handy for the face 6. Remain body details are done with standard alphas I always make sure to work in layers so later on I can intensify any of the details in order to get a better displacement map. Check out the image below:

09-14-16

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Gandhi
Would like to share one project I started on January, but took me a long while as I was still trying to improve my sculpting skills in zbrush and shading techniques in 3DsMax. The idea is to recreate Mahatma Gandhi digitally, I hope you guys like it! HD images in ARTSTATION: https://www.artstation.com/artwork/3mz9E