More …
Prop Creation
This Workshop will cover various ZBrush features such as the ZModeler Brush, Gizmo3D, Live Boolean, Dynamesh, and Surface Noise to create a bladed weapon prop. Swords and knifes are often created to accessorize models. Using ZBrush these weapons can be easily created for use as props for character models, conceptual artwork, or even used with 3D Printing for Cosplay or Product Design.
Prop CreationLive Boolean
Welcome to the Live Boolean Workshop! Here you'll discover 3 Lessons including examples of hard surface and organic Live Booleans, a step by step follow-along, and lastly how to use the Show Coplanar and Show Issues buttons when creating your own meshes.
Live BooleanGizmo 3D
Welcome to the Gizmo 3D Workshop! Here Joseph will cover how to get started and how to use the Gizmo 3D.The Gizmo 3D is a simple yet powerful tool within ZBrush, learn this along with it's sibling Transpose to become a ZBrush master!
Gizmo 3DThe Basics of ZBrushCore
Welcome to ZClassroom! If this is your first time using ZBrushCore, your first time coming to ZClassroom, or you just need to brush up on your ZBrush fundimentals, this is a perfect series to check out.
The Basics of...Head Sculpting with Steve James
Welcome to a six part Workshop completely in ZBrushCore, hosted and taught by Steve James. This series will focus on a head bust from start to finish. Follow along or use Steve's workflow to create your own character.
Head Sculpting with...Changing Languages
English isn't your language of choice, no problem, follow this lesson to find out how to change ZBrushCore's language settings.
Changing Languages
:D ;) :confused: :evil: :cry: :idea: :lol: :rolleyes:

Highlighted Forums

  1. toprow threads with more than half a million views

    Forum Actions:

    Forum Statistics:

    • Threads: 29
    • Posts: 22,325
+ Create New Thread + Reply to My Thread
11-24-12

4

3

thread gallery
23 Favorites and 39Followers.
Guys, again, thank you very much for all the kind words, that really means a lot to me!!! This one didn't made it to the profiling machine... It's available on my shapeways shop as a 3d print: http://www.shapeways.com/shops/selwy Best regards, Selwy

  • edjennings
    09-03-14
    This is so amazing! I like it man!
11-21-12

11

3

13

thread gallery
23 Favorites and 39Followers.
From a ZBrush model to a wood sculpture
Hey Guys, I would like to share some information about a production process I have developed this year, together with a local wood carving company (3DWood). We already use this production pipeline daily now, because it has so many advantages; and ZBrush plays a major role! (how could it be otherwise ) I'm going to explain the steps with the help of two models that are available on my website: www.ben-godi.com 1. Digital Sculpting ZBrush allows me to create and sculpt the model entirely on the computer; from concept to final sculpture. I'm able to change things based on client's feedback quickly, with no need of making laborious changes on a clay model for instance. What I have to keep in mind is, that the outcome will be a physical object and in this case, an object made out of wood. As you already know for sure, wood consists of fibers that growth in a certain direction. Therefore it's necessary to avoid thin parts that go across that wood grain. They break easily. When I work with different subtools, I always make sure that the meshes are closed and watertight surfaces and intersecting with each other. You can do that, by starting with a ZBrush primitive for your basemesh and turn it into a dynamesh. A dynamesh will always force a closed surface by closing holes automatically. 2. Preparing for 3D Printing When I'm done with sculpting, I make use of the "decimation master" plug-in and reduce the polycount. A super-highres mesh isn't necessary for printing. Most of the time I merge all subtool before I export the geometry as an STL file with the "3D Print Exporter" plug-in. I use Magics RP from Materialize to combine all shells to a single shell and to fix mesh errors, in case the model has any. Removing shells is necessary for giving your sculpture a wall thickness later on. You don't have to use an external application for merging shells. Merge all subtools to a single subtool in ZBrush and turn the whole thing into a higres dynamesh (with the project function enabled to keep your details). By doing that, you can get rid of the polygons at the inside of your model. In Magics RP I define a wall-thickness and perforate the sculpture, so the dispensable powder can be removed after printing. 3. Prototype and Production printing For production on the pantograph (see point 4 below) you need to work on a reference model that is at least twice as big as the final wood figurine. That's necessary for transferring all the small details to the wood and makes it a lot easier to work with, because you must trace the surface by hand on the machine later on. But before I order the big printout for production, I go for a small version, ideally the size the final wood sculptures will be, to see how the model looks as a physical object. Whenever I feel something doesn't look right, I go back to ZBrush and try to fix it (composition, balance...) I normally use Shapeways (www.shapeways.com) for printing. They have Z-Corp printers for a printout in Sandstone (works great for all prototype models) and big laser sinter machines for printing a very strong nylon/plastic. That's exactly what I need for the pantograph. 4. Production on the Pantograph (3d profiling machine) I fill the double sized plastic 3D printout with a special resin and mount it on a metal plate. Everything has to be assembled very strong to prevent it from bending or changing its position during tracing on the machine. The tracing itself isn't an automated process yet; you still have to do it by hand. And you have to be super careful. Oh boy, in a moment of carelessness you can ruin a whole row of figures! You start with some bigger milling heads for rough machining and switch to the smaller once for detailing. I use maple wood for my work. It doesn't change its color over the years and allow very fine details. 5. Finishing and Refining The figures that come straight from the pantograph look great but aren't finished yet. It needs a lot of sandpaper work to smooth the surface. I add details with my set of small carving knifes and boost the once that disappear during milling. Finally I paint the parts I want to be painted and add a thin layer of wax that prevents the wood from getting dirty. 6. The final product If you keep an eye on some production restrictions, (wood as a living material, the dimensions the pantograph allows, avoiding spots that are difficult to reach with the milling heads) the possibilities are endless! For more information, please feel free to visit: www.ben-godi.com www.selwy.com www.3dwood.com www.shapeways.com Kind regards, Selwy

  • Klicek
    11-21-12
    sir you just destroyed the system, brilliant!
  • robinalien
    11-23-12
    Great work, thank you for sharing! I wonder how much each sculpture costs you in the end. It is a great way to use the technology.
  • andrebarclay
    12-15-12
    What kind of wod did you use and how did you sand souch fine detail?
09-24-12

2

2

2

thread gallery
23 Favorites and 39Followers.
Some Hard Surface sculpting I couldn't resist trying out some hard surface techniques. All parts were directly sculpted in ZBrush 4R4 based on a concept of the amazing Andrew Ley (http://andrewley.cghub.com/images/ ) All in all, there are still MANY new features I haven't touched yet and I'm eager to explore what's possible in 4R4! Cheers, Selwy

  • rulonis
    09-24-12
    The works are wonderful, and the way wood carving completely surprised me. I did not know that this is possible. Unbelievable!
  • jingyantao
    10-17-12
    All zbrush finished it?She was amazing.
09-24-12

11

2

1

thread gallery
23 Favorites and 39Followers.
Dozens of Heads The following heads where all created in ZBrush 3.1 years ago. At that time no BPR was available and so I imported the finished sculptures into Mudbox for presentation - because of the real-time shadows and the "smooth surface" functions. (I promise that won't happen again ) Some of them are concept sculptures and pretty low res. I also head the chance working together with a local company on the wood bust project you see below. More information and many more heads on my website.

  • julien3d
    09-24-12
    Great sculpts!!!! For the first model i've often the feeling that arms looks too small in this position, don't know why... it's probably me lol... Anyways those models are awesome. I love the 2 full body women and the sit guy. Master pieces.
09-24-12

9

3

1

thread gallery
23 Favorites and 39Followers.
Boys and Girls
Hi guys, it's me, Selwy Believe it or not, I just updated from ZBrush version 3.1 to 4R4 this summer! (Yes, that's silly, I know... better late than never I guess) I went into traditional wood carving for quite some time (www.ben-godi.com) and didn't had a chance to keep up with the latest releases. And now, what do I find? Tons of new features and work flows!!! Basically I had to relearn how to use ZBrush But because of its unchanged structure and a very good documentation, it took me only about three weeks or so. And because learning works best by doing, I made some sculptures. Simultaneously I could review things I have learned during my time at the wood carving academy here in North Italy. My participation ended with me teaching the other students how to use ZBrush instead of carving. But that's another story! Crazy; it seems like everyone goes "digital" these days without exceptions... By the way, I have finally updated my website: http://www.selwy.com Boys and Girls I started with the same basemesh for all the characters below. For the textured guy I used QRemesher on a midres level, created new topology, projected the details back onto the new mesh and finished sculpting. For quick UV unwrapping I executed UVMaster as a push button solution - worked absolutely fantastic! With the help of Spotlight I roughly projected some reference images to the mesh and hand painted remaining spots. The images here are pure screenshots of BPR renders straight out of the ZBrush viewport. A modified version of the "old" SkinShade4 material was applied as shader.

  • ljabli
    09-24-12
    really happy to see your work again man ! i love it ! can't wait to see more . keep it up ! cheers
  • zber2
    09-24-12
    Wow! That is some incredibly nice work. You sure know how to capture a smile. Awesome!
01-12-09

8

11

2

thread gallery
23 Favorites and 39Followers.
"for the King" (nudity)
Hi, in December I had the honor to make a few models for Lee Perry Smith (http://infinite.cgsociety.org/gallery/). He gave me his basemesh and reference pictures and I did some sculptures and passed them on to Lee again for further shading, lighting, texturing and rendering. To complete this project, I did some personal cloth studies for one of the characters. The rendering turned out a little bit strange… (when I’m looking at it, a part of me is constantly willing to go down into the kitchen and make a sandwich or two…) I was a bit lazy on the clothes, but I preferred snowboarding than sitting in front of my workstation the whole day I wrote a short breakdown on how I did the clothes; nothing special. You can find it in the article section of my website (http://www.selwy.com/category/articles/ ) I have made one part of the robe and the brushes that I have used available for download. Let me know if you should have problems using them. As always, more info about the whole project on www.selwy.com By the way, this forum is a great place to present his own work! No one gives you a hard time when you show nipples and stuff… thanks for that (I just had to get that off my chest) Best regards, Selwy Ps: I’m available for freelance work Render_Complete.jpg Shari_Zbrush_final.jpg Sasha_Body.jpg Sasha_Head.jpg Jannet_Body.jpg Jannet_Head.jpg Meena_Body.jpg Meena_Head.jpg

  • 01-15-09
    oh man ! another great work from you ! amazing drapery !
  • Stellios
    01-22-09
    Your works are always so perfect looking, at least to me
11-30-08

7

7

0

thread gallery
23 Favorites and 39Followers.
DISUNION by Selwy (nudity)
Hey! This is a personal project I did to stay tuned relating to anatomy and the human body. I did the rendering in 3ds max with Vray based on a midres mesh and a few normal maps. For more info about the sculpting process, check my website: www.selwy.com By the way I want to thank all of you for comments, critics and all the emails I received after the release of my showreel a few weeks ago! Thank you! Best regards, Selwy Complete_Render.jpg Complete_Render_Front.jpg Model_complete_Screen.jpg Body_Full_01_Screen.jpg Arm_Screen.jpg Tentakel_Screen.jpg ps: I'm searching for a job as digital sculptor

  • Cadmium77
    12-02-08
    That is absolutely superb work. I'm in awe of it. And as a tiny note; I like the Zbrush UI setup you're using.
  • Ma_Zhao
    04-11-09
    thanks share ! great job !
09-28-08

12

8

1

thread gallery
23 Favorites and 39Followers.
Sculpting Reel 2008 by Selwy (nudity)
Hi, my name is Benjamin Leitgeb, aka Selwy and I have just finished my Digital Sculpting Reel 2008. I want to say a big thank you to the whole Zbrush community. I was a still reader for quite a long time. Thanks for all the amazing tips and tricks you share and of course all the wonderful sculpts that I find here every day! It took me quite a while to get the content together for my reel and it doesn’t turn out as good as I initially planned it, but anyway... Feel free to visit www.selwy.com for more information (sketches, concept drawings, Zbrush screenshots…). There you will find also a Zbrush sculpt of mine that I will give away for free. So if someone is interested, check the “free model” article in the articles section on my website. That’s it. I hope I will find the time to open a sketchbook tread the next weeks. Thanks and all the best, Selwy Download HighRes Mirror 1: 50mb (right click, save as) Download HighRes Mirror 2: 50mb (right click, save as) Download HighRes Mirror 3: 50mb (right click, save as) Show Reel on YouTube (very low quality) www.selwy.com Seb_Head.jpg Character_naked.jpg Susan_Head.jpg Character_Comp.jpg Seb_half_naked.jpg Susan_Comp_half.jpg John_naked_Comp.jpg John_Head_Zbrush.jpg Converse.jpg Susan_Foot_Zbrush.jpg www.selwy.com

  • Antropus
    10-01-08
    Very strong style and very good personality on your characters. Great stuff. I can't wait to see more from you. -Kris
  • alik8359
    04-28-09
    Hi, Very nice work. If you are looking for models that don´t move you can also try this www.female-anatomy-for-artist.com Have a nice day.
  • conceptman
    04-29-09
    This is real !! not graphic...