Hello all Zbrushers!
This is my first post on Zbrush but I have been playing with zbrush for almost a year now and i Love it!
Now have I decided to join this awesome forum so i can get cc to improve myself!
Hope you like it!
/Ludwig
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Hello all Zbrushers!
This is my first post on Zbrush but I have been playing with zbrush for almost a year now and i Love it!
Now have I decided to join this awesome forum so i can get cc to improve myself!
Hope you like it!
/Ludwig

Hello, here is a project I’m working on at the moment. It’s a music video project for some friends of mine. Here is two characters in the movie, will of course uploud the whole project when it’s done!
Made this character a few days ago but didn’t have any time for rendering. Tonight I finally got some spare time so I had time to render her out!
Hope you like it!
This started out as a quick doodle in my sketchbook, I liked the look of the guy so I decided to make him in zbrush. I wanted to explore how to export fibermesh to mayas xgen and also how to work with displacement maps from zbrush to maya.
It was a super fun project and I learned a lot!
It is rendered with Arnold but everything is sculpted inside of Zbrush. Hope you like him!
I’ve spent the last month doing a bit of anatomy studies. This is one of the sculptures, actually the only full model, the rest is just seperate body parts.
I did also spent some time in Arnold to get some good mood lightning.
Please feel free to give me any feedback on the anatomy or anything!
Cheers
more picutres in different angles can be found on my artstation:
Really great anatomy studies !
What is your workflow ? Dynamesh start ? Zspheres?
How high does your poly-count get for something like the ‘foot’ ?
Thanks for sharing !
DougE
Thanks alot @DougE!
I used different workflows for most of the pieces. The hand started as zsphere, foot and leg dynamesh sphere, and the full body started as a mannequine to get the feeling for the pose straight away.
But all of them ends up being dynamesh in the end, so I don’t have to struggle with topology while sculpting. I also used zremesher on most of them after a while, to be able to switch between lowpoly and high,
to make bigger adjustments.
The polycount ended up around 3 million to 10 million, depending on which one. The foot was around 3 million.
But I rendered in Mayas Arnold so I decimated all of them to be able to extract them to maya. Then the polycount was around 300 000 to 800 000 polys.
Hope it’s clear enough!
Thanks again!
Decided to sculpt this amazing concept by bogdan ( https://www.artstation.com/artwork/D2OZA ) hope you like my take on it!