ZBrushCentral

New Sketch book and Beta

thanks guys it appreciated, I’ll definitely be doing more work like that in the future.
after playing in dDo for about an hour I decided to revamp my textures. the diffuse didn’t change that much (I didn’t really want to per se) but what the program is amazing at is giving great usable spec and gloss maps. though its a bitch to control… around 10k now. I lowered it a bit. might go ahead and finish this one

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an older model I finally think I’m almost finished with. EVERYTHING was modeled in zbrush. I didn’t touch maya once in the creation of the modeling of this robot boy. only brought it into maya for rendering. I’ll post somewhat of a tutorial soon if you guys want. you can see it develop a few pages back.

Great android.

Thanks man, I’m really happy with how its turning out :slight_smile:

just a test for a larger project, don’t mind the ears, they’re getting replaced and covered.

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I’ve come down with a wicked cough all of a sudden. I hate it. makes it impossible to sculpt. I cranked out this head that will be a full realtime character. going for more a stylized look this time. head detail on the texturing side of things. never really did a character like that before. everything is roughed in so please don’t judge yet

still trying to fight this stupid cold, oh well this guy feels my pain.

Cold? MAybe you should come to Greece. :smiley: Loved the last piece and almost everypiece here. I especially enjoyed your timelapse of the indian. Great sculptor!

Awesome modeling, and I’ve been checking out your work for years. A bit of constructive critique: if you studied ears some more you would make an immense step up with your models. Seems to me to be the only thing now subpar to the rest.
Cheers
Dmitrij

thanks guys, I’ll def do some ear studies soon.

sorry for not posting in awhile, I’ve been sort of going through some stuff…anywho I’ve finally found some motivation to sculpt tonight, so I didn’t want to waste it. Its really rough, about 2 hours in only because the entire figure is muscled in, I just didn’t want to show it without the rock stuff. just laying out the block forms and then I’ll go back in once I’m kinda happy with the overall flow. oh its going to be like a lava thing.

unique work, I really like your style!!!

Stunning work Matt.

Would it be possible for you to do a short video on your rock sculpting? I am having trouble knowing when to start details and you have so much detail for just being “blocked” in.

100 percent :slight_smile: I’m doing the same type of video I did on the warrior from a sphere on the previous page, for this rock creature. Im post it when I’ll all done. it’ll cover everything starting from the sphere itself :slight_smile: happy sculpting

Brilliant! Thanks for helping us new people out.

update:

and the beginnings of the diffuse texture (flat shaded)

A few people were asking how I did the blocking on the rocks on my rock creature piece I’m currently working on. I decided to put together this video of me sculpting all the plates on his character. The figure without the rocks was done from a sphere, using the same method as my warrior piece. This will be for a realtime model.

[youtubeHD]ESrdTWS2YTc&hd=1[/youtubehd]

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Looking cool Matthew!:+1:

playing around in maya, with the cgFx shader. model is 4k tris, normal, spec and diff, 2k maps. This is a viewport render in maya, shader is loosely based on one found in UDK. retopoed him, and redid the normal maps in topogun. I might still use xnormal for normal maps, even though this was fast. oh well just a rough test to see how topogun’s maps hold up. Color is getting redone fyi

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trucking along, marmoset render, 2k diff, spec, norm. 1k tessellation to break silhouette. about 4k polys :

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Awesome work buddy! Really I have not seen such a great work at so fast and so easily. I am a beginner in zbrush and would be thankful if I could get some tips from you sir. Cheers!

Sculpt freely and fearlessly. Don’t get stuck on one form for too long. Build up detail on the model entire, don’t focus on detailing one part and then jumping around. Learn to not use the undo button, and instead sculpt out details you don’t like. Also reference what you can before hand. If it’s for work always have the reference there, if it’s conceptual then study before hand and let your subconscious retain it as to suggest where the sculpt could go. Also learn the crap out of maya and polygonal modeling. It makes a world of difference when it comes to finishing a model. Oh and have fun, its only 3D :slight_smile: