ZBrushCentral

pointpusher Sketchbook (2 new VID onpage 31)

whay cant i be thsi fast ?:smiley:
Also how you do that cutting at the end of video, i didnt even know zbrush has a option like that.

Wow, that’s really good for a quickie!:+1:

Thanks guys. @ slocik, it’s the clip curve brush. Everything on the shadow side will be clipped away. There are some videos on youtube about it too. I like using that tool!

always inspiring to watch your new stuffs,the alpha loader is the thing that i used in 3.5 and need it for my $ version,thanks so much Danny:)

@3MM Check it out >> <iframe src="https://player.vimeo.com/video/18631505[/vv]

Good post Danny.
Super useful!

I really like the swirly monkey sculpt!

thx for the ui, but you delated too much from the old one, cant use it i keep missing a lot of stuff ;]

@ slocik, it’s pretty easy to add back whatever you want or make your own. For me, these are the tools I usually like to use the most when sculpting. Out of curiosity, what are you missing (Maybe it’s something cool I don’t use and I’d love to learn it)?

@kaisasose, You requested SV, you got it :slight_smile:

@monster_machine, the link works for me. Are trying this one: http://pointpusher.com/prefs/zBrush/

Here’s another quick sketch.

<iframe src="https://player.vimeo.com/video/26812943[/vv] ![Untitled-2.jpg|900x675](upload://vb7iJLZaaJ2YYnD3eZqXPja8jk6.jpeg)![ZBCThumb1.jpg|110x60](upload://sU9efCYd8qkW03p3Cqm7aQfDGZ4.jpeg)

actually like everything, i use everything form the basic ui and i added soem of my stuff ;D And i do use only move brush, clay brush, and one custom brush ;]

Anyway year 1h sculpts are amazing, you shcould upload some skill together with that ui rar ;f

Thanks man. It worked fine earlier, I just had to try it a couple of times. It was actually too large for my laptop screen, so I basically used yours to make my own. The materials and brushes you added in the link are really awesome though. Definitely keeping those!

Awesome dude. Sculpt is superb, as is the music. Nice one. :wink: :+1: :+1:

how in the world do you get time do all the stuff
man…ooooooocha you are rather a GOD at this stuff in her

so inspirational each of your work
every itsy bitsy of your work is a collectible for my treasury

i would love to have your workflow on gamemodels…please if you can:+1:

Yo man, just wanted to say all of your works are amazing, and all of the videos/streams are real inspiring. Plus it got me to order another copy of The Grind Date since I lost mine haha. Is there a set time that you do a live stream, or just whenever?

Hey, I’m new with ZBrush and was watching the video of the monster, so: how did you create the arms (legs and etc) and applied them on the body?
And what brush do you use? Only standard?

Thanks and really awesome models!

Thanks very much all!


@ V-Rag, They are not really attached. What I did was make them as separate sub-tools, then sculpted each piece individually. This was, if I don’t like the proportion of a piece etc. I can just delete it and make another, or isolate it easily. Obviously, this method leaves seams between the objects (the torso and arms for example). To eliminate those seams, you can:

A: Re-mesh All and clean up any seam areas on the re-meshed portion.
(pro: This is fast, and let’s you continue with sculpting)

(con: The model density will be even and the topology grid like all over, so finding a resolution that holds the details you’ve sculpted already without being too heavy to subdivide can be tricky sometimes)

or
B: (What I did) Keep the resolution of the rough sculpt very low, and merge subtools and use the clay brush across them.

(Pro: Because I know I want to combine and sculpt across pieces, I’m not too worried about getting each pieces subdivided to a high level, so I can keep things loose and save the detail pass until after I’ve resolved the separate pieces by retopologizing.)

(Con: You will have to look at your model with seams between parts for a while)

No matter which method above I choose (and there may be many others, these are just the two I commonly use), if this were a fiished piece, I would have to retopologize and project the detail from the rough sculpt to the new topology (to make a finished piece for animation, you’ll likely have to do this step, no matter what).

As for brushes, I use Move topological to mush the silhouette in to place, then dam standard to carve shapes in to the surface so I can see proportions and relationship without investing a lot of time. If I like those proportions I use claytubes, smooth valance (set to about 40% pressure) and clay tubes mostly.

I hope that helps some. If not let me know, maybe I can make a video about it :slight_smile:


Finally, some people have been asking about the base mesh for making busts I, and a lot of other people are using, I uploaded it here:
http://pointpusher.com/prefs/zBrush/
*** (Note, I DID NOT create this base mesh)*** It was downloaded from pixologic some time ago, and the teeth were from the gnomon free asset section. I’m not sure whom to attribute for their creation, but it wasn’t me.)

![bust.jpg|900x675](upload://9Th5WTQuEYliOYyyHhl3kfEn3pU.jpeg)

Danny, what have they been feeding you over at Dreamworks? you keep getting better man. imo no one has better expressions. we gotta plan something soon. its been too long. let me know what your schedule is like…

AWESOME!

How did you turn the head?
And how do you separate the teeth?!

Nice model! Loved it.

Agree about the sculpting. The ā€œmusicā€? Not so much.
I’ll just watch with the sound off. Thanks for the video!

Keep those videos coming. I learn so much every time I watch them.

Thanks so much for the generous sharing of your knowledge.

I really appreciate it.

Cheers.

Your style of art is interesting.