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ZBrush 3 Beta Images/zack petroc

hey Zack, beautiful work and design, your figures always has so much life and dinamic forms…fantastic.

Two questions or suggestion about your training material.

-Your gnomon DVD of sculpting the man human figure, is the best source for learning male anatomy figure that i have ever seen, have you though in make a female figure DVD?

-You show a fantastic figure in a dinamic pose in the first page, in your upcoming DVD, are you goin to also teach how to sculpt a figure in a dinamic pose?..if not can you also make a DVD of sculpting a figure in a dinamic pose…please… I have seen many of your figures in dinamic poses and they are GREAT :wink: .

Thanks and i will be waiting to see more of your great work.
Cheers

hey zack…i had a review on your Digital Maquette DVD last night…you are perfect in Anatomy and really fast…
you know, after sculpting we need Rendering…please share your knowlege of rendering and materials…GOD bless Y;)U !!!

another masterpiece from a master

great,looking forward for more works

hi Zack,

the first thing that came into my mind when i saw ur Frod rider is,

why did u shift from mudbox to zb3 ?

in volume 1 u used mudbox now in volume 2 ZB3
the final render [ the rider n the frod with it’s mask ] will b done in maya right ?

will there b any issues in the final render since the models r from 2 different sculptin softwares ?

i have gone through both ur gnomon DVDs n both r gr8.
i’m always exicted to go through ur trainin DVDs,
so when can i place my order for volume two.

i can hardly wait.

Top class work, great scuplting. :+1:

Yo Yalao- Thanks. I do have a female anatomy tutorial underway for Gnomonology.

The second volume of the Art Direction series will go through posing the froad rider in ZB, similar to how the first volume covered posing the froad and creature in MB.

skulll_monster- I’m working on a different way of rendering my designs. I don’t really like the cg quality I usually get with my renders, and I’m not interested in re-creating reality so hopefully I can come up with something a little more appropriate for my work.

3d_devil- There are a few reasons for making the switch. ZB and MB both offer unique approaches to design and character creation. I like to explore all possibilities to make sure I don’t limit myself creatively. I don’t like to make suggestions on how others should work, so instead I wanted to showcase this multi-software approach through my own workflow. I’ll talk more about this in Volume 2 of the DVD. Its important to remember that its about the design and not the software.

There will not be any problems with the maps. Its all just low poly cages and .tif files when the day is over. You can even take a ZB hi poly mesh and import it into MB to generate a map.

The next Volume of the DVD series will be released after the next version of ZB comes out. Hopefully that will be very soon.

Since these are digital maquettes and not production models I probably won’t be rendering them. However, I might make an additional tutorial for Gnomonology that covers this.

Thanks for all the great questions.

later,

Agree… and Volume 2 is even better, ive watched the whole thing and enjoy it like if i was watchin a Cronenberg movie… :slight_smile:

When you have that posed figure in ZB, how did you pose all those subtools at once? I.e The armor and the weapon are they posed separately?

Hey zack,

I really love your models!! Very impressive…
Now I have to back to my anatomy studies hehehehehehhehe

Hey Zack… When will you be releasing the new tutorials from gnomon? I read your section in the ballistic publishing character modelling 2 book. You have very slick designs. Your sculpting is top notch. I can’t wait to see you what you do next!

Cheers
Brett

Crossbones- The individual components were posed separately, i.e. the shirt, shorts, and arms. When it came to elements like the helmet, which included several subtools, I stepped down to the lowest level of division for each, exported the individual elements into Maya, grouped them, transformed the group, then re-imported each one of the elements back into ZBrush- one at a time. This way each element of the helmet snaps into its new position and stays in alignment with the other helmet pieces.

DiegoMaia- Thanks dude.

Brett- Thanks. For the second ZBrush centric dvd I’m just finishing the last chapter that outlines the process for creating the 3D print. Gentle Giant did a bad ass job on it so I look forward to sharing that with everyone. Lots of great potential. Here’s a sneak image of the final sculpt and 3D print.

[allFront01.jpg](javascript:zb_insimg(‘60462’,‘printSide01.gif’,1,0))

Because of ZB3’s ability to handle extremely high amounts of polygons, I was able to use it to combine the figure, Froad creature, and all the subtool elements into one Tool. In ZB3 I was also able to add an even finer level of detail to the mesh pieces and put all the final touches on the piece. This really is an extremely valuable design software.

cheers,

Attachments

allSide01.gif

printFront01.gif

printSide01.gif

Amazing.

Zack your my hero. Screw the technical details, I want to know how you come up with this surreal imagery? Great work as always.

Incredible!!

Wow! Very impressive.

Top Row.:+1:

What a wild concept! :+1: :+1:
Did you grab a bunch of pieces out of a hat or was this concept planned?

Thats crazy! Its a feast for the eyes. Its really cool seeing these all tie together. Your sketch of this character were really well thought out. Are you going to texture this as well? Or is that a surprise too? haha.

Cheers
Brett

Beautiful sculpture Zack.

killer, Zack!

your work it’s ablsolutely fantastic and we have chance to learn with pros like you