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Creating a Real-Time NPR (Non-Photorealistic Render) Material
Take an in depth look into creating a realtime NPR Material. Dive into custom editing of the Material Palette, Document Palette, Render Palette, and the Light Palette to create a material and renders of your liking!
Creating a Real-Time...Go In Depth with Folders & Folder Actions
Take an in depth look at how ZBrush's Folder system works, organize to your needs and discover Folder Actions!
Go In Depth with...ZRemesher 3.0 - DetectEdges
Let's familiarize ourselves a little better with ZRemesher's DetectEdges functionality. In this Lesson example, we'll take a gear model that has a triangulated mesh with no PolyGroups or no mesh ID, but has edges to help utilize the DetectEdges function. Once DetectEdges is activated, we can convert our mesh to quad based geometry, create PolyGroups, and most importantly retain our clean or hard edges. This function can assist with future mesh editing including Dividing and sculpting or features that utilize PolyGroups.
ZRemesher 3.0 -...Using the Universal Camera to Composite in Photoshop
In this Lesson, let's discover how to lock our camera in place across multiple applications using ZBrush's Universal Camera, create multiple render passes, and create a final composite inside of Photoshop.
Using the Universal...BPR Filters: Blueprints - Part 5
Part 5 - Blueprints Settings
BPR Filters:...Creating a Scene with Snapshot3D - Part 1
Part 1 is an introduction to building this scene, discussing and demonstrating how Snapshot3D works inside of SpotLight. We'll review importing, selecting, and loading alphas to SpotLight.
Creating a Scene with...
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09-16-09

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experiments in 2.5 d
hi! taking a break from the creatures for some good old fashioned 2.5d craft. Plan to make endangered species in this and other styles. Crits and comments are welcome. bird thumb.jpg bird ZBC.jpg

09-09-09

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Forest Tribe
01 thumb.jpg Hi! Thought I would finish this model before 3.5 came out. Want to add some weapon to this guy, but i think I will wait for the hard surface modeling brushes. Crits and comments are welcome. 01 for ZBC low.jpg

  • RawSunlight
    09-09-09
    Love the head!!! Another great alien creation... dare I say. more interesting than the Avatar creatures
08-22-09

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Some new work
Hi! I tried learning a little bit about render passes with this model. managing the lights, renders and tweaking materials was time consuming. But i kept petient. No polypainting in this one. the polypainting and the shader weren't getting along for some strange reason. So basically this is a Zbrush render with just the shader and a single color and the rest of the coloring and compositing of light passes in PS. crit and comments are welcome. thumb.jpg ZBC post.jpg

  • RawSunlight
    08-22-09
    Wow, that's a beautiful end result... great creature design too. Will have to give the cookie cutter technique a go and see what happens, just to find out for myself. Top work Cheers H
07-08-09

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A few tweaks
Hi! forget to mention that the earlier model was WIP. so is this one. It is challenging to do this. Sculpting a real persons face takes time. you have to keep seeing references and derive an essence because ppl look very different from picture to picture. the eyes aren't done yet. so the trademark shades are on. thumb.jpg MH WIP.jpg

  • aviani1983
    07-08-09
    whatever.its MJ.so full thumb for u to take him as a.challange
  • lewchico
    07-08-09
    scarily recognisable..worrying even.....
07-07-09

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MJ Rest in peace
A small tribute to a man who had been a source of inspiration for artistic excellence. michael.jpg

  • goast666
    07-07-09
    I'd say there are problems with the anatomy...but then again, it is MJ. Very nice sir.
  • manzarek123
    07-07-09
    Wow!, excelent job!, a CG tribute for the king of pop! that's great
04-27-09

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Hey there! I think you need to try a few settings in the Alpha> mres ( mesh density ), mdep( thickness ), Msm ( smoothness ), Dbls ( double sided) sliders. I set the Mres to the highest ( 256 ) to get a close match to the Alpha I import from photoshop. the smaller details do get smoothed out, but it is 90% accurate. import your alpha and try different settings to find something that best suits your design. You'll get a hang of it soon. Another tip. You can add a little inner shadow to your alpha in photoshop or whatever application to give a more rounded side on your Make 3d extract. thanks for stopping by and trying out this technique. Hope it works for you. Captain Sensible, thank you. inner shadow.jpg

  • A Lil Emo Girl
    04-28-09
    Oh wow. It worked. Thank you so much for the info. I did not even know you could adjust the Mres of a imported alpha. I get lost sometimes with all the options. but I am learning more and more with each visit to the forums and by watching and reading...
04-25-09

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Cookie Cutter Monsters
thumbnail copy.jpg evolution copy.jpg 2d to 3d, Cookie Cutter approach. Hi folks! I wanted to try this 2d to 3d approach for modeling for quite some time.I do like Zspheres but you need to be a little more patient to convert the adaptive skins they make into something you like. In this approach all I did was draw different parts of the character in profile in photoshop and convert them into chunks of geometry that I could start pushing around in Zbrush.This isn't the best approach, but it gets the shapes blocked out easily.Of course the topolgy is bad. Make 3d and unified skinning do create artifacts and produce the odd vertex that points out randomly, so there are both pros and cons to this. I will really appreciate it if someone could suggest ways to improve this technique. Steps: 1) Create 4 layers ( head, arm, torso, leg ) in a square photoshop file ( alphas in Zbrush should be square to avoid distortion), slightly smaller than A4. Draw using a hard brush. 2)Keeping one layer in PS on and hiding the rest, get each part into Zbrush separately using the make 3d button. Adjust the width of the extract depending on how much thickness you want( more for the torso, less for the arm and leg) 3) Rotate the arm and leg a bit . clone, append and mirror them. 4) Using Subtool Master ( makes things easier) merge the arms and legs so that you are left with 4 subtools. You can merge them all if your system can manage. 5) Start sculpting by activating Zaxis symmetry or whatever axis symmetry works. The advantage in this is that you get a good silhouette right from the start. The challenge then is in building the model from other angles, for which you have the clay, move, snakehook ( moves things faster ) and inflate brushes. Once again, I will welcome feedback on this and will be grateful for suggestions to improve this technique.

  • Sebcesoir
    04-25-09
    Very interesting technic actually! Thx to share!
04-05-09

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additions to the mouth
I made the fangs for the mouth separately with zspheres and added them as subtools. Added some WIP images too. with fangs upload.jpg fangs WIP.jpg

04-05-09

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Learning Zbrush: My sketchbook
Hi! Made this today after I told myself to stop browsing and start making something. C&c are welcome. upload.jpg

  • moonlitmaverick
    04-05-09
    Oh and this is WIP. I need to work more on the mouth and if I'll have the energy I'll add a body.
01-11-09

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Arab caricature
Hi...been using unified skinning on Zspheres and thought I'd post some work I did today. It is still WIP. there will be a full body added soon . C&c are welcome thumbnail.jpg composite copy.jpg

  • cresshead
    01-11-09
    nice one!...we don't see many toon/charicatures on the forum so i'lll be keeping an eye on the progress of your arab chap
11-13-08

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composite final.jpg sculpt render.jpg

  • Thriller Theater
    11-13-08
    Hey another first poster! Looks like a promising start, keep it up!
11-13-08

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First Post : Amphibious Creature
Hi! This is my my first post in the main forum. This is my own concept, and it was made from scratch within Zbrush( no intial sketch ). The result of the usual pulling and pushing and the happy accidents . Do forgive the tiny render. Didn't have much time to wait for larger renders. It has three subtools : 1) head 2) head flippers 3) neck and chest .Lots of compositing work in Photoshop after rendering with different materials such as clay, toy plastic etc, for diffuse ,specular and other effects passes. It is still WIP. Crits / comments are welcome of course. composite final.jpg

  • moonlitmaverick
    11-13-08
    Don't know how to get the thumbnail up there. so posting again, this time without the post inside message option.