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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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03-17-19

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Wall-E
2019 is out but I still hanging with sculptris pro. a quick sketch about wall-e which is only used sculptris pro the rag doll reference I use)

05-21-17

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Worship Woman
This is a quick sculpting model I did for my jewelry client.

01-30-17

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progress 2
still in progress..

01-28-17

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so far...............

01-28-17

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Biological Dead Robot
hey z people, there is my new work which I really have no idea for about that design. this is rough zbrush sketching and I change it multiple times and I show it some part of it, as always thanks for any suggestion , offer and hints. this is in dynymesh mode for now and I hope complete it to merit.

11-07-16

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Elpha (3D Scan Project)
Hey. This is my secondry 3DScan project and I realize I should buy new DSLR camera..! here is th prosses: additional links: https://benixel.blogspot.com/2016/11/elpha-3d-scan-project.html https://3docean.net/item/elpha-elephant-statue/18705061

09-11-16

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pose-final render
Finally, I found free time to pose it and add some assets objects to get the final image. hope you guys like it

08-28-16

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texture process and get quick render
after Dynameshing, I use zremesher to get a clean topology, (actually use the quick default). so it's time to texture it, I use the polypaint. you almost can see whole the process. all texturing process is hand painting until to this part, so I use some map for a project the colors to achieving more pixel detail, you can find these maps into cgtexture.com. you can see more detail in texture. just quick BPR render into zbrush.

  • benixel
    08-28-16
    after that, I use the keyshot to get another render. there it is. of course, I use the photoshop for a final touch, but It's not completely done yet, I think I gave him some pose to get more...
06-20-16

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Flourish Guy
Flourish guy working in progress... Start to sphere as a dyna mesh this is xpose for see the subtools And here it is for now, I hope have enough time for complete it, It still in dyna mesh process... .........

12-08-15

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Mad King
ok,for next model, I chose a mad king.

11-29-15

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Benixel's sculpts daily
I decided to upload my sculpts daily in here, and as always welcome for comments.. start with this I called "there's no place for old guys toon"

11-23-15

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Texturing-shadering-rendering-output
Textures: 9.before I go to the next step, I just some touching my model and little bit enhance it with move brush, (just in case to know if you see lilibit changing). I start with solid color to filling my objects, (that's the first part I've always to use for texturing). after that using polypaint for texture, I really did't spent much time for texturing, just some skin pain for body having fun with wood, papers and of course some BLOOD..! :s -------------------------------------------------- Shaders: 10.that's part where I really would love for a long time to do, first, turn off all the zbrush main lights system,the reason it's because I want to simulate the 2dpainting's lights & shadows. (I know Louis David very well done in this part (it's not any wrong)) but I can still see some different direction shadows, I want to create light cap for each shaders separately, this allows me to have a separate control for specular and shadows in each objects. I created some customize matcap for my models, all objects holds "doubleshade1". the first mat cap which common for all, I created with matcap 2.5D brush as I use it in my reference image(can see it on first top post). another matcaps used for slot2, and combine all of them with shader mixer together, to get sightly result. -------------------------------------------------- Composite: 11.so now use the bpr for rendering, and don't for get to use bpr filters, they'are truly amazing, at last use the passes and composite them into photoshop. (the ObjID pass is't into bpr passes, you must do it manually). -------------------------------------------------- final Render: welcome to C&C

11-17-15

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finish modeling
6.For hanging fabric or cloth, I use a simple box for model that.usually for cloth sculpting I use the standard , dam_standard , flatten and inflat brushes. (layer brush lilibit in use..!) --------------------------------------------------7.As you can see I use the zmodeler and shadow box for create another assets.for ashtray, after zmodeler processes done, you can use dynamic subdiv, then turn the object into dynamesh,use the "insert sphere" brush in (Z) and (X) axis es symmetrical . and don't forget to hold the alt key.for quill use the simple cylinder, and deform it deformation tools, use trim for tip, dynamesh it, use the move and flatten brush for some curvy shape and beveling edge, and finally zremesh it. forget about the feather and knife, it's easy..! (zmodeler for knife and shadowbox for feather) -------------------------------------------------- 8.At last, append all the objects in to the main body part,and repose all the assets withtranspose tools, and don't forget to see reference constantly. TEXTURING AND RENDERING PARTS IS GOING TO PROCESSES. loading...

  • benixel
    11-18-15
    thanks jarvis, I google that and I'm very happy to see it, try to included in my work, as you say It's a good reference for that.
11-17-15

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The Death of Marat "WIP"
Hello Internets. I just decided to try master study in 3d application, as always my first choice are Zbrush, (and I want whole the processes to get it done in zbrush). The master piece I try to do is "The Death of Marat" by Jacques-Louis David. actually it's one of my best favorite historical painting. (Y). MODELLING -------------------------------------------------- 1.Start it with 8 head mannequin, remove all the lower part, adaptive mesh it ,and match it with the reference. what the first mistake I did. I matched it in isometric camera, but you must did it in perspective mode. I recommend it 25 aov. -------------------------------------------------- 2.Now start sculpting and don't push yourself to make exact likeness(20 or 30 minutes sculpting will be enough) , just make sure you have a nice and correct volume body,(Adhere to the principles of anatomy). you must be careful when you sculpting asymmetrically.! -------------------------------------------------- 3.Now it's time to working on the head, so pull out the head, unify it and use the zremesher symmetrically, use the dynamesh sphere for kerchief, after all of that insert the head. replace it, and merge it with the main body, and dynamesh it. -------------------------------------------------- 4.Do the same thing for hand, after that mirror it and repose the left one. don't forget to use the polygroup for each finger. -------------------------------------------------- 5.Make a simple plane and edit it with Zmodeler and sculpt it.I download the nice lace trim texture at www.cgtextures.com, after that edit and optimize it with photoshop, now loaded it as a alpha, and use "Make 3D" to make it in 3d object, finally array that in x axis and dynamesh it. -------------------------------------------------- ...