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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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04-28-19

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Robot detailing BPR (WIP)
Forgot to add this image for comparison...

  • Thijs de Vries
    04-28-19
    Looking good! That's a really nice soft metal look you've got going on there. Nice balanced amount of detailing too, looking forward to see the entire character done!
  • Bosh
    04-28-19
    Cheers man, appreciate the feedback. It's been really tricky to get the specular/roughness of the metal looking how I want it although the colour has been the hardest part so far. The image I'm working from (a Matt Dixon illustration) has loads of...
04-28-19

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Robot Material Testing (WIP)
My mission to understand the ZBrush to Arnold via Substance Painter workflow continues! This is a test render of the robots head to see how the base material is looking (the eyes will be glass in the final render). Last night I spent a few hours trying to learn how to bake sculpted detail into a normal map for use inside of painter. For this project the material will be really important because the model itself is very simple and is made of almost all one material. I want to give it loads of character so most of the colour and roughness is hand painted, I want to avoid falling into the trap of relying purely on procedural stuff. I sculpted all of the metal imperfections inside of ZBrush so that I'm not purely relying on the material itself to drive the overall look. This is just the base material, there's still alot of subtle tweaking to do but so far I'm pretty happy with how it's going. Now I know what I'm doing (sort of) I'll be finishing off the body and posing it tonight so that I can spend more time getting the materials looking how I want them. I'm posting this so that I have some kind of record of my development that I can refer back to but would also really appreciate any feedback

04-21-19

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Robot (WIP)
This is a quick test render of a robot based on a Matt Dixon illustration to see how my new model is shaping up. I've decided to model something slightly more complex that I can have fun texturing, my main aim is to figure out the process of taking a model from ZBrush into Substance Painter and then rendering it in Arnold/Maya. I'm figuring out Zmodeller so wanted to do some hard-modelling but had to take it back into Maya for some parts where I'm more comfortable manipulating the polygons. I need to tweak some proportions and then sculpt some fine detail to give him some character then I'll see how I get on with the texturing. Peace

04-17-19

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Bust Render
Finally found time to finish figuring out displacement maps and Arnold/Maya. For this mini-project I had 2 main goals: work on producing a cleaner sculpt in Zbrush and then to nail down the workflow from ZBrush to Maya for renders. I'm really happy with the workflow now, it gave me a few headaches figuring it all out but I'm glad I did. My next goal is keep pushing on with my sculting and to learn to integrate Substance Painter/Designer into my workflow, I've used them before with hard modelling in Maya and love the results but not tried to take a detailed model from Zbrush into them yet so will have to figure it out. Cheers!

04-15-19

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Stern Man (WIP)
Here's a quick BPR render of my latest sculpt. This time I've been focusing on cleaner lines and a more polished model. It's based on a Kevin Keele illustration, he's an awesome artist, check him out. It started as a speed sculpt but I decided to spend some more time tidying it up. There's lots of things about this sculpt that I'm unhappy with but I've learned alot and am starting to feel really comfortable using my tablet with Zbrush. Tomorrow (if I get time) I'm planning to finish it off, retopo and UV it so that I can take it into Arnold/Maya for some better renders. I've been really struggling with the workflow for taking displacement from Zbrush to Arnold but earlier today I cracked it, woooohooooooooooooo! I swear I could've punched the bloody sky when it worked. Peace

  • MetinSeven
    04-16-19
    Nice sculpt! Kevin Keele is a boss indeed.
  • Bosh
    04-16-19
    Cheers! If my daughter decides she actually needs sleep at any point this evening I'll be taking it into Arnold ������
04-02-19

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Render Test
Final test, time to move on.

  • Bosh
    04-02-19
    Thanks for the kind words @Tritt! I really enjoy learning the technical stuff but I was finding that weeks would go by without me actually creating anything so it's been really refreshing to just sculpt for a bit and not worry too much about anything...
  • Tritt
    04-02-19
    Yes indeed, a lot of very talented people on this board. I know how you feel, always intimidating. As an art director, I learned over the years to not be intimidated by artists that were better than me. Instead, I utilized their talent to make my vision...
04-02-19

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Bust Render Testing
Just testing some render settings before moving on to a new sculpt.

04-01-19

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Bosh's Sketchbook
Hi All! So... For the last year or so I've been learning to model in Maya, then I discovered Zbrush. For the last couple of months I've been wrestling with it, trying to learn it's mysterious ways and I finally feel like I'm getting somewhere. Recently I've been getting bogged down in the technical aspects of modelling and decided to go right back to basics and just sculpt. I've been so inspired by the amazing images on this site for the last few months I thought it was about time I posted something myself. I found some amazing illustrations by an artist called Kevin Keele, he draws lovely stylized characters so they're perfect for sculpting. To keep things creative, fun and simple I gave myself 3 hours to create a model and sculpted with just Dynamesh and two brushes (clay buildup and Dam Standard). When I finished the model I used a couple of the clay brushes to add a bit of texture, rendered the model in Zbrush and tweaked it in Photoshop (I really need to learn how to composite images properly). My next goal is to learn how to carry the high frequency detail of a model into Arnold/Maya so that I can have a mess around with some procedural materials that I've been creating, so far I've had mixed results but will keep plugging away at it. Anyhoo, enough of my waffling, here's my render, feel free to point and laugh or offer feedback. Cheers! Bosh.