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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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09-09-18

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here are some more renders: Comments always welcome

09-09-18

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Smiley Buddha
Here is a little exercise I executed over the weekend . Zbrush and Substance Painter(irey)

02-05-17

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For this sculpt I started with a dynameshed sphere, then sculpted a cross between all known cats To finish it up I morphed it into a combo between cat and an amphibian.

  • vlad74
    02-06-17
    Thanks. You are right Mark. It is difficult to move from the Écorché stage to the next one.
  • AbbY-Art
    02-07-17
    Wooow!! didn't see this before...really great work and sculpt!
  • vlad74
    02-08-17
    Thanks Abby-Art. Appreciate it
02-03-17

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I did a scene with it. Its rendered in Keyshot.

02-01-17

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Did some polypaint and render in keyshot

02-01-17

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Amphibian Cheetah
This started as a creature exercise. Firstly I created a wild cat and then I morphed it to an amphibian cheetah . Will do some renders in Keyshot.

05-30-16

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Great response on my previous post here are so more angles:

05-28-16

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The wings were modeled using a ZModeler . Then I used the "Extract" tool to make them double sided To combine everything into one mesh I used Dynamesh Master. Then I used Zremesher to remesh the resulting mesh. Because I couldn't get enough resolution on the face I had to separate it from the body, remesh it and attach it again. A good trick to get considerably higher polycount when remeshing with Zremesher is to use Polypainting. I talso helped me to control where I needed more or less polygons( like on the wings for example). My next step was to transfer the details. I subdivided the new topology to 14 Mil polysand then used the mesh I had before it was Dynamesh-ed to get all the details I needed via “Project” option in the Subtool menu. Once I had it ready I continued to improve the muscle definition, adding details like folds, wrinkles and skin pores. It was a combination between manual sculpting, alphas and Noise Maker. The texturing was done in Zbrush too. First I established the main pattern and then via different type of masking and alphas I added more details. I relied quite heavily on “Mask by Cavity” and “Mask by Hue” . Mask by Hue was really helpful and gave the luxury to work individually on the patterns. My last step before sending it to Keyshot was the body hair and eyelashes. I masked the areas where I needed more or less fur and used FibeshMesh generate it.

05-28-16

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Here is a quick project overview. I hope somebody finds it helpful. My main idea was to refresh my knowledge about bones, muscles and their origins and insertions. First thing I did is to block basic frame of the skeleton using Zspheres . I also sculpted the main masses of the skull, rib cage and the pelvis. Then moved on to sculpting the individual bones. The brushes I usually use are "Standard"(when I need sharper tip I usually use the "AccuCurve" with "Focal Shift"around 80 instead of "Dan_Standard") "Clay" and"Clay BuildUp" and "Inflat" After I had the bones done I posed the model using the Transpose tools My next step was to create and connect the muscles to their origins and insertions. I also did some sculpting to get the main forms.

05-27-16

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close up: ________________click here if you want to see large size:_____________

05-25-16

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Thanks Mark. Yes I like him more without the hair. Here is another version.

05-24-16

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Here is another pass. I worked on the skin shader and texture. Rendered in Keyshot. .

05-19-16

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Here is another colour scheme which I like more. Btw all the texturing is done in Zbrush via different types of masking. Will do a quick tutorial at the end.

  • vlad74
    05-20-16
    Thanks Mark. This is a very helpful advice. In many cases the details distract me from the big picture.
05-19-16

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Another keyshot test. Next thing is to add some skin variation and hair stuff on some places. Feedback from the community will be appreciated.

  • vlad74
    05-19-16
    Thanks Mark. I had a scene in mind but let see if I have the patience. At least I will get him as real as possible.
  • boozy floozie
    05-19-16
    Hey Vlad, good evening to you Sir. A scene you say?!! in which case I would suggest thinking like a painter and not a sculptor from this point on and let your details be guided by the whole. Boozy
05-18-16

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First pass of texturing of this guy:

05-15-16

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I think I will start texturing this guys. Here is a b/w render. Any c&c welcome

  • vlad74
    05-17-16
    _____________________
05-14-16

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another Keyshot render from the back

05-13-16

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The guy above is a part of a little scene I have been working on. The good guys is quite basic at the moment.

05-13-16

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clay render

05-12-16

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I started adding details and growing some hair on this guy.

05-10-16

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Thanks Fonty. For the wings I started from simple one sided plane which I stretched and pulled until I got the desirable shape. After this I used the "Extract" function in the "SubTool" toolbar to get a double sided mesh. There you can control the thickness of it. Once I had all parts of the body I merged and dynameshed them so I had one solid mesh at the end. At this point I duplicted it so I have a mesh to project from. My next step was to Zremesh the body. I did this but because I couldn't get enough resolution to get face's features I separated the body and the head and Zremesh-ed them separately then merged them again . After I had the body with a nice topology I subdivided and projected the details from the dymaneshed mesh. I have attached some screengrabs so you can see what I mean

  • Fonty
    05-10-16
    Ok vlad mate cheers helps alot thanks again,i see ya in london i come from there was born in walthamstow many many years ago lol,dont live in london anymore though not a nice place its a **** hole now,anyway thanks again
  • vlad74
    05-10-16
    No problems Fonty - Im always happy to help. I know Walthamstow - we almost moved to Epping some time agoHave been in London for the last 15 and something years. I still love it although we are moving out soon .
05-10-16

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quick keyshot render

  • Fonty
    05-10-16
    Nice one vlad,can i ask how did you get the wings so thin,im doing a dragon at the mo and need to know as to use the sss in keyshot,i have the material made for it cheers
05-09-16

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close up

  • boozy floozie
    05-09-16
    I think he's looking fabulous Vlad - almost like a demon by William Blake. I can imagine him swooping low over a lake in the moonlight.
  • vlad74
    05-10-16
    Thanks Mark. You are right . It can be something out of William Blake's poem
05-09-16

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Flying man
Hi guys . This is personal project I have been refreshing my anatomy knowledge in my spare time - especially bones and muscle origins and insertions. While doing this I came up with this guy I have modified some of the bones/muscles to get a better flow. Below you can see the steps I went through. Still a wip

03-27-16

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another try to break the silence

  • dingle001
    03-27-16
    Great work. Your mashup of anatomies is carried off very well and your subtle color choice is reflective of the rock surface he is perched on. You could try pushing the colors I guess just to see what it looks like. This guy has all kinds of...
  • vlad74
    03-28-16
    Thanks for the nice words Dingle001. Thanks for the suggestions. I can play with it a bit more if I have time.
03-26-16

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I rendered another angle:

03-26-16

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I added some saturation:

03-25-16

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Chameleon
Hi guys. Here is my latest work. Sculpted and painted in Zbrush. Rendered in Keyshot 6.1. Final touches in Gimp and Photoline. I hope you like it.

03-23-16

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Stages ...

  • vlad74
    03-23-16
    ... and time laps of part of the process:
03-22-16

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and a Kesyhot render

03-22-16

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Added some more details

03-21-16

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Some Keyshot renders

03-20-16

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Here is another scene. I sculpted the chameleon man and the rock and added one of my old sculpts(the tribal man).

03-11-16

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Some Keyshot 6 renders:

  • nebular
    03-11-16
    The anatomy is perfect. Everything that pops out under the skin is very realistic. But the skin intself, lookslie like gooseflesh in some places - likie legs. Too much noise there I think.
  • vlad74
    03-11-16
    Thanks Nebular. This the the best I could get from Keyshot. I haven't got any textures, so I didn't pay much attention to the surface look .