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PIXOLOGIC PRESENTS THE NEW Z BRUSH L EARNING S ERIES In this first release of the Z Brush L earning S eries you will learn how to use photoreference and ZScripts from Marcus_Civis to rapidly create detailed textures for characters. Starting with very detailed photos from www.3d.sk we project three views onto the model: side, three quarters and front views. Later, you can take these images into your graphic editor of choice and pick and choose what parts of each projection you like. Quicktime 7 required Please note: you must use the most recent version of Image Plane. Download it from the link supplied above. Please note that the textures shown in the movie come from www.3d.sk and do not come with the ZScript.
Please note: This tutorial uses ZBrush 2. PIXOLOGIC PRESENTS THE NEW Z BRUSH L EARNING S ERIES MODELING WITH YOUR TEXTURE In the second release of the Z Brush L earning S eries you will learn how to use your texture as a starting point for modeling. In this video tutorial you will see how to make the most out of your texture map and how to streamline your modeling and texturing process. In this video we look at a new approach to modeling medium frequency details. Instead of sculpting your details and fitting your texture map around these details you can use your texture map as a base so that your sculpt and your texture painting are perfectly registered.
Here’s simple eye region model with eyeball. Goal for this tutorial is to make few blend shapes for 4 position of eye and drive that blend shapes automatically as eye ball rotating. Also on the end of tutorial we will learn how to make expressions and rig to control rotation of eye over translation of one nurbs circle. First we need to make 4 blend shapes for all eyeball positions. For position where eye ball looking : up, down, left and right.
Organic Modeling Tutorial - Realistic Portrait Software used for this tutorial: Blender & YafRay + Photoshop (or Gimp) Bases of the construction of the model First of all, we needs some photographs of the subject which will be used as reference for the construction of the model.
Content: 1- Introduction 2- Pre modeling 3- Egde Planning & Topology 3.1- Human Face Topology 3.2- Topology 3.3- Modeling rules 4- Modeling 4.1- Polygon Modeling 4.2- Sub-D Modeling 4.3- NURB Modeling 4.4- Zbrush/Mudbox Sculpting Modeling 5- Common mistakes & tips 5.1- Eye areas 5.2- Eye balls 5.3- Eye lashes & tear 5.4- Nose & lip 5.5- Chin 5.6- Ears 6- Optimizing 7- Conclusion References: Books & DVD: - "ESSENCE: TheFace Modeling and Texturing" - Ballistic Publishing 2007 - "D'artiste: Character Modeling" - Ballistic Publishing 2005 - Gnomon Workshop tutorial DVD: " Head Modeling in Maya" Artists: - SoaLee - Max Kor - Steven Stahlberg - Maxwagyudi - Francisco A.Cortina Websites: - www.cgsociety.org - www.3dvn.com
1. These .rar files need to be un-archived (just like .zip files.) You may need a utility like Stuffit, WinRAR, or RAR Expander.
I started this project a while ago. It started as a commercial project for an animated TV show and my duty was to create a concept for a small village, focusing on its central square. One of the main spots was a café where the lead characters would gather before they headed off into new adventures in each episode.
Light: A very detailed article, in several sections. Part 1: The basics Part 2: Light direction Part 3: Natural Light Part 4: Artificial and indoor light