background preloader

Zbrush

Facebook Twitter

ZBrush Helmet Design. ZBRUSH HELMET DESIGN with Joseph DrustThis video series has been formulated to provide you with focused, and easily digestible content with one purpose in mind, to create a futuristic helmet with ZBrush. Joseph Drust will take you through each phase of the design process, including Reference, Base Meshes, Procedural Processes, Sculpting, Hard Surface Detailing, and final surface detailing. Get Started with your lessons, and prepare to be wowed!

FINAL HELMET DESIGN CONCEPT VARIATIONS COLOR VARIATIONS TOPIC #1 REFERENCE1. Reference Introduction 2. Using ReferenceTOPIC #2 BASE MESHES1. Base Meshes Introduction 2. Creating a BaseMesh Check back regularly as we will be posting more videos, and topics in the weeks to come! ZBrush Helmet Design. Creating Shoelaces or Leather Belts. ZBrush tutorial: Monster-size sculpting tips from the BBC's Planet Dinosaur | ZBrush. Creating dinosaurs for a TV series can be a tricky process. In my experience, deadlines are tight and most of the time you only have one shot at getting the creatures right. But with some basic planning and forethought, you can focus on creating the creatures - knowing that they will fulfil all the necessary requirements - and facilitating any changes that may be required. Monsterous 3D modelling At Jellyfish Pictures, while working on Planet Dinosaur, it was decided that the theropods (I sculpted 27 of them) should have scaly skin, which can be time-consuming.

So I planned a quick and simple character pipeline that would ensure consistent style across all the characters and enable artists to follow the same style. This is an overview of the settings, brushes and steps we used to create the dinosaurs. ZBrush has been designed with creativity at its heart. Know your system Now save the file and see what size it is.

ZTools vs ZProjects Reference matters Sculpting basics 1. 2. 3. 4. 5. Layers Pose. Free IMM Brush - Airless tires by CIEI3 on deviantART. Jewelry Design in ZBrush with Tomas Wittelsbach. Vector Displacement Maps » ZBrush Docs. Vector Displacement in action In addition to traditional Displacement and Normal Map creation, ZBrush 4R3 introduces the option to create Vector Displacement maps. This map type provides the best of both worlds and helps your other software’s rendering engine recreate all the fine details originally found in your sculpture. About the Vector Displacement Maps To understand Vector Displacement, it is important to have a solid grasp of how traditional Displacement maps work. When creating a displacement maps, ZBrush compares your model’s currently selected subdivision level with the details of its highest level.

It then calculates a map that represents the differences between the two levels, capturing the details of the high-level sculpt. Displacement maps are generated as a grayscale image that uses the black-to-white intensity variations to push the rendered surface in or pull it out, effectively changing the silhouette of the model. Normal maps do not move rendered points. 1. 2. 3. 4. 5. 6.