background preloader

3D Stuff

Facebook Twitter

ZBrushWorkshops :Digital Workshop for Artists. Learn sculpting and Anatomy through specific workshops and live classes created by Ryan Kingslien for ZBrush Community. The Thin Veil of Reality. Character Assets Update #3: "Picatinny" Rail Creation - Video Parts 1, 2, 3. Since the release ZBrush 4R4, we've presented more than 20 ZClassroom videos that are available at ZClassroom at Pixologic.com.

Character Assets Update #3: "Picatinny" Rail Creation - Video Parts 1, 2, 3

We are delighted to add to this list another set of movies created by ZBrushCentral member Joseph Drust aka Piggyson.About Joseph DrustJoseph has over ten years of experience working in the video game industry as a character artist with a focus on modeling and sculpting. He has created character assets for games including Ghost Recon, Splinter Cell: Pandora Tomorrow, Ben 10 Alien Force, Earth Defense Force: Insect Armageddon, and most recently Ghost Recon Future Soldier.Joseph currently works as a lead character artist for Ubisoft Entertainment (Red Storm Entertainment) in Cary, North Carolina.

Tutorial: Hard Surface Texture Painting. 3ds Max Illustrator specializing in CG lighting, materials, and rendering.

Portfolios+Articles

3D Max. Rat From Scratch - Part 1. ZBrush. Blender. MAYA. MudBox. Ten24 - Human Photo Reference and Textures for 3D artists - Catagory Reference / Training. This the first in a long line of photographic reference libraries that were going to be offering. Shot using the latest canon EOS 5D Mark 2, this collection offers far more than just simple texture reference each photograph has been processed to remove unwanted reflection highlights, although we are aware that these are useful for creating bump and spec maps so we have supplied both versions of the image. We have also created a set of modelling sheets featuring fully aligned reference, perfect for use as modelling backdrops. Also included is a set of huge full body 50 mega pixel images. Where possible we have created symmetrical images to help with the modelling process. Download Contact Sheet Download full resolution samle 3728 x 9338 px.

Creative Crash : High Quality 3D Models, Scripts, Plugins and More! : Drew's Digital Art Tuts. 2 » Videos. Polygon hair – Making of Pink Assassin - Computer Graphics. On this project I used C4D for modeling and scene setup, ZBrush for sculpting and texture painting as well as fryrender for material creation and rendering. I also used the plug ins “paintonsurface” and “splinespread” for C4D. My intention was to create a character with personality, who looks like she had lived, and tell a story just through her face and not through accessories. For the head and the upper body I used common box modeling (no special techniques here), and did a retopo for the clothes with paintonsurface to get an even mesh of quads. The zipper has been modeled in a very simple way with primitive nurbs objects. The zipper parts have been placed with the splinespread plug in which allows (besides many other functions) to clone objects along rail paths.

Mainly I used for sculpting the standard, flatten, clay, smooth and move brush. While all this work you should always have photo references in sight. The next step was to create the textures for her face. Pullin shapes - Roadkill UV Tool. Quality of Life Enhancement Device for Computer Artists Roadkill If a good proportion of your life is spent texture mapping polygon meshes, then you should probably install Roadkill.

pullin shapes - Roadkill UV Tool

The latest version is a standalone application that can be called from Maya, 3DS Max and now Softimage XSI (link is currently dead). Have a look at the first Roadkill example movie to get a good idea of it's usage. If you find this software useful please tell us and provide links to example images. Stand Alone Application. Load and Save OBJ files, Live Unwrap, Live Pin and Pull, Show Polygon Stretching, Topological and Loop Edge Selection. Roadkill 1.1 Manual by Andy Swann (please mail me if you spot any errors) Human Skin - the Mental Ray Subsurface Scattering Fast Skin shader by Philippe Le Miere. Subsurface scattering is light passing through and diffusing within a thin translucent material.

Human Skin - the Mental Ray Subsurface Scattering Fast Skin shader by Philippe Le Miere

Human skin is an example of such a material as it is made up of many thin translucent layers. A Subsurface Scattering material is ideal for re-creating skin in 3D computer graphics and is why the Mental Ray Subsurface Scattering Fast Skin shader was specifically created. Ordinary Shaders To compare the benefits of using the SSS Fast Skin shader, a model of the human head was set-up with a three point lighting system and a Phong material. The result is a plastic like artificial look due to the harshness of the shadows. The model has been setup to use three Mental Ray area lights, as they produce softer shadows. The default SSS Fast Skin Shader.