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Zbrush 4 - all features This DVD will be for sale at jasonwelsh.com when I complete chapter 15. If you are interested in series and want a full high res copy that plays on both MAC and PC the DVD would make a great addition to you collection. For those that offer donations I would rather you wait for the DVD so that you get something out of the donation. The entire series will also be on youtube located here. Enjoy the series as it unfolds and I hope it enriches your lives a gets you interested in 3D as either a Hobby or a Student. Please do not turn your work into me unless you are my student watching the series. The number at the top of the videos stand for Chapter and Video number. Example 0103 is Chapter 1 / Video 3 I will be dumping the series on youtube as chapters 1-8 and then 8-15. So if you do not see any progression please note i will be hard at work with production during the second dump of videos.

ZBrush Hard Surface Techniques In this DVD, Instructor Mike Jensen goes into depth on many hard surface techniques in ZBrush. Mike starts off by explaining in detail many techniques like customizing the ui, creating meshes, brushes, and stamps. Next he then takes you through the process of creating an entire mechanical character and covers everything from starting with a concept mesh to creating a clean base mesh and detailing. This DVD is perfect for those who want to learn how to create hard surface characters inside ZBrush. About the Instructor: Mike Jensen is a character artist from the US who specializes in creating mechanical characters in zbrush.

Tutorials 3D World is the best-selling international magazine for CG artists, covering the fields of animation, VFX, games, illustration and architecture. Our team of CG artists and professionals provide analysis of latest trends in the market, artistic and technical advice, impartial product reviews, and exclusive behind-the-scenes articles on the making of key projects in this fast-paced industry. 3D World’s unique Advisory Board, which includes ILM’s Tim Alexander, Pixar’s Andrew Gordon and Ubisoft’s Pascal Blanche are on hand every issue to help with CG advice and career support. With over 10 years at the forefront of the CG industry, reporting on the latest movie VFX, with enviable studio access and in-depth video and step-by-step training, 3D World offers unrivalled inspiration and training every issue. Editorial Advertising

Darksiders demon thx guys I started out with a simple base in maya and then blocked out the details in zbrush. Whne I was satisfied I split him up att the shoulders, thighs, calves and feet to be able to work on the underlying surfaces and easier baking (if I want to make a low-res in the future) and rebuilt the topology at the same time. Then I just added some stuff that was prebuilt in maya and when the mesh was done I started adding some color and trying some material settings. he's holding 26 subtools atm.Edit: as for the head, I made one skull, copied and rotated to make a pile of them and then used the projection brush to paint all the skulls onto his face at once.

Download Center :: Matcap Library Welcome to Pixologic's MatCap LibraryPixologic has created a library full of amazing MatCap materials from ZBrush artists who wish to share their work with the ZBrush community. This library gives you one unique location to view, download, and begin sculpting with that unique MatCap look that only ZBrush can give you. Enjoy the search. Image Courtesy of Magdalena Dadela Close Learn how to create your own MatCap click hereLearn more about your ZBrush material click here If you wish to submit a MatCap for the library to be evaluated by the Pixologic Team please email the files to library@pixologic.com with the following information. 1. Please name all files accordingly: (artist’s initials)_(name of MatCap)_(two digit version number) Example: ph_daisies_01 Please no spaces, CAPS or special letters *If a material was created in MAC ZBrush 3.12 it will be tagged at the Download Now link.

How to Render in Less Time by Jaime Casanova Decreasing render time There are many ways for decreasing the render time of project, this tutorial will explain how I've textured, lit, rendered and composited my projects. This will be very useful for people who don't have powerful computers and also people that do. I will be using and focusing on Maya for this tutorial, but I guess every 3D creation software has some kind of layer and attributes system. About layers - part 1 Layer rendering is really useful, especially when you have many computers as you can assign different scenes to each one. At the beginning of your project, assign a layer to every model or group of models in your scene. About the Textures When I create textures, I try to work to a size of 1024x1024 files for full shots, medium shots and close ups. Transparency mapped materials and close ups will increase render time and combine this with ray-tracing and your computer will be very busy for a very long time. About the Lights Without illumination preview next page >

ZBrushFR Tutoriels_604_1 -4 : Vous allez maintenant éclairer votre scène avec un target spot, comme ceci : - Allez dans le panneau "modifier" en ayant sélectionné le spot.- Entrez comme paramètres : - Il faut maintenant que le spot éclaire à travers une texture pour simuler l'effet de la surface sur les rayons lumineux.- Dans l'onglet "Spotlight Parameters", cochez la projector.- Lancez l'éditeur de matériaux, puis, dans les paramètres du spot, cliquez sur le bouton à droite de map et choississez "bitmap", puis faites glisser ce bouton dans une des sphères libres de l'éditeur de matériaux.- De même que tout à l'heure, cliquez dans le champ "name", et sélectionnez le fichier caustic.jpg que vous aurez pris soin d'enregistrer sur votre disque dur. caustic.jpg - Si vous effectuez un rendu, vous devez obtenir ceci :

Making of 'Z14' by Exodo Digital Workshop Fig. 19 Introduction About 6 months ago, some guys in the company starting arguing over of a beer that it's impossible that a civilization that can travel 1,000 light years from a star, would come to earth and crash in Roswell. From this conversation we decided to produce, in our free time, a short film which will tackle the adventures of this event in the desert. This little critter here is the first of 5 characters that will be in the 4 minute long film. The first step after defining the story of the film was to develop the different characters. Modelling The main application used for the whole development of the character was 3ds Max. Having a cartoon character with a very dynamic personality presents several challenges when modeling because of the wide range and unexpected movements that it will require. Texturing All the textures were hand painted in Photoshop, separating the diffuse, bump, glossiness and specular maps. Lighting next page >

ZBrush 4R2 Betatesting By: Geert Melis "I bought a Porsche last year. Today, the new model came out and guess what... they gave it to me for free... full option and all... . How cool is that!!!!!!!!"I was awestruck when I started working with the new ZBrush - I needed to flesh out a new Beast character for "The Thin Veil of Reality" and with all these new features at hand it was a great experience. Go to tutorial

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