February 18, 2008
By Ryan Kingslien in Artist's Series, sculpting | 227 comments

In this article I want to sum up a few posts where I show one way to work with image planes to block in your model.
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February 14, 2008
By Ryan Kingslien in Artist's Series, sculpting | 1 comment

In this article we will use Photoshop to create the planes that we project onto our model in ZBrush.
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February 6, 2008
By Ryan Kingslien in Artist's Series, sculpting | 7 comments

Blocking in your sketch, your sculpt and/or painting has been a time honored practice for centuries. This post continues the exploration of using photographic reference to learn more about structure and quickly rough-in a model.
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January 25, 2008
By Ryan Kingslien in Artist's Series, sculpting | 5 comments

Using background reference is very important to getting the most detailed and accurate model possible.
In this tutorial we will look at how you can set up an image plane in Photoshop(R) and then how to bring that into ZBrush using the ImagePlaneX.ZTL that ships with ZBrush.
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January 16, 2008
By Ryan Kingslien in Sculptor's Notebook, Artist's Series, sculpting | 4 comments

When we sculpt in 3D we are often moving all around the model as much as we can. This is an important habit to get into. Unlike a sketch, we do not work solely along the Z axis of the model. We work in all three axis of the 3D model.
However, we can use some of the techniques of sketching to help us block in and establish the shape of our model. It is this way of approaching a quick head sculpt that I want to talk about in this post…
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December 19, 2007
By Ryan Kingslien in Artist's Series, Transpose, sculpting | 4 comments

In this video, I explore a new pose using the DemoMaquette_Male model.
I begin with the vague idea of some sort of Don Quixote. The general idea, though, is of a man staring off into the void in search of something…
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December 13, 2007
By Ryan Kingslien in Artist's Series, Transpose, sculpting | 5 comments

Maquettes can be 6 inches or they can be 6 feet depending on the final size of the sculpture or building. They can be made from clay, foam, cardboard, plaster and whatever else you can imagine.
In this video we explore creating digital maquettes using Transpose.
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December 10, 2007
By Ryan Kingslien in Artist's Series, sculpting | 6 comments

In this video we use MeshInsert in the Geometry sub-palette to add the braid from our previous video tutorials here to the DemoHead_Female model.
We also Transpose the final model using Transpose and topological masking…
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November 28, 2007
By Ryan Kingslien in Artist's Series, sculpting | 19 comments

One of the interesting things about being an artist is that you get to ask people strange questions and have a fairly legitimate reason for it. For example, “Would you hold still while I stare at you for, oh, I don’t know, say, 5 days?” If you weren’t an artist than that question would have an entirely different meaning, right?
So the other day, I went around to some of the girls in the office and asked them how to braid hair…
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November 26, 2007
By Ryan Kingslien in Artist's Series, sculpting | 6 comments

This is the second installment of the Sculpting Hair Series. In this post we continue to keep it simple, or sorta simple, and focus on the basics of using the Clay Brush and Slash2 Brush to build up and then refine our forms.
This time to mix things up, I use an alpha from Aaron Sim’s Alpha Library…
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November 22, 2007
By Ryan Kingslien in Artist's Series, sculpting | 605 comments

Sculpting hair can be easy and sculpting hair can be hard. This is the first in the Sculpting Hair Series.
In this installment, we start out easy by sculpting a basic bob cut. However, in this basic hair style we will be able to explore one of the many possible ways to abstract and define hair…
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