Imagine a world where there are no polygons. It’s easy if you try. No nurbs below us. Above us only our own creativity. Imagine all the artists simply creating for today. Imagine there’s no topology. It isn’t hard to do. Nothing to divide or subdivide for. Imagine all you had to do was be the dreamer, would you really care about how a bunch of lines are spread over the surface of your model?
Francois Rimasson recently posted a thread at ZBrushCentral that I missed. It shows a really cool workflow that we have experimented with before and shows some really interesting potential.
In this video, Francois performs the following steps:
Paints a black shape on a 3D plane
Selects the MRGBZ Grabber tool and grabs a section of the 3D plane
In the Texture palette, press Texture: Make Alpha
In the Alpha Palette, press Make 3D
Select the new model in the Tool palette and then sculpt
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.
As often as possible I keep to a routine of sculpting one head or object as soon as I get into the office. It keep me fresh with ZBrush and I always learn something…
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.
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…
David Giraud posted some great new videos about a month ago at ZBrushCentral to help users get familiar with his working process. Since I missed them then, I wanted to share them with the community today…
In case you have missed it over the last few months, Arran J Lewis has put together a fantastic thread at ZBrushCentral showcasing his anatomy studies.
In this thread he sculpts the entire skeletal system and provides very detailed information regarding the nuances of the human figure.
Hello! Here is a collection of digital maquettes that I have created recently. Each figure uses the DemoMaquette.ZTL.
The goal of each of these maquettes is to establish the basics of the pose as well as to learn more about the structure of our bodies. Each pose teaches me something that I didn’t know before…
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.
Fatmiri Gjevukaj, also known as Kosova at ZBrushCentral, recently posted a series of images at ZBrushCentral used to visualize his digital sculptures in real-world materials such as bronze, wood and marble…
Today, we released a ZBrush plugin called Transpose Master. Transpose Master or TM, for short, allows you to pose models with multiple SubTools by creating a TPose Mesh….