I've been experimenting lately and no matter what I do, I always get bad Zremesh results for narrow geo i.e. adapt, curves, color density, scale the mesh x2-x4 Starting to wonder if there's even a solution inside Zbrush or whether I should just manually retopo the tips and weld them on. Any advice would be appreciated
Strangely; Now I am not having those problems. Mesh created by Zbrush Re-Topology tool doesnt crash Zbrush. Mesh that is imported from Maya to Zbrush is not inverted, nor it crashes the Zbrush. ....funny!! o.o
Here's some Zbrush stuff I've been working on... Here's a render made for a Zbrush Central Challenge, textures were made in zbrush using polypainting. Pinhead Zbrush screengrab: Chatterer Flash Frankenstein Ode to Giger
I just started learning zbrush and would greatly appreciate feedback and criticism on my character. This is the first in a series of attempts at a character using zbrush but this one is the first that is starting to look like a human.
Just about done zbrushing this head. Its supposed to be Ahhnuld! The only thing is I'm not sure how to do the hair. I looked for some zbrush hair tutorials but couldnt find anything useful... any comments??
I did do a little research on this. Having no luck reimporting a obj file exported from zbrush, into max, and then back at the lowest sub d. Read about Guruwave obj export/import, but the model still wont import. Morphix only seems to apply for two models in a scene already, so that wont work. Is there something Im missing…
10/19/23 Project II, Zbrush Bust Sculpt! A 3D sculpted recreation of CanaryWitch's lovely DnD character, a unicorn wizard. I put a lot of love and care into his appearance. I think I did him justice, for it being my first time in Zbrush. Sculpted entirely in Zbrush and rendered in UE5.
is it zbrush? my preference would be to do anything that requires a lot of transform manipulation and selections in a regular 3d program like blender or maya. You wouldnt need any special techniques to do it there other than just group feathers into layers so you can select them easy. If you set pivot point to the base of…