Hello PC'ers. I have been using masking in zbrush with the drag rectangle stroke. However I find it drags the stroke around my model and sometimes even to the back. Is there a way I can disable this? Right now I am manually painting it out, and its a time consuming. Thanks.
Working a character for Contagion theory and got the main body in and figured I'd detail the head in ZBrush (and probably the body later) so heres a few progress pics... Z Sculpted head Test render in Cinema 4D using hi-res head model Normal map (Created/Viewed in XNormal) on lowpoly plus texture done in photoshop
My teacher was talking about Topogun and how easy it is to retopo any mesh. However I was wondering with Zbrush 4R4's new topo tools is the program worth it? Does it do anything better than Zbrush? I am starting to explore retopology in my next project and just wanted some input.
hey folks! This goes out to people working with the current versions of zbrush and mudobx.. Can you tell me something about how stable they are with very poly intense objects or models with many subtools or many layers or all together? Also IF the program crashes, are there some kind of autobackup features and how good do…
Been working on this Splinter Cell style spy character for the past week. First I made the base mesh, then brought it into zbrush and worked on it for several days, sculpting and polypainting. Then I retopologized the high poly to get a good low poly. I baked down from the zbrush model and worked on the resultant textures…
Hello! I am a character 3D artist and I've worked on different projects both indie and some unannounced titles of Ubisoft, Sony and Qualcomm. I have experience making stylized and realistic characters and creatures, outfits/armours, hair, props for games and short videos and 3D printing. I have knowledge of making basic…
Hey, I'll try desaurating the colours a bit and tone the spec down. Thanks. Hey snow, I created everything in 3DS Max. I just put it in zbrush to give it those tiny bumpy details. I've also just started learning Zbrush, this pillar is the 1st thing I've put into it. The way Iniside mentioned is the best way to do it in…
In zbrush he masked them using the grey alpha mask and used the inflate brush to raise those portions only in zbrush. The uv's were layed out in Max prior to exporting them to zbrush, you can see his base mesh it's the dense one and the uv's he's showing are his low poly cage IIRC. I also updated the post I had forgotten…
Wow, didn't even realize. Guess I'm going back to the drawing board for a bit before I start up again in ZBrush Probably should have mentioned somewhere that I'm not at a professional level yet. I'm currently still at college studying digital media design, but since the major focuses more on programming I've had to learn…
these are good crits, the ref i used is literally from the sprites from doom2 , so its not very detailed. And the doom2 model dosnt follow human muscle structure at all .. hence missing muscle groups ... but i did sorta try to add them in for the zbrush stage .... this it just a very rough start to zbrushing on the torso…