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Create A Stylized Character With Maya And ZBrush, Sculpting The Clothes

Create A Stylized Character With Maya And ZBrush, Sculpting The Clothes

This entry is part 2 of 1 in the series Create A Stylized Character With Maya And ZBrush

In part two of the stylized character creation series, we’ll export the clothing base meshes created in part one from Maya and import them into Zbrush. Where we’ll sculpt in the cloth’s wrinkles and folds.

In this new multi-part tutorial series, Shaun Keenan shares the techniques and workflow he uses to create characters using Maya and ZBrush. In the first lesson Shaun will demonstrate basic blocking techniques to quickly build a sculpt-able base mesh for the character’s clothing, which will then be exported to ZBrush for detailing and refinement in part two.

A Brief Introduction To Working With Zbrush’s GoZ Plugin
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A Brief Introduction To Working With Zbrush’s GoZ Plugin

In today’s tutorial you’ll get a brief introduction to working with GoZ. The Zbrush plugin that allows you to work seamlessly between Zbrush and other leading 3D modeling applications such as Maya, 3D Studio Max, Cinema 4D and Modo. In this lesson you’ll learn how to setup GoZ to work with your application of choice, and how to keep mesh edits intact when transferring your model back and forth between programs.

A Basic Introduction To Working With ZSpheres In ZBrush 4

A Basic Introduction To Working With ZSpheres In ZBrush 4

In this tutorial we will study how "ZSpheres" works in Zbrush 4, and how they can help you in production. Probably one of the more unique features of ZBrush, ZSpheres allow a ZBrush user to create a base mesh with clean topology and then convert it into a sculpt-able model. A ZSphere starts out with a simple sphere that you can extract from until you have the basic shape of the model you want to sculpt on. So lets see how it works!

“The Warrior” Part 2 – Retopology In Zbrush

“The Warrior” Part 2 – Retopology In Zbrush

This entry is part 2 of 2 in the series Warrior

In part two of the Warrior tutorial, I’m going to explain how to change the meshflow of the model we created in part one. Since the mesh has been created using zspheres, the meshflow of the model is not good enough for the rest of the pipeline. So in this part we’ll look at how to correct this using the ‘Topology Tool’ in Zbrush.

“The Warrior” – Part 1

“The Warrior” – Part 1

This entry is part 1 of 2 in the series Warrior

In this tutorial you’ll go through the entire character creation pipeline using Zbrush, Maya, UVLayout and Photoshop. We’ll go through the whole process of creating the “Warrior” character including texturing and rendering with Metalray. This tutorial is divided into 8 parts and in the first part, we’ll start blocking out the character in Zbrush using Zspheres.

Sculpt a Lifelike High-Poly Rhinoceros in ZBrush

Twice a month we revisit some of our reader’s favorite posts from throughout the history of Cgtuts+, and today we have an amazing Zbrush post by Daniel Holden. This tutorial was first published in August 2009 and provides a great look at using Zbrush in your game workflow! Let’s take a look…

Sculpt a Fantasy Mushroom Man in Pixologic ZBrush

The digital sculpting of compelling characters can be one of the most exhilarating and rewarding experiences in CG today. Due to the very powerful and feature-rich 3d applications used to create this type of art, however, it can also be one of the most daunting skills to learn. In this beginner/ intermediate level ZBrush tutorial, we will take a detailed look at sculpting a Mushroom Man character using only the program’s default tools. Sculpting, retouching, and building a quick pedestal for presentation will all be covered in this exciting walkthrough.

Quickly Texture a Human Head with Zapplink in ZBrush 3.5

One of the many great plugins provided by the good people over at Pixologic is the Zapplink. With its’ efficient and intuitive interface, and its’ “pick up and produce” functionality, it can be used to quickly achieve results in texturing that would otherwise be very difficult and time consuming to accomplish. In this tutorial, we will follow professional character artist, Eric Moreno, as he uses Zapplink in ZBrush 3.5 to quickly and easily texture a human head.

An Intro to ZBrush: Sculpting the Lion of Belfort

In this tutorial you will follow Mehdi Pourshayegan through the process of sculpting the Lion of Belfort (as seen in his portfolio). You will go through the step by step process of creating the base mesh in 3ds Max (although any poly modeling application will work), exporting it to ZBrush, and then sculpting the final detailed result.

Model, Sculpt and Texture a Demon-like Monster in 3ds Max and ZBrush – Day 3

This is a multi-part tutorial on creating a Demon-like ‘Lok Warrior’ with realistic muscle anatomy. On the first day of this tutorial we created a base mesh for our character using poly modeling. On the second day, we took the mesh into ZBrush and sculpted the intricate muscle anatomy. Now today we will texture the creature and add the finishing touches to the artwork.

Let’s begin day 3 of this tutorial.

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