zbrush
I took a week off from sculpting and decided to do some speed sessions today as I warm back up. I took a more stylized approach to these two characters and had a lot of fun with it. The friendly baseball player was just a generic warmup, but the ‘Unicorn Ogre’ was created as part of the Daily Spit Sculpt’s (a sculpting group on Facebook) daily theme. Each of these sculpts took about 50 minutes. Thanks for checking them out!
I’ve put a little more time into my Jesse Pinkman piece, fleshing out a body and some base clothing that I can sculpt with. The body is an average/skinny build for Jesse, and similar to my ‘Wanderer’ project, I’ve dynameshed and remeshed this body to act as a collision mesh in Marvelous Designer. In MD, I setup a few base patterns for a long sleeve shirt, t-shirt, and jeans, tailored for Jesse. I’ve exported these into ZBrush where I’ll sculpt the details soon. I’d love to add a hoodie to this character, and am currently IP on the model for the sneakers. Thanks for taking a look!
I’ve reached the end of my free time set aside for this character, and I’m generally happy with the results. I’m calling this one complete, though there are some great notes received from various forums that I’ll be keeping in mind for my next projects. Let’s take a look at the final steps from my last blog post here.
Brett Warne asked me to help him out with a small side project he had taken on: to 3d print a cake topper for his friend’s wedding! Read More
Some time ago I had started working on a fantasy character design. I was learning ZBrush during that time and wasn’t as familiar with the tools as I am now. I decided to revisit that design and give it a complete overhaul, incorporating some other ideas that I’ve had into it. It’s still a work in progress, but here’s where I’m at. Read More
The anatomy studies continue with more male torso speed sculpts. I’m starting out rather ‘beefy’ while I get reacquainted with the muscle groups, but eventually I’d like my baseline to be something more average. Read More
This is an overview of a workflow that one might use to setup tailoring patterns inside of Marvelous Designer, which are then remeshed inside of Zbrush, with high-res details baked into cleaner, lower resolution geometry back in Maya.
This one is less of a tutorial and more of a general overview of how one might use Fibermesh inside of ZBrush and export those curves back into Maya for sim setup and rendering.
This started as speed sculpt, but I ended up spending a bit more time on it because I sort of liked this little guy. The idea was that this strange hobbling creature would exists as something of a slow scavenger, clawing away at rocks for rare gems, and collecting them in his backpack made of bone. Or something like that. Read More
A quick overview of using GoZ with other applications inside of ZBrush.
Hey guys,
Here’s a quick tutorial for using Layers in ZBrush that I posted to Vimeo. I hope it’s helpful!
Hey guys,
Just a couple of old speed sculpts here from a modeling group I’m a part of at work. For these sessions, we just picked random topics (usually just a handful of random words) and sculpt characters that match that theme. Here are a few: Read More