Category: tutorial
quick Tutorial to repositioning the pivot point
Here’s a quick guide to repositioning the pivot point (symmetry and/or mirror axis) in ZBrush 4R7
3dtotal released my chapter from their speed sculpting book for free
Get funky with Fünke
I felt that I also had to do a closeup of Tobias Fünke.
ZBrush fibermesh tutorial
Earlier this year I made a video tutorial about creating fur in ZBrush for 3DWorld magazine. Now they have put up the tutorial online for everyone to see. Check it out here
Beta testing for ZBrush4R5
ZBrush is without a doubt ZBrush my favorite 3d modeling tool. Last week I got the the chance to participate as one of the artists for the beta testing of the new release ZBrush4R5. I created a model of a robot with the new panel loops and polishing tools. When Pixologic decided to use my final image for promotional purposes of the new release I was really happy. I had a blast to participate in the beta testing and was really impressed by the professionalism of the people at Pixologic and how much they listened to the users.
3dcreative magazine features tutorial
In this months issue of 3dcreative magazine you can find a ZBrush 4R3 quadruped sculpting tutorial by me. I’m also lucky enough to be featured on the front page. If you are interested you can check out a preview (bottom right corner) of the magazine and also buy a downloadable version of it here
Monster bust
Bearded vulture with fiber mesh
So I’m trying to cleaning up all those old unfinished projects that I have lying around and I finally finished this piece. It’s rendered in BPR and comp was done in Photoshop. I wanted to try to do feathers with ZBrushs fiber mesh feature. It works good since you can see what happens with your grooming at all times, but there are some issues I would be happy if Pixologic would look into.
- Add a feature to the brush menu that prevents fibers from rotating along it’s axis when “preserve length” is active.
- Combine fibermesh subtools without destroying the grooming ability on the resulting subtool.
- Vary textures within a subtool. I felt that the feathers looked a bit monotomous, but I tried to avoid it as mouch as I could by having separate subtools for the different feather areas.
- Add binding of fibermesh to another mesh object. Let’s say you’re in a production pipeline and you have groomed a characters fur in T-pose. An animator is going to pose the model and the director want’s you to rerender or fix the grooming for that specific pose. Importing the pose is no problem, but the fur is not reshaped to fit the new pose. I would like it so that the fiberMesh remembers wich subtool and polygon it comes from and therefore it can calculate the new normal and position of the polygon so that the FiberMesh can be adjusted to the new pose.
Angry man
So I’ve been trying to work on a couple of projects at once and got tired of them all. I thought I’d do some random guy and practice some facial anatomy and expression and do it really quick. I kind of ended up adding more and more stuff as usual so it took a bit longer than expected,
Fibermesh for the hair. I know the chest hair is not that great, but I got tired of the model and needed to finish it. Wonderful BPR for the render. No SSS, only wax preview.