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Hello, this is a tutorial about making a rock arch and then prepare the model for game engine. It's simple and fast and shows only the basics. This tutorial is not for beginners, you will need to have some knowledge about polygon modeling, make the uv's of the model, import/export operations, have to be familliar with ZBrush a bit and with Photoshop too.

submitted: 18 days ago

0 comment(s) | submitted by: Giulia | Views: 25

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.

submitted: 57 days ago

0 comment(s) | submitted by: Giulia | Views: 140

6 styles of blades made with primitive deformations.

submitted: 167 days ago

0 comment(s) | submitted by: Giulia | Views: 93

The purpose of this mini-prop-tutorial is to show how to merge two 3D tools into one. In this example we will create a simple Axe Tool by first creating the Blade Tool, then creating the Handle Tool, and then combining them into one tool that can be used and saved as an Axe Tool. (It is possible to combine more than two tools, but the method described here is most effective when only two tools are used.)

submitted: 167 days ago

0 comment(s) | submitted by: Giulia | Views: 70

While creating ZBrush images, we have created many simple objects that we have used as props. These objects have been created by simply using the DEFORMATION controls and without any further editing. There are literally hundreds of objects that can be created by following few simple steps.

submitted: 167 days ago

0 comment(s) | submitted by: Giulia | Views: 71

This tutorial is to illustrate how you can get far along in the modeling process with just a few simple adjustments of an object’s geometry properties. This example is applied to ZSphere models, but the techniques can also be used with primitive objects.

submitted: 167 days ago

0 comment(s) | submitted by: Giulia | Views: 50

The adaptive method of skinning ZSpheres requires an organized approach to their construction.You must pay attention to how spheres branch from each other.In contrast, the unified skinning method lets you work in a much looser, free form style.

submitted: 167 days ago

0 comment(s) | submitted by: Giulia | Views: 87

Modeling a Telephone in ZBrush. This tutorial has been spread over more chapters, which will help you understand better each detailed step.

submitted: 167 days ago

0 comment(s) | submitted by: Giulia | Views: 79

This totorial was designed to be as easy to follow as possible. It may seem there are lots of extra steps. They are meant for beginners who need the practice dealing with UVs in Zbrush.

submitted: 167 days ago

0 comment(s) | submitted by: Giulia | Views: 131

Achieving a sense of perspective and depth in your ZBrush scenes is different than traditional 3D programs. The user does not place a camera in a scene to view the objects; rather the objects are placed to represent the camera angle. As with 2D painting.

submitted: 167 days ago

0 comment(s) | submitted by: Giulia | Views: 49