ZBrush Tutorial Directory

0 118 38

Working with High Res Meshes - Zbrush Tutorial

Here's a little of the work flow in ZBrush 1.55b. We do use Normal mapping in Lightwave and this method can be used to create high res meshes to be taken out of ZB and used for normal mapping in LW.

submitted: 5 years and 3734 days ago


0 comment(s) | submitted by: Giulia | Views: 150

Basic Training, Part One (Painting) - Zbrush Tutorial

You undoubtedly already know what a pixel is – a single point of color in a picture. All raster images (as opposed to vector graphics) are made up of pixels. Simply put, a pixel contains a single point of color, along with the XY coordinates for where to put it in the picture.

submitted: 5 years and 3734 days ago


0 comment(s) | submitted by: Giulia | Views: 186

The Interface for Newbies - Zbrush Tutorial


This is the first of several lessons meant specifically for new ZBrush users.

No matter how much – or how little – experience you may have with graphic arts, all of this goes right out the window when you first fire up ZBrush. The interface is completely unlike anything else that you’ve ever run on your computer, and it’s easy at first to become lost in it.

submitted: 5 years and 3734 days ago


0 comment(s) | submitted by: Giulia | Views: 237

Making Taho - Zbrush Tutorial

The idea of this tutorial is simple: we start with a very low poly mesh created in your favourite 3D package which we import in Zbrush. There, we sculpt the model and when we’re pleased with the volumes we export the high poly model which we will use as a reference when modelling with the 3D package of your choice.

submitted: 5 years and 3734 days ago


0 comment(s) | submitted by: Giulia | Views: 251

Create an Old Man - Zbrush Tutorial

In this tutorial we will explain how we have created the artwork “Old man - Portrait”. At the beginning - modelling and unwrapping was done in Blender, detailing and rendering in Zbrush and some post production with Photoshop. You must be a bit familiar with these tools, the more advanced artists can do first and the last part of this tutorial in different application. Ready? Let's start.

submitted: 5 years and 3734 days ago


0 comment(s) | submitted by: Giulia | Views: 326

A Guide to Re-Topologising - Zbrush Tutorial

Re-topologising a mesh, that’s one heck of a mouthful that sounds complex and scary to people new-ish to modelling. Really it’s nothing of the kind, it’s a simple concept that’s easy to grasp and put into practice. Topology are the edge loops on your model, most people are aware that there are certain loops for example a head model should have such as loops around the eye’s, mouth, nose / chin etc. Re-topologising is simply modelling with a total disregard for edge loops or ‘good topology’ and doing what ever you need to get the shape you require then remake the mesh with GOOD topology.

submitted: 5 years and 3734 days ago


0 comment(s) | submitted by: Giulia | Views: 234

Modo - The Displacement Exporter - Zbrush Tutorial

Hello! Today we are going to show you, how to create and apply a displacement map with the help of a WIP model.

submitted: 5 years and 3734 days ago


0 comment(s) | submitted by: Giulia | Views: 211

Creation of the Captain - Zbrush Tutorial

We are going to show you how to create the making of “The Captain” from modelling and rendering, to composing and post effects. This is not a “step-by-step” tutorial, here you will find explanations of the techniques. To create this image we used ZBrush 2.0 for modelling and rendering, and Fireworks MX for composing and post effects (but you can use your favourite 2D software, of course).

submitted: 5 years and 3734 days ago


0 comment(s) | submitted by: Giulia | Views: 103

Bird of Prey - Zbrush Tutorial

Before getting started on this project, we tried to surround ourselves with as much reference and inspiration as we could before taking the plunge on the Zbrush canvas.

submitted: 5 years and 3734 days ago


0 comment(s) | submitted by: Giulia | Views: 301

Create an Octopus - Zbrush Tutorial

One challenge that many users encounter when creating a model from ZSpheres is how to place several branches close to one another without damaging the mesh. This tutorial shows an example of an adaptive skin mesh made from a ZSphere model that had multiple spheres branching from one end of a single ZSphere.

submitted: 5 years and 3735 days ago


0 comment(s) | submitted by: Giulia | Views: 251