A ZBrush workflow Check more at https://www.zdskills.com/a-zbrush-workflow/
Going from Designer to ZBrush and back again.
Baj Singh has recently shared a thorough guide to converting meshes from Marvelous Designer to topology suitable for Zbrush.
My first Zbrush sculpt, tried a little hard surface idea and managed to get it from my head to a final image in 40 mins. Really rough and still need to model the fuse and safety lever. I wanted to try a new pipeline for creating elements to dress key art. Have been reading up on zbrush for around a year or so, I had never gotten my head around traditional modelling. I am an art director/creative (I create key art, movie posters etc) and always felt that something was missing as I couldn't really create my own assets. To produce more unique work I incorporated 3d in my workflow, helped massively with my environment work/lighting but I still used models I found and tweaked. So finally took the plunge... More to follow! Love the community work, incredible talent here!
Hey guys if you want in depth course on hair check out my Udemy Tutorial. https://www.udemy.com/create-realistic-3d-hair-with-zbrush-and-maya-fibermeshUse th...
3D Discord / La Forge : https://discord.gg/kPQdtKZ Join us ;) ________________This video was made to show how I use the zmodeler, the curve system of zbrush ...
How to export from Marvelous Designer 5 to ZBrush Workflow Tutorial by CG Elves. Best Tips for Exporting Marvelous Designer clothing. Avoid a Brok...
This is a quick video to show a technique similar to Joseph Drust's boolean method using primitives and dynamesh using 3ds Max and the often scoffed at boole...
Dmitry Parkin shared a few details of his workflow in ZBrush for sculpting a complex glove and gave several tips for beginners.
Cédric’s worflow from the Zbrush Summit 2019.
Zach Sharts did a breakdown on her concept-based stylized character, SKEEN girl, shared her workflow in ZBrush and discussed hair and clothes production.
Some people asked for quick tips so here is how I used the tools of new Zbrush 2019 (especially the new ZRemesher algorithm and with the "Keep Groups" option) to make some of the more complicated pieces! Reminder that this model is done 100% in Zbrush. www.facebook.com/keosmasons www.keosmasons.com www.instagram.com/keosmasons www.twitter.com/KeosMasons
This is a process for creating hardsurface game assets, automating the highpoly and lowpoly stages as much as possible.
Marko Lazov did a breakdown of the character he created during the Bootcamp at Vertex School, shared his modeling approach to human anatomy and details, and discussed skin and fabric texturing process.
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
I made a little tutorial to get an asset from 3DS max to UE4. The Asset is from Foxhole: http://www.foxholegame.com/ See it here: http://imgur.com/a/4fUvr Polycount Thread: http://polycount.com/discussion/178550/3ds-max-zbrush-substance-workflow-tutorial#latest
Rico Cilliers writes…
In this tutorial I cover the steps on how to create short hair like a beard using fibremesh and use it in May with texture maps.-----------------------------...
I have the Oculus Rift and it isn't as big as a problem as I originally thought. I think NM work good enough as long as the silhouette is intact.