Making a Turntable for Presentation in ZBrush

Posted by on May 11, 2013 in Tutorials | 6 comments

Making a Turntable for Presentation in ZBrush

Making a Turntable for Presentation   Something you’re going to do very frequently in a production while using ZBrush is to make turntables, as clients and directors love them. This can be done very easily in ZBrush, but there are a couple of things that you need to be aware of. ZBrush also has some nice rendering tools which will make the turntable look pretty respectable.     The final result Or a high res video if you’re into that sort of thing. FishTurntable   This is the model I’m going to be using for this tutorial.   Let’s get...

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How to UV map efficiently using ZBrush

Posted by on Apr 13, 2013 in Tutorials | 7 comments

How to UV map efficiently using ZBrush

Imagine you’ve just finished your biggest personal piece to date. You’ve spent the last couple of months on it and you’re extremely proud. You post it online and the comments flood in: “Wicked UVs man!”, “Dude, those are some sweet UVs!”.   …Said nobody ever. The reason? UVs are invisible. You will see when the UVs are bad, but you’ll never notice them if they are good. This is where this tutorial in comes handy: I want to show you a way where you can get as good UVs as possible in a minimum amount of time, so that you have more...

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Tutorial: ZBrush to modo – 32 bit Displacement

Posted by on Mar 31, 2013 in Tutorials | 7 comments

Tutorial: ZBrush to modo – 32 bit Displacement

  This tutorial is going to be similar to the one I have on how to get a displacement map from ZBrush to Vray for Maya. We’re going to look at how to get the ZBrush – modo workflow going.   Displacment maps. The words sends shivers down the spine of any CG artist. It’s a topic I’ve spent countless hours trying to wrap my head around. In this tutorial we’ll look at a reliable way to use 32 bit displacement maps in modo generated in ZBrush.  You have significantly more data to work with so your displacement will be more accurate and will contain more information....

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Faster Modeling in modo

Posted by on Mar 31, 2013 in Tutorials | 12 comments

Faster Modeling in modo

Faster Modeling in modo     Modo is a brilliant all-around application and it’s currently my favorite 3D app out there. It started out as a modeler and as such, that’s one of its strongest elements. However, it’s not perfect. Sometimes it’s missing features, hotkeys or it takes too many clicks to perform a certain operation.   Faster Modeling in modoInstalling ScriptsChanging HotkeysPie MenusSuper Useful Scripts & CommandsHotkeysModeling TipsUber PiesMenu #2!Retopo TimelapseMore resourcesConclusion   I’ve been using modo since 203 and...

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Reprojecting Details in ZBrush

Posted by on Mar 6, 2013 in Tutorials | 6 comments

Reprojecting Details in ZBrush

What the heck is this all about? Let’s start off with discussing what reprojecting is and why you need it. Lets say you’ve been sculpting in ZBrush and you have something you’re happy with. At this point, you might want to take the sculpt into a finished state. In order to do so, you need to retopologize your model. This basically means that you’re re-modelling it, most times in a package dedicated to retopologizing, like Topogun, 3D Coat or modo.   Here we see the a model which is ready for retopology. In the highest subD level, it looks fine, but in the lowest,...

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Tutorial: ZBrush to Vray for Maya – 32 bit Displacement Map

Posted by on Feb 27, 2013 in Tutorials | 12 comments

Tutorial: ZBrush to Vray for Maya – 32 bit Displacement Map

Displacment maps. Maya. Combined, the two words sends shivers down the spine of any CG artist. It’s a topic I’ve spent countless hours trying to wrap my head around. In this tutorial we’ll look at a reliable way to use 32 bit displacement maps in Vray for Maya generated in ZBrush. The advantages of using a 32 bit map vs a 8 0r 16 bit are two in particular: - You dont have to worry about fiddling with the displacement amount, as long as your Zbrush and Maya model are the same size. with 32 bit maps, the displacement amount will replicate your Zbrush model as closely as it can...

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