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Workflow Weds! Art Asset Creation & Workflow

In this brand new Workflow Wednesday, we’ll look at art asset creation and workflow. I’ve screen recorded the creation of a character model from sculpt to in-game. Because the commentary is sporadic, I’ve included a transcript below. Painting and inflating, you’ve probably seen this part in my XYZs...
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Paleoart Process: Feathered Rex

Paleoart Process: Feathered Rex Modeling a dinosaur pits artistry against accuracy. Which is more important, popularity or plausibility? Perception or reality? Art or science? For the paleoartist, science is of utmost importance. A paleoartist strives to depict prehistoric life according to the latest scientific findings. A paleoartist should...
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Re: Alpha Planes

It seems the problem with adding alpha planes as InsertMeshes is that they don’t retain their UVs. So my workflow is as such: Create planes in max, assign UVs Add planes as InsertMeshes to model in zBrush Split to subtools, paste UVs to 100+ planes by hand Export...
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Great Deformation!

Using this thing called “Skin Utilities,” which was mentioned in the most recent Tutorial Tuesday! post, I was able to iron out most of the feathery Rex’s jagged, exploding, starburst wrinkles. I’m working on uploading the repaired model to Sketchfab.com as we speak. I’ve left the alpha planes,...
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Good Deformation!

I’m pleased with this, especially since its such an extreme pose. Once I recognized the complete lack of philosophy governing the Paint Weights tool, it went much smoother. Here’s how to use Paint Weights: Make sure you have Paint Blend Weights selected and strength dialed up to 1...
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Rex rigging.

Corrected the Rex’s overbite (note to self: do everything right the first time next time). Working on rigging. It’s not going great. I hope you found this content useful. If so, please like and subscribe and consider contributing to my brand new Patreon so that I can continue...
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