'ZBrush'


'Sculpting in ZBrush for 3D Printing'

by Jeff Feligno
 


Software Used:



ZBrush

Originally a toy sculptor with years of experience with clay, Jeff is able to narrate you through the digital construction of this piece while maintaining traditional concerns.  Scale, balance and aesthetic detail are all touched upon in this six-part tutorial.

Part 1:



 

Part 2:




Page 1

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Your rating:  
  Rating: 5.00, Votes: 5 
Jerry on Wed, 10 August 2011 6:14pm

What a great video!! Wonderfully explained tut! Would like to even see a more slowed version and go over the details even in more detail, but this is quite helpful! What an incredible artist!!!

Was wondering though... This is just for presentation purposes I assume. No geometry from Maya, 3ds, etc... so you couldn't use it for gaming, entertainment usage? I've wanted to just simply create sculptures myself as you, but find only videos that show that you must create your base skeleton (geometry) in a 3d program. So if you spent so much work on this, could you then add rigging to this if you wished for gaming purposes..? Sorry... a bit of a newbie here!
Skicher (Forums) on Fri, 12 August 2011 9:55pm

Originaly posted by Not-Registered;869704]What a great video!! Wonderfully explained tut! Would like to even see a more slowed version and go over the details even in more detail, but this is quite helpful! What an incredible artist!!!Was wondering though... This is just for presentation purposes I assume. No geometry from Maya, 3ds, etc... so you couldn't use it for gaming, entertainment usage? I've wanted to just simply create sculptures myself as you, but find only videos that show that you must create your base skeleton (geometry) in a 3d program. So if you spent so much work on this, could you then add rigging to this if you wished for gaming purposes..? Sorry... a bit of a newbie here!"Well to answer to your question, the video is aimed for 3D Printing your sculpture. So the actual topology of the mesh created aint quite useful (Due to decimation of the high-res sculpt). What you can do is ReTopo the mesh (to have an actual workable topology) and then project the detail (as he did in a part of the videos) to create your normal maps, displacement, etc., so you can keep all that high-res information on a low poly mesh and use it on your 3D Program of choice, or game engine. Hope it helps :P
Linus on Wed, 09 May 2012 1:34am

your sculpting is great,, ur explanation really good,, but i don't really see the tutorial here,, i expected a tutorial on sculpting...

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