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Site Tutorials
- "Zbrush Training - Lesson 9: Using Blender - Video Tutorials" by Jason Welsh
This is now your path to ruin, where you are going to have to learn a really fun application for free. Blender is a very
well put together program, and like ZBrush its interface and instruction manual somehow got lost along the way. So
now I will pass on my years of learning the program to you the viewer. Let’s take a break from ZBrush and start
learning Blender; at the end of this chapter you will see how Blender and ZBrush can work together (Yes, the
UV thing).

- "ZBrush Training - Lesson 8: Explaining UVs - Video Tutorials" by Jason Welsh
Before I go more into UVs I will be showing various colouring techniques that will help explain why good UVs should
be made for a model. UVs are only important if you are going to “port” your model to another 3D package, but they
also come in handy when applying textures to the model.

- "ZBrush Specular Map Painting" by Kashif Riley
Hello everyone, I have decided to take the initiative and create a small tutorial on visualising specular values on a
ZBrush mesh. Mudbox 2009 will have this, too, but I want to demonstrate how to see different specular values that will look proper in a renderer, such as Mental Ray.

- "ZBrush Training - Lesson 7: Exploring Brushes & Alphas - Video Tutorials" by Jason Welsh
How and what are alphas? In order to truly understand the full power of ZBrush, I think it is time to start exploring
brushes and alphas – how to make them and use them.

- "ZBrush Training - Lesson 6: Using Topology Tools - Video Tutorials" by Jason Welsh
Using the topo tools to produce geometry to add on to a mesh. This is a very small & easy example of how to mount a mesh in topo tools and navigate within to make new geometry.

- "Zbrush Training - Lesson 5: Using Blender to create clean UVs - Video Tutorial" by Jason Welsh
After building a mesh there are a couple of things you might want to think about doing. In this next chapter, I cover
Blender and how to use it to make clean UVs for a single mesh. Later on, in future chapters, I will be showing you
how to do a multiple UV mesh and a Multi object Mesh, also.

- "ZBrush Training - Lesson 4: ZSpheres - Video Tutorials" by Jason Welsh
The art of using ZSpheres is a practice of patience, so in this chapter we will be looking at the very basics of the technology behind the spheres and how to produce clean geometry with them.

- "ZBrush Training - Lesson 3: Setting up Image Planes - Video Tutorial" by Jason Welsh
Since you now have sculpted within ZBrush your next question is probably: How do I set up my own image planes
in ZBrush? This video will help you setup a new image for your planes to sculpt.

- "ZBrush Training - Lesson 2: Sculpting the Human Skul - Video Tutorial" by Jason Welsh
When you create anything with ZBrush, you first of all have to think: What makes up the structure of this creature?
So it's a natural fit that the skull will be your underlying project for ZBrush.

- "ZBrush Training - Lesson 1: Interface & Navigation - Video Tutorials" by Jason Welsh
With all 3D programmes, the first thing you should start out with is Navigation. This Chapter in ZBrush deals with
basic Navigation and some tools to get you started in this 1 of a kind program. It then progresses into basic
sculpting using well laid-out uniformed geometry.

- "ZBrush Masking - Video Tutorial" by jesse Sandifer
This tutorial looks to use the masking tool in ZBrush.

- "Ecorche: Anatomy of the Arm & Shoulder - Video Tutorial" by Ryan Kingslien
Continuing on the path of ecorche sculpting that was started in ‘Ecorche: Sculpting the Anatomy of the Face’, Ryan Kingslien now presents the muscles of the Arm and Shoulder. These tutorials simplify the complexity of the human
form in an easy-to-understand way!

- "Ecorche: Sculpting Face Anatomy in ZBrush 3 - Video Tutorial" by Ryan Kingslien
Ecorche sculpting is a time honoured method for learning to understand sculptural form from the inside out. In this
free 10 minute tutorial, Ryan Kingslien uses ZBrush 3.1 to create the muscles most responsible for both the form and the function of one of the most complicated and difficult to sculpt parts of the human body: the face.

- "ZBrush: Transpose Master and Poseable Symmetry - Video Tutorial" by Jesse Sandifer
Transpose Master and Poseable Symmetry is our new video tutorial for ZBrush.

- "ZBrush Poly Painting - Video Tutorial" by Jesse Sandifer
Here i will show you how to use the Poly Paint feature within ZBrush.

- "Sculpting Hair" by Joe Lee
The following are some of my observations while learning the new features in ZBrush. It is my hope that this
process will help shed light on achieving a unique look as well as open new ideas for other techniques.

- "Bird of Prey - ZBrush 3" by Joe Lee
Before getting started on this project, I tried to surround myself with as much reference and inspiration as I could before taking the plunge on the Zbrush canvas. I have great admiration for master bird carvers such as Floyd Scholz and I have always wondered if such wood carving...

- "Creation of the Captain" by Stepan Grakov
I am going to show you how to create the making of “The Captain” - my lastest work - from modelling and rendering,
to composing and post effects. This is not a “step-by-step” tutorial, here you will find explanations of my techniques.
To create this image I used ZBrush 2.0 for modelling and rendering, and Fireworks MX....
- "Modo - ZBrush Displacement workflow with Displacement Exporter" by Zoltan Korcsok
Hello, I'm going to show you, how to create and apply a displacement map with the help of a WIP model.

- "A guide to re-topologising" by Wayne Robson
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......

- "Old Man" by Oskar Swierad & Kamil Makowski
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...
- "Making Taho" by Michel Roger - Translated by Julien Dephix
Always seeking new modelling techniques with Maya or Max using Surface, PatchSmooth, MeshSmooth, box
modeling, edge modeling and so on, I must admit I was feeling frustrated with these techniques which I found
long and tedious. It takes a long white to create something out of a cube !

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