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ZBrush
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ZBrush is a digital sculpting and painting program that has revolutionized the 3D industry with its powerful features and intuitive workflows. Built within an elegant interface, ZBrush offers the world’s most advanced tools for today’s digital artists. With an arsenal of features that have been developed with usability in mind, ZBrush creates a user experience that feels incredibly natural while simultaneously inspiring the artist within. With the ability to sculpt up to a billion polygons, ZBrush allows you to create limited only by your imagination.
  • ZBrush-80.lv
  • ZBrush-80.lv
  • ZBrush-80.lv
  • ZBrush-80.lv

Features:

ZRemesher

ZRemesher is the next evolution in our automatic retopology solution. ZRemesher has been designed with an artist’s point of view in mind. With a single click, ZRemesher produces ideal new topology based on your  original mesh. The new functions in ZRemesher are smarter, able to analyze the curvature of your model with the precision of a computer, but with the subtlety of the human eye. Add more polygons locally where needed, changing their shape to create perfect topology flow. As with most ZBrush tools, ZRemesher also lets you take control over the automatic process and give your own guidance to the core algorithms. It is easy to drive the flow of polygons with the help of curves. You  can also define where you wish to have more or lower polygon density. You can  perform local retopology to a specific part of your mesh while keeping a natural connection with the support model.

ZBrush-80.lv

© ZBrush, 2015

New Brushes

ZBrush’s powerful creative toolset is largely based on its brush system. With each release we add new brushes that can transform your way of working or simply make your daily sculpting easier. With ZBrush 4R6, we continue this long tradition. The new Trim Curve brushes cut your models in a way that is very similar to the Clip brushes, but deletes the affected polygons rather than pushing them to the stroke line. And as you can imagine, these new brushes will be DynaMesh’s new best friends!

Creating holes through a mesh has been possible since the introduction of DynaMesh and more recently enhanced with Mesh Fusion. Now ZBrush adds another option for this purpose with the Bridge Curve brush: select an opening, PolyGroup border or crease edge and connect it with another to generate a bridge of polygons. And because this new topology detection is so useful with the Frame Mesh feature, we went ahead and enabled it for all brushes that use curves. You will love it as much as we do!

ZBrush-80.lv

© ZBrush, 2015

Other additions

The new additions and improvements don’t stop there! Here is a brief summary of other noteworthy new functions:

  • DynaMesh now preserves PolyGroups. This makes it so easy to do Panel or Group Looping on a DynaMesh after having used Mesh Insert or Mesh Fusion!
  • The Slice brushes now only operate on the curve position and won’t propagate. What you see is now exactly what you get!
  • Group Front — a new PolyGroup creation function — detects all polygons which face the camera and assigns them to a single group.
  • This tool will let you create special effects by using your point of view, such as deformation of only the parts of your model that are visible to the camera.
  • The new Solo Dynamic mode keeps only the current active SubTool visible when manipulating it in front of the ZBrush camera, in order to improve 3D navigation.

 

Articles
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Stanislav Vovchuk talked about the production of Steampunk Lab in UE4: planning, blockout, modeling, various texturing techniques, lighting.

19 July, 2019

439 views
1 comments
Christian Gonzalez took CGMA's class Stylized Characters in 3D and talked about the Warrior project created during it.

12 July, 2019

1754 views
Benjamin Stefanyszyn and Jack Gathercole talked about the production of Takashi’s Curse: UE4 blueprint, master material, asset creation, level design & more.

5 July, 2019

2249 views
Bart de Vries prepared a breakdown of his stylized scene: sculpting and texturing different parts of the temple, working on the color and presentation.

4 July, 2019

2874 views
1 comments
Dmytro Butenko gave an interesting talk on the weapon design, hard-surface modeling, and texturing and talked about the production of Helsing for Metro Exodus.

4 July, 2019

3065 views
1 comments
Alessandra Astrino did a detailed breakdown of her stylized asset Forest Chest inspired by Heroes of the Storm.

4 July, 2019

1716 views
Ivanna Liittschwager talked about the modular scene Old London Slums made at Gnomon, her first experience with UE4 and Substance Designer, and hand-sculpting.

3 July, 2019

3000 views
Andrew Alexandrov did a breakdown of his project Silent Knights with a reach storyline behind it and talked about level, Hero prop, materials, and lighting. 

1 July, 2019

2695 views
Denis Udalov took the CGMA course Sculpting Anatomy: from Animal to Creature by Gael Kerchenbaum and talked about the wild Indian bull Gaur created during it.

28 June, 2019

1868 views
Nicholas Hunter prepared a step-by-step breakdown of his inlaid Ornate AK-47 made with ZBrush, Photoshop, Substance Painter, and Toolbag.

28 June, 2019

2196 views
Viktoria Didenko shared the production of her somber scene The Talking Tree inspired by Darkwood and Pripyat made with UE4, Substance Tools, ZBrush, and Maya.

27 June, 2019

2009 views
Massimo Caggese did a breakdown of his recent project - Gold Egyptian Bracelet - created with ZBrush, Blender, Substance Painter, and Marmoset Toolbag.

27 June, 2019

1258 views
Mihai Muscan did a step-by-step breakdown of his sci-fi scene inspired by the way social media influences our lives, cinema, and a long break from 3D art.

27 June, 2019

1990 views
1 comments
Aaron Rugama talked about the development of his character Blair Morgan for Overwatch, sculpting, weapon, textures, and presentation. 

26 June, 2019

3048 views
6 comments
Thorsten Ruploh did a detailed breakdown of his piece Thinkers Haven made with UE4, Substance tools, 3ds Max, and Megascans.

25 June, 2019

1775 views
Agelos Apostolopoulos talked about the sculpting, texturing, and presentation stages of his new character Demon based on a 2D concept by Baldi Konijn.

25 June, 2019

2527 views
Gabe Cervantes did a breakdown of his Sawed-Off Shotgun and talked about the concept, storytelling, detail sculpting, texturing, lighting, and more.

24 June, 2019

1716 views
4 comments
Mohammad Asraf talked about his experience at Game Art Institute and the way he approaches character sculpting: anatomy, face, clothes.

24 June, 2019

1617 views
1 comments
Ilya Pavlov did a breakdown of his environment made during a CGMA course: blockout, rock and grass creation, sand material, lighting, post-processing & more.

21 June, 2019

2387 views
Dallan Pickard who is part of Dekogon team talked about the production of 3D weapons: modeling, high poly workflow, UV, texturing, and presentation.

19 June, 2019

1854 views
1 comments
The Gnomon student Melody Romero recreated an iconic scene from Kiki's Delivery Service and shared a breakdown of it.

19 June, 2019

1774 views
Thomas Walker did a breakdown of his Pied Paper scene made with UE4, Marmoset tools, 3Ds Max, ZBrush, and Substance Painter.

18 June, 2019

2793 views
6 comments
André Yamaguchi gave a short talk on how he created his Ghost Rider character: bike, clothes, pose, materials.

18 June, 2019

1161 views
Cody Hewitt talked about a sci-fi scene Ruined Lab made in UE4 within Environment Bootcamp at Game Art Institute.

17 June, 2019

2156 views
1 comments
André Felipe did a breakdown of Paradiso Amissum and talked about modeling, crafting trees, setting up a waterfall, presentation.

14 June, 2019

2304 views
4 comments
Bartłomiej Płociennik talked about the process of preparing models for printing, the current state of technologies, and printing services.

13 June, 2019

2012 views
Anna Fedorets broke down into detailed steps her process of building and lighting the Head of Goddess and the surrounding environment.

12 June, 2019

2731 views
Ema Klucovska talked about the production of her fantasy creature Planet Explorer made during Christophe Desse’s class Texturing and Shading 2 at Gnomon.

12 June, 2019

1312 views
Tim Paauwe recreated an Elves Sword from Warhammer and shared production details: hard-surface modeling, UVs, texturing, and more.

11 June, 2019

2503 views
Aris Dragonis explained how to use traditional workflow (Zbrush + Photoshop) to create striking realistic scenes.

10 June, 2019

1906 views
Julie Beliveau told us about the amazing experience and lessons she gained taking a course at GAI.

10 June, 2019

4284 views
Alex Beddows talked about the production of his new scene Safe House crafted with ZBrush, Substance Tools, Marvelous Designer, UE4 & 3DSMax.

6 June, 2019

2300 views
2 comments
Charlotte Delannoy talked about her experience at an AAA company, texture & material workflows, optimization, and some tips for those who want to join her.

6 June, 2019

4426 views
Ryan Kittleson's collection of custom plugins for ZBrush is now free!

6 June, 2019

3288 views
1 comments
Jared Fischler did a breakdown of his amazing scene made as a part of a class at Gnomon. The main focus was put on visual storytelling.

4 June, 2019

1804 views
Stephan Spencer made a small stylized project Sky Island and talked about its production.

31 May, 2019

1996 views
Evan Gintsiak shared the details of the Deer Knight made with ZBrush, Blender, and Corona.

30 May, 2019

1869 views
5 comments
Martin Nebelong and Ian Crighton showed a great way of using MasterpieceVR and Tvori to animate and rig your projects much faster.

30 May, 2019

2058 views
Tek Tan recently posted a great 3 part tutorial showing the whole process of creating an appealing cyberpunk scene from scratch.

30 May, 2019

1158 views
Andres Zambrano recreated a Bloodborne Hunter and shared the details of his workflow for clothes, textures, modeling, and presentation.

29 May, 2019

3483 views
2 comments
Moses Saintfleur has given an awesome opportunity to download two of his UE4 environments for free.

27 May, 2019

2361 views
Maya Mahalingam shared the experience of taking CGMA class Vegetation & Plants for Games led by Jeremy Huxley and creating a Mossy Oakwood Forest in UE4. 

24 May, 2019

2211 views
4 comments
Charlotte Johnson took Dylan Ekren's class "Creating Appealing Characters", talked about its structure, and the stylized character made within it.

24 May, 2019

3101 views
In case you've missed the news, you can now get the XMD ToolBox, The Ultimate ZBrush organization plugin from Michael Dunnam, for free.

19 May, 2019

2173 views
Michael Johnson took CGMA course Variable Concept Art Techniques for Game Environments led by Kenneth Fairclough and talked about his concept piece NYC Shuttle.

17 May, 2019

1114 views
Şefki Ibrahim shared his workflow of producing digi-doubles of real people. Zbrush, Maya, Photoshop, Mari, Arnold & Nuke were a great help with that.

15 May, 2019

2903 views
2 comments
Taj Nabhani did a breakdown of his outstanding character Jjahawa, talked about sculpting, texturing, and presentation, and shared several helpful resources.

14 May, 2019

5790 views
4 comments
Simon Fuchs talked about his new handgun tutorial that will teach you how to create a realistic weapon for video games using the latest industry techniques.

13 May, 2019

5448 views
3 comments
Twinspell Studio shows the full creation process of their debut project stylized with Maya, Zbrush, Photoshop & UE4.

13 May, 2019

3299 views
1 comments
Have a look at a pack of alphas for mech and sci-fi designs in ZBrush.

13 May, 2019

1886 views
Miguel Nogueira shared his workflow of creating realistic cyberpunk shaman made with ZBrush and KeyShot.

9 May, 2019

2590 views
Brice Besson shared some of the production details behind the recent UE4 project Barbershop: Asset Production, Composition, Materials, and Lighting.

9 May, 2019

2724 views
Viviane Herzog shared the way she translated Yan Liang's 2D character into a 3D stylized model made in ZBrush.

8 May, 2019

3146 views
Have a look at a course from FlippedNormals that will help you quickly get started with sculpting in ZBrush.

6 May, 2019

1163 views
Want to master the compositing technique? Pablo Munoz Gomez developed a cheatsheet to turn your ZBrush render passes into a stunning image in Photoshop.

6 May, 2019

2846 views
1 comments
Thais Del Rey shared a detailed breakdown of her stylized diorama inspired by WoW. The second part focuses on texturing, painting, lighting, and presentation.

3 May, 2019

2303 views
Thais Del Rey shared a detailed breakdown of her stylized diorama inspired by WoW. The first part covers planning, concepting, sculpting, and UV mapping stages.

2 May, 2019

2192 views
Baj Singh has recently shared a new guide on setting up frayed edges in Zbrush.

25 April, 2019

3507 views
Ibrahim Abdo did a breakdown of his atmospheric little diorama End of Solitude made with Maya, Substance Painter, ZBrush, and Marmoset Toolbag.

24 April, 2019

3445 views
Ackeem Durrant did a breakdown of his latest real-time character Jade, talked about delivering the mood, hair, clothes, lighting, retopology, and more.

23 April, 2019

6592 views
1 comments
Sargis Ter-Grigoryan talked about the production of his modular scene Ancient Ruins made in UE4.

22 April, 2019

5435 views
2 comments
Fanny Vergne shared a new tutorial on his process behind creating stylized textures.

22 April, 2019

3309 views
Emily Henderson talked about her environment Up Top made within CGMA course Organic World Building led by Anthony Vacarro.

19 April, 2019

1875 views
Game Art student Stijn van Gaal has shared the details of making a welcoming Italian alleyway under the mentorship of Christopher Radsby.

17 April, 2019

4866 views
6 comments
3D artist Rodrigo A. Branco shared some valuable lessons he learned during the production of his new real-time character - Huntress.

16 April, 2019

3443 views
Denis Rutkovsky briefly talked about his Fantasy Castle Kit for UE4 and its production.

16 April, 2019

2045 views
Devin Dixon talked about the development of the large interactive UE4 project Ain’t No Mountain, Baby made at Ringling College and her studies. 

15 April, 2019

1685 views
Daniel Bauer shared a breakdown of the realistic Teeth model and subdermal shaders production in ZBrush, Toolbag, and Substance Painter. 

11 April, 2019

6555 views
Coss Mousikides shared the details of the Synthetic project made with Maya, XGen, and Arnold: character production, hair, skin, clothes, lighting.

10 April, 2019

2505 views
3 comments
Yury Vorobiev did a breakdown of Behemoth from Horizon Zero Dawn fan art made with 3ds Max, ZBrush, Substance Painter, and UE4.

9 April, 2019

2735 views
Michael Pavlovich has shared an incredible 45-part video guide with over 3 hours of instruction covering every new topic in ZBrush 2019.

8 April, 2019

2432 views
Antone Magdy did a breakdown of his character Blood Elf: blocking the body, skin texturing, armor production, and more.

8 April, 2019

3037 views
2 comments
Alexander Biryukov did a detailed breakdown of his recent epic character Svetlana The Warrior of Light made with ZBrush, Maya, Substance Painter, and UE4.

4 April, 2019

3891 views
Eugene Vasjukov prepared a step-by-step tutorial on creating a military backpack prop inspired by Tom Clancy's The Division.

3 April, 2019

3555 views
V Squad studio prepared a details breakdown of their character workflow from concept to animation and presentation and gave advice to junior artists.

2 April, 2019

4828 views
3 comments
Franco Carlesimo gave a little talk about the way he works on 3D Character models made in ZBrush and rendered in V-Ray.

2 April, 2019

2135 views
Francis-Xavier Martins allowed us to repost his guide with tips for better retopology.

1 April, 2019

2806 views
Alex Zemskov prepared a detailed breakdown of his environment fan art inspired by Cowboy Bebop: blockout, painting, skybox creation, lighting, and more.

1 April, 2019

3392 views
Grzegorz Baran has recently shared a very detailed video tutorial on PBR environment material creation using photogrammetry.

29 March, 2019

3412 views
Alaa Abdelwahed did a breakdown of his Portal of Infinity environment made in UE4.

26 March, 2019

3965 views
2 comments
Valery Klishevich did a breakdown of his Alva the Wayfarer character inspired by Dark Souls and shared helpful advice.

25 March, 2019

3336 views
1 comments
Daniel Cangini showed how he recreated Uncharted 2 Borneo Environment in UE4 within CGMA course Vegetation and Plants for Games.

22 March, 2019

3247 views
Marco Taffelli did a breakdown of the real-time character Dark Elf Assassin made with ZBrush, Substance Painter, and Toolbag.

22 March, 2019

5109 views
1 comments
Sinjin Treharne shared his experience of studying at Gnomon and talked about character 3D sculpting in ZBrush and texturing with Mari & Substance Painter.

22 March, 2019

2862 views
Clarence Munji shared the details behind his Project: Star Bounty with several environments made in UE4.

20 March, 2019

3274 views
1 comments
Igor Golovkov talked about his approach to character production: concept, modeling, detailing, retopology, texturing and rendering.

19 March, 2019

2780 views
1 comments
Vadim Sadykov shared an updated version of his free ZBrush Custom UI for the latest iteration of the tool.

18 March, 2019

4037 views
Mickael Lelièvre talked about his project KnightBot made during ZBrush 2019 Beta test and shared his thoughts about ZBrush 2019.

11 March, 2019

2235 views
1 comments
Kat Gray did a breakdown of her environment project made within CGMA course Vegetation and Plants for Games: blockout, trees & foliage, textures, lighting.

8 March, 2019

4061 views
Lars Pfeffer did a breakdown of his Observatory scenes crafted in UE4, shared thoughts on blockout, modeling, lighting, water surface material, and more.

8 March, 2019

2125 views
Have a look at a new set of 16 Skull/Bone meshes & IMM brushes for ZBrush by Jonas Ronnegard.

7 March, 2019

1419 views
Yulia Sokolova did a breakdown of her real-time stylized character Samurai made with ZBrush and Substance Painter.

7 March, 2019

4163 views
12 comments
Kieran Goodson prepared an extensive breakdown of his recent 3D environment: storytelling, symbols, environment design, production, learning sources, and more.

6 March, 2019

4736 views
1 comments
Pixologic has revealed ZBrush 2019 with new enhancements in rendering and the introduction of several features.

6 March, 2019

3241 views
Abderrezak Bouhedda did a detailed breakdown of his beautiful game-ready prop created for an ArtStation challenge. 

4 March, 2019

3325 views
Matheus Fernando did a breakdown of his ArtStation Challenge Feudal Japan submission Shinobi, a stylized character made with ZBrush and Substance Painter.

4 March, 2019

3909 views
Mohammad Reza Pardakhti talked about the way he approaches stylized character sculpting, texturing, shading, and rendering, and compared different workflows.

28 February, 2019

3913 views
Are you ready for ZBrush 2019? Pixologic will present the new version next week. 

26 February, 2019

2233 views
Georgian Avasilcutei did another breakdown of his character: sculpting, texturing, working on clothes, hair, balancing between realism & stylization, and more.

25 February, 2019

2902 views
Eduard Oliver gave a little talk on the way he created his Casmir character using ZBrush, Substance Painter, and Marmoset Toolbag. 

20 February, 2019

2545 views
Jack Williams gave a talk on hard-surface prop production for games and did a breakdown of his recent model Emperor made with ZBrush, Maya, SP, and Toolbag.

20 February, 2019

3383 views
1 comments
Nicolò Granese did a breakdown of his Think Tank cinematic character project made from scratch: modeling, texturing, lighting, rendering, and more.

19 February, 2019

1954 views
The team of DICE kindly talked about the production of Battlefield V and Star Wars: Battlefront II and gave advice for those who are new to the industry.

18 February, 2019

12741 views
2 comments
Lauren McKenzie shared the details behind her environment art and vegetation practices that she had during CGMA course Vegetation and Plants for Games.

15 February, 2019

2189 views
Jonathan Hemmens shared the details behind his recent work in progress Will’s Room (Teen's Bedroom) inspired by Cassie’s Room from Uncharted 4.

13 February, 2019

4816 views
Christoph Schoch talked about the production of his characters including the Legend of Zelda ones: sculpting, working on the hair, glowing materials and more.

13 February, 2019

3961 views
1 comments
Leah Augustine shared a detailed breakdown of her recent Snowy Forest scene with a feeling of Red Dead Redemption 2 atmosphere.

12 February, 2019

7553 views
2 comments
Yuko Yokoi took CGMA course Organic World Building in UE4 led by Anthony Vaccaro and shared the production details of her Snowy Village scene.

8 February, 2019

2722 views
1 comments
Desmond Man talked about his UE4 Real-Time Games Environment Gone Fishin' and stylized art in general.

8 February, 2019

3298 views
1 comments
Steve Lord gave a small talk on sculpting: digital and traditional sculpting, anatomy, face, hair.

7 February, 2019

3737 views
1 comments
Pierrick Picaut has shared a new free guide on YouTube.

7 February, 2019

2698 views
Valentin Erbuke talked about the way he approached his character project Jungle Hunter: sculpting, texturing, working on the face and the environment.

6 February, 2019

2510 views
Oscar Hallberg was kind enough to share a detailed breakdown of his character Vlod created with the help of ZBrush & UE4. 

6 February, 2019

3438 views
Here is one of the posts that are just about our love for art.

31 January, 2019

2053 views
Andrew Harrington showed how he produces stylized tiling textures with ZBrush, Photoshop, Maya, and Substance Painter.

30 January, 2019

9146 views
3 comments
Ted Lockwood talked about his distinctive stylized 3D sculpts, personal style, and some peculiarities of the sculpt prepared for printing.

29 January, 2019

2479 views
Nikita Svechnikov showed his character workflow: sculpt, props, cloth, feathers, Substance Painter workflow, and rendering in Keyshot.

28 January, 2019

4172 views
Konstantin Gdalevich prepared a detailed breakdown of his character covering time-management tips, sculpting process, cloth material and more.

28 January, 2019

2380 views
1 comments
Tsvetelina Zdraveva did a breakdown of her Dog Anatomy Study made within CGMA course Sculpting Anatomy: From Animal to Creature and talked about the classes.

25 January, 2019

2345 views
Joseph Burgan gave a huge talk on his Zelda fanart scene: prop & tree production, various materials workflows, Game Arts Institute Bootcamp experience & more.

25 January, 2019

2768 views
2 comments
Malte Sturm did a detailed breakdown of his western Self-Portrait created with several tools and animated with Mixamo, and shared some helpful information.

24 January, 2019

2201 views
Chris Lambert prepared a detailed breakdown of his cozy environment made with UE4, Blender, ZBrush, Megascans and Mixer, SpeedTree, and Substance Painter.

23 January, 2019

4416 views
Peter Dimitrov provided a detailed breakdown of his Animal Shrine created in UE4, Substance, Maya, and ZBrush.

22 January, 2019

3278 views
Yumi Batgerel did a breakdown of her Japanese female warrior, made with ZBrush, Maya, and Photoshop and shared a bunch of useful tutorials and brushes. 

21 January, 2019

3986 views
Tim Nijs did a detailed breakdown of his recent personal project Well of Souls inspired by the Darksiders 2 lore: sculpting, UVs, texturing & lighting.

17 January, 2019

3440 views
Quentin Cartry talked about his stylized character made for the ArtStation Challenge Feudal Japan.

17 January, 2019

3572 views
1 comments
Jacob Claussen tried out photogrammetry approach in his recent scene Swedish Forest and shared his thoughts about it.

15 January, 2019

2850 views
Ricardo Viana shared his process of simulating a wooden Fizz statuette in 3D using ZBrush, Substance Painter, and Unreal Engine.

14 January, 2019

3455 views
Eduard Grechenko shared a greatly detailed breakdown of his UE4 environment made within the CGMA course Vegetation & Plants for Games.

11 January, 2019

5442 views
3 comments
Dmitry Kremiansky talked about his picturesque 3D landscapes inspired by classical paintings and shared some useful ideas about lighting.

10 January, 2019

2539 views
Laurie Durand kindly talked about her experience of working in Ubisoft and taking part in the production of For Honor.

10 January, 2019

6353 views
2 comments
Moses Saintfleur shared a video breakdown of his Wicker Basket from Terra Online made in ZBrush, Maya, Substance Painter, and Toolbag.

10 January, 2019

2580 views
Nicholas Balm did a detailed breakdown of his stylized environment Stylized Druid's Sanctuary made with ZBrush, Maya, 3DCoat & UE4.

9 January, 2019

2649 views
Arthur Hernandes shared his realistic character workflow and talked about the production of Cabal Patriarch with ZBrush, Maya, and V-Ray.

8 January, 2019

2938 views
2 comments
Omar Al Salihi shared his knowledge gained at CGMA class Organic World Building: Alphas & tileable textures in ZBrush, blending nodes in UE4, lighting and more.

4 January, 2019

3214 views
Ilya Danilov shared the details behind his remake of Half-Life Python Revolver with sci-fi elements created with Fusion 360, ZBrush, Substance Painter & more.

3 January, 2019

3390 views
Elina Karimova shared her character workflow used in personal projects and tips and talked about her Dwarf project made with ZBrush, Photoshop, and Toolbag.

2 January, 2019

4356 views
At CGMA, Ali Ghadimi studied Intro to Environment Art and did a breakdown of his small vignette Old Southwestern Gate made within the course.

28 December, 2018

2877 views
Alexander Sheynin shared a detailed breakdown of his amazing Sawed-Off Shotgun made in 3ds Max, ZBrush, Substance Painter, and Marmoset Toolbag.

26 December, 2018

3604 views
Jonas Ronnegard has recently presented the second part of his tutorial series that shows workflows and techniques of top ZBrush artists.

24 December, 2018

2725 views
Alex Gallucci talked about his crisp Sig Sauer MPX model created within CGMA course Weapons and Props for Games led by Ethan Hiley.

21 December, 2018

2399 views
Arturo Ramírez also known as Limkuk talked about his Sad Muse mask design made with ZBrush, Maya, and Substance Painter.

19 December, 2018

2898 views
2 comments
Oswaldo Salazar did a breakdown of his recent sculpt of Garrison made in ZBrush & Photoshop and talked about stylized character sculpting in general.

18 December, 2018

3792 views
Z is new a set of tools for simultaneous modeling in Houdini and ZBrush.

17 December, 2018

2078 views
Jeongho Shin shared the details of his character workflow in 3ds Max, ZBrush, and Toolbag: general approach, face, hair, low poly in ZBrush and more.

17 December, 2018

11489 views
Jeryce Dianingana did a breakdown of his stunning Oni Shrine environment made in Unity which won him the 3rd place in ArtStation's Feudal Japan Challenge.

14 December, 2018

3717 views
3 comments
Adrienne Lange did a breakdown of her character and talked about working on the face, clothes, skin texturing, aging elements and presentation in Toolbag. 

13 December, 2018

3439 views
1 comments
Saman Mahmoudi discussed the way he worked on the recent series of game characters: modeling, texturing, lighting workflows and more.

12 December, 2018

4880 views
Cordell Felix gave a talk on how he sculpted and hand-painted a stylized PBR Dagger in ZBrush and Substance Painter.

12 December, 2018

6578 views
1 comments
Jonas Ronnegard released a new set of 61 Japanese-themed trim brushes which can be used in ZBrush.

11 December, 2018

1789 views
Adam Nield did a breakdown of his assets with intricate ornaments made for Artstation’s Feudal Japan challenge.

11 December, 2018

2487 views
1 comments
Sephine Cruz talked about her recent personal project The Abandoned Palace Courtyard, the importance of storytelling, modular approach benefits and more.

11 December, 2018

5175 views
Sharlene Lin prepared a breakdown of her Japanese Stone Wall made in ZBrush and Substance Designer sharing the graphs and other details.

10 December, 2018

2687 views
Claudio Saavedra talked about his career as a Character Sculptor, general approaches to the models in terms of posing, anatomy, painting, lights & shaders.

5 December, 2018

2941 views
Bailey Wheatland prepared a great breakdown of his real-time character: precise female figure and facial features, voluminous hair, experiments with shadows.

4 December, 2018

4539 views