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The old space marine

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Free Zbrush tutorial series, making of the character i created to introduce the new r2 features at the INTERNATIONAL VIEW CONFERENCE 2011 held in turin on the 26-28th of October

I usually apply other techniques to realize some tasks, but as i had to talk about the new version i decided to make a model that makes use of the new functions, so a lot of dynamesh, lot of splicing, and in the end i realized that the new dynamesh is really a great feature that can help in a lot of different stages of the production.

Some stages are not shown because while working on this i also started to livecast some sculpting sessions on my web tv, so check 'em out there

Chapters 01 and 12 don't require to be a registered user, so everybody can take a peek ;) . If you like those, please take some time to complete the registration process, it's all absolutely free.

All the tutorials hosted on this site are free of charge, made from a passionate person who loves to share his (very limited) knowledge with people. I hope you will appreciate and find the videos useful, this will be the best payback for the time and the money i am investing on this project.
if, however, you would like to give a contribution for the video hosting fees and help me realize more and more stuff, for sure i will not feel offended :P .

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November 3, 20116 months ago

20-posing the model

Time to study some cool pose and use the transpose master to make this guy look mode interesting. Read more

November 3, 20116 months ago

19-Using dynamesh for polygon reduction

Let's use dyna also to lower down the polycount and make the model posable! Read more

November 3, 20116 months ago

18-texturing with curve mode and spotlight

Curve mode can be used to texture nice regular patterns, and spotlight is the best friends to make decals (and not only) Read more

November 3, 20116 months ago

17-hand detailing and texturing

except for the first minute or so, this time this is a REAL TIMELAPSE. Read more

November 3, 20116 months ago

16-Skin texturing and lies

Painting the skin manually. Wait! Was not this supposed to be a no audio timelapse??? :D Read more

November 3, 20116 months ago

15-sculpting finer details on the head

Sculpting wrinkles and pores. nothing more, nothing less Read more

November 3, 20116 months ago

14-texturing concepts put in practice

How to apply the theories explained in chapter 13. Read more

November 2, 20116 months ago

13-doctor danko's texturing techniques

Some techniques i used to texture the hard surface parts of the model, how to modify some brushes to create cool looking effects. Read more

November 2, 20116 months ago

12-surfacing the armour and using 3d layers

Creating high frequency detail for the armour and using the 3d layers and the morph target to mix all the different effects. Read more

November 2, 20116 months ago

11-modeling the weapon

Start from a simple cube to build the base shape of the weapon and then use dynamesh and other stuff up to the final form. Read more

November 2, 20116 months ago

10-sketching and modeling the helmet

Sketching the helmet with clay and hplosh and then use the sketch as a reference to build the final version. Read more

November 2, 20116 months ago

09-tubing, low poly meshes and booleans

Using the zspheres to add tubings here and there, working with primitives and low poly meshes to create bases for the insert mesh dot, subtractions with dynamesh. Read more

November 2, 20116 months ago

08-creating the armour glove

Working low poly to create the base for the armour glove and fingers, taking advantage of the new extrude function. Read more

November 2, 20116 months ago

07-Cloth and props

Using the curve surface brush to create a base for a drape cloth and modeling more props. Read more

November 2, 20116 months ago

06-the art of reusing parts and hard surfaces

How to use already made assets to create small details and props to avoid overworking and more hard surface work on the pieces. Read more

November 2, 20116 months ago

05-sketching the armour with dyna

Using the insert brushes to create base forms, and dynamesh with the groups option to remesh the different pieces separately. Read more

November 2, 20116 months ago

04-Hard surfaces techniques overview

A general overview to the techniques i used to create the hard surface details of the character. Read more

November 2, 20116 months ago

03-uv master and surface noise

Taking advantage of the uv master plugin to drive the look of the new noise by image function. Read more

November 2, 20116 months ago

02-Slice cut to separate the different parts

Using the slice cut brush and the close holes function to create different shells for the body pieces. Read more

November 2, 20116 months ago

01-Dynamesh the body

Using the r2 dynamesh and the insert brushes to build the body base mesh. Read more