ZBrushCentral

to sculptris to zbrush to maya:, from model to render in 15 minutes!!!

Hello everyone

This video is an a abstract that almost 8 hours of work creating a 3D alien skull beginning base in sculptris, modeling detail and making textures in zbrush and doing basic test of animation and render in Maya, I want to use in a few seconds in a short film than I’m working, although is not the normal method that I use to model something, but it´s a easy, fun and efficient way to create something fast in 3D and unify all these powerful tools.
I hope you enjoy it

http://www.youtube.com/watch?v=NNvIeZmAAY4

Attachments

portada.jpg

Super Cool Video!
Good Skills, Well Done! :+1:

Very nice video, I enjoyed watching it because I also use a similar workflow, sculptris>zb>blender.
I’m not sure if a less advanced user can watch it though.
Great work anyway and very nice sculpting-painting work too. Excellent work! :+1:
Some questions:
-Did you use decimation master and UVmaster this, then subdividied and reprojected probably. The quasi retopo thing. Am I right?
-A silly question, how can I have reference images as background in zbrush?

BTW I tried to rate this thread, not allowed because I already rated it. How is this possible?

thank you very much :slight_smile:

-yes i like to use the decimation master when i make the goz from sculptris to zbrush, however i always try to have not too many poligons in sculptris whith the option to reduce selected, then use the uv master (its not perfect but its fast and easy)

  • yes depend the model specially if you want to animate or make blendshapes you need to to retopologize in zbrush and you can work better in maya, 3dmax or any program
  • the reference images in zbrush its a plug in call image plane, you can find it in the textures menu in zbrush, not in zplugs

image plain, I forgot this. lol
I knew that my question was silly. Thank you, very much.