#zsphere
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it's been way too long - i kind of abandoned this place but i'll give it another go
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me in 2022: I AM NOT TAKING THIS CLASS ON FRIDAYS I CANNOT EVEN STAY AWAKE FUCK ITS THE FIRST EXAM ALREADY AND I HAVENT EVEN DOWNLOADED THE PROGRAM I CANT UNDERSTAND ANYTHING I AM QUITTING IT
me now in 2024, finally taking the class: Wait this is cool actually lmao
#zagreus rambling#I guess it also helps that I'm taking it with a friend lmao#This was my homework from last week btw we had to choose a beast from anywhere and model it#and my sleepy ass chose kurama lol#I think it came out good tho#just don- dont look at the feet#ignore the feet#I misscalculated the original zspheres in the feet and had a hard time re shaping them into a coherent thing 😭😭
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Here's a list of Free tools and resources for your daily work!🎨
2D
• Piskelapp Pixel art + animation • Krita general digital painting + animation • Gimp image manipulation + painting • MapEditor Level builder (orthogonal, isometric, hexagonal) • Terawell manipulate 3D mannequin as a figure drawing aid (the free version has everything) • Storyboarder Storyboard
3D
• Blender general 3D software (modeling, sculpting, painting, SFX , animation…). • BlockBench low-poly 3D + animation. • Dust3D low-poly 3D (similar to Zbrush Zsphere)
Sound Design
• Audacity Audio editor (recording, editing, mixing) • LMMS digital audio workstation (music production, composition, beat-making). • plugins4free audio plugins (work with both audacity and lmms) • Beepcomp chiptune/8-bit/16-bit music synthesizer
Video
• davinciresolve video editing (the free version has everything) • OBS Studio video recording + live streaming.
2D Animation
• Synfig Vector and puppet animation, frame by frame. Easy. • OpenToon Vector and puppet animation, frame by frame. Hard.
↳ You can import your own drawings.
For learning and inspiration
• models-resource 3D models from retro games (mostly) • spriters-resource 2D sprites (same) • textures-resource 2D textures (same) • TheCoverProject video game covers • Setteidreams archive of animation production materials • Livlily collection of animated lines
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ふふふ……ところがですね、我々官能小説家は「陰阜」という言葉で阜の字を使うんですよ……w
Xユーザーの日下春生(zsphere)さん
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modelling with zspheres is kinda silly like. this guy is Orbs
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Red Vs Blue; Moving on with the Project, inital tests and lookdev.
Blog #3
So after the presentation was done, I started working on the intial slap comps of the project, so my plan at this stage was to get my simulations in maya using the nfluids, and making the scene in unreal engine.
After which I had planned to take render the scene in unreal engine, with essential passes like AO, Reflectivity, and Diffuse, while taking the essential scene models and the camera and using them as matte in maya, to get the proper cutouts of the simulations. After which, I planned to use Arnold's infamous GPU based sampling to render volume passes of the simulation and compose everything together in nuke. But after testing with some test scenes in maya, it turned out that arnold we have in LRCs couldnot handle the level of polygons that I wanted it to work with, as the renders were not loading in the engine itself.
After a bit of troubleshooting, I came up with 3 different solutions to this problem.
First was to try the arnold debug logs along with camera culling, instancing and geometry caches to reduce the scene size and then try rendering.
The second was to transfer the simulation scene file and fluid cache, to the maya in my personal computer and then use VDB workflow to export the simulation as an Open VDB file, import it in unreal engine and render there.
And the third option was to use niagara and do the entire pipeline in unreal.
Finally, I ended up with the this solution as I anyhow had to learn niagara and this is just a good opportunity.
Fig; Single frame from the naigara fluid sim.
Fig; Single frame from one of my test files.
After figuring this part of the project, I switched to modeling. So, for this particular concept, I planned on modeling 3 models, the grim reaper, the pumpkin monster and the scyth. So I started with the grim reaper, I model from zbrush, I used the zsphere rigging method to pose that model, the I masked the area to that I wanted the cloak to be in the i used the move brush to shape it and then I manually gave all the folds and creases using standard and dam standard brush. And I used hard surface mdoeling in maya for the scythe.
Fig; Grim Reaper model
Fig; Grim Reaper's scythe model Then I started modeling the pumpkin monster, which was actually tricky because I had no clue how to approach the jacket on the model, Initally i thought of implementing low poly to high poly workflow from maya to ZBrush, but then that was not very viable, instead I crossed my fingers and used the Zbrush masking method to get the initial jacket, and that somehow worked. and once I had the base model, all the was left was sculpting and giving the details.
Fig; Pumpkin Monster Model
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Snake and the Weapon
For the animal companion, I chose to create a snake, an animal rich in symbolism across various cultures. Snakes often embody dualistic qualities, representing both good and evil, healing and harm. In religious contexts, serpents are frequently seen as symbols of temptation and knowledge. Specifically, in Viking culture, they are associated with destruction and chaos, but also with protection and power.
I began by sculpting the snake’s basic form in ZBrush using ZSpheres, then refined the details of the head and body on a subdivided mesh. After that, I UV unwrapped the model in Maya and proceeded to bake and texture it in Substance Painter. To illustrate the connection between the snake and the Valkyrie, I added emissive details around the scales. Finally, I exported the 2K textures as PNG files. For the weapon, I created a large battle axe using ZBrush. I primarily used ZModeler for blocking out the shapes and the Dam Standard brush to carve intricate Viking-inspired details. I followed the same pipeline as with the snake, beginning with the sculpting in ZBrush, then moving on to UV unwrapping in Maya, and finally baking and texturing in Substance Painter. In the texturing phase, I incorporated emissive cracks similar to those on the snake and on the armor, further emphasizing the connection to the Valkyrie
Korolev, E. (2023). Ancient Bronze Snake Sculpture . [Online] Available at: https://www.artstation.com/artwork/XgxQRw.
mythologis.com (n.d.). Viking Symbols and Their Powerful Meanings. [online] Mythologis®. Available at: https://mythologis.com/blogs/norse-mythology/viking-symbols [Accessed 2024].
rohit. (2024). Viking Axe Concepts - Weapon Design. Available at: https://www.artstation.com/artwork/KexQW4.
Sand dune studios (2023). Viking Axe. Available at: https://www.artstation.com/artwork/WBxkQJ.
nicholaswells.com (2022). Snake Symbolism & Their Meaning in the Arts - Nicholas Wells Antiques Ltd. [online] nicholaswells.com. Available at: https://nicholaswells.com/news/snake-symbolism-their-meaning-in-the-arts/. TVH (2023). Explaining Viking snake symbolism. [online] The Viking Herald. Available at: https://thevikingherald.com/article/explaining-viking-snake-symbolism/445.
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80. Lvl
Week 7
For beginner 3D artists
How to create a head from a Zsphere?
Introduction
Hello! My name is Nikolett, I’m a graduate character artist. I love to create characters for fantasy themes, my biggest inspirations are coming from video games and 2D illustrations. I started my journey on the path of 3D in 2020 when I enrolled at a British university to learn game art. I finished my BA in 2023. I’m currently honing and expanding my knowledge and skills at the University of Hertfordshire on the MA Games and Design course. As an artist without any previous art studies besides my BA, creating art can be challenging, confusing, and a complicated process. With this blog, I would like to share my perspective, and knowledge on how to create a head sculpt from a simple sphere in ZBrush.
References
Using good references is crucial. This is the first, most important step towards a convincing 3D asset. References can come from many different sources such as videogames, Sketchfab 3D models, or 2D images. Collecting them and laying them out in PureRef is a major help during the sculpting process. For this project I created a Karlach blockout sculpt inspired by the game Baldur’s Gate 3. My main references are from Artstation.
The Blockout
Every beginner’s biggest mistake in 3D sculpting is getting into the details before defining the overall shape of the bust. In my work pipeline creating a sculpture is divided into 3 stages – primary block-out, secondary block-out, and detailing. The detailing is also divided into primary and secondary details. In the primary block-out stage I focus on creating the overall shapes forms from in 3D space. It’s crucial to move around the 3D scene as much as possible to see different angles of the sculpture. In secondary block-out I add and define the major features of the face such as the location of the eyes, nose … etc. Primary detailing includes defining the facial features based on the references and secondary detailing involves adding fine details such as pores and scars.
For this sculpt I started with a sphere and modified its shape with the move tool, then I created a second sphere for the neck and adjusted it with the same tool. I added the ears in a separate tool too. I carved the eye socket with the clay buildup tool and started to add the nose and mouth with the same tool too. It doesn’t matter if it looks bad at this stage, you have to trust the process. After this, I used the move tool to adjust the features to the approximately anatomically correct location and started to define the secondary shapes of the block-out such as the mouth and nose. To refine the shapes more using flatten and damstandard brushes are crucial. The best advice in this stage is to look at the differences between the sculpt and the references. It will guide you to a better result. For the horns I worked on a separate tool and use deformation master and array mesh. For the hair, I also worked on a separate sub-tool from a Sphere.
Here is a really good tutorial about horn creation:
youtube
Pablo Muñoz Gómez-, 4 Ways to Create Horns in ZBrush -, 2022-, Youtube, https://www.youtube.com/watch?v=TN9ARiC_82w
This sculpture is missing the secondary details which is a bit more complicated process. The head itself is still in the primary detailing phase, which means it must be modified to achieve a closer look compared to the reference.
Try to get simultaneous practice, watch tutorials, and follow them along. Making this a habit really helps to learn faster and get a better result and understanding of 3D. Asking for help and feedback is also super useful on multiple web pages, such as Reddit. Don’t be afraid to make mistakes, they are part of the learning process.
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3D Model
On the other side of the module, we were tasked with designing and creating a 3D character model (using ZBrush) along with an environment (using Maya). I started with creating a moodboard and sketching some ideas. I wanted my character to be nature-themed in some way, and I decided to do this by basing them off of a preying mantis. I initially also wanted to include elements of a willow tree, however this was cut due to issues with modelling it as well as my own concerns with how well it could be 3D printed. Once I had a design down, I took to ZBrush to start sculpting it. I started out with a zsphere base, allowing me to block out the general shape of the character and where their arms, legs and head would be.
After this was done, I started using the clay buildup brush to start forming actual muscle definition and shape on top of the basic skeleton model, allowing me to make the body look more like an actual body.
I then worked on adding a face and eyes, intended to have an emphasis on being buglike. I also continued to refine the rest of the model, such as cleaning up the muscles.
Once the main body was done, I started on sculpting some clothes. As per my design sketches, I wanted to keep it simple so I started with a wrap top and added creases in an attempt to mimic fabric. I also modelled shorts, although this took a few iterations as I was struggling to get them to fit the model as well as having issues with keeping the mesh intact and stable when sculpting.
After the model was done, I started on the environment in Maya. I wanted my character to sit on a tree stump surrounded by flowers. While initially, the plan had been to make my models using photogrammertry, I was unable to find and photograph a tree stump, and the flowers I'd decided on were out of season and therefore not yet growing, meaning I instead opted to do it myself. Other than general teething issues with Maya (struggling with subdivisions and random polygons), this went pretty well. I used photo references of tree stumps I'd found online to make the stump as well as references of foxglove flowers to model one.
After combining the flower (which I duplicated to fill out the environment) and stump in ZBrush, teacher feedback led me to make a second version of the flower to help add some variation to the environment, as one type of plant made it too monotonous. I also made some rocks to scatter about that would help fill the space.
I then added the extra two models into the full environment and added some undulating terrain underneath, which gave me my final result for the Maya section of my work.
I then went back to ZBrush and posed the 3D model using the masking brush tool in order to pose the character to be sitting. To do this, I used a cube as a stand-in for the tree stump, which I deleted when the character was fully posed and ready to export.
Lastly, I loaded the posed model into Maya and had my finished result.
One issue I had during this project was struggling to merge the separate zspheres, which then led to problems loading the ZBrush sculpt into Maya, as I had to load and position each .obj separately. This was solved later down the line.
If I could do this project again, I would try to be more ambitious. As this was my first time making a 3D model, I was apprehensive at first and therefore made my initial design simpler in order to compensate for that. Now that I'm more familiar with ZBrush and Maya, attempting something more complex seems far less daunting.
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Started working on a seagull model. Tried Zspheres for the first time in creating the legs. Additionally, explored the usage of polypaint in Zbrush. The objective was to improve my character/organic modelling skills. Was aiming to create a stylised seagull model.
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Places of Mind - Part 2
This time I wanted to make a 3D concept sculpt first before using it to work on my final sculpt instead of using a 2D concept and zspheres. For the character, I wanted it to look chubby and have soft curves so it would seem approachable for the player even though it’s a demonic creature. I decided to base frogs as my main reference for the creature.
I was also greatly inspired by Marco Plouffe’s Sinner + greed work which I used as reference for my concept sculpt.
The ones shown below are the other references I used for the concept sculpt.
The final 3D concept sculpt:
Bibliography
Marco Plouffe (Keos Masons). (2015) Sinner + Greed (Zbrush), Artstation. Available at: https://www.artstation.com/artwork/VgnAX [Accessed: November 10, 2023]
Panzino, D. (2022) Sniper Frog, Artstation. Available at: https://www.artstation.com/artwork/JeZ1GZ [Accessed: November 10, 2023]
Life Scouter. (2015) REPTILE AND AMPHIBIAN STUDY, Scouterlife. Available at: https://www.scouterlife.com/blog//2015/04/difference-between-frogs-and-toads.html [Accessed: November 10, 2023]
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Week 1
Concept and Blockout
PureRef moodboard and Zbrush Blockout
Dimitri Chappuis, 2020,Ghost Rider,
Artstation, unknown https://www.artstation.com/artwork/XBlrdL
Kael Ngu,2021 ,Ghost Rider #1 , Artstation, unknown https://www.artstation.com/artwork/8ww0zw
Mark Steven Johnson, 2007, Ghost Rider (Movie),
unknown, Columbia Pictures, Marvel Entertainment, Crytsal Sky
Pictures, Relativity Media https://en.wikipedia.org/wiki/Ghost_Rider_(2007_film)
Unknown,2018, Ghost Rider,
Unknown, Unknown https://sketchfab.com/3d-models/ghost-rider-5b1aa4c4ec36480f9d2e806d35cbbd58
Unknown, 2012, Ghost Rider - Marvel: Avengers Alliance
unknow, Marvel Entertainment,Playdom, Disney Interactive Studios https://character-level.fandom.com/wiki/Ghost_Rider_(Marvel_Comics)
Unknown, 2021, Unknown
Unknown, anatomy.app https://anatomy.app/encyclopedia/skull Unknown, 2021 National Spine Health Fundation https://spinehealth.org/article/spine-anatomy/
Blockout in Zbrush
In my early block-out in Zbrush I used a male body mesh from the program library as a base for the clothing. I used extrusion and defined the basic shapes and forms of the character. The skull and the spine were sculpted from a Zsphere based on my references. I watched a YouTube tutorial on Zbrush cloth sculpting and shoe creation in order to understand the shapes and forms better. I decided to create the skull without jaw. I think the character will look more inhuman which will help to create a bigger contrast between his personality and look. I’m planning to add spikes and chains on his clothes to create an interesting variety to the human shape. Furthermore, I would like to add flames around his head. It will be a challenging process since I never created visual effects in Unreal engine.
Follygon, 2021, How to create shoes in Zbrush, Youtube https://www.youtube.com/watch?v=Wsy-q-o73vg DexterityArt, 2014, Bicker Jacket Zbrush Sculpt, Youtube https://www.youtube.com/watch?v=vycm9PyqVys
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Getting Started with Sculpting - ZBrush for Beginners Tutorial
Getting Started with Sculpting – ZBrush for Beginners Tutorial Get our full 7.5 hour Introduction to ZBrush! https://flippednormals.com/downloads/… In this ZBrush for Beginners Tutorial, we cover all the necessary tools you need to know in order to get started with ZBrush! Features covered include Zspheres, masking, dynamesh, UI, brushes, and many more.
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Blog post 29/05/2023
hokay so life got so busy after submission I only get to sit down and do some art work now. I've done a couple doodles and got a new sticker I've made for work! On payday I'm gonna order up some new frog stickers too, I need to make a couple more designs for the froggy stickers too~ I'm leaning mango and cherries or banana.
Today I wanna start doing the Tox Sculpt I've been wanting to do, maybe some doodles too to keep it fresh. I'll be returning to my game making in a couple weeks as I've not had time to just rest. The pain has been pretty bad this month because I've been so active with IRL work and appointments and such. I did get to go to MCM London which is nice, maybe one day I'll run a stall there!! To do that though I need to produce more physical merch and currently I only really have my stickers. Maybe I'll reboot my ETSY shop once I've made a small inventory.
I got a little distracted over lunch and ended up chatting for an hour, time to get into it! Curse you talking with my friends, ADHD and DIY youtube videos. I started by slapping down the bipedal frame with ZSpheres, they always look a little goofy. I had made a frame prior but I was unhappy with it. After I had laid the base Zspheres down, I turned off symmetry and began altering the ZSpheres, allowing me to pose is asymmetrically and start blocking out some features. I was easily able to build the finer hand details by adjusting the "draw size" of the brush! It is a little fiddly and bulbous at this stage, but shaping will come in time. One of my beardies is going nuts today, all I can hear is her surfing whilst I'm working.
The ZSphere skeleton has been made into an Adaptive Skin using dynaMesh Resolution 96 to preserve the finger shapes. I duplicated it and then I Zremeshed it to help lower the poly count, as it is easier to build shape in lower polys, then subdivide for more detail later on. The fingers are still a little warped, but it's the best option without going into insane detail for just the base. It will do! Time to start building up some shapes. I'm going to start with the hand as its the area I'm most concerned about.
I'm also pretty happy to be blogging my process like this, I found it annoying at university as it does cut into my modeling time - however now I'm doing it optionally its helping me understand and think through the process a little more. Plus I don't need to keep several files on my pc or be very academic about it either, I can just jot down my thoughts post and go.
I've thickened the fingers and started shaping the hand, I'm going to block out the body some more before subdividing. It looks chunky and awful like chewed gum, but refinement will come later.
I'm thinking about making more physical merchandise to sell. I might sit down and make like, an inventory goal, review products I have and how they are made - then think of new products and how to make them. Including some good sellers like prints of existing properties, or nerdy merch like different chibi lizards as different DND classes and stuff.
I've reached a point with this sculpt where I've got a good base shape down. I'm going to pause doing this for now and move onto doing some 2D work.
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Creating a zsphere rig
I created a Zsphere rig to transpose and pose VeV's arms according to the way I want
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