second part of the broken wall video.
This video will go over the use of Maya to resurface a Hi resolution mesh.
06:16
Projecting Detail From one mesh to another (Sub Tool Method)
Here is a video that I made that shows how to project detail from one mesh to another using the "sub tool method" This is pretty easy to use.
Video that shows how to make a custom alpha in Zbrush to use to detail your model. I will then take a sphere and then project the final shape back down to a sphere.
Here is the final pose that I made from the illustration file, this model can be used for rapid prototyping.
This video is how to use the Mesh Insert Tool. This tool will alow you to take multiple meshes and combine them into one mesh.
Sub Division Levels â How to work with Sub D levels for sculpting at various detail level on you sculpture.
Real-Time Shadows â Working with real-time self shadowing in ZBrush.
Here I will use poly painting to paint the color information for the legs.
Here is a quick little video on how to sculpt skin pores in ZBrush.
Here I will build the skeleton for the alien shark.
Added some music to the real time render inside of Maya's view port. Music is by Eric Serra from the fith element sound track "Five millenia later"
Video that shows the driver skeleton, the FK arm and leg skeleton, the IK arm and leg skeleton, the deformation skeleton and the rig that I built for the alien shark.
Let's take a look at the new interface changes that have been made to ZB3.0
This is a Human Elder 720 turntable that I made inside of Zbrush. I just wanted to try out a new video resolution and format
Turn table rendered in Maya that shows the character animating.
made with the new ZBrush
This is a time-lapse video of a resurface session in Maya. This is a small section of a resurfacing tutorial that I am creating. I thought this might get people excited about the tutorial that is coming soon. Peace, NickZ.
Base mesh modeled in Maya and then sculpted in ZBrush 3.1
3D template made in ZBrush and then brought back over into Maya to build final geometry.
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