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jStins' zBrush thread
show user profile  jStins
I'm trying to improve my zBrush skills and all the arty stuff that goes with that. I'm pretty comfortable with using zBrush in a production pipeline so these will just be sculpts/stills created primarily in zBrush (aside from base mesh work in Maya).

Here's a green iguana:

C&C welcome, but I think I will be moving on to the next thing for now.


read 1991 times
2/26/2011 5:00:57 AM (last edit: 2/26/2011 5:00:57 AM)
show user profile  Davious
That looks pretty class

can you post an unpainted version ?

Great sculpt, and nice use of textures, you have some skills! I really struggle with that app.
only cnc is that the spaces between the lower scales look a bit dark, like seperate islands. might be your lighting. I love the eye.

" Difficult, yes. Impossible , no..."
read 1959 times
2/26/2011 11:00:24 AM (last edit: 2/26/2011 11:00:24 AM)
show user profile  K-tonne
yay a zbrush thread
nicely done- some spot on observations in there
might have benifitted from going up a level and crisping out some of the details- especially at the snout where it goes a little soft
had to google green iguana because one thing was bothering me- the tongue being so smooth
iguanas apparently (in the few pictures i could find of an iguanas tongue) have tongues like a dead slug
colouring on the bottom jaw is right although feels wrong
looking forward to more

Website and Portfolio

read 1936 times
2/26/2011 5:05:28 PM (last edit: 2/26/2011 5:05:28 PM)
show user profile  jStins
Thanks for the feedback guys. :)

@Davious: Agreed on the scales on the bottom and throughout really. I used a combination of hand painted masks and some of the reptile alphas from the pixologic site. The scales on the lower half were primarily masked by hand, then brought out with the inflat brush. Then I went over the areas between the scales with the pinch brush to tighten them up, but maybe not aggressively enough.

The scales on this guy were a real challenge. They are like tiny puzzle pieces that change shape and size over the surface and fit together perfectly.

The eye, I must admit, was 'cheated' by zProjecting the reference on to the sphere. The rest of the surface was polypainted though.

@K-tonne: Ah yes, the tongue was something I wanted to do more with, but ended up rushing it at the end. And now it will bother me forever. ;)

Here's some of the ref I used and the unpainted sculpt.


read 1920 times
2/26/2011 9:46:39 PM (last edit: 2/26/2011 9:46:39 PM)
show user profile  jStins
Well some freelance work came up, meaning that zBrush fun time went down. I did have some time over the last couple of weeks to sculpt this little guy:

It's based off one of Greg's concepts from

I really love their style over there so I thought I'd try to translate it to 3D. Overall I'm happy with it, but I think I missed the mark in a few places. Mainly the sculpt seems to lack the mischievous feel of the concept.

Comments and feedback welcome as always.


read 1788 times
5/25/2011 10:11:21 PM (last edit: 5/25/2011 10:11:21 PM)
show user profile  S. Silard
Looks cool . Only textures on the "heat" looks a little bit washed .

I'm looking forward for more .

Congrats, you found my signature.

read 1770 times
5/25/2011 10:58:06 PM (last edit: 5/25/2011 10:58:06 PM)
show user profile  ScotlandDave
Really nice style like the use of colour same with the iguana great sculpting!

Nice link btw bookmarked some good stuff in there..

I`d say regards the sculpt it`s almost perfect only crits would be possibly the eyes pushed forward slightly, the area between the jowl and the chin are a touch off with the concept, and that the head/hat is quite uniform could sag down at the back more and in turn broaden the depth of the neck. Would like to see at least shoulders up too..

[edit] Not enough of this kind of stuff on Maxforums these days! :)

Website | Blog | Contact | Vimeo

read 1757 times
5/25/2011 11:44:04 PM (last edit: 5/25/2011 11:46:56 PM)
show user profile  jStins
Thanks guys. Agreed on all points, except I'm not sure what you mean by "heat" though Silard.

I might get in there and tweak a few of the things mentioned, may get on to other things. We'll see... :)


read 1718 times
5/26/2011 6:40:28 PM (last edit: 5/26/2011 6:40:28 PM)
show user profile  jStins
Hey guys,

A couple days ago I sat down with the goal to create something start to finish in 8 hours and record the process. Here's the result:

zBrush high to low poly workflow from Joel Stinson on Vimeo.

Pipeline stuff (retop and what not) starts @ 5 min if watching people sculpt bores you as much as it bores me ;).

There's no audio, but I'd be happy to go into more detail about the process if anyone is interested, but I assume most of this is old hat to expreienced zBrush users.


read 1418 times
11/10/2011 9:01:48 PM (last edit: 11/10/2011 9:01:48 PM)
show user profile  soontekk
awesome stuff mate !!
i also love the work of creaturebox, they rock hard

i love zbrush sculpting, i'm just really bummed by all the retopo work needed untill you get a workable model in max :(

melting ur brainz!
/ FOS4 / FO2 / Blurb / Twitter / Facebook / Vimeo /

read 1412 times
11/10/2011 9:44:45 PM (last edit: 11/10/2011 9:44:45 PM)
show user profile  ScotlandDave
Wicked stuff, definitely think you should do a LOT more character/creature work and get it posted on here, the stuff you`ve done above is really really nice.

Website | Blog | Contact | Vimeo

read 1405 times
11/10/2011 10:03:15 PM (last edit: 11/10/2011 10:03:15 PM)
show user profile  Joey Parker Jr.
Nice stuff. I'm very interested in this process.
 photo 2012-sig_small3_zpsbd114b69.png

read 1400 times
11/10/2011 10:05:45 PM (last edit: 11/10/2011 10:05:45 PM)
show user profile  K-tonne
good going- well retopped
wonder why you didn't press the 'project' button in the topo process to capture the detail from the first sculpt

Website and Portfolio

read 1399 times
11/10/2011 10:14:07 PM (last edit: 11/10/2011 10:14:30 PM)
show user profile  jStins
Thanks a lot for the feedback guys.

@Soontekk: I hear you on the retop, but a necessary evil. For now. ;) I definitely see the technical BS (topology, UVs) becoming faster/going away completely in the future.

@Dave: Thanks for the kind words. It's easy to get disheartened after a trip over to zBrush Central or CGtalk. I really like working in zBrush so I'll keep doing it and keep posting.

@Joey: I'm writing up a little overview of the process and I'll post it up later today.

@K-tonne: Can you elaborate a bit? I have used 'project all' before to restore detail on a retopped mesh, but I've never done it as part of the retop process. My typical process is to do the initial sculpt with only primary structural detail, contour, silhouette and then sculpt surface detail (sometimes project) on the retopped/unwrapped mesh. Sounds like there might be a more efficient process out there?


read 1391 times
11/10/2011 10:41:36 PM (last edit: 11/10/2011 10:41:36 PM)
show user profile  K-tonne
you're pressing a to preview the mesh when you're making the new topo, underneath the rigging and topology menus in tool is projection- click this on and when you go to preview (and of course subsequently turn into a polymesh from the adaptive skin it will become) with projection on it'll retain the detail as best it can with the settings from the adaptive skin density slider- higher settings on this slider will obviously capture more detail if it's there- these detail levels will transfer to subD levels as usual
just takes a little longer to calculate so isn't on by default for speed or so you can make other stuff (which has been superceded by the curve brushes i think they're called- the ones that set out spline type things that become solid shapes)

Website and Portfolio

read 1386 times
11/10/2011 11:11:45 PM (last edit: 11/10/2011 11:11:45 PM)
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