progress   http://www.zbrushcentral.com/showthread.php?57740-The-Human-Skin&p=441467&viewfull=1#post441467   // Tip

progress http://www.zbrushcentral.com/showthread.php?57740-The-Human-Skin&p=441467&viewfull=1#post441467 // Tip

FAQ: How u model dem shapes? Hands-on mini-tuts for mechanical sub-d AKA ADD MORE GEO - Page 206 - Polycount Forum

Tutorials- Good example for stock, upper receiver, and suppressor nut.

http://www.zbrushcentral.com/showthread.php?188360-quot-Spirit-of-Nature-quot

Illustration "Spirit of Nature". All production process (modeling, texture, lighting, rendering, and post) were made in ZBrush fThanks!

Wonderful Woman Realistic 3D Art by Luc Begin – zbrushtuts

Wonderful Woman Realistic Art by Luc Begin Luc Bégin is a generalist with a preference for charac

第3回:髪の作成とチェックレンダリング~HairFarmで植毛!~ | CharacterArpeggio~3ds Max 2017 キャラクター作成術~ | AREA JAPAN

Third: flocking in the hair of creation and check rendering ~ HairFarm!

Castle-Floor-Plans-for-Luxurious-Design-and-Style-with-stone-material.jpg (800×599)

Castle-Floor-Plans-for-Luxurious-Design-and-Style-with-stone-material.jpg (800×599)

Physically accurate and proportioned eye I made to share you all. Explanation of shader and how to modify it + maps, and the model.

Physically accurate and proportioned eye I made to share you all. Explanation of shader and how to modify it + maps, and the model.

CREATING REALISTIC EYES (modeling/shading) Today I had to model some realistic eyes for a character. Made some research and found various tutorials and techniques. Decided to model in Maya and render.

Procedural metal PBR Substance, Simon Tremblay Gauthier on ArtStation at https://www.artstation.com/artwork/5eb8w

Procedural metal PBR Substance, Simon Tremblay Gauthier on ArtStation at…

A practice learning skin surface shading using Vray and Arnold (alShader) for Maya. Using Scan data surfaces, hand sculpt, and texturing xyz maps. Raw Renders WIP

A practice learning skin surface shading using Vray and Arnold (alShader) for Maya. Using Scan data surfaces, hand sculpt, and texturing xyz maps.

ArtStation - Jungle Rock Face / Substance Designer, Chris Hodgson

A fully procedural jungle rock face Substance material. Everything was made entirely in Substance Designer. I started this substance to see if making branching vines was possible without resorting to bringing in height data from elsewhere. It turns out it

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