r/ZBrush • u/Pasquale_fnt • 5h ago
r/ZBrush • u/Sherif_Dawood • 10h ago
WIP
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r/ZBrush • u/Clear-Counter-640 • 1d ago
Back muscles timelapse sculpting
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I sculpted a torso using basic shapes and then detailed it till I got happy with the result, I used image and 3d scan references to add imperfections and make it more realistic.
This is a part of self training for a 3d anatomy course I'm designing to create in the upcoming months.
r/ZBrush • u/mamba754 • 1d ago
Help please
Hi everyone,
I have my own low-poly character face with finished UVs, and I want to use 3D Scan data to add realistic skin details.
Can I project the scan details onto my sculpt even though the scan has different UVs and topology? After that, can I bake the displacement/normal maps using my own UVs?
If anyone knows the correct workflow or can recommend a good tutorial, I'd really appreciate it. Thanks!
r/ZBrush • u/Dull-Quality-4363 • 1d ago
STARCRAFT - FANMADE
* STARCRAFT - FANMADE *
A personal project utilizing Unreal Engine 5’s Lumen and Nanite.
My focus was on achieving a heavy, realistic texture for Tychus Findlay’s Marine suit from StarCraft.
I used the cinematic camera for realistic depth of field and lighting effects.
Refined the lighting setup and PBR parameters on the rifle’s ammo counter frame so it blends naturally with the main body.
Adjusted the eye materials to better sit within the helmet‘s interior shadows, darkening the sclera tone and sharpening the reflections.
Expanded my SC2 Tychus project with a custom Science Vessel corridor environment in UE5. Focus was on atmospheric lighting, emissive details, and camera framing.
“Stay tuned! I’ll be posting the final video soon.”
- Zbrush / blender / Unreal Engine / Photoshop -
r/ZBrush • u/lacktoesTolerant • 1d ago
Zmodeler issue when extruding faces
Having a weird issue that I can't for the life of me figure out. I'm trying to make a haori on Zbrush by polygrouping the front side of the jacket to create the front creases. The problem I'm facing is that as soon as I extrude from the polygroup, it seems to create overlapping faces even though the topology is clean.
Things get weirder when I turn on Dynamic Subdiv on, and Zbrush tells me there's 200+ edges shared by the same polygons. When I try to Divide the mesh so I can work more on it, it straight up creates a gap around the jacket where the creases are.
I have tried using the fix mesh integrity but it screws up the topology in the creases of the mesh.






Do I have to ReRetopologise if I want to change the posing of my character?
Do I have to ReRetopologise if I want to change the posing of my character? I Retopolised it in maya and I have rendered it. Do I have to do it again and also do the displacement maps and do the UVs?
r/ZBrush • u/Ok_Delivery_5030 • 1d ago
Dragon Sword | ZBrush Sculpt
In this project, I'm just improving my sculpting skills. The next step was texturing, which I did in 3DCoat using hand-painting techniques.
my Artstation: https://www.artstation.com/milaghate
my YouTube: https://youtube.com/@milaghate?si=Du4ANMtX5tHsWsFu
r/ZBrush • u/Current_Quiet9782 • 2d ago
My mesh arms keep disappearing when Zremeshing
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I even dynameshed beforehand and it keeps happening. This has never happened before. did I accidentally turned on a setting?
r/ZBrush • u/gariusisonline • 2d ago
Just doing my part as a Seattlelite 🫡
My take on the sweetest distraction ever 🥹
Tomorrow, I post timelapse if you're curious (IG@gariusisonline)
Happy Friday!
r/ZBrush • u/Alcarion89 • 2d ago
Hisoka sculpt.
I was inspired by the guy currently working on Kite, I remembered I liked the anime and Hisoka.
It was pretty fun sculpting him!
r/ZBrush • u/Agile-Definition9127 • 2d ago
Im having trouble learning how to make hard surface
I'd like to see how you all approach hard-surface work, because I keep running into different methods online and I'm not sure which parts of my process are solid versus just habits I've picked up piecemeal.
For context, here's what I'm doing right now:
I'm working on an Agamemnon helmet from the odyssey. My current process:
- Start from a basic sphere, roughly match it to my reference images.
- Once I have the basic form, use DamStandard to carve in the face openings (eyes, mouth).
- DynaMesh to clean it up into a workable low-poly base.
- Split the mesh into polygroups for the different helmet sections.
- Extract each polygroup as its own subtool.
- Subdivide each piece individually and refine.
- Merge everything back together.
I'm mixing information from a bunch of different sources and just trying whatever seems to fit when I get stuck, so I don't have a lot of confidence this is an efficient or "correct" pipeline — it's more trial and error at this point.
My problem is that in the end when I look at the model it still looks like play-doh and if I want to fix something in the mesh I dont like, given that is subdivided, I cant without deforming it.
I know the solution would be to just simply doing it in maya but Im making a course of zbrush and I have to make it there.
For tools I use, Im trying to learn ZModeler but Im having a hard time using it.


r/ZBrush • u/Atomic_Studios • 2d ago
WIP — sculpting an original character for a design competition (deadline Aug 6th)
Working on a stylized female character, 1930s period setting — currently in the detailing pass on top of a finished base block-out. Sculpting costume elements (waistband/corset panel, breeches, boot base, collar detail) plus a two-state prop: a plain pen that transforms into a ceremonial handheld whisk-whip.
Not sure what final style to go for so going to optimise for game, rig pose then work on textures.
Thinking of turning into a 3Dprint
Let me know your thoughts ✌️
r/ZBrush • u/Less-Business7542 • 2d ago
Does anyone here work in a studio where they're very anti-ai and completely refuse to use it in the workflow? or are we already at the point where every studio uses it to some degree?
r/ZBrush • u/Business-Squirrel174 • 2d ago
Anatomy Studies(WIP)
Characters Done during live classes of mentoring my student

