

With the introduction of Dynamesh, a bunch of new polish brushes, Shadow Box, the enhanced transpose tool, tillable alphas, the insert mesh brushes, the possibility to create insert mesh brushes from almost every object, the decimation master plug-in and now the new Qremesher makes it possible to work solely in ZBrush, even for the most difficult tasks. Back then it required a little bit more preparation in an external 3d package but the intelligent use of the available brushes and mostly projection master already made almost everything possible. The following models are made in ZBrush 3.1 a few years ago. All in all, the outcome is really nothing special at all but the basis for more complex and much more detailed stuff I think… Below is a rough tutorial that describes the work steps from primitive to the final model. After creasing and subdividing the resulting mesh I was ready to add small details. When I was done with the concept I created a clean mesh on top of it with the ZSphere edit topology function. Claybuildup, TrimDynamic and HPolish brushes are of great help. I started with a sphere, turned it into a dynamesh and began to block out some basic shapes. For me it was important to develop a fast and efficient way for creating complex machinery parts.

To be honest, I was much more focused on testing the new tools and techniques than to create an exact copy of his sketch. I tried to test some of these workflows myself, used a concept sketch of the amazing Andrew Ley ( ) and made a 3d model out of it. As ZBrush evolves that fast during the last three years, many artists came up with new and innovative modeling and sculpting techniques by using the new tools and brushes Pixologic invented.
