In this video I'll cover the process of creating a custom Vector Displacement Map (VDM) and using it in combination with other VDM brushes to detail the sketch of a dragon head in ZBrush. I also show you some tips and tricks that you can use with this workflow and the advantage of using VDMs with Sculptris pro!
The final image I produce for this tutorial from the demo head is exactly the same model I showed in the video (so very sketchy) but I used polypaint for the colour and a quick render in Marmoset Toolbag for.
One of the best features added to Sculptris Pro in ZBrush is the ability to use it in combination with VDMs. This means that you can drag a VDM with Sculptris Pro enabled and ZBrush will adjust the amount of generated polygons of the new volume based on the size of your brush.
You can control the tessellation amount by changing the brush size. A large brush means large polygons and therefore less resolution. A small brush gives you smaller polygons which means more resolution.
This is a concise introduction to digital sculpting. The tutorial/ebook is aimed at absolute beginners starting with Sculptris. However, various concepts and overall workflow discussed in the tutorial, is relevant to more advanced tools like ZBrush or ZBrushCore.
Zbrush is a fully featured software and might be overwhelming for new users, but Sculptris can be the bridge for artists that want to learn 3D sculpting. I see it as a great introduction to the Dynamesh feature in ZBrush as well; a great way to explore shapes and concepts.
Sculptris gives you total freedom to explore ideas in 3D with intuitive tools. There is also no need to worry about technical aspects like topology, as the software creates more polygons and points where you need them
with Symmetry ON and using the Grab brush with Global Off, you can rough out the shape of the head. I used Crtl to mask a circular area below the sphere and then I pulled the neck using the Grab brush again.
I kept refining the silhouette of the dragon with the grab tool and the detail slider to a minimum. At the beginning of the sculpting process, is a good idea to keep the polygon count low to focus on large areas and finding a good silhouette.
I refined the shapes a bit more with a combination of the Grab tool and Draw brush. I also started to block out some lines that I can then follow when building the skin fold and wrinkles. I used the Crease brush and the Pinch brush to get some sharp edges and crevices at the back of the head and also to define the mouth area.
I also started to play with some design elements that I could use over the whole model like the big scales in the neck and chest. To create this effect, I use the Grab tool and masking the area of each scale (one by one) to be able to pull each scale out without affecting the rest.
Following the previous technique of pulling geometry from unmasked areas I created the visible teeth of the dragon. With the grab tool and holding Ctrl I masked three separate dots (one for each tooth) and inverted the mask. Then I just pulled them with the Grab Tool.
After the teeth I started to refine other areas like the back of the head and the horns using Crease to accentuate the indentations, Draw brush to add volume to the wrinkles and folds and pinch to narrow the gaps between some crevices.
I added a bit more of scale, gradually fading them towards the nose of the dragon and refined all the crevices and sharp edges with a combination of the Draw, Crease and inflate brush with the Detail slider pretty high.
In this short guide, I'll walk you through the tools and features needed to get you sculpting within minute using Sculptris. I also make reference to important ZBrush concepts when appropriate, so that you can treat this guide as an introduction to digital sculpting.
While there are many 3D modelling programs out there, Sculptris was designed for beginners making it an excellent starting point for those with little to no experience in the 3D world.
In addition, Kittleson offers some helpful tips on the general workflow of bringing your concepts to life, such as not getting bogged down by detail too early in the process and maintaining a focus on the overall shape and concept of the design.
This is an excellent starting point for those looking for a general overview of all the features available in Sculptris. Maksym introduces each brush and provides a demonstration for their application.
Unlike some other introductory tutorials, this one deals solely with the technical aspects of Sculptris and avoids general art concepts, making it a perfect choice for those who have a background in art and just want to get straight into the program.
The main tools and features are explained and accompanied by a detailed demonstration. You can easily discover the workflow of the software and pick up some useful tips on how to model figures by starting with the big shapes and working down to the smallest details.
With this video you can learn how to manipulate a sphere using the grab tool to create a simple cube-like shape that can be used as a primitive either for a future Sculptris project or perhaps for use in another program, such as a game engine.
Be sure to check out the information section below the video too. Borodante has a link to some free custom brushes and tool presets that could be a big help for those trying to emulate his technique.
As part of the demonstration we learn some of the key differences between sculpting in ZBrush and Sculptris, plus why even ZBrush gurus may want to take advantage of some of the Sculptris features for creating their base models.
After a short sculpting demo, John shows you how to use a variety of pre-made textures to create a layered effect on your model. By playing with opacity and brush size its easy to get a detailed and realistic appearance for your objects.
One of the most common mistakes that beginners make with portraits is believing that the specific details of the head are what give a likeness. But the overall shape of the skull and placement of the features is much more important for obtaining an accurate representation.
Josh is an artist and game developer who specializes in sci-fi, fantasy, and abstract art. His work employs vibrant colors and combines elements of glitch art, outrun, retro-gamming, neo-geo, and conceptual art. He trained as an oil painter before picking up 3D modeling, animation, and programming. He now runs Brain Jar, a small game development studio that focuses on experimental, narrative-driven content. You can learn more on the website or on Twitter @brainjargames.
It turned out I had a non-manifold mesh (i.e. a edge had three or more polygons associated with it) when I got your error. To check this, apply the decimate modifier to your object in question. The modifier will error if it is non-manifold, and will say as much.
In depth step-by-step here:
Mod DB Blender: Fixing a non-manifold mesh tutorialThis tutorial is based on Blender 2.56a beta interface (see getting started section of the Blender site tutorial page). I will show you how to fix a non-manifold mesh problem. What is a non-manifold mesh ? Look up the word manifold first. Then...
I'm planning on writing a tutorial on creating a 3d statue/sculpture with multiple models to build up the overall image using only completely free software but thought I'd start with moving models from Maya to Sculptris just as a starter;
Find Sculptris for free here:
Why use multiple models?
As there isn't the ability to create layers or use zspheres it can be tricky to make a complete figure from 1 base sphere. If you can create full models from the base sphere you get from loading a new scene you'll find it can give you an extremely high poly count.
Using multiple models allows you to concentrate and practise if starting out (remember it won't be usable in games/animation really, sculptris is really just an entry level/free flow practise tool but will get you going with digital sculpture/ moving to something like Zbrush). You can take them in to your selected 3d package and put them together like a multi-part action figure to render.
Again as a note this is just for practise and for proper modelling use regular 3d techniques or build it in zbrush/ use the GoZ feature in zbrush.
I did this in Maya but this should work with all main 3d programs. I'm going to work on doing one for Blender as well for the completely free route (using only open source/free software)
Step 1:
I only use the 3d programs (I use Maya) to make a very simple base model to work on as if it were a basic trad sculpture armature. I build it out of basic geometry (in this case a Cylinder with a few simple rotations and scaling) then before exporting I Triangulate it (Not sure if this is needed any more but you used to need to when exporting as .objs for some sculpting software).
Step 2: Exporting
You should just be able to export as OBJ in whichever 3d package you use. If you are specifically using Maya you may come across an issue where OBJ isn't visible when trying to export. If you have this go to Window > Settings/Preferences > Plug in Manager and make sure OBJexport is loaded/auto loaded (see image below)
Step 3: Importing
Nice simple step - load up Sculptris and go to import - tick New Scene. It may ask you that UVs are loaded, Go to paint? Tick no. Make sure symmetry is turned off. Remember when importing tools like grab will have Global switched on as default (which will make the whole imported model move) - to turn this off untick Global (or with the tool selected press 'g' to toggle global < a good shortcut to remember!)
Step 4: Sculpt!
Sculpt away! The imported models will be a workable 200-9000 triangles generally if working with simple models which will give you loads of room to add detail without crashing the software or your pc! Just remember to use reduce selected or the reduce brush now and then to keep the triangle count low and to allow you to use those saved in more detailed parts!
Not going to teach people how to sculpt but will do a tutorial on the basic tools for people if needed. Here's what I knocked up in 10 minutes with the imported model. My main idea is to do a Warhammer Style Ork eventually. Very basic R.Leifield style arm (muscles on muscles!)
Hope this helps get you started with sculptris anyway! Using the sphere alone is great fun (see examples in posts below as they were all from spheres alone).