Hello, ZBrush 2019

The long-awaited ZBrush 2019 has finally been released. The new features are especially friendly for hard material modeling, bringing a lot of exciting new features. Watch the video to see how ZBrush 2019 is wonderful. ZBrush 2019 solves two major pain points of the old version:
Folder management

The folder function can be said to be the most urgently needed feature of ZB users. I used to be a hard material model and it was dozens of model layers. I finally got this function in ZBrush 2019. And the menu is still very good, this new version can perform various operations in the folder, including performing real-time Boolean operations or fast 3D conversion.
2. Universal camera

In the past, the camera perspective in the old version of the software was so tearing. In the software, it seems that the correct model is imported into other software, which is distorted. In the software, it seems that the wrong model is imported into other software or deformed. at last! In this ZBrush new camera system simulates a real-world camera with settings such as focal length and cropping factor. This perfectly matches your ZBrush scene to the scenes in any other application, or mirrors imported photos (or renders).
The birth of two highlights in ZBrush 2019:
1. Alpha 3D (Snapshot3D)


Below I will introduce you to the superb feature in this update - Alpha 3D! This time, the official finally realized the importance of absolute flat modeling, so the function was born. This is the original face of ZB modeling. Therefore, the artist of video game props, the hand-made toys, the mechanical design, the industrial design, the furniture modeling, all look over this wonderful feature. In contrast, even the original real-time Boolean is weak. With such a function, hard material modeling is really faster, more and more simple, and the quality is getting higher and higher!!! Amazing!!!
It converts any alpha grayscale image into a 3D model and combines it at will. It can also be combined with Boolean addition or subtraction to create more complex 3D shapes. The model generated by the system can be used as a basis for engraving and can even be used with the Live Boolean system to create complex artwork.
2. ZRemesher 3.0 (Automatic Topology 3.0)

The ZRemesher automatic topology is a topological way that ZBrush has always insisted on. It has now been upgraded to ZRemesher v3.0, which is ideal for mechanical models, regardless of the complexity of the model-enhanced system. Therefore, the model generated by Alpha3D can use ZRemesher3.0 to one-click topology and go to his manual topology.
The unveiling of a big mysterious function:
Non-photorealistic rendering (NPR)

This new set of tools creates a variety of sketch styles that mimic the feel of various 2D paintings (also known as the three-sharp). By adding overlay textures, applying halftone paper styles, drawing black outlines around 3D models or applying multiple built-in presets, the new NPR system will open up the artistic possibilities of the entire world - whether you are a concept, engraving or ready to render. (I personally think that the most outstanding is still imitation comic style)
Other functions:

  1. PeelUV plug-in, a new exhibition UV plug-in, can accurately divide the UV in ZB, other UV software can be deleted.
  1. The ZColor plugin is a new color manager for digital painting with a range of color choices.
  1. You can see the weight of the model in ZB.
  1. Cross-masking, the intersection of the model creates a mask, which is the perfect solution for creating complex masks.
    This ZBrush2019 update is still very good, solving many of the shortcomings of the past, making the user more convenient!

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How to Create Goblin in Zbrush
How to Create Goblin in Zbrush
Fox Renderfarm, your best cloud rendering services provider, will share with you a ZBrush tutorial about how to create Goblin from 3D character artist, Hongmin Zheng. Hongmin Zheng is good at making realistic and stylized character models. In this tutorial, he made a Goblin that had stolen the king's gold coin. This work was inspired by the other 3D artist Jianxi Wang's amazing concept. References It is necessary to collect references to make the artwork more authentic and credible, especially the texturing, modeling and posing. I collected a lot of references first, then selected and organized them again. Blocking The model was made with ZBrush, using a basic spherical shape as the basis to sculpt the overall model of the head, especially some facial features, such as its big nose, cracked mouth, ears, belly, and sparse hair. I prefer to use SnakeHook in conjunction with SculptrisPro for quick styling in the Blocking stage, and also turn on AccuCurve to make the shape more rigid. In this production, we can use any method to sculpt, such as using Curvetube to make the shape of the mouth, adding balls to make the eyes. And there is no need to consider lines or levels in this part. SculptrisPro is a great feature just like DynaMesh. They make creation more unrestrained. The new version of the stroke preview function is great, which allows us to always pay attention to the outline of the model. The display of the outline is always the most important part of the model carving. Using DynaMesh, this stage only needs to adjust the whole, ignoring all details. Take a look at the silhouette of the model from multiple angles. I used clayBuildup to brush. Then I adjusted all parts of the model in the TPOSE stage. Because it's not animation, there is no need to bind bones. As long as I confirm the shape of the model, I can start placing it. At the beginning, I tried to disassemble some joints that need to move as much as possible. This makes it easy to adjust POSE, silhouettes, etc.. A single SUB has a small number of faces, and the operation is more smooth. We can watch and test repeatedly. At this time, we pay attention to the parts you are interested in, such as the feeling of the head. We can also add a little material and color to preview. Clothing I used Marvelous Designer to make the clothing. I made a shape, and then adjusted it manually. Some of the props can be reduced in number of faces, or some simple models can be made instead. For example, the gold coin treasure in the Goblin bag can be replaced with simple geometry. After checking that the silhouette and the structure were fine, I started to choose the place I was interested in or the visual center to start visual development. I spent a lot of time on the two areas of the head and hands. But the important point is that the primary and secondary models are separated. Silhouette is always in the first place, followed by level one and level two. The simple understanding of level is the volume of the object, the larger the volume, the more priority. BTW, don't focus on small details too much. Grooming While grooming, we need to look for a lot of real references. The initial effect was not good. I repeatedly modified the hands and hair many times, and finally strengthened the hair level and added some long and short collocations. When adjusting the model, I often think about how to make the model look more speedy and attractive. In the end, I added details such as falling gold coins on the basis of the fluttering of the pants. It is also interesting and reasonable. At this stage, I also consciously optimized each area, such as considering the character’s body fat percentage and skin texturing and so on. Texturing and Rendering When making textures, I use colors to distinguish the painting areas. I can use the method to quickly find the layers. Because the character tends to be more stylized, most of the textures are directly painted with Substance Painter. The last step is rendering when the model is completed. In fact, I prefer a more dramatic atmosphere and lighting. I originally wanted to build a small scene based on this atmosphere to do some interaction. The light uses 3 point light sources.
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ZBrush 2021.6 With New Features Is Available Now
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