Thank you to Jesús María Cárdenas Iglesias, Borparo, ahmed alghzaly, R.E.Moses for joining the Patreon group this week! To join the Patreon group: www.patreon.com/3dEx
How did you make the actual blue portal at the very end? Did you skip showing that part? A lot of you tutorials/speed videos consist of Maya, Zbrush AND SUBSTANCE PAINTER. Can I still try and replicate what your doing with only Maya and Zbrush. I also have Photoshop btw. Like with this video for example, can I attempt at what your doing without using Substance Painter?
What exactly are you doing after you have build your object with dynamesh active? I though dynamesh is for getting the overall shape, not for detailing, your models however are looking so clean and neat
I think it works fine for adding details too when you set it to a high resolution. I am not drawing straight lines so Dynamesh is fine most of the time.
I've a question I've had for a little while now. Do you specifically ask artists' permissions to make 3D versions of their works/designs? Or do you simply create them and credit the original without communicating it beforehand? I'm never quite sure what's the best way to go about it, given some artists respond eagerly and others never seem to check their inboxes.
Depends on the usage,if its for commercial use then defo ask the artist if its for personal use still ask but most likely nothing legal will happen and when posting it do credit the artist.
@@3dextrude Cool, so when you load the High and the Low in Maya and they are one over the other does the High version have to cover the low completely?
I think its because he use the decimation master so i didnt use the first low poly he created (because its to much different ) he use the one of the decimation
Great video, It’s useful seeing your workflow. Forgive me if this is a dumb question, but after you pull the high-poly mesh out of z-brush you go straight to UV unwrapping without reducing the poly count (decimating? Reducing? Forgot what this was called). I was always taught to avoid triangles/high-poly meshes because game engines would get overloaded. Is this false?
There's a tutorial by Michael Vicente online. Just do a search and you will find it. I use mostly his method with some slight modifications. I can't make a video about because that would be unfair to his work.
I keep getting this error The plug-in has detected mesh nodes containing polygons with overlapping vertices.The following objects have been automatically cleaned up, I cant figure out how to fix it in zbrush though :(
Is this error in Maya? Sometimes decimation can create bad geo so I always recommend inspecting the model in Maya and making sure to clean any bad geo like in this case overlapping vertices.
@@3dextrude Hey! Thanks for the quick response, yes this is when I'm trying to bring it into maya from zbrush, its only on two objects, I have some experience with Zbrush but not alot.
I belive he means materials, you just add separate materials to each item or object you want to separate and then uv wrap them seperate to increase the quality.
Hello my name is Marko and I am doing a game and your help with the Mayan autodesck and all that would help me I am Argentinean and I would like to talk to you about something more private like instagram or something like that if we can communicate it I would very much appreciate your work and thanks for read my message
Thank you to Jesús María Cárdenas Iglesias, Borparo, ahmed alghzaly, R.E.Moses for joining the Patreon group this week!
To join the Patreon group: www.patreon.com/3dEx
Outstanding! Love it, how music also matches this entire timelapse! Thanks for your courses!
Great video ! Also, great taste in music ! Loved the part when the Soul Calibur 2 theme - “Guided by wind” kicked in !
thank you so much! this series of videos is so helpful. Plz keep up with!
How did you make the actual blue portal at the very end? Did you skip showing that part?
A lot of you tutorials/speed videos consist of Maya, Zbrush AND SUBSTANCE PAINTER. Can I still try and replicate what your doing with only Maya and Zbrush. I also have Photoshop btw. Like with this video for example, can I attempt at what your doing without using Substance Painter?
beautiful mate
Great work, and i loved the use of soul calibur 2 musics :)
Great piece of work i like it, How long did it take actually from you to complete?
I believe it was about 3 hours total or close to that.
Hey I like your art realy but i have one question: Give you the low Poly mesh the texture or the high Poly mesh?
the low poly model was textured. The high poly is used to bake the details to the low poly.
What exactly are you doing after you have build your object with dynamesh active? I though dynamesh is for getting the overall shape, not for detailing, your models however are looking so clean and neat
I think it works fine for adding details too when you set it to a high resolution. I am not drawing straight lines so Dynamesh is fine most of the time.
Now I gotta try this.
How does the main blue hole in the portal able to maintain its form from different angles? 🙂
Is that a basic 'aim constraint'?
Love your style
Thank you!
Вряд ли ты меня поймешь но ты делаешь крутой контент))
Thank you!
Thank you
Very cool as always :D How do you decide on the DynaMesh LvL? You used a smaller level on a bigger object... Just trying to make sense of things :D
Depends on how much detail I need to add. If I am just blocking big shapes I keep it low, if I want to add more details I keep it higher.
@@3dextrude makes sense :D
Hi mate, what program do you use for your final render turntables? is it marmoset?
Correct, Marmoset Toolbag since it's easy to set up.
I see you are working on a game scene that is really awesome. I have been absent lol
hi, may I know the reason why you decimate / triangular the topography? why not stay with the rectangle?
That was to get the low poly out of it, you could also use zremesher to keep it as quads.
I've a question I've had for a little while now.
Do you specifically ask artists' permissions to make 3D versions of their works/designs? Or do you simply create them and credit the original without communicating it beforehand? I'm never quite sure what's the best way to go about it, given some artists respond eagerly and others never seem to check their inboxes.
Depends on the usage,if its for commercial use then defo ask the artist if its for personal use still ask but most likely nothing legal will happen and when posting it do credit the artist.
Hey, where did you get the 3dex surface brush? i'd love it buy it if it's possible! Excellent video by the way!
Here's the link gumroad.com/3dex
You're an inspiration. Thank you!
Thank you!
Cool :D How do you know if you need to do a retopo model after Zbrush? When is the original Low poly not good enough?
When the silhouette of the model changes too much you need to retopo. If you just make changes within the shape you don't need to retopo.
@@3dextrude Cool, so when you load the High and the Low in Maya and they are one over the other does the High version have to cover the low completely?
They have to match pretty closely
@@3dextrude THX a Lot:D When you were moving the points on this main BIG islands model, is that also Retopo?
what brush pack are you using ? and also your videos are so entertaining watch keep up the good work !
I use many different brushes , the ones that come with Zbrush, some Orb brushes and some of mine
I wonder .. why didn't you unwrap first before going into Zbrush? Bc the unwrapping seemed so difficult with that polycount after Zbrush :d
I think its because he use the decimation master so i didnt use the first low poly he created (because its to much different ) he use the one of the decimation
@@faust97420 aaaah ok, makes sense! Thanks :D
Excellent work, I have only one doubt
,. How did you make the portal?
I made that with Substance Designer, but its a static image.
How did u make your default stylized materieal? :D
I have a video in my gumroad page gumroad.com/3dex
Nice very very nice but your video is soo fastly to view soo please😊 can you make it slowly please😊❤😘
I love you
Thank you!
why you are using decimating instead of zremesher? Is there any advantage?
You can use either one, no real advantage I just find sometimes zremesher gives more geo than really necessary .
Topology is not clean, decimate all =D
but i understood some time we need quick thing for quick result =)
Привет,круто вышло (Cool 😍😍)
Thank you!
Hellow, where did u get ur zbrush brushes? Love ur vids :)
The 3dex ones I made gumroad.com/3dex and the other orb brush ones you can find on google
Great video, It’s useful seeing your workflow. Forgive me if this is a dumb question, but after you pull the high-poly mesh out of z-brush you go straight to UV unwrapping without reducing the poly count (decimating? Reducing? Forgot what this was called). I was always taught to avoid triangles/high-poly meshes because game engines would get overloaded. Is this false?
You mind doing a quick video or guideline on how you do your BPR Clay Renders in Zbrush?
There's a tutorial by Michael Vicente online. Just do a search and you will find it. I use mostly his method with some slight modifications. I can't make a video about because that would be unfair to his work.
@@3dextrude thanks for replying!
what program have you made the render?
Marmoset Toolbag
@@3dextrude Thanks!!
insane
I keep getting this error The plug-in has detected mesh nodes containing polygons with overlapping vertices.The following objects have been automatically cleaned up, I cant figure out how to fix it in zbrush though :(
Is this error in Maya? Sometimes decimation can create bad geo so I always recommend inspecting the model in Maya and making sure to clean any bad geo like in this case overlapping vertices.
@@3dextrude Hey! Thanks for the quick response, yes this is when I'm trying to bring it into maya from zbrush, its only on two objects, I have some experience with Zbrush but not alot.
Wowowowowowow nicee but why did you don’t re Topo the geometry?
I don't think it was necessary in this case, but a bit more geometry cleaning would have been good too.
good
Senpai it have been a while, Like always very inspiring "edit for privacy"
Awesome! Welcome back!
in which software did he create the portal?
It's just an image, I used Substance Designer for it.
can you make a slower version from when you import the high poly models to maya till baking in painter
I believe that you need to buy a course. The one in the description. To learn how to
Hello, please where did you fond yours références?
do a search on google for fantasy portal, I also added the names of the people who made those references in the video description
@@3dextrude thanks you I love your works
How do you separate the model like that in substance painter?
You mean for the render? That was done in Marmoset Toolbag
I belive he means materials, you just add separate materials to each item or object you want to separate and then uv wrap them seperate to increase the quality.
Can you gave zbrush brushes free if you don't mind just asking
Заебись, чётко.
do you open any class?
I have a few tutorials in Gumroad
link to the brushes you used please :D
It was mostly these 3 : slash3
malletfast
trimdynamic
They come with zbrush
amigo hablas español? me sale todo en español
Google translate XD, pero si se espanol
Hello my name is Marko and I am doing a game and your help with the Mayan autodesck and all that would help me I am Argentinean and I would like to talk to you about something more private like instagram or something like that if we can communicate it I would very much appreciate your work and thanks for read my message
I can all do this in blender