damn, I have like 3 youtube accounts and sometimes i switch around em. But man I always ended up with your videos, and now all my accounts are following you 😂 great content for 3d artist!
@@RobotArmy3D Btw, how much time it took to master all these tools you are using? I started learning Zbrush and Maya 5 months ago and it seems that there's still many years of learning left) I study every day for 2 hours and feel that it it might not be enough
@@antonbayda2571 There is so much that these tools can do, mastering them might take a lifetime. Especially tools like Maya, You could have a professional Rigger or Animator in Maya that cant model as well as a dedicated 3D artist could in that same program. You could also spend 10 years working on stylised art or game art and still be unsure on realistic art or art for VFX and Film. Just set yourself projects and when finished try to analyse the result - compare it to professional work and try to figure out what areas need improvement. Or identify what is the aspect that make it look not as good - Critical reflection on your own work is a very important skill to learn. 2 hours a day is very good, if you keep doing that everyday for 3 years (the length of a uni course) thats over 3k hours - as well as watching tutorials and seeking feedback, you should end up pretty proficient in the full pipeline of 3D modelling and texturing. Good luck! 👍
@@RobotArmy3D Would love to see you work on some stylized Sci fi Assets :) You got a pretty high quality standard for such a small youtube channel thats awesome ! :)
Excellent skills! Can you please tell me if the background at 24:55 is just solid color with Vignette or did you do anything else to get that spiral kinda look?
It's just a solid colour with a vignette, i can't remember if I added it in post or not, but the stepping in the gradient is due to the compression of the video. Thanks! 👍
Awesome ! Any tips websites or resources you recommend that you wish you knew earlier? I am actually really enjoying staying in Zbrush more and using zmodeller.
Well, good tutorials where like gold dust when i started. Free resources like youtube tutorials were lacking. Now with the likes of gumroad and cubrush, more and more great artists are making easily digestible tutorials. I'd definatly consider spending some cash for some long tutorials, or even a short online course. Though I belive uni is a great way to learn this trade, you really can self learn at home these days. Proper hard surface in zbrush is something iv not worked into my workflow yet, but it does fascinate me so I will soon. Good luck!
@@slickdude2 Blender really is great, some amazing, modern tools that let you create things in minutes that would take hours in maya/max - though iv seen some good plugins for maya that bridge that gap a little.(might do a vid on this) The problem is maya/max is the standard in the industry and a lot of studios have proprietary plugins written for maya/max that cost 100's of thousands, so to move to blender doesn't make £$ sense. However, if all you are doing as a modeller is handing over an OBJ or FBX, i guess you can model it in whatever programme you want. There is no harm in learning blender to take advantage of some of the better workflows.
Well, this is an amazing tutorial ! I have a question about the part where you moved the little parts away to avoid AO baking artifacts. Once you baked your maps they are all good. how did you import the mesh again with the parts in their proper places ?
Hey, if you go to project configuration at the top you can re-import the mesh, you just need to make sure they have the same material applied as the original mesh in whatever software you created it or else it will make a new texture set and you will lose any baking info. You can also check preserve strokes if you have done any hand painted parts and it will try to line those up in the correct place. Thanks.
Thank you for the good tutorial !! I have one question. When creating a game prop, does the low poly model always need to be retopoed from the high poly model? Is the Blockout model created at the beginning just a guideline for creating high poly?
Thanks! No, this isnt always the case, retopo is mainly used if there has been extensive change made to the original model in zbrush. In most cases at that point, it is easier to retopologize the high poly mesh to get a new low poly. But sometimes you can simply edit the original low poly mesh to "fit" the new high poly features. It always depends on the model. Sometimes, especially with hard surface models, you may only want to subdivide the low poly in zbrush and do a small amount of detail work, in this case you can simply use the original low poly as it is, or if there is slight change then you can re-export subdivision level 1 from zbrush and use that (this requires you only use subdivisions and don't delete them/dynamesh). I don't have any tutorials on that right now, but I plan on covering it in the future. My pillar tutorials do cover this a little bit and are much more extensive.
Hi, I'm very new to 3D sculpting and I find your channel fascinating. Is there any Patreon or other sources where we can see these videos in real time? Any subscriptions? Or if not, could you maybe recommend such channels if they exist? Thank you! Subscribed and hit the bell :D
I do have a patreon but there is no extra content right now, you can find it in my about page, it is something I'm planning. But places like Gumroad and flipped normal shop are a great place to find quality extended content that shows every detail. Thanks!
Hi, I do go over the high and low poly workflow in a lot of my videos. Take a look at my modular brick kit or modular pillar kit tutorials, they both go from maya>zbrush>Substance painter.
damn, I have like 3 youtube accounts and sometimes i switch around em. But man I always ended up with your videos, and now all my accounts are following you 😂 great content for 3d artist!
Hah, thank you for padding out my numbers 😊 Much appreciated!
As always, a great tutorial and a great sense of style. Special thanks for the reference to the necronomicon.
Bro as always amazing tutorial what I like about you is that you are replying each and every query. Keep up the good work man :)
Thanks, I try, sometimes it takes me awhile to get to them.
Great Book :D Nice work
Man, i love your style! Great tutorial
Thanks 😊
Awesome tutorial!!! Great style as well :)
Hey, thanks!
This is fantastic! Keep it up
Thanks a lot!
@@RobotArmy3D Btw, how much time it took to master all these tools you are using? I started learning Zbrush and Maya 5 months ago and it seems that there's still many years of learning left) I study every day for 2 hours and feel that it it might not be enough
@@antonbayda2571 There is so much that these tools can do, mastering them might take a lifetime. Especially tools like Maya, You could have a professional Rigger or Animator in Maya that cant model as well as a dedicated 3D artist could in that same program.
You could also spend 10 years working on stylised art or game art and still be unsure on realistic art or art for VFX and Film.
Just set yourself projects and when finished try to analyse the result - compare it to professional work and try to figure out what areas need improvement. Or identify what is the aspect that make it look not as good - Critical reflection on your own work is a very important skill to learn.
2 hours a day is very good, if you keep doing that everyday for 3 years (the length of a uni course) thats over 3k hours - as well as watching tutorials and seeking feedback, you should end up pretty proficient in the full pipeline of 3D modelling and texturing.
Good luck! 👍
@@RobotArmy3D Thank you for the answer and content)
Awesome ! This is exactly was I was looking for ! There you go a well earned subscribe ! :) Love the look of this ! Please keep going :)
Awesome, thank you! Much appreciate it 👍
@@RobotArmy3D Would love to see you work on some stylized Sci fi Assets :) You got a pretty high quality standard for such a small youtube channel thats awesome ! :)
@@Mephi1995 That's a good idea, maybe I will :) Thanks!
How did you changed the viewport and lighting? and great work! keep up
Thank you, i rendered this in Marmoset Toolbag, very easy to quickly change lighting and render effects.
Excellent skills! Can you please tell me if the background at 24:55 is just solid color with Vignette or did you do anything else to get that spiral kinda look?
It's just a solid colour with a vignette, i can't remember if I added it in post or not, but the stepping in the gradient is due to the compression of the video. Thanks! 👍
Awesome ! Any tips websites or resources you recommend that you wish you knew earlier? I am actually really enjoying staying in Zbrush more and using zmodeller.
Well, good tutorials where like gold dust when i started. Free resources like youtube tutorials were lacking. Now with the likes of gumroad and cubrush, more and more great artists are making easily digestible tutorials. I'd definatly consider spending some cash for some long tutorials, or even a short online course. Though I belive uni is a great way to learn this trade, you really can self learn at home these days.
Proper hard surface in zbrush is something iv not worked into my workflow yet, but it does fascinate me so I will soon. Good luck!
@@RobotArmy3D the confusing part also is the constant pushing of using blender. Any thoughts
@@slickdude2 Blender really is great, some amazing, modern tools that let you create things in minutes that would take hours in maya/max - though iv seen some good plugins for maya that bridge that gap a little.(might do a vid on this) The problem is maya/max is the standard in the industry and a lot of studios have proprietary plugins written for maya/max that cost 100's of thousands, so to move to blender doesn't make £$ sense. However, if all you are doing as a modeller is handing over an OBJ or FBX, i guess you can model it in whatever programme you want. There is no harm in learning blender to take advantage of some of the better workflows.
Hi, how did you draw a pattern on the object then make it go black and then deformation?
Well, this is an amazing tutorial !
I have a question about the part where you moved the little parts away to avoid AO baking artifacts.
Once you baked your maps they are all good.
how did you import the mesh again with the parts in their proper places ?
Hey, if you go to project configuration at the top you can re-import the mesh, you just need to make sure they have the same material applied as the original mesh in whatever software you created it or else it will make a new texture set and you will lose any baking info. You can also check preserve strokes if you have done any hand painted parts and it will try to line those up in the correct place. Thanks.
Oh thats less tedious than I expected. I thought I'd need to fiddle with freeze transforms in maya or smth like that.
Thanks a lot
Thank you for the good tutorial !! I have one question.
When creating a game prop, does the low poly model always need to be retopoed from the high poly model?
Is the Blockout model created at the beginning just a guideline for creating high poly?
Thanks!
No, this isnt always the case, retopo is mainly used if there has been extensive change made to the original model in zbrush. In most cases at that point, it is easier to retopologize the high poly mesh to get a new low poly. But sometimes you can simply edit the original low poly mesh to "fit" the new high poly features. It always depends on the model.
Sometimes, especially with hard surface models, you may only want to subdivide the low poly in zbrush and do a small amount of detail work, in this case you can simply use the original low poly as it is, or if there is slight change then you can re-export subdivision level 1 from zbrush and use that (this requires you only use subdivisions and don't delete them/dynamesh). I don't have any tutorials on that right now, but I plan on covering it in the future.
My pillar tutorials do cover this a little bit and are much more extensive.
@@RobotArmy3D Awesome! I'm looking foward to those tutorials! Thank you!!
Hi, I'm very new to 3D sculpting and I find your channel fascinating. Is there any Patreon or other sources where we can see these videos in real time? Any subscriptions? Or if not, could you maybe recommend such channels if they exist? Thank you! Subscribed and hit the bell :D
I do have a patreon but there is no extra content right now, you can find it in my about page, it is something I'm planning. But places like Gumroad and flipped normal shop are a great place to find quality extended content that shows every detail. Thanks!
Sir I don't understand the high poly and low poly baking work I hope u tech how to working a baking and retopolge to export to Substince painter
Hi, I do go over the high and low poly workflow in a lot of my videos. Take a look at my modular brick kit or modular pillar kit tutorials, they both go from maya>zbrush>Substance painter.
What brush you used to do this "bubbles" ?
I think it was just one of the standard alphas (spray maybe?) set to "drag" instead of stroke.