its worth noting that if you have a very low poly mesh, lets say 300 vertices and boolean a much higher res mesh the result will be bad since the higher res boolean mesh would have to subdiv the lower reso mesh to match its geometry. To get a much cleaner boolean result you'd have to use the dynamic subdiv feature and increase the low res mesh to roughly match the boolean mesh (which is why you use Subdiv Boolean option). That way you can get a cleaner zremesher topology. As you can see at 1:30 for example, both of these meshes roughly match in resolution.
How’re you smoothing/relaxing the polys without altering the form?? Usually if I were to try smooth a rounded surface like this, it would begin to slowly deflate and flatten the curve. 😅
I knew all of these techniques but I didn't know the order in which you used them in this video. You just changed my brain and how I think about hard surface modelling. Honestly this really does simplify something that I've been overcomplicating in my head for a long time. Thank you!! BTW Your Robo Betta Fish looks awesome. Did you render the turntable using BPR?
The collapsing edge part (around 7:34 minute mark) I will admit is a little hard to follow, since it was a jump cut between one point and another. Otherwise a lovely video.
If I hadn't bought ZBrush last week I might have been persuaded to do so after watching this video, very impressive! Some people want to make you believe that you can only sculpt in ZBrush.. guess this proves them wrong ;) So much to learn though...
at 9:01 it looks like he goes from smooth preview to hard mode I didn't know this was possible in zbrush anyone mind sharing how you can preview smooth?
You probably have the answer by now but for anyone curious: Clean topo is easier to work with (smoothing, welding, rigging etc) and creates better looking/ more workable models when subdivided. Also if you use a certain standard then everyone can understand it as opposed randomly having lines and cuts everywhere. Think of it as a paradigm for smoother workflow...
great content. but why do the developers ignore disabled people who only have one hand. My suggestion is to let the author of the channel try to do it all with one hand. Even with a multifunctional mouse like mine, it is impossible to press and hold five buttons at once
I really appreciate these tutorials but... Skipping steps (Like making areas visible) should be a giant no-no for these tutorials. Same with Pavlovich: Please, don't assume we know what you are doing when you don't explain it and we just hear 'Click click'.
Thats true but knowing these functions can certainly help instead of going back and forth all the time... But yes for this particular model i would have just used blender
I can't believe how useful this video actually is! Thank you guys!
Спасибо за видео! Ждём продолжение! Обещаю жирный репост)
Amazing video. Super clean, precise and logical. Nice to see these detail tips and tricks!
its worth noting that if you have a very low poly mesh, lets say 300 vertices and boolean a much higher res mesh the result will be bad since the higher res boolean mesh would have to subdiv the lower reso mesh to match its geometry. To get a much cleaner boolean result you'd have to use the dynamic subdiv feature and increase the low res mesh to roughly match the boolean mesh (which is why you use Subdiv Boolean option). That way you can get a cleaner zremesher topology. As you can see at 1:30 for example, both of these meshes roughly match in resolution.
This is a wealth of information but If you ever make a course on clean topology, I'd buy it right away!
one thing we all must do, TAKE ACTION!
I had no idea what "adapt" did. Thanks for the video!
Man I´m so glad to see this. I´ve been using that same worflow and glad I´m could learned a o couple of extra steps to improve on it.
How’re you smoothing/relaxing the polys without altering the form?? Usually if I were to try smooth a rounded surface like this, it would begin to slowly deflate and flatten the curve. 😅
just amazing
My life just got a little happy after this....
Wow. Like 4 things I needed. Thank you!
Nice. It's great to see other peoples workflows. Thank you for sharing.
Very cool workflow. Thanks for sharing!
This is magic
Thnaks for sharing when I get the $$ I might subscribe for zbrush
learned some very useful tips
great video!! thanks stephen
I knew all of these techniques but I didn't know the order in which you used them in this video. You just changed my brain and how I think about hard surface modelling. Honestly this really does simplify something that I've been overcomplicating in my head for a long time. Thank you!!
BTW Your Robo Betta Fish looks awesome. Did you render the turntable using BPR?
The collapsing edge part (around 7:34 minute mark) I will admit is a little hard to follow, since it was a jump cut between one point and another. Otherwise a lovely video.
Love it! Great workflow, thanks for sharing!
Thanks Stephen!!!!
thank you for useful tips!!
Hey stop reading my mind! .. Okay i'll forgive you this time because this was exactly what i was looking for.
amazing, thanks so much!
Amazing tips!!!
Thank u this is all i need
monster!
Nice and clean. Thanks.
If I hadn't bought ZBrush last week I might have been persuaded to do so after watching this video, very impressive! Some people want to make you believe that you can only sculpt in ZBrush.. guess this proves them wrong ;) So much to learn though...
Thank you, pro
Very usefull but, how do you make appear this window at 4:12 and 6:42 please ?
hold space bar
You should do a tut for your robot fish! You might even *_sell_* the sucker on Gunroad. Cheap, of course! ;)
Awesome! Thank you for sharing thata workflow! =D
teach me more master ! ! !
at 9:01 it looks like he goes from smooth preview to hard mode I didn't know this was possible in zbrush anyone mind sharing how you can preview smooth?
D for smooth preview. Shift+D to go back. Same as for moving up and down subdivision levels.
It's also "Dynamic Subdiv" button in Geometry tab.
Well that was out of my league LOL, but good tips and insight.
Why is it important to have clean topology?
You probably have the answer by now but for anyone curious:
Clean topo is easier to work with (smoothing, welding, rigging etc) and creates better looking/ more workable models when subdivided. Also if you use a certain standard then everyone can understand it as opposed randomly having lines and cuts everywhere. Think of it as a paradigm for smoother workflow...
great content. but why do the developers ignore disabled people who only have one hand.
My suggestion is to let the author of the channel try to do it all with one hand.
Even with a multifunctional mouse like mine, it is impossible to press and hold five buttons at once
I really appreciate these tutorials but... Skipping steps (Like making areas visible) should be a giant no-no for these tutorials. Same with Pavlovich: Please, don't assume we know what you are doing when you don't explain it and we just hear 'Click click'.
Or we create that stuff in Blender in 2 minutes and use GoB ... seriously that time spent on doing that small vents using poly circles was absurd.
Yeah, he spent 30 seconds...such time wasted! Calm your blender butt drama queen.
Thats true but knowing these functions can certainly help instead of going back and forth all the time... But yes for this particular model i would have just used blender