I really like the way you describe the material for an object for the game. Please do a course or share more on how you make materials. I and many others will definitely buy and support it ^^
really would love a quick tutorial on layering multiple fabrics in MD like what you do at 16:53 whenever i do it the second fabric just slides off the other.
Hi, I'd like to clarify, how do you set up the low-poly shading? I didn't notice it in the video, but I'm trying to do retopology your way and I don't understand, what shading should be right before bake?
Hey Thomas! I'm really curious and wanted to ask, Why are you retopologizing the low poly in Topogun when you can just create the low poly, then Duplicate the object, and work on the high poly from there, sort of like go linearly from Low to High instead of going Low to High, then High to Low. don't you think It's a lot of work? Is there a specific reason for this workflow? My guess is that You have more control when you're manually retopologizing your asset, you have more control over how many polycounts you want it to be rather than letting the low poly kind of "automated" by the software, either Zbrush or Blender, then just edge sliding and merging them together for the final low poly result, am I right?
Because I'm often merging stuff together in zbrush or blender to create the high. The initial blockout is just that, a blockout and isn't always representative of the final high poly that will be deformed in zbrush. It's far easier for me to work with the high poly in topogun to make the low than in blender.
I didn't! i just re-used the same textures for the previous model in the set (which wasn't recorded) as smart materials so the materials were consistent!
I really like the way you describe the material for an object for the game. Please do a course or share more on how you make materials. I and many others will definitely buy and support it ^^
Those last minutes spent on the frayed cloth..*tips hat*. Very cool, but simple technique.
It is incredibly! I wery like your job! Keep going!
Thank you so much!
Love your tutorials! In every video I discover something new for me! Keep going!
That's very encouraging to hear, i most certainly will do :D
really would love a quick tutorial on layering multiple fabrics in MD like what you do at 16:53 whenever i do it the second fabric just slides off the other.
You have to make sure you freeze the first fabric! Then it wont move at all and you can layer more on-top!
Awesome! Could you please explain how did you "extrude" the rope around the handle? After you have applied array
The endless struggle of getting bezier arrays to work the way you want...
would love to see in in-depth video on the materials. love it :)
hell yes
Would love to see a small video on how you aproach your texturing. or how you did the rebar. Always great to see your process when creating assets.
I actually plan on sharing that part with my discord community! Feel free to join
@@ArtOfPilgrim already did, will be on the look out haha thanks !
Great videos as always!
Thank you so much @mooncole!
Hi, I'd like to clarify, how do you set up the low-poly shading? I didn't notice it in the video, but I'm trying to do retopology your way and I don't understand, what shading should be right before bake?
So I set hard edge based on the seams of the UV. But if it's cylindrical I don't tend to unmark them as sharp
do you make all of the models for rust? even if i still love your work
Hey Thomas! I'm really curious and wanted to ask, Why are you retopologizing the low poly in Topogun when you can just create the low poly, then Duplicate the object, and work on the high poly from there, sort of like go linearly from Low to High instead of going Low to High, then High to Low. don't you think It's a lot of work? Is there a specific reason for this workflow? My guess is that You have more control when you're manually retopologizing your asset, you have more control over how many polycounts you want it to be rather than letting the low poly kind of "automated" by the software, either Zbrush or Blender, then just edge sliding and merging them together for the final low poly result, am I right?
Because I'm often merging stuff together in zbrush or blender to create the high. The initial blockout is just that, a blockout and isn't always representative of the final high poly that will be deformed in zbrush. It's far easier for me to work with the high poly in topogun to make the low than in blender.
How to remesh for zbrush
totaly awesome like always. but you skipped painter section :/
I didn't! i just re-used the same textures for the previous model in the set (which wasn't recorded) as smart materials so the materials were consistent!
Materials tutorial please!
Sounds like a great idea to me!