Is there a way to dynamesh a one sided mesh in zbrush? I Made some hinges and decorations for a medieval door but since the mesh is complicated I want to keep it one sided to reduce the polygon count. Is this an option or am I overthinking it? Should I just make it two sided and accept that the model will be heavy?
Mike, is this configuration good? Ryzen 5 1600 8gb ram 120gb SSD 1tb hdd Gtx 1050ti 4gb Building a new pc, i was going for ryzen 3 1200 but 3d softwares are mostly cpu intensive so going with a 6 core cpu. What are your thoughts.
Dear Mike. I try to repeat your lesson. When I tried the point Extrud, then I do not find there Taper. What could be the reason? (Maya 2017 Student Version) Sorry for my english. Thanks for the answer.
Thank you very much for the help !! I look at all your lessons. And although I do not understand English, but I understand how you show up on the lessons!
Is it possible to do the same detailing you did with ZBrush, but with something like Substance Painter? As an entry level modeler, I dont have access to ZBrush but do have Substance Painter/Designer. Thanks!
You might be able to use a boolean tool, depending on your end goal. You'll get messy topology for anything but static meshes, but it should work for a doorhinge.
I think it depends what you're doing. A lot of indie studios use Blender, like the makers of Factorio. Bigger studios will use Maya. If you're doing everything in Zbrush right now, you might find Blender is a great choice for retopology and UVs (especially UV's). Topogun is a dedicated Retopo tool that's not too expensive if you find yourself doing a lot of tedious work. I don't think it makes sense to pay $1000 a year for Maya if all you're doing is using peripheral tools like those. Much better tools exist for retop and UV, and from what I understand, Maya is much more focussed on animation. I'm biased in favor of Blender of course, because I'm cheap, and I'm not saying Maya is a bad choice for that stuff. Just not worth $1000 a year if that's all you're doing. Something you do not want is to be a "Zbrush Cowboy." There's a million people that can make nice sculpts in Zbrush but don't have a clue about topology, rigging, or more importantly, working in a production pipeline. You have to know the tools to work with others, even if you don't use them for your own artwork or your own job. Especially if you want to work in a game studio- you'll be passing data back and forth from software to software, from format to format, and from person to person. You need to understand their needs and problems more than you need to know a particular software.
Great for a video game love it 👌
Thank you so much Nestor !!
Can't wait for next part!!!
Is there a way to dynamesh a one sided mesh in zbrush? I Made some hinges and decorations for a medieval door but since the mesh is complicated I want to keep it one sided to reduce the polygon count. Is this an option or am I overthinking it? Should I just make it two sided and accept that the model will be heavy?
Can you make a Tutorial about how you did the whole door? Sorry for bad english.
Great as always.....******
many Thanks
The self-intersecting geometry doesn't cause any problems?
Mike, is this configuration good?
Ryzen 5 1600
8gb ram
120gb SSD
1tb hdd
Gtx 1050ti 4gb
Building a new pc, i was going for ryzen 3 1200 but 3d softwares are mostly cpu intensive so going with a 6 core cpu. What are your thoughts.
I agree. CPU over GPU ( although that is now starting to change in the industry )
Dear Mike.
I try to repeat your lesson. When I tried the point Extrud, then I do not find there Taper.
What could be the reason? (Maya 2017 Student Version)
Sorry for my english.
Thanks for the answer.
Look at the little tiny symbol in the top right corner of the extrude menu and click it. It will allow you to add taper etc
Thank you very much for the help !!
I look at all your lessons. And although I do not understand English, but I understand how you show up on the lessons!
Is it possible to do the same detailing you did with ZBrush, but with something like Substance Painter? As an entry level modeler, I dont have access to ZBrush but do have Substance Painter/Designer. Thanks!
Well, you can not sculpt in SP but you can in Maya
Then in Maya, are the functions similar to what you exhibited with ZBrush?
Yes
Great and nice video again :)
Why is it that important to delete the history? What can happen?
It will slow down your system as it has to remember everything you have done
thank you
You too !
Sir, can i ask how to make a shape hole.
Like square shape, pipe shape hole etc..
I think I watched you to use that another video. BUT I forgot ^^;;
I have done videos on all of those
You might be able to use a boolean tool, depending on your end goal. You'll get messy topology for anything but static meshes, but it should work for a doorhinge.
Can I UV before I add supporting edges? It's kind of hard to Uv with all those edges....
You could but it is not that difficult to do it afterwards
it's more problematic
Good tutorial, like it ;)
Thanks Martin
Can we get a Tutorial on Hard Surface Modelling?
I did soooo many
awesome..thanks alot
Thank you
Should I learn Maya or 3DS Max if I want to get into game industry?
Also I primarily use Zbrush and use Maya as retopology and uv software.. :)
Maya for sure
I think it depends what you're doing. A lot of indie studios use Blender, like the makers of Factorio. Bigger studios will use Maya.
If you're doing everything in Zbrush right now, you might find Blender is a great choice for retopology and UVs (especially UV's). Topogun is a dedicated Retopo tool that's not too expensive if you find yourself doing a lot of tedious work. I don't think it makes sense to pay $1000 a year for Maya if all you're doing is using peripheral tools like those. Much better tools exist for retop and UV, and from what I understand, Maya is much more focussed on animation. I'm biased in favor of Blender of course, because I'm cheap, and I'm not saying Maya is a bad choice for that stuff. Just not worth $1000 a year if that's all you're doing.
Something you do not want is to be a "Zbrush Cowboy." There's a million people that can make nice sculpts in Zbrush but don't have a clue about topology, rigging, or more importantly, working in a production pipeline. You have to know the tools to work with others, even if you don't use them for your own artwork or your own job. Especially if you want to work in a game studio- you'll be passing data back and forth from software to software, from format to format, and from person to person. You need to understand their needs and problems more than you need to know a particular software.
Cricket stadium
Stop asking please. I told you. the list is very long...