firstly, really good job you are pro .. would you mind if asked you what type of material did you use on most character? this beige color seems really comfortable and good to eyes
The reason he can have such high detail with low polygons is because the detail is being defined by a normal map. Basically instead of having tons of polygon detail he takes information from a 3d sculpt and turns it into pixel information that can be applied to the low poly model.
Tim Doonan I don't think he's using maps at all. The detailed renders are the full resolution models and the wireframe renders are the actual base meshes. Of course the normal maps applied to the base mesh are necessary for animation though
Alexandros Papaspyros okay well then the answer is easy. For jetson35. Zbrush just allows extremely high polygon counts unlike other modelling programs(blender, maya, 3ds max etc)
Hi, nice work man. How long does it take for you to do a character from A-Z and after how many years of practice? Thanks a lot in advance and keep the good work up! :)
That is because basic mesh was made in max, and zbrush was used to add details (skin roughness, etc.) so the wireframe never changed. the REAL wireframe is probably so high poly that it you probably would not be able to see the squares
7 years ago I saw this video and fell in love with 3d modeling really thanks you :,)
My god man , the topology is just orgasmic to look at!
good music choice
firstly, really good job you are pro .. would you mind if asked you what type of material did you use on most character? this beige color seems really comfortable and good to eyes
Great job. author of the background music?
V MG moby !
Your video is so excellent!! I know how complicated it can be… Looking forward to see more tutorials :)
awesome!
You are the best ........ Impressive work...
inspirational!!!!!!!!!!!!!!!!!! thanks man...
Impressive work!
That is the best and most realistic female representation i've ever seen. Bravo you are going places. :P These are amazing.
how the hell do u amke such detailed models with so few meshes, or is that just how Z-brush works? (im a blender user and silghtly new)
The reason he can have such high detail with low polygons is because the detail is being defined by a normal map. Basically instead of having tons of polygon detail he takes information from a 3d sculpt and turns it into pixel information that can be applied to the low poly model.
Tim Doonan I don't think he's using maps at all. The detailed renders are the full resolution models and the wireframe renders are the actual base meshes. Of course the normal maps applied to the base mesh are necessary for animation though
Alexandros Papaspyros okay well then the answer is easy. For jetson35. Zbrush just allows extremely high polygon counts unlike other modelling programs(blender, maya, 3ds max etc)
Hi, nice work man. How long does it take for you to do a character from A-Z and after how many years of practice? Thanks a lot in advance and keep the good work up! :)
amazing work!!!
That wireframe though
So inspiring, great work.
very nice lighting and shadowing,some very nice ideas here
fricking awesome man ,, I bow down to your awesomeness
you are the best
It's called retopologizing.
Handsome model and detail =) Vote
Nicely done, I think the pieces at the beginning are the strongest and match the music nicely. Great reel!
Thank you. Your video reminded me of why I started sculpting in the first place.
did u render this in zbrush?
thnks
retopologizing, he probably relaxed the polygons to make them that even, most retopologizing applications have relaxing tools
Beautiful work
Moby - porcelain
can you tell me the songs plzzz??
very difficult u r my inspiration
What did he use for render? Cause for 3d max very difficult to render such count of polygons
You can't model a little circular thing?
what material is this?
Perfect!!
research rendering wireframes with contures (spelling? )
his pipeline probably goes something like: Basemesh (3dsMAX) >> detail Sculpt (zBrush) >> Retopologise (could use 3dsmax zBrush or other programmes)
usted es un artista espectacular, su trabajo es inspirador, gracias por compartirlo, saludos
i know im 2 years late but this is beautiful!!!!!!
I know he uses normal maps to keep the polycount low. I mean't to say how is his topology so perfect and evenly squared.
That is because basic mesh was made in max, and zbrush was used to add details (skin roughness, etc.) so the wireframe never changed. the REAL wireframe is probably so high poly that it you probably would not be able to see the squares
amzing reel gr8 choices of models very clean definately one of the best wrk showcased on youtube check mine out watch?v=lajL4-k_Xhc
How are you rendering your wireframes so nicely at those high subdivisions?
it looks lyk he mainly modelled it on 3d max and used Zbrush to texturise and detail, poly count stays the same that way
Very nice models and topology. Could U pls answer - did u retopologized it in Zbrush ?
Moby - Porcelain / Natural Blues
i have no idea because i'm a big noob of z brush yet, but maybe coulb be the Qremesher feature or something similar
he used relax option :D
Well, I think it is done with bump-mapping. I think it is the easiest way doing this. (Kinda necroed this comment^^)
the only way you can put boobs n youtube
Nice modeling, but... damn 360s are boring.....