I remember my Maya instructor who was convinced that you couldn't do hard surface in ZBrush. This was also just after 4R7. I did every single assignment that quarter in ZBrush just to prove him wrong. Boy did he hate me.
@@christianlee1423Doesn't really matter if it's complex or not retopo is what it is. I use Topo Gun for production with no issues. I have been working in the high to low poly workflow now for 10 years.
This was the video I needed! I've always wanted to have the freedom of 2D Art without the technical barriers of 3D. Though Blender is my preferred software of choice, I believe the message still applies.
As a professional CAD designer I 100% agree with you. Z brush gives you so much more artistic freedom to explore which you need. You need to iterate 10-20 different shapes and cuts etc. Doing that in CAD is a pain in the ass. Doing that in blender is also a huge pain in the ass with thr whole topology bla bla, god I hated that soo much.
Sculpting for hard surfaces has its place, and that's post design from CAD like software. I use Plasticity for hard surface modelling and then for the more organic elements I post process it with Z-brush, Blender and even ShapeWorks 👍😎
I love Zbrush, but I'm struggling to find a workflow that doesn't end with a retopology phase that leaves me spending days in the technical mess I was trying to avoid by using ZBrush in the first place. Does your course end with an object that can be properly implemented in a game engine like Unity with Game Ready Topology, or is this strictly a high poly sculpt?
Poly model the base of your mesh. Then clone it such that you will have a low-poly mesh for the game engine and a mid-poly version for ZBrush. Then you can subdivide the mid-poly version to have bevels + organic deformations(edge wear) in ZBrush. The low poly's surface curvature doesn't have to fully follow that of mid poly because you will be baking textures eventually. Also, make sure you rename your low and mid poly meshes accordingly. It makes things way faster. This workflow doesn't require you to retopologize anything and it's even cleaner than initiating your model in ZBrush, but you have to construct your base carefully so that you will have enough flexibility to generate different versions of your model for an easier workflow. Good luck!
You've probably found a workflow by now, but I use Decimation Master and ZRemesher. Also, project my details back onto a low poly version after UV-ing in Rizom.
does your tutorial also cover the export and usage of a low poly model? I've seen a ton of good tutorials modeling hard-surface geo. But when it comes to exporting low-poly geometry and using the mesh inside Substance Painter or Marmoset Toolbag. That's usually not covered. Would be great to know. Thanks a lot, appreciate it and keep rocking, cheers
You might be able to do retopo, but sometimes it's better to just bite the bullet and model with polygons that way when you're done you'll likely already have a complete mesh.
@@kendarr yeah, I wish there would be an easier way. One thing so. Since UE5 can swallow high poly meshes, I wonder if we could find a better way to just use polypaint or vertex color information for texturing so we can skip low poly and unwrapping.
Hi just want to ask coz people yell about topology... can Zbrush export low poly clean topology? ..... becuase I love Artistic Freedom , and i dont like being stressed about VERTEX COUNT. But Autodesk users constantly yell about clean topology. beside that job descriptions are all about Maya ....
@@sqwert654 and for films and TV? ....im just confused as to what tool to choose.... although i use Blender and i use Boxcutter but people yelled at me that cutting and boolean are not the correct way to model...
@@lavatr8322 for fiilm you don't have to worry about the vert count its about quality. The boolean workflow is fine. It's the result that counts, not the methods used.
As a professional 3D artist and a ZBrush lover who hasn't touched the hard surface stuff that much yet, I gotta ask: Yeah, but... What about retopo-ing the meshes and using them for production? Do you want to manually build the topology of a cylinder blending to the body of the mesh? Don't you think that would be a waste of time? Also, how perfect do you think are the smooth operations you're doing via smooth brush? If you were to use ZBrush and another 3D software simultaneously, ZBrush would give you not-so-accurate results.
@@Oakbeast re-read my questions before posting a random answer. Because ZModeler is not a solution to non-uniform smoothing. Plus, if you're aiming to go for low-poly modeling, Maya has some tools that ZModeler doesn't.
It's not about perfection or accuracy. The big problem I'm addressing is one of design. I personally wouldn't retopo this kind of mesh. I'd remake the whole thing from scratch and use it as 3D reference. It might sound annoying, but separating design and production into two catagories makes both so much easier.
@@CinemaZiggy Yeah. The sliders under the deformation tab and gizmo deformations don't really work uniformly if you have a mesh that doesn't already have a proper topology. And that's why I addressed the video with a follow-up question, asking why it would be a better choice to build your model by going over several stages of the production pipeline :)
I am in junction. I love Zbrush but I always thought blenders is better for hardsurface and render. Clearly no competition in between for animation. But artistical research you called how Zbrush give that space I totally agree. Blender does not have it
I love using ZBrush, but I have trouble doing interiors of things, even if other subtools are not still visible. The camera wont let me in like other 3D packages. like there is a limit to how close the camera is allowed to be. But for exterior visualization of objects it's great.
the video u showed at 1:09 from blender is wrong method. u would use box cutter and mesh ops to create non-destructive modeling. not sure how long it would take tho
To be fair both of those are paid add-ons and don't come with blender out of the box. That being said there isn't anything you can do using those add-ons that you can't do without them though it will take a bit more time.
@@bestboy007 i'm using moi3d, and it's really fast and simple to make exact shape, but freedom of design in zbrush still outweighs. Just use strong sides of software
Amazing! there is still a need for tutorials on this modeling technique (polygons like voxels) ... too underestimated. With this technique you are (almost) free from the polygon's cage. PLEASE PIXOLOGIC, watch these tutorials and and give new credit to this modeling style..Introduce new tools for ''free hard surface modeling'', or improve existing ones, because, anyway, there is still a lot of work to be done (ex. tools for bevel, clip brushes with more precise and editable curves, SNAPS...and so on)
Hi I'm a beginner to Zbrush, I am coming from Blender/Maya and have 2yrs of experience roughly in those software. I'm am very interested to learn Hard surface in Zbrush so is this course beginner friendly?
With painting in polygroups and doing z remeshing, you can get way cleaner generated topology. You can also bake in normal maps onto lower subdivision levels to optimize the model further, like baking in that grip texture onto the surface of that gun grip.
it seems this course is more aimed at designing and finding appealing forms in hardsurface than creating models from concept to be ready in production. I was confused too, the stuff he is doing you can basically just kitbash and boolean together, I dont know why he is making his life harder then it has to be
Really like the tutorial it is very good. But it's not for beginners as I couldn't get past or done an action because you got your own set of hotkeys that we couldn't see. Now I am stuck in one of the sections.
can somebody tell me whether u need a pen tablet for hard surface in z brush ? its absolutely necessary if one is sculpting proper organic shapes but is it needed for hard surface ( like this one here) too?
ZBrush user since 2005. The entire workflow is based on using a tablet/stylus. Without one, you're going to have a bad time, so consider it essential. I've just seen that Wacom is running half-price on several refurbished tablet models at the moment, so may be worth considering if budget is a concern.
Ok! I got your video now can you share your hot keys or short cuts in Zbrush? I try Zbrush in 2015 and Scenes then I got scare of using it and everytime I try to use it it will give me pain in my head. Now I see this tutorial of yours and I see it can be easy and fun to use. Excellent work.
Depends. Sculpt with million poly is not always usable everywhere. You always need retopology it to acceptable amount of polygon. Blender with boxcutter and Mesh machine are really good. Zbrush is great for proof of concept, concepting or 3D printing.
a lot of this hard surface sculpting seems hostile to pen sculpting, as the variation in size/strength could unintentionally create asymmetry, would you recommend using mouse for this kind of sculpting?
The way I use ZBrush isn't really precise. as a concept artist, im just trying to get it to look aesthetically appealing. consideration for everything being absolutely perfect is what im trying to get away from when it comes to design in 3D.
If you are going for measurements, then use cad software. Zbrush as well as poly modeling software for games and film aren't geared for measurements like CAD software is.
Zbrush is cool as you said,for concept,but isn't fo r great final result of topology, when you can use minimum of faces for getting surface which is needed. Some time even texture and uv dictate what topology we have to make for getting final correct result. And more over there is no way for subdiv and good low poly.
Amazing ! I didn't know Zbrush can make clean shape. your dynamesh looks very clean ~ How is that possible? Zbrush dynamesh has maximum 4096 resolution... but your mesh look more than that. DId you adjust and increase the number of size?
@Cane tutorial has all files packed into 1 zip file, making impossible to watch through gumroad's web player using tablet. Can you rearrange files please? Thank you
great intro but I think you are confusing production with concept. I agree that for concept models sculpts can be faster, but in that case I won't even spend time on polishing.
Within 20 seconds of the video I clearly say this is for concept design. It's your choice how polished you want to go with your models, I simply show people that it is possible to get clean results, and from their they can determine for themselves weather it is worth tightening the design up or not.
its good for concpet sure, but not production ready models. you still to retopo most of the models etc. It really depends what you do, some stuff would be better of be done in subd modeling fast and ready for prod. Tho with zbrush you can get a concept out faster
sure it´s always about priorities, no 3D software can be the best at everything, sometimes zbrush is better, sometimes "classic" polygonal modeling is better and sometimes it´s better to use CAD
@@TheMULTIcanal well today, i had to use houdini to make a model and import i maya, even tho maya is better for polymodeling. As you said each software have their use case
same, this is why I switched to blender... I feel like zbrush does some things better...but blender is superior for other things... to be a complete 3d artist I think you need both...
You’re spending way too long on just one bevel. In any other program, like polygon modeling or CAD, it takes just 2 seconds. But with solid surfaces, the bevels are everywhere, and the accuracy of the parts is off.
yeah topology is important though ... you cant put your dense model in a video game also clean topology is healthier in general what would be great is if Zbrush had tools that do a retopo for high dense models and automatically clean topology without messing up or changing the shapes or bevels
I remember my Maya instructor who was convinced that you couldn't do hard surface in ZBrush. This was also just after 4R7. I did every single assignment that quarter in ZBrush just to prove him wrong. Boy did he hate me.
lol!!😂
If he would be a great teacher he would display your work as an example that software doesn't matter.
A good teacher will never close doors to a new type of workflow or at least without having tried it before.
its good, but goodluck retopologizing complex objects for production :D, however character on the other hand zbrush is necessary
@@christianlee1423Doesn't really matter if it's complex or not retopo is what it is. I use Topo Gun for production with no issues. I have been working in the high to low poly workflow now for 10 years.
On this trailer for your tutorial alone, I'm sold on why zbrush is superior. Clear, concise arguments, visualized in a neat little presentation.
and thats what a call a perfect markating technique and im definitely buying it
Just came to say that your guide is super useful and eye opening! Thank you!
This was the video I needed! I've always wanted to have the freedom of 2D Art without the technical barriers of 3D. Though Blender is my preferred software of choice, I believe the message still applies.
As a professional CAD designer I 100% agree with you. Z brush gives you so much more artistic freedom to explore which you need. You need to iterate 10-20 different shapes and cuts etc. Doing that in CAD is a pain in the ass. Doing that in blender is also a huge pain in the ass with thr whole topology bla bla, god I hated that soo much.
Cane must be now tripping with the new bevel brush :D
AND the knife Brushes 🌋
Sculpting for hard surfaces has its place, and that's post design from CAD like software. I use Plasticity for hard surface modelling and then for the more organic elements I post process it with Z-brush, Blender and even ShapeWorks 👍😎
Whatever cult this is, sign me up! I'm sold.
Wow! Very interesting!
861 subs? This is some blender guru type stuff!
Blender guru is overrated.
I came in with a highly skeptical take and you convinced my ass the moment you mentioned the word freedom
oh my, this video hit different😂😍
I love Zbrush, but I'm struggling to find a workflow that doesn't end with a retopology phase that leaves me spending days in the technical mess I was trying to avoid by using ZBrush in the first place. Does your course end with an object that can be properly implemented in a game engine like Unity with Game Ready Topology, or is this strictly a high poly sculpt?
I would also like to know this
If it's personal work I just use Zremesher with the help of guides. It usually gives good results
Poly model the base of your mesh. Then clone it such that you will have a low-poly mesh for the game engine and a mid-poly version for ZBrush. Then you can subdivide the mid-poly version to have bevels + organic deformations(edge wear) in ZBrush.
The low poly's surface curvature doesn't have to fully follow that of mid poly because you will be baking textures eventually. Also, make sure you rename your low and mid poly meshes accordingly. It makes things way faster.
This workflow doesn't require you to retopologize anything and it's even cleaner than initiating your model in ZBrush, but you have to construct your base carefully so that you will have enough flexibility to generate different versions of your model for an easier workflow. Good luck!
This workflow isn't intended for production in any capacity. It's purely used for creating concept art.
You've probably found a workflow by now, but I use Decimation Master and ZRemesher. Also, project my details back onto a low poly version after UV-ing in Rizom.
does your tutorial also cover the export and usage of a low poly model? I've seen a ton of good tutorials modeling hard-surface geo. But when it comes to exporting low-poly geometry and using the mesh inside Substance Painter or Marmoset Toolbag. That's usually not covered. Would be great to know. Thanks a lot, appreciate it and keep rocking, cheers
Sorry for the late reply. No, this is just a concept pipeline.
You might be able to do retopo, but sometimes it's better to just bite the bullet and model with polygons that way when you're done you'll likely already have a complete mesh.
@@CaneTwn thx. Even so, your zbrush work is fantastic. Keep rocking, cheers
@@kendarr yeah, I wish there would be an easier way. One thing so. Since UE5 can swallow high poly meshes, I wonder if we could find a better way to just use polypaint or vertex color information for texturing so we can skip low poly and unwrapping.
@@bernhard.rieder try looking into texture atlas, if you use one you're modeling while texturing, check my channel I have a video on that
Is this tutorial for total begginer in zbrush? I never use it before but i like the tutorial
Hi just want to ask coz people yell about topology...
can Zbrush export low poly clean topology? .....
becuase I love Artistic Freedom , and i dont like being stressed about VERTEX COUNT. But Autodesk users constantly yell about clean topology.
beside that job descriptions are all about Maya ....
if your developing for games, vert count and topology matters.
@@sqwert654 and for films and TV? ....im just confused as to what tool to choose.... although i use Blender and i use Boxcutter but people yelled at me that cutting and boolean are not the correct way to model...
@@lavatr8322 for fiilm you don't have to worry about the vert count its about quality. The boolean workflow is fine. It's the result that counts, not the methods used.
As a professional 3D artist and a ZBrush lover who hasn't touched the hard surface stuff that much yet, I gotta ask: Yeah, but... What about retopo-ing the meshes and using them for production? Do you want to manually build the topology of a cylinder blending to the body of the mesh? Don't you think that would be a waste of time? Also, how perfect do you think are the smooth operations you're doing via smooth brush? If you were to use ZBrush and another 3D software simultaneously, ZBrush would give you not-so-accurate results.
Z modeler is the answer to all the above get practicing
@@Oakbeast re-read my questions before posting a random answer. Because ZModeler is not a solution to non-uniform smoothing. Plus, if you're aiming to go for low-poly modeling, Maya has some tools that ZModeler doesn't.
It's not about perfection or accuracy. The big problem I'm addressing is one of design. I personally wouldn't retopo this kind of mesh. I'd remake the whole thing from scratch and use it as 3D reference. It might sound annoying, but separating design and production into two catagories makes both so much easier.
There’s plenty of ways to smooth uniformly in zbrush. The gizmo deformations as well as deformation sliders both provide this.
@@CinemaZiggy Yeah. The sliders under the deformation tab and gizmo deformations don't really work uniformly if you have a mesh that doesn't already have a proper topology. And that's why I addressed the video with a follow-up question, asking why it would be a better choice to build your model by going over several stages of the production pipeline :)
I am in junction. I love Zbrush but I always thought blenders is better for hardsurface and render. Clearly no competition in between for animation. But artistical research you called how Zbrush give that space I totally agree. Blender does not have it
lmao had to like after u showed that clip of the lines with the crazy cuts on it pure nightmare, zbrush it is for me than thanks!!!
Thats some good markeitng skills😂👍
Is 3D coat the same???
This is great, But i Use 3Dcoat, Do you think I can follow this course and use your methods in my workflow for hard surface in 3Dcoat ??
I liken it to having a hammer as a tool, and you spend most of your time fixing the hammer!
Is this course beginner friendly
I love using ZBrush, but I have trouble doing interiors of things, even if other subtools are not still visible. The camera wont let me in like other 3D packages. like there is a limit to how close the camera is allowed to be. But for exterior visualization of objects it's great.
Id drag hide the bits that are in the way
the video u showed at 1:09 from blender is wrong method. u would use box cutter and mesh ops to create non-destructive modeling. not sure how long it would take tho
To be fair both of those are paid add-ons and don't come with blender out of the box. That being said there isn't anything you can do using those add-ons that you can't do without them though it will take a bit more time.
That would only give you the cut, it wouldn't give you adequate topology to bevel it. you'd still need to enforce the cut by altering the topology.
@@CaneTwn ok ^^ do u think moi3d or shapr3d might kill zbrush regarding fastest hard surface modeling?
@@bestboy007 i'm using moi3d, and it's really fast and simple to make exact shape, but freedom of design in zbrush still outweighs. Just use strong sides of software
@@CaneTwn you can remesh with quad remesher or voxelixze it tho.
can i use these models in game
Amazing!
there is still a need for tutorials on this modeling technique (polygons like voxels) ... too underestimated.
With this technique you are (almost) free from the polygon's cage. PLEASE PIXOLOGIC, watch these tutorials and and give new credit to this modeling style..Introduce new tools for ''free hard surface modeling'', or improve existing ones, because, anyway, there is still a lot of work to be done (ex. tools for bevel, clip brushes with more precise and editable curves, SNAPS...and so on)
Hi I'm a beginner to Zbrush, I am coming from Blender/Maya and have 2yrs of experience roughly in those software.
I'm am very interested to learn Hard surface in Zbrush so is this course beginner friendly?
Zbrush is my work husband :B
How about the topology zbrush creates? Is it clean? Is it high poly or can I get a lower poly version?
With painting in polygroups and doing z remeshing, you can get way cleaner generated topology. You can also bake in normal maps onto lower subdivision levels to optimize the model further, like baking in that grip texture onto the surface of that gun grip.
it seems this course is more aimed at designing and finding appealing forms in hardsurface than creating models from concept to be ready in production.
I was confused too, the stuff he is doing you can basically just kitbash and boolean together, I dont know why he is making his life harder then it has to be
Really like the tutorial it is very good. But it's not for beginners as I couldn't get past or done an action because you got your own set of hotkeys that we couldn't see. Now I am stuck in one of the sections.
Certainly wouldn't get it as an introduction to zbrush. But once you know the basics I think it's doable
@@CaneTwn care to share your hot keys?
You still need to do a low poly if you want this to be implemented in a game
Vote for ZBrush and "Make 3D sculpting GREAT AGAIN"
can somebody tell me whether u need a pen tablet for hard surface in z brush ?
its absolutely necessary if one is sculpting proper organic shapes
but is it needed for hard surface ( like this one here) too?
ZBrush user since 2005. The entire workflow is based on using a tablet/stylus. Without one, you're going to have a bad time, so consider it essential. I've just seen that Wacom is running half-price on several refurbished tablet models at the moment, so may be worth considering if budget is a concern.
@@jonnytenebrous1113 Thanks man !
so in order for me to proprly complete this tutorial , a tablet is must . okay
I've never used a tablet for this workflow.
I use gemvision matrix for hard surface (very easy an 100% accurate) and later export to zbrush
Ok! I got your video now can you share your hot keys or short cuts in Zbrush? I try Zbrush in 2015 and Scenes then I got scare of using it and everytime I try to use it it will give me pain in my head. Now I see this tutorial of yours and I see it can be easy and fun to use. Excellent work.
Sold.
well now run it through cam software and generate solid machine code to mill it lol
Depends. Sculpt with million poly is not always usable everywhere. You always need retopology it to acceptable amount of polygon.
Blender with boxcutter and Mesh machine are really good. Zbrush is great for proof of concept, concepting or 3D printing.
Man I have news for you. Hard surface models doesn't need to be deformed in animation so perfect topology is just one click away with Zremesh.
a lot of this hard surface sculpting seems hostile to pen sculpting, as the variation in size/strength could unintentionally create asymmetry, would you recommend using mouse for this kind of sculpting?
I don't use a pen, but if you do you can disable it's pressure sensitivity
Will there be a Volume 2?
Not sure if its necessary. Further ZBrush content will probably be in small videos if necessary
Is the tutorial for beginners because I wanted to learn zbrush but I’m not sure if your tutorial is for new people.
Hi, but how to clean topology when you have the final high poly ?
You can use zremesher but tbh you'll need to probably use manual retopology in a poly modelling software depending on your output.
Do you recomend blender for sculpting hard surface models?
Not in its current form but it could be someday
@@CaneTwn I see
Thank you
is the end result of this method suitable for 3d printing?
Not sure. I've never printed anything but I don't see why it wouldn't be.
the problem i find is the measurements. exact sizes in parts would make this the ultimate tool.
The way I use ZBrush isn't really precise. as a concept artist, im just trying to get it to look aesthetically appealing. consideration for everything being absolutely perfect is what im trying to get away from when it comes to design in 3D.
@@CaneTwn ah right concept. i was hoping for manufacturable products.
@@IronMan-yg4qw Alias Design or if you're poor Rhino. And so on.
@@Ferocious_Imbecile ya ya i know. i just wish zbrush had a good dimensioning system.
If you are going for measurements, then use cad software. Zbrush as well as poly modeling software for games and film aren't geared for measurements like CAD software is.
sold
what about 3d coat any vs? Thanks..
do i have to worry about topology in zbrush?
If you are a concept artist then it doesn't matter.
@@CaneTwn i'm interested in modeling a phone and cars
is this Course good for me ?
@@Fayez550 Lol no. You need to retopoloy and Zbrush is not great software for that. CAD is better for that kind of thing.
@@bunnyfreakz u mean if i use fusion 360 for model and for the retopoloy i use c4d?
For zbrush beginners would you recommend starting with yours or Mike Nash’s gumroads (if so which one since I have all of them)
I think mine are a bit more beginner friendly
So which one did you buy 😀
How to texturing a rendered image of a video
Nice
Also nice is blender with addons
And cheaper, and faster and runs better
Blink twice If the foundation is holding your family hostage
Zbrush is cool as you said,for concept,but isn't fo r great final result of topology, when you can use minimum of faces for getting surface which is needed. Some time even texture and uv dictate what topology we have to make for getting final correct result.
And more over there is no way for subdiv and good low poly.
Sold
Amazing ! I didn't know Zbrush can make clean shape.
your dynamesh looks very clean ~ How is that possible? Zbrush dynamesh has maximum 4096 resolution... but your mesh look more than that. DId you adjust and increase the number of size?
Thanks! Resolution is determined by the number and by the size of your mesh
Does the tutorial go through to a game ready mesh?
that is a good question tho,
but i think that is for the highpoly, afterwards you will always have to retopo your stuff
@@Benjamin-vx2ot what about zremesh?
@@sajans3998 didn't saw that comment, you can but you shouldn't, have no control over your lowpoly mesh with z remesher
My thoughts zbrush is best for sculpting now I very confusing many zbrush users use zbrush for hardsurface modeling I totally stuck on my future plans
@Cane tutorial has all files packed into 1 zip file, making impossible to watch through gumroad's web player using tablet. Can you rearrange files please? Thank you
but blender has a lot of the same core abilities when it comes to sculpting right?
Yeah but they are not as perfect and performent as in Zbrush. 500k poly and more can cause it to not respond or crash when making bigger changes.
I hope that poly count is not for multimedia
Downloading!
great intro but I think you are confusing production with concept.
I agree that for concept models sculpts can be faster, but in that case I won't even spend time on polishing.
Within 20 seconds of the video I clearly say this is for concept design. It's your choice how polished you want to go with your models, I simply show people that it is possible to get clean results, and from their they can determine for themselves weather it is worth tightening the design up or not.
its good for concpet sure, but not production ready models. you still to retopo most of the models etc. It really depends what you do, some stuff would be better of be done in subd modeling fast and ready for prod. Tho with zbrush you can get a concept out faster
sure it´s always about priorities, no 3D software can be the best at everything, sometimes zbrush is better, sometimes "classic" polygonal modeling is better and sometimes it´s better to use CAD
@@TheMULTIcanal well today, i had to use houdini to make a model and import i maya, even tho maya is better for polymodeling. As you said each software have their use case
you would have to retopo regardless of where you would get the HP from. Or do you mean retopo the sculpt to get the final HP?
Plasticity ofcourse.
Yes awesome, but nobody says or tell you how to reduce this huge amount of polygons to let this artwork be used in game engines
There’s a plug-in called decimation master.
I find myself in a constant battle with Zbrush's crap interface designed by aliens.
Amen brother
same, this is why I switched to blender... I feel like zbrush does some things better...but blender is superior for other things... to be a complete 3d artist I think you need both...
ZZZZBBBUUUUUUSSSSHHHHHH!!!!!!!!!
wish the UI had a bit of love, it’s really overwhelming for a noob
I felt the same, now Ik it like the back of my hand
But instead you constantly battle with your brush and bumpy surface
What? You don't love carpel tunnel handgrips on weapons? 📦-y
это круто
No CAD should be fine enough and faster, especially with plasticity.
Oh yea? Meet me tomorrow by the library and we can have a mesh off pal
@@CaneTwn goodluck bringing your wacom
OVER MY COLD.DEAD.BODY!!!
Nah, just kidding, I just suck at not making it look blobby as hell afterwards so... yeah....
You’re spending way too long on just one bevel. In any other program, like polygon modeling or CAD, it takes just 2 seconds. But with solid surfaces, the bevels are everywhere, and the accuracy of the parts is off.
Very non-precise though. It's honestly sloppy. "Yeah, kinda like that" isn't how I do things. An AI can do "yeah, kinda like that"
plasticity has made this workflow obsolete
If you can justify this claim I will switch right now.
This guy is a concept artist. His workflow isn't suited for production. If you're making stuff for movies and games you can't ignore topology.
zbrush is broken tho, the interface was made in hell.
Satan himself designed it
I shouldn't have bought the course. zero information
the price is expensive, there are better courses on RUclips
Yea, same problem. What other courses do you recommend?
@@gregorybennings8718 ruclips.net/video/7Ji1rVowZ5I/видео.htmlsi=FxbqM6V8qTPSCGov
@@gregorybennings8718 ruclips.net/video/ucnMuXSuBdg/видео.htmlsi=A-bLaFxA7iqGXmGl
I was aiming for 1% information. This is deviating.
Hard surface in zbrush everytime looks like shit. Noise everywhere
yeah topology is important though ...
you cant put your dense model in a video game
also clean topology is healthier in general
what would be great is if Zbrush had tools that do a retopo for high dense models and automatically clean topology without messing up or changing the shapes or bevels
None of this is meant for production.