@@3dextrude Ah, I see. It would be cool if you'd include links to the artist's you commission in the video description. I really like the art style of the concept art in a couple of your videos, but there's no link, so I can't check out other things those artists made.
I use several different ones, for the planks I used my own brushes(link in description to my gumroad page) for the wood lines I use the orb brushes( you can google for it)
it is better to use zremesher cuz if u use quad draw u have to start modelling from the scratch well it is ofcourse easy to use but we might get confused while modelling the dents and details on it and also it is time saving to just modify the remeshed mesh(for texturing) than modelling it from the start. Well this is what i think.
Sometimes, it depends on the results you get from Zremesher. In this case the results where relatively good and all that was needed was to reduce the poly count. In some cases zremesher does not give good results and then you can use the quad draw tool to retopo or any other retopo program.
This actually deserves a Like. Your stylized art work is pleasant to the eye. BUT I do have a problem with your workflow when it comes to texturing and rendering, I've watch 2 random videos from your channel and at the end I was let with a feeling of " wait ? that's it ? " and I think that either the rendering or the lighting is throwing me off and I am pisssed at the end of the videos. All in all great technique, great overall result and keep them comming. Post links to the alpha brushes you use so we can buy them as well. Have a great day.
@@3dextrude O okay : ) It just looked like it was being a bit of a pain for you to clean up that entire mesh. For me personally, quickly creating that mesh with Quad Draw is fast and quite relaxing too, haha ;p Yes, to each his own : ) Thank you for replying to my question : )
@3dEx so you export fbx to keep the detail and then retopologize? cause im trying to figure out how to bring to maya without losing detail and then to substance
Great work. Question. I notice you put most of your assets on one UV. But in the gaming industry they would put multiple assets on one UV to save texture usage space?
It depends on what the assets are, if it's a logical group of assets, yes they can be grouped into one uv space. For games it's better to have models using only one material to avoid increasing thr number of draw calls/performance reasons.
Hello can anyone please clarify the process for me. So zbrush is for the high poly model with details, after that it is put in to maya to retoplogy as a simple base model and to create UV. After that the UV is sent to Substance. When you are painting in Substance is it the high poly model that was created in Zbrush you are using to paint on? I'm so confused about where that first high poly model of zbrush is used for. Thank you for your patience, I'm currently sculpting in Zbrush but very confused about what to do next.
I don't understand why you wouldn't use multiresolution mod. for the sculpt on a cylinder (or whatever the equivalent to multires is in zbrush) to create the candles. The cleanup seems to be much easier afterward and you don't have to mess around with trying to solve points where 5 quads meet. I've never seen it done in videos like these though, it's almost always some kinda of dynamic topo for the sculpting and then remeshing afterward with cleanup. Does anyone know why this is a better method?
It's not necessarily a "better" method more than it is a "this how I like to do it" method. There are always multiple ways to make something and this is just one of those cases. If you can get good results with the way you mentioned by all means go with it or try this method if you feel like trying it.
The main benefit is that you are in the sculpting program so you wouldn't need to export to sculpt. Many people don't like the way the modeling tools work in Zbrush, but that is a preference thing.
Essentially you use zremesher and if you get good looking topology( which is not always the case) you can export that to Maya. In Maya you want to lower the poly count and clean any bad topology zremesher may have given you. It is important to note that this method is good mostly for game models and not so much for films where you want to have very clean topology. I might do a video in the future, but can't promise anything.
Thank you to Ahmad, Evangelos Theodorelos for joining the Patreon group recently!
To join : www.patreon.com/3dEx
It's look so easy when you do it! So cool
List of songs:
Eva - 失望した
Lost Highway - Safehouse
Harrison Ford - Nightstop
Overboard - jaybird
i love it this prop,Great and thnaks coming this Stylized Candles on Table tutorial !
Thank you for watching!!
man this looks awesome! keep up the good work
Thanks a ton!
Nice my friend, nice!
Thank you!
impressive effect!
Thank you! Cheers!
Great workflow here :)
I could have literally used this video a few days ago. Great video. Your work is really inspiring.
Вот молодец, и скульпт, и ретопка, разворот и текстуринг, збс)
так себе. видео ускорил что бы скрыть процесс. а с нормальной скоростью проигрывания продает таким видео дизлайки ставлю
Вот же плохой человек! Решил заработать на своей работе! Я вот работаю уже 5 лет, и ни разу зп не забирал! Я НЕ ТАКОЙ!!!
@@РоманГунгер так а смысл выкладывать такие видео. ютуб и так полон такой "супер" уроками.
время только теряешь на непонятно что
Awesome! But why you had to fix the topology after Zremeshing? It looked fine to production before, right?
There was some unnecessary geo that could be fixed and optimized
Rather interesting how much time JUST the unthankfull work of polygon optimisation took.
Good job.
Hopefully a thing of the past with Unreal 5
@@3dextrude until you need to bring dense meshes into substance for texturing right?
Beautiful end result. Is this the best way of going at a model like this? It seems to me that way to much time is spent on retopo after Zbrush...
You can model it and not change the shape too much if you want to not do retopo. It's really a matter of preference.
Overall it comes out very well.. good keep it up:)
Thank you!
Nice putting in the extra AO fix/detail at the bottom of the candles. nice touch
Hey! Great job! How can i get lu_woodgrain brush, u use in this video?
I got the LU brushes from here : cubebrush.co/luisarmstrong3d
Please make a playlist of your music and link it to us!
If you are unwrapping the UVs in maya so how did you baking the high mesh on low mesh
Do you make your own concept art? The model turned out great, nice job!
I paid someone to make the concept, thank you!
@@3dextrude Ah, I see. It would be cool if you'd include links to the artist's you commission in the video description.
I really like the art style of the concept art in a couple of your videos, but there's no link, so I can't check out other things those artists made.
Hey love the tutorials, just a quick question though what wood brushes were you using in Zbrush?
I use several different ones, for the planks I used my own brushes(link in description to my gumroad page) for the wood lines I use the orb brushes( you can google for it)
Just a question, i see you use zremesher and then modify the topology in maya, it wasnt easier to use quad draw?
it is better to use zremesher cuz if u use quad draw u have to start modelling from the scratch well it is ofcourse easy to use but we might get confused while modelling the dents and details on it and also it is time saving to just modify the remeshed mesh(for texturing) than modelling it from the start.
Well this is what i think.
Sometimes, it depends on the results you get from Zremesher. In this case the results where relatively good and all that was needed was to reduce the poly count. In some cases zremesher does not give good results and then you can use the quad draw tool to retopo or any other retopo program.
This actually deserves a Like. Your stylized art work is pleasant to the eye. BUT I do have a problem with your workflow when it comes to texturing and rendering, I've watch 2 random videos from your channel and at the end I was let with a feeling of " wait ? that's it ? " and I think that either the rendering or the lighting is throwing me off and I am pisssed at the end of the videos. All in all great technique, great overall result and keep them comming. Post links to the alpha brushes you use so we can buy them as well. Have a great day.
Thank you for the feedback! I have been using the same render template so maybe it's time to update it or vary it a little.
hello these tutorials are very nice
you can transfer the work to the yeast?
May I ask you why you didn't use Quad Draw in Maya to retopologize your zbrush mesh : ) ?
The topology was already fine, just needed to reduce it a little bit so making the model again using Quad Draw wasn't really necessary
@@3dextrude O okay : ) It just looked like it was being a bit of a pain for you to clean up that entire mesh. For me personally, quickly creating that mesh with Quad Draw is fast and quite relaxing too, haha ;p Yes, to each his own : )
Thank you for replying to my question : )
@5:18 what is this song?
Super , as always
Thank you!
it seems like zbrush's remesher tool is very useful , is it really necessary to import model to maya from zbrush ?
Only if it needs to be cleaned up and to make uvs if you haven't made them.
@3dEx so you export fbx to keep the detail and then retopologize? cause im trying to figure out how to bring to maya without losing detail and then to substance
12:12 - draw some circle; 12:13 - draw the rest of the owl
Haha
Magnífico
Is there a way i can get a full slow video?
Yes through Patreon or 3dex.net membership, videos are not narrated though, but regular speed.
Instead of cleaning the geo from the zremeshed object do you think it’s quicker to just retopo with quad draw?
It depends, if you are pretty good with retopo tools you may be able to do it quicker.
Great video ! What are you doing from 7;30, cleaning the mesh or optimizing uvs?
Cleaning the model because it was too high poly for this type of prop, I could have reduced the poly count even more.
Great work. Question. I notice you put most of your assets on one UV. But in the gaming industry they would put multiple assets on one UV to save texture usage space?
It depends on what the assets are, if it's a logical group of assets, yes they can be grouped into one uv space. For games it's better to have models using only one material to avoid increasing thr number of draw calls/performance reasons.
@@3dextrude thanks!!
In which program did you add color?
Substance Painter
@@3dextrude Thank you 🙂
Why use other program to edit model? Cant do it all in zbrush?
Technically you can, but personally I find it easier to make the edits outside Zbrush.
@@3dextrude make it easy inside zbrush then 🤔
To reduce complexity, you are deleting edges or merging vertices ?
Both
I just recorded a "making of" video of a prop. Can't decide on the speed, but I like yours a lot, what is it? 10x or 20x?
I believe this is 10x? I always change depending on how long it took to make the model.
@@3dextrude I see, I do the same basically. I'll share my video with you in couple days, hope to get your feedback!
Great work btw!!!
Hello can anyone please clarify the process for me. So zbrush is for the high poly model with details, after that it is put in to maya to retoplogy as a simple base model and to create UV. After that the UV is sent to Substance. When you are painting in Substance is it the high poly model that was created in Zbrush you are using to paint on? I'm so confused about where that first high poly model of zbrush is used for. Thank you for your patience, I'm currently sculpting in Zbrush but very confused about what to do next.
You are painting on the low poly model( the uv'ed one) in Painter. You load the high poly model when you bake your maps under the bake settings
Nice One again !
How do you make that type of turntable rendering ?
Marmoset toolbag, I have a tutorial in my channel.
I don't understand why you wouldn't use multiresolution mod. for the sculpt on a cylinder (or whatever the equivalent to multires is in zbrush) to create the candles. The cleanup seems to be much easier afterward and you don't have to mess around with trying to solve points where 5 quads meet. I've never seen it done in videos like these though, it's almost always some kinda of dynamic topo for the sculpting and then remeshing afterward with cleanup. Does anyone know why this is a better method?
It's not necessarily a "better" method more than it is a "this how I like to do it" method. There are always multiple ways to make something and this is just one of those cases. If you can get good results with the way you mentioned by all means go with it or try this method if you feel like trying it.
@@3dextrude Thanks!
so im curious, is there a benefit to doing basic geometry in zbrush as opposed to maya?
The main benefit is that you are in the sculpting program so you wouldn't need to export to sculpt. Many people don't like the way the modeling tools work in Zbrush, but that is a preference thing.
How much time it took for the complete model? (entire)
I think it was like 2 hours
where you do the render ?
Marmoset Toolbag
This is super helpful, would you be willing to make a tutorial on the zremesher to optimizing in maya? I'd definitely pay to see that!
Essentially you use zremesher and if you get good looking topology( which is not always the case) you can export that to Maya. In Maya you want to lower the poly count and clean any bad topology zremesher may have given you. It is important to note that this method is good mostly for game models and not so much for films where you want to have very clean topology. I might do a video in the future, but can't promise anything.
El curso es en ingles?
No Audio
Shitsubo Shita - Josh Lis
Hey, Im getting in Maya
OpenCL is disabled by the user (in the output window)
Then Maya crashes
Please help
Im using higher end driver
I really don't know what the issue there is so I can only recommend you contact autodesk support or search online for answers
all hail the folders
Indeed!
Is that a plugin? I tought Zbrush was against folders
They added folders in 2019
You can Use NPR in ZBrush 2019?
Yes
Класс!
thanks, but I don't what your trying to bring here your doing a tutorial or just showing your stuff.but its cool
I have to be honest, I hate Z modelere lol I just jump into Maya real quick and lay out the modeling process there then head back to Zbrush
why was all that efford for the ground in the beginning :D
your render have many noise