ZBRUSH - HARD SURFACE -TOPOLOGY Work-flow (Part-1)

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  • Опубликовано: 16 янв 2025

Комментарии • 19

  • @Sculpted_stache
    @Sculpted_stache 7 месяцев назад +2

    holy shit it's exactly what I needed, when I needed it

    • @zbrush_guy
      @zbrush_guy  6 месяцев назад

      Hahaha, thanks man!

    • @Sculpted_stache
      @Sculpted_stache 6 месяцев назад

      @@zbrush_guy honestly I'd love a video that goes more indepth to the actual method with voice recording. I want to learn how to sculpt hardsurface since I've really only been learning organic stuff so far. Thanks for this video

  • @sokkhu
    @sokkhu 6 месяцев назад +1

    daaaamnnn victor!!!!!!!!!

  • @ferransantamaria374
    @ferransantamaria374 7 месяцев назад +2

    This is fire!!

  • @adriaperez8717
    @adriaperez8717 7 месяцев назад +1

    De los mejores videos para ver el proceso de como has creado este pedazo de modelo. Que pasada de video, Victor!

    • @zbrush_guy
      @zbrush_guy  6 месяцев назад +1

      Muchas gracias tío!

  • @ruleke
    @ruleke 6 месяцев назад +1

    Ay por fin🥵🥵

    • @zbrush_guy
      @zbrush_guy  6 месяцев назад

      Hahahahaha gracias !

  • @ipodtoucher15
    @ipodtoucher15 4 месяца назад

    amazing model. whats the song that starts at 17:45?

  • @christianpaka5420
    @christianpaka5420 7 месяцев назад +1

    respect

  • @online6906
    @online6906 4 месяца назад +1

    Hey friend! I ve seen your work and really want to ask very important question for me
    I m learning ZBRUSH and i REALLY like it for freedom it gives me
    And i ve got some kind a dilemma
    I am trying to learn hard surface, but do not really like modelling
    I prefer sculpting and got an idea to make rude scatches from ZBrush and making retopology with polypaint-zremesher or like yoi
    Every one i know believes its pretty dumd not to start from modelling, cause it is faster to make shapes right from the start with no scatch
    I have also tried automatic retopology with Zremesher with polygroups to make creases, but didnt get an amount of control of shape
    Do you think it is good idea to start from sculpting and making retopo after it, manual as i think
    Or better to start from modelling to make Hard Surf?
    And if it is so, is it good anough idea to add details to cleaned topology? Cause they are making some artefacts any way
    Or retopologing details sounds like a waste of time
    Im speaking about different Sci-fi things like robo-heads and etc
    Really waitinig for your thoughts about sculptins as part of Hard surface creation

  • @petitponey1255
    @petitponey1255 7 месяцев назад +1

    Yeeeeeeeeeeee

  • @Lionborngaming
    @Lionborngaming 7 месяцев назад +1

    I've spent a few months really learning blender. I like the hard surface sculpting here. Would it need to be retopologized? How complicated is that in Zbrush?

    • @zbrush_guy
      @zbrush_guy  6 месяцев назад

      As you can see in the video it is really easy

  • @bhoneaunghein5793
    @bhoneaunghein5793 7 месяцев назад +1

    how to call ur chest and back armor?

    • @zbrush_guy
      @zbrush_guy  6 месяцев назад +1

      Gears of war armour chest plate ?