Sci-fi gun Design Process - PART 3

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  • Опубликовано: 18 дек 2024

Комментарии • 23

  • @pablorast
    @pablorast Месяц назад +1

    Amazing. The music also makes the videos very pleasant to watch 👌

  • @Ferusabiaga
    @Ferusabiaga Месяц назад +1

    Animal!!!
    Que gusto verte trabajar, Diego! Que pasote!

    • @3diegodm
      @3diegodm  Месяц назад

      Grande Fer, gracias colega :)

  • @mao3211
    @mao3211 Месяц назад +1

    Really a great progress

  • @irakligariba
    @irakligariba Месяц назад

    this is some badass stuff going on here!

  • @nagesh3dartist
    @nagesh3dartist Месяц назад

    Great work brother. With high details👌

    • @3diegodm
      @3diegodm  Месяц назад

      Thanks a lot mate 🤜🤛

  • @SophiaRosa2001
    @SophiaRosa2001 Месяц назад

    Very beautiful work! Makes me want to get better at the hard surface side of sculpting, currently I'm terrible at it haha.

    • @3diegodm
      @3diegodm  Месяц назад

      Thanks, Means a lot Sophia. Go for it!

  • @arvidvanthorre6547
    @arvidvanthorre6547 Месяц назад

    ♥ so well made i love it

  • @hqqrse
    @hqqrse Месяц назад

    AMAZING work. what brushes are you using for the fine groove-lines, and how do you keep your blockout (part 1) from looking so clean and inorganic? As a new zbrush user, my sculpts seem to end up always bumpy and not clean, especially in blockout phase.

  • @samarthsinghbisht5476
    @samarthsinghbisht5476 Месяц назад

    Bro Can you plz add full video of the same,
    How you did it step by step from the beginning?

    • @3diegodm
      @3diegodm  Месяц назад

      This is the third video, check out parts one and two - ruclips.net/video/3a_om9qUK-8/видео.html ✌

  • @swiftflow57
    @swiftflow57 Месяц назад

    What can a model with such a large mesh be used for?

    • @3diegodm
      @3diegodm  Месяц назад +1

      I'm going to copy-paste another answer I wrote before that I think also answers your question:
      In this model, my only goal is to achieve a clean high-poly model. I'm doing the retopology with that in mind, not to create UVs.
      -If this were a game asset, the next steps would involve retopology for a low-poly model, UVs, projection, and texturing.
      -For VFX, the second video would need to be much longer, focusing on refining the geometry, adding smaller details directly to the geo, and creating UVs from that same geo.
      Keep in mind that studio workflows are different and constantly evolving. For example, this hipoly asset could be used with Nanite in Unreal.

    • @swiftflow57
      @swiftflow57 Месяц назад

      @3diegodm why don't you model it from scratch with other software, you won't waste time retopo. If you need normal maps you can draw them in substance paint 3d

    • @3diegodm
      @3diegodm  Месяц назад +2

      In 3D, many paths lead to the same or similar destinations. Good results can be achieved in many different ways, and there's no exact formula for efficiency, as each artist works differently.
      This workflow is the most efficient for me, with my tools and skills (I'm a character artist, so I work a lot with Zbrush).
      Keep in mind that The main reason I'm using Zbrush, in this case, is that I'm not working from a pre-existing concept, I´m not modeling a weapon, I'm creating the design from scratch. And for that, I need the flexibility that Zbrush provides, which is hard to find elsewhere.

    • @abtyang
      @abtyang Месяц назад

      ​@@swiftflow57because if you don't have a concept, you would have to design and do topology simultaneously. You should either have a solid 2d concept before working straight from poly modeling, or have a concept model like basically what this video is. It is never a waste of time to get a good design. This is why concept modellers exist in film.

  • @iamski
    @iamski Месяц назад

    did you skip the uv unwrapping part?

    • @3diegodm
      @3diegodm  Месяц назад +2

      In this model, my only goal is to achieve a clean high-poly model. I'm doing the retopo with that in mind, not to create UVs.
      -If this were a game asset, the next steps would involve retopo for a low-poly model, UVs, projection, and texturing.
      -For VFX, the second video would need to be much longer, focusing on refining the geometry, adding smaller details directly to the geo, and creating UVs from that same geo.
      Long answer, but I hope this resolves your question :)