Im very good sculptor in clay and with very good drawing skills just applied game academy from art academy I'm far from this skills on programs like maya and zbrush the way people appreciate your skills work and working on surfaces and optimization in same time that's mastery I will watch your videos for learning characters development is my favorite I want to ask you how much time days takes for character like this to create from start to finish and bro this character is so badass and cool and detailed i appreciate your work
@@ArmoredColony well everybody is busy in that laziness and slo still you create something rare the knowledge imagination and artistic soul you have is rare in this world this type game designers are definitely not common very people gave up on this skills beacuse its definitely not easy it takes time to be pro
I love how clean your hardsurface work is. Also its fun watching your workflow, you just reminded me the 'Interpolate' button exists in zbrush, I forgot to use that for the past year lol
That's just the ZBrush way of getting subdivision levels and a clean mesh at the same time. You get better performance when using subD levels instead of crazy high dynamesh resolutions.
Amazing.. Question: How do you break up the pieces so you can rig it to a skeleton? Do you have to rebuild it again? Repologise seperate pieces? No ons shows that process..
@@albertusbodenstein1976 that character was posed directly in ZBrush, so no skeleton whatsoever. I'm actually trying to retopo it to turn it into a game ready asset. You can do both, retopo parts separately (easiest and most wasteful) or retopo everything into a single piece. I will probably do a combo of both.
Recorded the entire thing with OBS, used Davinci Resolve to speed up some video clips I found interesting while discarding the rest. Final Render clip was done with Keyshot
Thank you for sharing your process. As a new user to Zbrush, I was wondering what you did between 3:09 and 3:20, Would love to get sharp clean edges on a sword I am working on.
It's a ZBrush function called "Polygroup it from Paint". You paint lines with a solid color (leaving gaps or painting with low intensity will give you unwanted results), then you press a button and it magically gives you polygroups, which you can then sharpen with Deformation>Polish by Groups.
Could you please explain the part where you grab something dynamesh paint the topology and remesh it with clean edges and planea i need to know how to do this 😭
ZBrush feature called PolygroupIt from Paint. You paint some lines, click the button and it creates polygroups for you. Afterwards, you just ZRemesh with Keep Groups turned on.
One more cool video.Could you share, please, your popup menu on a hotkey technique? (ZBrush interface lists are a nightmare after maya pie menu. Loads of reading through them, instead of just clicking needed function)
I haven't uploaded my custom UI or Hotkeys yet. I recommend following me here or on the armoredcolony.com website so you get notified when I upload those in the future.
Thank you for demystifying your process here. It 's helped me a lot in my work, so thank you! Quick question regarding the cuts you make with the orb crack brush around 3:57. What are you using to deploy the brush in that straight line? It's a technique I'm not familiar with. Any help is much appreciated!
I'm surprised you found my timelapse helpful at all XD When your brush has Lazy Mouse enabled, you can hold Shift to start making a straight line and then let go of Shift to apply the stroke. Pretty handy for panel lines and such.
@@ArmoredColony Thats a great little tip I had no idea you could do that! I feel like I've piecemealed my zbrush skills together by watching a whole lot of yt. And not everyone explains or shows a full workflow just parts of it. So youre a real one for that. I'd would be interested to hear what resources you used to develop your zbrush skill?
@@BryanOLearyJr I learned by watching artists that are way better than me. Observing what they do and imitating them. Marco Plouffe has lots of free vids on RUclips.
@@ArmoredColony Having you said that, i feel like my burden is lifted. I always used to believe that I must know any and all of the techniques before I start sculpting. Seems like finding newer and newer methods to create faster workflows is pretty common amongst all levels of artists.
hey, man i want to know how you did those remesh thing with polypainting on mesh. is it poly group it? it's not working for me actually. and i really like that method it will save me some time.3.25
Yep, that's PolygroupIt from Paint. If it doesn't work, I recommend making sure your line is black (just for clarity, don't think it has to be black) and at full pressure with no gaps anywhere. That's all there is to it.
This is so dope! I've never seen the paint / zremesh plains tool in a workflow before, is there a special setting youre using at the 3minute mark, or are you just zremeshing multiple times until you get the right topology? It kind of looks like the patch tool in Topogun
Dude, cool work in the style of the recently released Ghost runner 2. There is one question, which brush did you use during 0.55 minutes of your video, please throw a link
I've been updating it precisely for that purpose. But I want to use my new UI (one in the video is outdated) a little bit and make sure it's optimal before I share it on my website.
Question sir; at 10 min 35 secs you take the real hand, polygroup each finger, hide the polygroups and then start inserting the mechanical/robot fingers. During the robot finger creation you have a sort of transparency on where you can see the hidden polygrouped fingers. How the frick did you do that?
That's because I have 2 hand subtools on top of each other. The transparent hand is the original hand, but I'm working on a duplicate with no fingers. Ctrl+T to show other subtools as transparent.
Total of 222 million triangles. Not saying it had to be that heavy, I just didn't realize I had so many because ZBrush performance was so good. Too heavy for blender so I just rendered in Keyshot.
I believe I worked on it over two months, but I wasn't very consistent if you know what I mean. I'm sure I could condense it into 3 weeks if I remove all distractions or even less if I start out with a pre-existing concept (I had to come up with most details on the spot).
Ok, but what now? to use this model for a movie, game or anything, you need to retropology the entire model. after all, it will take a month. are you doing it for art or is it a good way to do it correctly? I have the impression that blender is better, it gives more control over the mesh. what do you think about it, I want to start learning Zbrush but I don't see anywhere how to do it correctly from start to finish. it looks cool, but is it useful?
Zbrush has techniques for having a good retopo. As you can see in this video, a lot of stuff starts in high resolution to find the shape, and "remeshed" with this option: keep the subtool (the best for retopo) and just with a slider, you can have a very low resolution. So, the retopo can be generated for all elements of the chara The entire AAA game and film industry has been using Zbrush for character modeling for a long time, thanks to its tools, workflow etc. But you can more easily get started with Blender to explore digital sculpting, get a cool result, and stay in Blender without a problem. It depends on your feelings and your needs A tuto to start Zbrush : Learn Zbrush in 8 Minutes - Zbrush Beginner Tutorial by Gatz 3D
In my specific case I just did it for the art, but obviously there's considerations to make depending on what you need. A someone already mentioned, ZBrush is used everywhere. There's so much content you can learn from. Just find someone that already does what you want to do and learn from them.
@@ArmoredColony Pew, I'd have to watch it all again to find it because it only appears for a second or two on some occasions. But thank's you're trying to be helpful! So let me just explain it: Horizontal green lines appear on some parts of the mesh and wherever they are, the polygons underneath get pressed in, creating a notch. I've been using ZBrush for almost 10 years but I never saw something like this before so I'm really wondering what this is. I can't even change my brush cursor from a rounded tip to something else so I thought maybe this is the new Drop3D feature that I haven't had time to try out yet but is supposed to be good for exactly this kind of stuff. So it would be great if you could tell me how you did this.
I think I see what you mean. At 3:54, around the knee joint, I'm simply using Lazy Mouse while holding Shift, which creates a stroke in a perfectly straight line. It's weird to use so you might want to look it up and practice. Will not work unless lazy mouse is enabled on the brush you're using. I think I was using the Orb Cracks brush at that part of the video.
@@ArmoredColony Oh, thanks a lot. For some reason I almost never use Lazy Mouse but I will surely do now to create similar effects. Thanks for taking the time to answer your comments on youtube, it's a rare thing and most youtubers just upload stuff and never answer the questions, I don't really understand why. So I really appreciate your attitude!
how long do you think it takes to get to such a level of proficiency with zbrush? from what i can tell you work with comparatively few tools compared to other artists who cram out addons for each move, with great results, so it gives me hope the software might not be as insurmountable as i told myself for years by now.
Being a doctor is hard, but learning 3d software? Anyone can do it. If you truly want to learn, you can learn ZBrush or blender or whatever you want. There is so much free content out there that there's no excuse for giving up. It has never been easier to learn this stuff than it is now. Just set aside some time to practice every day. One good trick is to start by copying the art of others, learning by imitation (I still do it). Overtime, you will develop your own style and ideas automatically. How long it takes depends on how much you practice. You can learn this stuff really fast actually.
@@phreakiiWhat you're seeing here is industry standard. Go and look up Ben Erdt. This is exactly how he works. The mesh gets retoped and rigged. Polymodelling all of this from scratch would take far, far longer and is far, far less dynamic in the design stage. Remember, this is being designed as it is being sculpted.
I didn't record the head because I didn't feel like it. Finished character on Artstation: www.artstation.com/artwork/QXgW03
Im very good sculptor in clay and with very good drawing skills just applied game academy from art academy I'm far from this skills on programs like maya and zbrush the way people appreciate your skills work and working on surfaces and optimization in same time that's mastery I will watch your videos for learning characters development is my favorite I want to ask you how much time days takes for character like this to create from start to finish and bro this character is so badass and cool and detailed i appreciate your work
Like 60 hours, but split into many days because I am very slow and lazy.
@@ArmoredColony well everybody is busy in that laziness and slo still you create something rare the knowledge imagination and artistic soul you have is rare in this world this type game designers are definitely not common very people gave up on this skills beacuse its definitely not easy it takes time to be pro
You are right
I love how clean your hardsurface work is.
Also its fun watching your workflow, you just reminded me the 'Interpolate' button exists in zbrush, I forgot to use that for the past year lol
Thanks. I wanted to make this one extra clean. And dude, this is the first time I've used interpolate XD
I like how you were optimizing and retoping it at the same time... your a master dude
That's just the ZBrush way of getting subdivision levels and a clean mesh at the same time. You get better performance when using subD levels instead of crazy high dynamesh resolutions.
Marco Plouffe 101 😊
Hell yeah!
this is literally insane holy shit
Thanks friend
i still dont understand how you get "closed pieces" when separating every polygroup etc. Everytime i do it i get a hollow piece without a face
You can close them individually afterwards, with the Close Holes button.
@@ArmoredColonyive had the same issue as him, thanks for the help!
Badass! Thanks for sharing your process!
Thanks dude
FREAKING AWESOME.
Thanks
NAH MAN U KILLED IT.
Really cool!!
Thanks
Awesome work bro, i also do this kind of things. Mainly monsters for 3d printing and then to do real statues. Love it. Thumbs up.
Cool. Where can I see your stuff?
once again great work keep it going!
Thanks dude
Sick!
Thanks
Love this viddie! thanks for sharing man!
No problemo
Keep it up!@@ArmoredColony
super amazing sculpt dude
Thanks friend
incredible work!
Thanks, friend
Amazing.. Question: How do you break up the pieces so you can rig it to a skeleton? Do you have to rebuild it again? Repologise seperate pieces? No ons shows that process..
@@albertusbodenstein1976 that character was posed directly in ZBrush, so no skeleton whatsoever. I'm actually trying to retopo it to turn it into a game ready asset.
You can do both, retopo parts separately (easiest and most wasteful) or retopo everything into a single piece. I will probably do a combo of both.
Amazing!!
Thanks
A masterpiece, mind you asking how to record such time-lapse videos ?
Recorded the entire thing with OBS, used Davinci Resolve to speed up some video clips I found interesting while discarding the rest. Final Render clip was done with Keyshot
Thank you for sharing your process. As a new user to Zbrush, I was wondering what you did between 3:09 and 3:20, Would love to get sharp clean edges on a sword I am working on.
It's a ZBrush function called "Polygroup it from Paint". You paint lines with a solid color (leaving gaps or painting with low intensity will give you unwanted results), then you press a button and it magically gives you polygroups, which you can then sharpen with Deformation>Polish by Groups.
@@ArmoredColony Thank you for the explanation!
Could you please explain the part where you grab something dynamesh paint the topology and remesh it with clean edges and planea i need to know how to do this 😭
ZBrush feature called PolygroupIt from Paint. You paint some lines, click the button and it creates polygroups for you. Afterwards, you just ZRemesh with Keep Groups turned on.
One more cool video.Could you share, please, your popup menu on a hotkey technique? (ZBrush interface lists are a nightmare after maya pie menu. Loads of reading through them, instead of just clicking needed function)
I haven't uploaded my custom UI or Hotkeys yet. I recommend following me here or on the armoredcolony.com website so you get notified when I upload those in the future.
Thank you for demystifying your process here. It 's helped me a lot in my work, so thank you! Quick question regarding the cuts you make with the orb crack brush around 3:57. What are you using to deploy the brush in that straight line? It's a technique I'm not familiar with. Any help is much appreciated!
I'm surprised you found my timelapse helpful at all XD
When your brush has Lazy Mouse enabled, you can hold Shift to start making a straight line and then let go of Shift to apply the stroke. Pretty handy for panel lines and such.
@@ArmoredColony Thats a great little tip I had no idea you could do that! I feel like I've piecemealed my zbrush skills together by watching a whole lot of yt. And not everyone explains or shows a full workflow just parts of it. So youre a real one for that. I'd would be interested to hear what resources you used to develop your zbrush skill?
@@BryanOLearyJr I learned by watching artists that are way better than me. Observing what they do and imitating them. Marco Plouffe has lots of free vids on RUclips.
@@ArmoredColony Having you said that, i feel like my burden is lifted. I always used to believe that I must know any and all of the techniques before I start sculpting. Seems like finding newer and newer methods to create faster workflows is pretty common amongst all levels of artists.
@@joynigam4151 For sure. I learned something I didn't know just yesterday haha
hey, man i want to know how you did those remesh thing with polypainting on mesh. is it poly group it? it's not working for me actually. and i really like that method it will save me some time.3.25
Yep, that's PolygroupIt from Paint. If it doesn't work, I recommend making sure your line is black (just for clarity, don't think it has to be black) and at full pressure with no gaps anywhere. That's all there is to it.
This is so dope! I've never seen the paint / zremesh plains tool in a workflow before, is there a special setting youre using at the 3minute mark, or are you just zremeshing multiple times until you get the right topology? It kind of looks like the patch tool in Topogun
Just zremeshing with different polycounts until I get something I like.
I wish I could make cool stuff like you I always straggle with proportions and scale of things.
Me2, that's why I like to start with base meshes until I get better at anatomy.
Lol I struggle with zbrush!
Just gotta watch others use it and you'll get a hang of how it works.
Dude, cool work in the style of the recently released Ghost runner 2. There is one question, which brush did you use during 0.55 minutes of your video, please throw a link
I have an IMM brush called Cyber Muscles, which I sell on my website (first link in the description).
Hi. Is it possible to get the full version without speedup for money?
Not for this character. I didn't record the entire thing. But I'll consider your idea for future projects.
@@ArmoredColony Friend, please do it!
Could you provide your custom zbrush UI
I've been updating it precisely for that purpose. But I want to use my new UI (one in the video is outdated) a little bit and make sure it's optimal before I share it on my website.
@@ArmoredColony ok
Question sir; at 10 min 35 secs you take the real hand, polygroup each finger, hide the polygroups and then start inserting the mechanical/robot fingers. During the robot finger creation you have a sort of transparency on where you can see the hidden polygrouped fingers. How the frick did you do that?
That's because I have 2 hand subtools on top of each other. The transparent hand is the original hand, but I'm working on a duplicate with no fingers. Ctrl+T to show other subtools as transparent.
@@ArmoredColony ahhhhh. Thanks!
Hi, nice vid ! Your workflow look really efficient. How many poly did you work with for the détails parts ?
Thx again for the contents !
Total of 222 million triangles. Not saying it had to be that heavy, I just didn't realize I had so many because ZBrush performance was so good. Too heavy for blender so I just rendered in Keyshot.
I want to reach this level,goal set.
If you knew my techniques you would realize there's nothing special about them. Everything I did you can easily do as well. All you gotta do is try.
That's awesome! How long did it take you to make this model?
I believe I worked on it over two months, but I wasn't very consistent if you know what I mean. I'm sure I could condense it into 3 weeks if I remove all distractions or even less if I start out with a pre-existing concept (I had to come up with most details on the spot).
Ok, but what now? to use this model for a movie, game or anything, you need to retropology the entire model. after all, it will take a month. are you doing it for art or is it a good way to do it correctly? I have the impression that blender is better, it gives more control over the mesh. what do you think about it, I want to start learning Zbrush but I don't see anywhere how to do it correctly from start to finish. it looks cool, but is it useful?
Zbrush has techniques for having a good retopo. As you can see in this video, a lot of stuff starts in high resolution to find the shape, and "remeshed" with this option: keep the subtool (the best for retopo) and just with a slider, you can have a very low resolution. So, the retopo can be generated for all elements of the chara
The entire AAA game and film industry has been using Zbrush for character modeling for a long time, thanks to its tools, workflow etc.
But you can more easily get started with Blender to explore digital sculpting, get a cool result, and stay in Blender without a problem. It depends on your feelings and your needs
A tuto to start Zbrush : Learn Zbrush in 8 Minutes - Zbrush Beginner Tutorial by Gatz 3D
In my specific case I just did it for the art, but obviously there's considerations to make depending on what you need. A someone already mentioned, ZBrush is used everywhere. There's so much content you can learn from. Just find someone that already does what you want to do and learn from them.
@@lunido2672 thank you very much for your answer 🖤
@@ArmoredColony thank you very much for your answer🖤
How does he do the stuff with the straight green lines? Is this the new Drop3D feature? Does anybody know?
What straight green lines, you have a timecode?
@@ArmoredColony Pew, I'd have to watch it all again to find it because it only appears for a second or two on some occasions. But thank's you're trying to be helpful! So let me just explain it: Horizontal green lines appear on some parts of the mesh and wherever they are, the polygons underneath get pressed in, creating a notch.
I've been using ZBrush for almost 10 years but I never saw something like this before so I'm really wondering what this is. I can't even change my brush cursor from a rounded tip to something else so I thought maybe this is the new Drop3D feature that I haven't had time to try out yet but is supposed to be good for exactly this kind of stuff.
So it would be great if you could tell me how you did this.
I think I see what you mean. At 3:54, around the knee joint, I'm simply using Lazy Mouse while holding Shift, which creates a stroke in a perfectly straight line. It's weird to use so you might want to look it up and practice. Will not work unless lazy mouse is enabled on the brush you're using. I think I was using the Orb Cracks brush at that part of the video.
@@ArmoredColony Oh, thanks a lot. For some reason I almost never use Lazy Mouse but I will surely do now to create similar effects. Thanks for taking the time to answer your comments on youtube, it's a rare thing and most youtubers just upload stuff and never answer the questions, I don't really understand why. So I really appreciate your attitude!
@@Parz1fal no problem. I'm a small channel so I can still read most of the comments and I like to help when I can.
how long do you think it takes to get to such a level of proficiency with zbrush? from what i can tell you work with comparatively few tools compared to other artists who cram out addons for each move, with great results, so it gives me hope the software might not be as insurmountable as i told myself for years by now.
Being a doctor is hard, but learning 3d software? Anyone can do it. If you truly want to learn, you can learn ZBrush or blender or whatever you want.
There is so much free content out there that there's no excuse for giving up. It has never been easier to learn this stuff than it is now. Just set aside some time to practice every day.
One good trick is to start by copying the art of others, learning by imitation (I still do it). Overtime, you will develop your own style and ideas automatically.
How long it takes depends on how much you practice. You can learn this stuff really fast actually.
How much time did this sculpt actually took
No clue, but it was slower than normal because I hadn't used ZBrush in a while (busy learning Blender).
Is your zbrush color theme public?
Not yet, but several people have asked so I do wanna share it. I'm just in the middle of updating it.
dude please! show some merci
I'm sure you can do the same, it just takes a little time.
Do a rig instead of million random lazy mouse patterns, alfas and booleans.
Rigs are for nerds
@@ArmoredColony so a piece like this wouldn’t be great in an a crazy animation or game? Rather seeing it as a print on your wall?
That was the goal, yep. Still need the printer though 🖨️
@@phreakiiWhat you're seeing here is industry standard. Go and look up Ben Erdt. This is exactly how he works. The mesh gets retoped and rigged. Polymodelling all of this from scratch would take far, far longer and is far, far less dynamic in the design stage. Remember, this is being designed as it is being sculpted.
@@musashidanmcgrath told him to do a rig not a retop with industry standards bla bla.