"The Super Mario Bros. Movie" shot recreated in 3D
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- Опубликовано: 11 окт 2024
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This is a new series I'm starting where I'm taking classic or just beautiful shots from movies and recreating them completely in 3D. This time, the Mushroom Land shot from the new Super Mario Bros. Movie (2023, Directed by: Aaron Horvath & Michael Jelenic, Cinematography: Lorenzo Veracini & James Williams)
#supermario #3d #cinema4d #zbrush
You should do a shot from Across the Spiderverse
Yup, that would be crazy
so sick! i'd love to see you recreate something from spirited away, I feel like the art style would translate well to 3D
True!
Man I would love to so much. I see what people can create on Blender in the toon style (Or Arnold for that matter) and it looks so amazing, but Octane's toon shader just sucks so damn bad. But you know what. Maybe that's the challenge.
@@NewPlastic Very true haha. Regardless, keep it up! Loving this series and the tuts recently
OMG!!, incredible skills man!
Thanks buddy
banger video
Hell yeah
Simply amazing!
Incredible
Thanks boss
You forgot butterfly on the right bro! That was great way to learn something in 3D. Very inspiring as always. And i bought your fabric and concrete packs they are also great. Keep in goin please...
Haha I know, I actually was aware of it but forgot to mention it in the video. And thanks for buying the pack! Happy to hear you find it useful.
And yeah I'm learning so much from these exercises!
blade runner scene
Yup already been looking at a few an actually even started planning one of them, I'm more attracted to the Blade Runner 2049 cinematography, but did you have any specific shot in mind?
Love this, would love to see one of the rainbow road shots , think the colours are amazing
Yes there were some really beautiful shots in that movie. I might go back and do another one!
Amazing!!!
so fire
Appreciate you
you killed it, looks niceee
Thank you
incredible man!
Thanks dawg
Dope
Very well done!
Appreciate you!
MAD LAD
Oh I'm just an average bloke
@@NewPlastic nothing average about you mate , multitalented.keep it up
@@capndreadful1328 Haha aw thanks bruv
Enjoying these videos! Also, enabling symmetry would save you loads of time adding those details in ZBrush!
Thanks, and yeah I usually turn on symmetry but I didn't want symmetrical details on the mushrooms. Honestly, way too much work on something you barely notice. I'm still learning!
So awesome man 🎉
Simply amazing 🌟🌟🌟
This is beautiful! Inspired!
Nice! Thanks
As someone who is recently taking a Cinema 4D course as part of my master's and is struggling to model Super Mario and submit tomorrow, I'm divided between feeling super " inspired " and " frustrated " by this. :P
Haha I know this feeling my dude. It's a beautiful balance of inspiration and frustration in life.
amazing ... greetings from Brazil!
Valeu!
Nice work as always man . do you have a soundcloud where we can listen to those dope ass beats ?
Thanks dawg, I have two soundclouds but I haven't uploaded any new beats in years, so it's all pretty old stuff. But maybe I should start uploading honestly lol
For more electronic stuff: soundcloud.com/radixxx
For more headnod stuff soundcloud.com/plusga
I'm trying to model these mushrooms in Blender but as it is another program I'm really struggling to find the best way to do this. Any thoughts?
It would be amazing to have a tutorial, but just a comment it will already help a lot!
Man I'm not that familiar in Blender, but I would assume that it really is just a matter of using the Move brush and the "Clay Buildup" equivalent brush. I wish I knew Blender so I could help! But I know that Blender is incredibly powerful when it comes to sculpting
what are the specifications of your equipment? I need to have an idea to assemble my team and start with cinema 4d.
I have 2x 3090's, 128gb of ram, and threadripper 2920x. Honestly I've been really wanting to upgrade my CPU since it's getting old, I would probably get a much faster single core CPU like Ryzen 9 7950X3D but that means I'll need to replace my motherboard which, makes everything more complicated and expensive.
@@NewPlastic WOW, that's a lot of power.
They are offering me a 2017 ASUS ROG laptop for around $650, with the following features:
NVIDIA GeForce GTX 1070 - 8GB GDDR5
64GB DDR4 RAM
Intel i7-6820 HK CPU 2.70GHz
Do you think it will be enough or is it too short?
Sick work! How did you get the Quixel Bridge to work on c4d 2023 tho?
Thanks! And I dunno it just works like it always did. What's the problem you're having?
Cool! Thanks for sharing! Could you please explain the workflow of mushroom creation? You've created the lowpoly in C4D, then exported it to Zbrush and created a sculpted highpoly. But then I can't understand - have you created a new lowpoly in Zbrush and then UV unwrapped it in Cinema? Or were you using the initial procedural Cinema's lowpoly? I see that the sculpted geometry differs from the lowpoly enough, so I'm trying to understand your next step before you move to Substance.
Yes that's the process. The geometry might be a bit different because I might retopo again in Zbrush, but yes once I'm done with the Suvdivided model in Zbrush I unwrap in C4D, then transfer the UVs to zbrush, export that lowpoly model with Dispalcement and normal maps to use for rendering, and create a separate decimated model keeping the same UVs, and exporting that into Substance. Then after exporting substance textures, I use them on the lowpoly model since it has the same UVs as the decimated one, and using the displacement and normal maps from Zbrush for details (along with albedo/roughness etc maps from Substance)
@@NewPlastic Hm, still a bit confusing. If it's possible could you create a video describing this workflow step by step. It would be very useful as you're showing the pipeline of a 3D generalist and not for gamedev as most tutors in youtube. The workflow is a bit different here.
@@egorsorokin2760 I understand, as I said before, I honestly don't feel comfortable at my level of knowledge to be claiming to show people how to do something in these programs, so I don't know when that'll happen. But to recap here's a point by point recap of my workflow:
1. Model a base mesh in Zbrush (dynamesh) or in C4D.
2. Retopo that model (usually in Zbrush)
3. Subdivide to a highpoly retopo'd mesh in Zbrush and sculpt in finest details
4. Send SubD level 1 to C4D and UV Unwrap
5. Send Unwrapped model back to Zbrush, having now an Unwrapped model with the full SubD levels
6. Decimate the highpoly mesh in Zbrush, keeping the UVs
7. Working on the decimated model in Substance, exporting maps
8. Exporting the SubD level 1 model from Zbrush, including Displacement and normal maps
9. In C4D, applying the Displacement, normal maps (from Zbrush) and texture maps (from Substance) on the SubD level 1 model and rendering
@@NewPlastic Ah, steps 4-6 were the ones I couldn't understand from your tutor. Now it's totally clear. Thanks, man!
@@egorsorokin2760 Yes! Glad it helped!
4:30
Plese, whats the name of this track :))
Hah it's just a beat I made a few years ago. Sampling Nitai Hershkovitz - King's Seat
i love it@@NewPlastic
love your cintent man! , by the way how you sperated the part from c4d to brush?
Thanks dude! And what you mean, which part?
Hello i have a question does scatter pen turn the objects into instance object or does it not? Cause I really love how you can just brush with it but it might kill my render time
Yes the scatter pen uses instances. Definitely will save your VRAM but you know, depends how many things you plan on adding. A million of anything, whether instances or not, will bog down your VRAM
Nice work . Just wondering why you stayed in HDR/sRGB rather than Aces?
The HDR/sRGB look is actually ACES if you got ACES turned on in Octane (which I did)
Then when I rendered I did use the ACEScg space
@@NewPlastic ahh - I am so used to being in Aces/Rec709 I forgot you can click C4D to do that. Dont think you can go direct to 709 tho, still rocking the older ways.
@@dermotfaloon_streetmonkey I mean you can assign a 709 curve in post, but my monitor as well as most others are set to sRGB so I prefer keeping it sRGB. But the difference is very mild.