That's a really impressive work, I have no words for that render haha! I'm really into sci fi designs and your personal design choices are exactly what I'm found of! Really inspiring :)
@@neoqueto yeah baking tricky and intricate shapes is what took me the longest to learn in 3D because there isn't much resources out there on the subject. I currently use blender with cages for it. I separate the parts of the hi-res by known increments so i can easily put it together later, create cages for each part, bake, then put together the low res. it works with the most complicated models
@@neatpolygons8500 sounds like a good workflow, thankfully I don't do game models. And by separating the parts do you mean splitting a single mesh into multiple meshes or if a model consists of multiple meshes you just bake each piece?
May I ask how do you approach integrating the sub-d modelled parts you make in 3DS MAX into your Sculpt? Is it just trial and error or do you actually have something in mind and then you just make it?
Hey there, awesome model ! Thanks for the video ! Quick question. How do you do after Zremeshing a part to push through matters (via masks) a lot without having any aliasing on pieces? Is it just a lot of subdiv or there is any tip to apply to have this result?
Did you work from a concept piece or did you design it yourself? Or did you just start dynameshing stuff around and seeing how it looked? Either way it looks great!
You're amazing with your work and imagination, How do you build your visual library, lots of beautiful details that you add and add, and you have also the concept and the big parts is very nice is it just form and shapes? or you support by details from a real pilot helmets? Thanks
the answer is in the description -> Timelapse of modeling some sci-fi helmet and bust. About 25h of work captured and squeezed into a little bit more than hour timelapse.
25h + a lot more if you wanna do all the small preset tech objects that he used by your self (it could be that he pre modeled them all) Brilliant work! Hats off without doubt by the way! Just it's a bit missleading to say, that something like that can be made in 25 hours from zero to render without days of heavy preparation (imo)
25h In blender it would took months, and is probably impossible to get this amount of details, without lags, or hiding many of parts. I need to learn zbrush.
really amazing work For my part, I work with 16 giga of memory bar. Has 15,000 million total points my computer starts suffering. Your total points reach almost 50,000 million :D Would it be possible to know the configuration of your computer. Especially at the level of the ram recommended for more flexibility of work. I find that your computer is stable at the memory level.
Anubis hoth - Zbrush has an easier time handling multiple smaller subtools instead of just 1 with a super high polycount. It also helps if you use subdivisions levels instead of just cranking the dynamism higher and higher. Make sure you are using the 64 bit version of zbrush as well. A better graphics card will have No effect on zbrush.
Nice work btw, but I guess you hear that a million times. I enjoyed the Wiedzmin series. The political correctness in parts of the story they could be without, especially when considering all the craziness that is going on in the western world today. But it really showed a great craftsmanship. A lot of modeling work must have been put into the series.
what is this technique you're using at 5:00?? So youre cutting the mesh along edges, then remeshing using zremesher? Is that it? Is there a video on this method?
He's using TrimCurve brush with auto-polygroup on (ctrl+right click with this brush on your model and enable the polygroup from curve/clip or whatever it says). It basically creates a new polygroup on each cut you make with a clip/curve brush. He starts on "solo" so only that subtool is visible, cuts a whole bunch of small polygroups, then uses Split/Delete some groups, ZRemesher, and then "Append" polygrouped pieces to the main helmet mesh. Then in EdgeLoops he adjusts some settings like thickness and bevel, creates several series of PanelLoops on that piece, createing support loops to make cleaner better shaped beveled edges with more polys on those edge areas. I'm really not too used to doing the edgeloops and stuff in Zbrush. I do that stuff usually in my main modeling program, and use Zbrush for the organic sculpting but I need to get better with Zmodeler and similar tool operations to fully open up my workflow better. The newest quick and easy way to get totally clean flat edges when you trim/cut the mesh (without all the jagged edges) and retopo automatically is this (SUPER CHEAP PLUGIN): www.artstation.com/marketplace/p/2kAb/eazyremesh-tool-a-retopology-plugin-for-zbrush
I made it. Here You go that IMM brush for free: www.zbrushcentral.com/showthread.php?170167-Insert-Multi-Mesh-Repository&p=1195890&viewfull=1#post1195890
Andrzej Marszalek Alright, thank you very much for this information, i think at first i will stick on zbrush and become bit more confident with it, for the future i make me familar with these programms. thanks alot
i also think that you need polymodelling only for hard surface models.. if you have some organic models, zbrush would be recommendet?! whats your opinion?
Hey, great tut I am new to zbrush and was wondering how would I create the following model? Thank you for your time. instagram.com/p/BN1wfZQD0al/?taken-by=roobbr
Haha I love how at 18:50 you were like "no wait, that's a penis"
Alpha lmao
omg
Hahaha.Easter egg.
@Diamond Neiman Woah, I haven't seen comment bots in a very long time.
wait, why is there a comment bot here lmao
*"Is it possible to learn this power?"*
Experience only
Some of the techniques used here are so helpful.
That's a really impressive work, I have no words for that render haha! I'm really into sci fi designs and your personal design choices are exactly what I'm found of! Really inspiring :)
i know this was 4 years ago but please god do some more...
watchin it looks easy, but doing it requires to work your ass off. Amazing work
Suprisingly, this was informative. Also, great work!
Ah! This is good demonstration. I got some kind of hint from this. Thanks!
Its fckn brilliant. One of the best helmet design I've ever seen. Where can I see the render?
Found it through reverse image searching on yandex:
polycount.com/discussion/180845/sci-fi-pilot-timelapse
Awesome!!
The most bad ass helmet I have ever seen. Nice work!
Amazing work!
I can't even imagine how to retop and uv this!
You know, alot of crying. Since he didnt do it for a game im sure he cheated quite abit in that area. I know I would :P
Bit by bit over many days I think. I can't imagine how to nicely bake normal maps for a low poly version of this! So much detail!
i think he don"t retopo , import file in Keysot and render
@@neoqueto yeah baking tricky and intricate shapes is what took me the longest to learn in 3D because there isn't much resources out there on the subject. I currently use blender with cages for it. I separate the parts of the hi-res by known increments so i can easily put it together later, create cages for each part, bake, then put together the low res. it works with the most complicated models
@@neatpolygons8500 sounds like a good workflow, thankfully I don't do game models. And by separating the parts do you mean splitting a single mesh into multiple meshes or if a model consists of multiple meshes you just bake each piece?
This right here inspires me so much. Thank you for sharing.
I want to learn how this do this, its amazing.
I love the art work.
i hope this is gonna exist like in 2035 or 2040
Awesome workFlow
this is what i have been waiting to see ,
Nice work !
😲😲😢😢she's beautiful..!!
Cholernie dobry kawał roboty.
cool as hell
i love it
Oh... My.. awesome!
I love the monster skull technique to make helmet, that is VERY cool... One more sub for your channel broooooo!
this is insane...
Thank you !
May I ask how do you approach integrating the sub-d modelled parts you make in 3DS MAX into your Sculpt? Is it just trial and error or do you actually have something in mind and then you just make it?
what do you eat to have imagination of the shape of a sci fi helmet and then model it , IM DYING TO THIS PROBLEM ( I dont want to copy others ideas)
Hey there, awesome model ! Thanks for the video ! Quick question. How do you do after Zremeshing a part to push through matters (via masks) a lot without having any aliasing on pieces? Is it just a lot of subdiv or there is any tip to apply to have this result?
Hi
It's just a lot of subdivs. 500k to 2 mln tri per element. If polycount getting to big, or edges getting rugged I just zRemeshing that part again.
Thank you very much for your answer ! ;) Your video is really helpful =)
With these many parts and such complex design, how the heck do you unwrap this and how do you retopologize this?
thank you.
where can I learn stuff like that??? THATS AMAZING 🔥🔥🔥🔥
Jakie to piękne O_O
Awesome cool
Wow!
awesome tthank you, it will be cool if make video how u did makethis awasome finalrender !
Keyshot and standard materials. Nothing fancy.
Did you work from a concept piece or did you design it yourself? Or did you just start dynameshing stuff around and seeing how it looked? Either way it looks great!
I've designed this in fly, without concept....or even idea at beggining :D
Andrzej, kocham cie i szanuje.
Któregoś dnia zrobie to w blenderze
is this possible to make this with 3ds max ? wich is easier ? zbrish or maya/3dsmax ?
You're amazing with your work and imagination, How do you build your visual library, lots of beautiful details that you add and add, and you have also the concept and the big parts is very nice is it just form and shapes? or you support by details from a real pilot helmets?
Thanks
Some parts are from real pilot's helmets. There was no concept involved in this project. Everything was designed in fly.
your answer amazes me just like your work, wish you all the best
how do you jump from 3ds max to zbrush, I noticed it's a great way to arrange base meshes and makes it more efficient
Wonderful
how long does it take for such lvl of detail...8-10 hours? cuz in the video looks so easy and fast :p
the answer is in the description -> Timelapse of modeling some sci-fi helmet and bust.
About 25h of work captured and squeezed into a little bit more than hour timelapse.
25h + a lot more if you wanna do all the small preset tech objects that he used by your self (it could be that he pre modeled them all) Brilliant work! Hats off without doubt by the way! Just it's a bit missleading to say, that something like that can be made in 25 hours from zero to render without days of heavy preparation (imo)
25h In blender it would took months, and is probably impossible to get this amount of details, without lags, or hiding many of parts. I need to learn zbrush.
Need more KitBash
Szacun :)
Did you make the assets you used for kit bashing from scratch or did you download them. Please share if you did download looks really cool!
Where can we find the IMM brushes you used?
God
Came here to see how you clean up a blockout into good looking surfaces in zbrush... "Few hours of cleaning later..." :/
If you guys wondering base off on the comments he using zbrush and 3dmax and for the final work... keyshot and photoshop I think I got everything
Yup. 3dsmax for polymodeling. Sculpting in Zbrush. Render in Keyshot and post in PS.
@@andrzejmarszalek103 thank you
hej, każdy ma inne predyspozycje do nauki i warunki, ale ile Ci zajęło dojście do takiego kosmicznego poziomu ?? O_0
it's awosome!
How dirty is it?! WOW N1
My GMS (app) softs different. Why?
Hey Andrzej how did you come up with all the details?
Masz w planach tutek po Polsku w klimacie?Pzdr.
what program you used for make its project?
really amazing work
For my part, I work with 16 giga of memory bar. Has 15,000 million total points my computer starts suffering.
Your total points reach almost 50,000 million :D
Would it be possible to know the configuration of your computer. Especially at the level of the ram recommended for more flexibility of work. I find that your computer is stable at the memory level.
Thnx! i7-3820 CPU. 40 GB Ram. GTX 1080.
thx for your answer
Anubis hoth - Zbrush has an easier time handling multiple smaller subtools instead of just 1 with a super high polycount. It also helps if you use subdivisions levels instead of just cranking the dynamism higher and higher. Make sure you are using the 64 bit version of zbrush as well. A better graphics card will have No effect on zbrush.
Dude, are you human? =)
In 3d industry hot girls wear the best helmets.
I know what this is. This is work for CD Project Red's upcoming Sci Fi game; Cyberpunk 2077.
Nop
Well, if you are Polish and are working with gaming art, I find it hard to believe you wouldn't be working for CD Project :)
Hehe. True. Actually I've been working for CD Project, but this particular model has nothing common with Cyberpunk 2077 :D
Nice work btw, but I guess you hear that a million times.
I enjoyed the Wiedzmin series. The political correctness in parts of the story they could be without, especially when considering all the craziness that is going on in the western world today. But it really showed a great craftsmanship. A lot of modeling work must have been put into the series.
You do any tutorials?!
what was used to render the final product? keyshot+photoshop?
Yes
Zbrush is basically helmets and monsters.
nah, human sculpts, military vehicles, guns - whatever you can imagine, I've seen tones of different sculpts and it's fascinating! :3
@@albertpxl vehicles?
@@higorss yes i've seen people doing vehicles only with zbrush
@@paulatreides6711 sculpting?
Однако.Спасибо за пример.
Did you use a skull for a basemesh to sculpt the helmet?
yes
How long did this project take you create?
25h, About week after hours.
what is this technique you're using at 5:00?? So youre cutting the mesh along edges, then remeshing using zremesher? Is that it? Is there a video on this method?
He's using TrimCurve brush with auto-polygroup on (ctrl+right click with this brush on your model and enable the polygroup from curve/clip or whatever it says).
It basically creates a new polygroup on each cut you make with a clip/curve brush. He starts on "solo" so only that subtool is visible, cuts a whole bunch of small polygroups, then uses Split/Delete some groups, ZRemesher, and then "Append" polygrouped pieces to the main helmet mesh. Then in EdgeLoops he adjusts some settings like thickness and bevel, creates several series of PanelLoops on that piece, createing support loops to make cleaner better shaped beveled edges with more polys on those edge areas.
I'm really not too used to doing the edgeloops and stuff in Zbrush. I do that stuff usually in my main modeling program, and use Zbrush for the organic sculpting but I need to get better with Zmodeler and similar tool operations to fully open up my workflow better.
The newest quick and easy way to get totally clean flat edges when you trim/cut the mesh (without all the jagged edges) and retopo automatically is this (SUPER CHEAP PLUGIN):
www.artstation.com/marketplace/p/2kAb/eazyremesh-tool-a-retopology-plugin-for-zbrush
@@cc0cg ah wow thank you for sharing!! I'll check it out!!
which programm are you using?
It's Zbrush.
where did you get the insert brushes?
I made it. Here You go that IMM brush for free: www.zbrushcentral.com/showthread.php?170167-Insert-Multi-Mesh-Repository&p=1195890&viewfull=1#post1195890
this site helps a lot,thx
why did you switched between two different software ?
Hi Bobby
It's just easier to do polymodeling in 3dsmax/maya/paint/msWord....just everything that is not zBrush :D
Andrzej Marszalek ohh okay, would u prefer to learn this programms as well? because i just comming into Zbrush and its still difficult to handle
Yea. As cg artist You absolutely have to know one of the programs like 3dsmax/maya/modo etc.
Andrzej Marszalek Alright, thank you very much for this information, i think at first i will stick on zbrush and become bit more confident with it, for the future i make me familar with these programms. thanks alot
i also think that you need polymodelling only for hard surface models.. if you have some organic models, zbrush would be recommendet?! whats your opinion?
the setup of ur pc??
i7-3820 CPU. 40 GB Ram. GTX 1080.
Hey, great tut I am new to zbrush and was wondering how would I create the following model? Thank you for your time.
instagram.com/p/BN1wfZQD0al/?taken-by=roobbr
file download please
Zapraszam na mój kanał, polecam moje tutoriale efektywnej gry w CS'a.
um I'm late but what software is that
Zbrush