In terms of shape, this gun is closer to an alien gun. But I think, making it in zbrush. It is the easiest in terms of making the initial shape. But in the end, you may still need the workflow of topology and hardening edges if you want to do more with this model. The mesh cannot be worked only in zbrush. Although zbrush has the coloring function. But it is limited to the zbrush renderer. Most of the time, the model is not only worked in zbrush. The working scenes that zbrush can be applied to are very limited. In terms of initial shape design, zbrush is almost the most free. If you clean up the mesh in zbursh, you may break the model a lot.
I'm here trying to learn! Both from the vid and comments so: 1. What do u mean by "z brush coloring function"? The Zcolors and materials? Or else? 2. U trynna say that it'll have necessarily a retopology stage after the whole Zbrush workflow?
@@SADYT-be5qe The Zcolors feature is only available in Zbrush. It is also only available in the Zbrush renderer. If you want to export this color, you need to unfold the model UV. Zbrush's unfold UV feature is not that easy or intuitive. In the case of high polygons, this model usually does not fit more scenes. In short, you can't change the renderer. You still need to convert the high polygon model to a texture to use it. If you want to unfold the UV, you need to recalculate the polygons. He has a topological mesh in the subsequent video. It shows that he knows the flaws of zbrush.
Thanks for your comment @GeometryEX-hp9zs A couple of details: -These 3 videos only reflect the workflow I follow in this particular case, but many other workflows can lead to the same or similar results. With more experience in Zmodeler, you can clean up the pieces directly in Zbrush. Alternatively, by doing zremesher and carefully polishing each piece, you can also achieve this. Therefore, the piece can be worked on solely in Zbrush, although this is not always the most recommended approach. -In the second video, I did a retopo to have a clean hi-poly model to add details to, I was particularly concerned about the large pieces and that's why I decided to go to Maya. It's not a retopo for UVs, it's a retopo to have a clean hi-poly model to continue working on. :)
@@3diegodm I know Zmodel and Zremesher, but it's not very convenient to use them in ZBrush. Zremesher actually loses some shapes. Usually in order to ensure that the mesh model can be rendered in other software, UV unfolding is still required. There are some problems of duplication of work, just to get smooth shapes. Like what I do, my models still need to work under Arnold renderer, vray renderer, Marmoset Toolbag 4 renderer, unity renderer and Unreal renderer in the end. So no matter what the model looks like in the end, I will only keep a copy of the high polygon model as a preview. I will not try to use the zcolor tool in zbrush to color it, because my workflow is ultimately oriented to platform issues. I think the coloring work should be done in substance painter. If I need to optimize the model, I can bake the high polygon down for texture use.
Nice catch! I love it haha The top "screen" was more intended as a display of the remaining ammo or energy in the magazine. The gun is more of a hip-fire rifle than a sniper rifle with strong recoil. As a fun fact (and considering that aesthetics were the main focus over realism here) The spikes work as a damping system with small pads to reduce the recoil 😄
@@3diegodm Oh no, silicone spikes for a gentle facial massage, I didn't think of that! I thought it's a pretty massive thing, like Zorg's gun from The Fifth Element). Even if this is not the case, appearances can be deceiving especially in Sci-fi. Such weapons can have crushing power and high recoil like the small pistol from the movie Men in Black for example. 100%)
@@3diegodm By the way, only cowboys shoot "from the hip" in movies. In real science fiction, everything is close to reality. And in reality, you need to aim if you don't want to be shot first. And I clearly saw a convenient notch on the butt to insert the shoulder)
love youre workflow. super flexible and non restrictive!
Thanks! :)
Amazing work, thanks for sharing your workflow.
Thank you @pablorast 🤜🤛
Dude you totally killed it!! Love this workflow!!
Thanks! Happy to hear that these kind of videos can be of help :)
love the design
Thanks!
Cool!
🙏🙏
You make it look easy Great work.
Thanks a lot :)
🔥
A lovely way to make a hard surface modeling in Zbrush , great job man , mind asking you how did you record this time lapse ?
Thanks, I use Snagit, but I guess many other apps can do it too :)
amazing tutorial dude
🤜🤛
In terms of shape, this gun is closer to an alien gun. But I think, making it in zbrush. It is the easiest in terms of making the initial shape. But in the end, you may still need the workflow of topology and hardening edges if you want to do more with this model. The mesh cannot be worked only in zbrush. Although zbrush has the coloring function. But it is limited to the zbrush renderer. Most of the time, the model is not only worked in zbrush. The working scenes that zbrush can be applied to are very limited. In terms of initial shape design, zbrush is almost the most free. If you clean up the mesh in zbursh, you may break the model a lot.
I'm here trying to learn! Both from the vid and comments so:
1. What do u mean by "z brush coloring function"? The Zcolors and materials? Or else?
2. U trynna say that it'll have necessarily a retopology stage after the whole Zbrush workflow?
@@SADYT-be5qe The Zcolors feature is only available in Zbrush. It is also only available in the Zbrush renderer. If you want to export this color, you need to unfold the model UV. Zbrush's unfold UV feature is not that easy or intuitive. In the case of high polygons, this model usually does not fit more scenes. In short, you can't change the renderer. You still need to convert the high polygon model to a texture to use it. If you want to unfold the UV, you need to recalculate the polygons. He has a topological mesh in the subsequent video. It shows that he knows the flaws of zbrush.
Thanks for your comment @GeometryEX-hp9zs
A couple of details:
-These 3 videos only reflect the workflow I follow in this particular case, but many other workflows can lead to the same or similar results. With more experience in Zmodeler, you can clean up the pieces directly in Zbrush. Alternatively, by doing zremesher and carefully polishing each piece, you can also achieve this. Therefore, the piece can be worked on solely in Zbrush, although this is not always the most recommended approach.
-In the second video, I did a retopo to have a clean hi-poly model to add details to, I was particularly concerned about the large pieces and that's why I decided to go to Maya. It's not a retopo for UVs, it's a retopo to have a clean hi-poly model to continue working on.
:)
@@3diegodm I know Zmodel and Zremesher, but it's not very convenient to use them in ZBrush. Zremesher actually loses some shapes. Usually in order to ensure that the mesh model can be rendered in other software, UV unfolding is still required. There are some problems of duplication of work, just to get smooth shapes. Like what I do, my models still need to work under Arnold renderer, vray renderer, Marmoset Toolbag 4 renderer, unity renderer and Unreal renderer in the end. So no matter what the model looks like in the end, I will only keep a copy of the high polygon model as a preview. I will not try to use the zcolor tool in zbrush to color it, because my workflow is ultimately oriented to platform issues. I think the coloring work should be done in substance painter. If I need to optimize the model, I can bake the high polygon down for texture use.
@@3diegodm However, in terms of initial shape design, ZBrush is still the best sculpting software because it has a high degree of freedom.
nice
As I understand it, when aiming the chin will rest against the spikes. This means that during recoil after the shot there will be a minus half-face!
Nice catch! I love it haha
The top "screen" was more intended as a display of the remaining ammo or energy in the magazine. The gun is more of a hip-fire rifle than a sniper rifle with strong recoil.
As a fun fact (and considering that aesthetics were the main focus over realism here) The spikes work as a damping system with small pads to reduce the recoil 😄
@@3diegodm Oh no, silicone spikes for a gentle facial massage, I didn't think of that! I thought it's a pretty massive thing, like Zorg's gun from The Fifth Element). Even if this is not the case, appearances can be deceiving especially in Sci-fi. Such weapons can have crushing power and high recoil like the small pistol from the movie Men in Black for example. 100%)
@@3diegodm By the way, only cowboys shoot "from the hip" in movies. In real science fiction, everything is close to reality. And in reality, you need to aim if you don't want to be shot first. And I clearly saw a convenient notch on the butt to insert the shoulder)
nice!
Thanks!