Hey man, just want to say that these tutorials have been incredibly helpful, you're a great teacher and I look forward to more Zbrush tutorials coming out, thanks! The full workflow of Zbrush - Low Poly - Substance Painter is specifically the most beneficial
that's fantastic. Thank you. But you know what I've never seen? How artists work from a concept design, build a low-poly mesh first and then get the final high-resolution results with Zbrush. Especially hard surface. Like a gun, etc. would be great to see a proper workflow. Thx a bunch for all your videos, love them and keep rocking. Cheers
Yeah I can show that process although honestly I haven't used a low poly to high poly to low poly in a while. Nowadays it's faster to start directly with the high poly and then optimized based on the project
@@AbeLeal3Din that case, it would be just a low-poly from a concept design, to a high poly. Once you have a low-poly created at the very beginning, and then you do add from that base a high-poly mesh , well there is no more need to do another low poly. It would be only from Low-Poly to High-Poly. End. I believe, this is a bit harder to do. Because you follow a concept design (lets say a concept design prompted using Midjourney, like a sci-fi gun, or whatever) and then you build a low-poly mesh based on that concept. I think it's a very important part, considering a nice edge flow, smoothing groupps (normals) and from that base mesh, you start using Zbrush to generate the High Poly Mesh. Also super important to cover the process with the normals and the baking. Usually, for Hardsurface Modeling, you need a clean low-poly, with great edge-flow. And for Hard Surface, you can't just use Zbrush's Decimation Master, because you need nice UVW's. I think, that's the kings level of modeling, because with that, you cover it all. You'll model a perfect nice low-poly base mesh from a concept design, and on top of it, you create an amazing high-poly mesh in Zbrush, that adds all the extra details and the smooth normals for baking. Yes, you could do it the other way around as well. You create the High-Res Mesh in Zbrush first (also curious how you would do that when working from a Midjourney concept design), and then you do the Low-poly. I believe it's harder. Curious about your thoughts, ideas and worfklow. Love your videos, because you also cover important workflow questions, which is super important but rare to find. So keep up the great work you do. Love it! Thx a a bunch and can't wait to see a video like that from you. all the best, cheers 🤗
VERY informative, I would like to see more of this. Im thinkning of Only using Zbrush and Substance Painter (Blender too, but Im a complete noob coming from Maya) to create game ready assets and characters! I bought your courses in udemy but then realized you or your company had all of them on Skillshare. Are you posting your new courses there too? Much love from austria
Hey my friend! Yeah I will continue with this asset soon. Aa for the courses, if they were produced under the nexttut brand I have no control over them. I was part of the nexttut team until June this year. This is my new channel and my new courses will be published under the Abe_Leal3d brand
@@AbeLeal3D I wish you great success on your journey my friend, Im confident you will make great tutorials and courses! If you can, I would appreciate it if you could also upload on Skillshare! Looking forward to your videos!
Thank you Abe. Even if this seems a simple task, I can't find a way or option to straighten an entire edge loop when using the Zmodeler brush! For example, select an existing edge loop, and then straighten or align the edges all at once, horizontally or vertically! When using Blender it's super simple. I can select my edge loop and scale them until I have a perfect aligned horizontal edge loop from all the edges. But I am not able to find a simple operation like this when using the ZModeler brush. Hmmm, I am sure there are multiple ways, but wonder what you would recommend getting this job done. And how you would approach that? Thx a bunch!
Quick Question- Anyone else met with an "Operation Cancelled" pop up when trying to open BEVEL PRO? I'm on 2022.0.5 (pre-Maxon version), but supposedly that shouldn't matter, as Bevel Pro was introduced in 2022.0.3... Great tutorial as always!
Thank you for always bringing amazing things for us. I have a little request, Can you please make a video on how to make retopology for this same object faster?
I feel you are a good teacher with great tricks, but when you have an issue to not explaining the reason or how to fix it. That shape is symmetrical so it's easy to mirror to fit some issues. BevelPro doesn't look that stable lol
It would be nice, if we can make the modeling process faster with shortcuts, maybe custom ones, I've been trying to learn Blender coming from Maya it has been making my life a bit easier, what about ZBrush?
Thank you for answering my question - now I have another! When click on 'Make Boolean Mesh' I see a message saying 'Union remeshing in progress....' then it finishes and I see no errors or warnings. However, nothing has changed. I've read elsewhere that this is supposed to create a new subtool? I don't have a new subtool and I notice that does happen in the video.
Nevermind.... I saved my project, closed zbrush then re-opened the project. I had a new subtool with the booleans applied. Weird it didn't show up when I made the boolean mesh
Great video - I'm having an issue. When I make the Knife Curve cut on the upper right (timestamp 3:15), then I hit 'Mirror and Weld'. It makes the right side like the left side - it wipes out the cut. What am I missing? Thanks!
easy fix, by default the mirror and weld will mirror right to left, if you want it to be the other way around you just need to flip the object first. easiest way is to go to the deformation panel and mirrior on the x axis, then do mirror and weld.
1:24 why? Telling us /why/ we do something is super important. Why did you need to delete the lower geometry, this is something i wouldn't know and just blindly follow you do which means missing steps in our learning through your process.
you need to delete the lower geometry on the objects so that some of the modifiers can work, certain tools dont work well with subdivision levels. i try to convey as much information as possible but sometimes it can be difficult, if you want to check a more in depth approach you can check the full zbrush courses i have on my site :)
def would love to see the finished product including retopo and texture! great vid as always informative
OMG! 6:54 onwards and "new boolean stacked" saves life!!! I understand now, thanks
I have always been intimidated to learn hard surface modeling in zbrush but this video has motivated me to try it
Hey man, just want to say that these tutorials have been incredibly helpful, you're a great teacher and I look forward to more Zbrush tutorials coming out, thanks! The full workflow of Zbrush - Low Poly - Substance Painter is specifically the most beneficial
Thanks for the great tutorial. ZBrush always has been my weakness. I've never been able to get good at it but tutorials like this go a long way. 🙏🏻
Glad I could help!
Thanks so much I learned a lot ! !! ! ! !! :)
Glad it was helpful!
that's fantastic. Thank you. But you know what I've never seen? How artists work from a concept design, build a low-poly mesh first and then get the final high-resolution results with Zbrush. Especially hard surface. Like a gun, etc. would be great to see a proper workflow. Thx a bunch for all your videos, love them and keep rocking. Cheers
Yeah I can show that process although honestly I haven't used a low poly to high poly to low poly in a while. Nowadays it's faster to start directly with the high poly and then optimized based on the project
@@AbeLeal3Din that case, it would be just a low-poly from a concept design, to a high poly. Once you have a low-poly created at the very beginning, and then you do add from that base a high-poly mesh , well there is no more need to do another low poly.
It would be only from Low-Poly to High-Poly. End. I believe, this is a bit harder to do. Because you follow a concept design (lets say a concept design prompted using Midjourney, like a sci-fi gun, or whatever) and then you build a low-poly mesh based on that concept. I think it's a very important part, considering a nice edge flow, smoothing groupps (normals) and from that base mesh, you start using Zbrush to generate the High Poly Mesh.
Also super important to cover the process with the normals and the baking. Usually, for Hardsurface Modeling, you need a clean low-poly, with great edge-flow. And for Hard Surface, you can't just use Zbrush's Decimation Master, because you need nice UVW's.
I think, that's the kings level of modeling, because with that, you cover it all. You'll model a perfect nice low-poly base mesh from a concept design, and on top of it, you create an amazing high-poly mesh in Zbrush, that adds all the extra details and the smooth normals for baking.
Yes, you could do it the other way around as well. You create the High-Res Mesh in Zbrush first (also curious how you would do that when working from a Midjourney concept design), and then you do the Low-poly. I believe it's harder. Curious about your thoughts, ideas and worfklow.
Love your videos, because you also cover important workflow questions, which is super important but rare to find. So keep up the great work you do. Love it! Thx a a bunch and can't wait to see a video like that from you. all the best, cheers 🤗
I just love all the tips that you gave us. Definitely i would love to see more from hard surface.
I have found one my Zbrush Channels.
Thank you very much. God bless you.
welcome to the team!
VERY informative, I would like to see more of this. Im thinkning of Only using Zbrush and Substance Painter (Blender too, but Im a complete noob coming from Maya) to create game ready assets and characters!
I bought your courses in udemy but then realized you or your company had all of them on Skillshare. Are you posting your new courses there too?
Much love from austria
Hey my friend! Yeah I will continue with this asset soon.
Aa for the courses, if they were produced under the nexttut brand I have no control over them. I was part of the nexttut team until June this year.
This is my new channel and my new courses will be published under the Abe_Leal3d brand
@@AbeLeal3D I wish you great success on your journey my friend, Im confident you will make great tutorials and courses!
If you can, I would appreciate it if you could also upload on Skillshare!
Looking forward to your videos!
You could make nice production ready mesh out off it in same amount off time for this type of project.
Thank you Abe. Even if this seems a simple task, I can't find a way or option to straighten an entire edge loop when using the Zmodeler brush! For example, select an existing edge loop, and then straighten or align the edges all at once, horizontally or vertically!
When using Blender it's super simple. I can select my edge loop and scale them until I have a perfect aligned horizontal edge loop from all the edges.
But I am not able to find a simple operation like this when using the ZModeler brush. Hmmm, I am sure there are multiple ways, but wonder what you would recommend getting this job done. And how you would approach that? Thx a bunch!
Quick Question- Anyone else met with an "Operation Cancelled" pop up when trying to open BEVEL PRO?
I'm on 2022.0.5 (pre-Maxon version), but supposedly that shouldn't matter, as Bevel Pro was introduced in 2022.0.3...
Great tutorial as always!
you might want to check your graphics card, it needs to be compatible with Vulkan
Really , you are so good in explaining things , thank you ! Would like to see also retop tuto or even a premium course for retop workflow
today is your luckyday haha, i just released a premium retopology course. check it here: www.abeleal3d.com/courses/TOPO
@@AbeLeal3D ah great , thanks for the reply :)
Yes please, show a tutorial on retopology and the rest of the process of creating a final asset please.
You got it! Make sure to subscribe to get notified ;)
I loved this!! Is there a follow up? Like retoppo and stuff??
you know what? i was not thinking about doing it but now with topogun i think this is an excellent asset to showcase
@@AbeLeal3D I'll be waiting patiently.
this live boolean feature is present in blender with bool modifier from long ago
Exactly what I was looking for, tysm!
Enjoy!
I would love to see you finish this asset!
Let's do it!
Thank you for always bringing amazing things for us. I have a little request, Can you please make a video on how to make retopology for this same object faster?
Sure thing! Not sure how fast I can do it but I am thinking about doing it during a Livestream to make things more interesting 🤔
@@AbeLeal3D That's great buddy. Thanks
Awesome video. So helpful! Thanks a lot!
Glad it was helpful!
Great tutorial. Thanks a lot 👏🏽👏🏽🙌🏽
You’re welcome 😊
Please, please, please make a video on UV in detail. Make a video that covers all of the basic problems we face as newbies.........
of course! do you mean for this asset or a different asset?
@@AbeLeal3D it doesn't matter as long as it clear the doubts.... both will work 😁
I feel you are a good teacher with great tricks, but when you have an issue to not explaining the reason or how to fix it.
That shape is symmetrical so it's easy to mirror to fit some issues.
BevelPro doesn't look that stable lol
I agreehaha bevel pro is not super stable but it is one of the best options withing z Brush other than doing it by hand
It would be nice, if we can make the modeling process faster with shortcuts, maybe custom ones, I've been trying to learn Blender coming from Maya it has been making my life a bit easier, what about ZBrush?
When should I use subtool master - mirror and when should I use the regular mirror?
both are perfectly valid options, i use subtool master out of habit pretty much
Thank you for answering my question - now I have another! When click on 'Make Boolean Mesh' I see a message saying 'Union remeshing in progress....' then it finishes and I see no errors or warnings. However, nothing has changed. I've read elsewhere that this is supposed to create a new subtool? I don't have a new subtool and I notice that does happen in the video.
Nevermind.... I saved my project, closed zbrush then re-opened the project. I had a new subtool with the booleans applied. Weird it didn't show up when I made the boolean mesh
It creates a new tool, not subtool. Look in the upper panel
Amazing video!!! Thanks!
My pleasure!
Hi Abe. I wanted to ask how most people have clean surface when they're high poly for adding details. Mine is usually wobbly or bumpy
Usually very high poly count or subdivisions
Great video - I'm having an issue. When I make the Knife Curve cut on the upper right (timestamp 3:15), then I hit 'Mirror and Weld'. It makes the right side like the left side - it wipes out the cut. What am I missing? Thanks!
easy fix, by default the mirror and weld will mirror right to left, if you want it to be the other way around you just need to flip the object first. easiest way is to go to the deformation panel and mirrior on the x axis, then do mirror and weld.
Do the mirror tools you have pinned to your shelf still exist in Zbrush 2024?
Yes they do!
1:24 why? Telling us /why/ we do something is super important. Why did you need to delete the lower geometry, this is something i wouldn't know and just blindly follow you do which means missing steps in our learning through your process.
you need to delete the lower geometry on the objects so that some of the modifiers can work, certain tools dont work well with subdivision levels.
i try to convey as much information as possible but sometimes it can be difficult, if you want to check a more in depth approach you can check the full zbrush courses i have on my site :)
14:40 what's the led box?
how did u get that mirror tab at the top?
it is from my custom UI you can get it on my discord, link is on the description
❤
what was the method when the bevel pro didnt exist
manual live booleans or traditional polymodelling
can it be any better timing 😁
❤❤❤❤❤❤
Sir plz Maya ( MAM ) xgen gaming character hairstyle and eyebrow eyeliner😅
Broo
wait.... how this is it???? how do i apply all the last changes without fuck things up ???? ahaha
Get some chapstick playboy.
i wished it helped :( it is unfortunately a medical condition i have since i was in high school
It looks fine I was just being a jerk.