It's super useful, but sometimes you have to fight the autoretopo and I start thinking that manual retopo might be faster. I will try to make the next character in Blender and give it a try so I can compare.
I want to see that too, I think I can do that polygroup trick with quadremesher in blender but manual retopo might be faster and cleaner than painting the face sets
@@felixxcatus I think it can be done, but manual retopo would probably be faster in blender, because I don't believe quadremesher's topology can't be guided by face sets, at least not directly
It was gonna be a ZBrush tutorial, but Artstation wouldn't let me upload it because there were too many video files. Decided I would make a shorter tutorial next time and keep this as a time lapse.
How do you manage such a high polycount in blender? And do you use any plugins for getting your Zbrush scene into blender? Im working on quite a capable machine but my setup really starts to suffer once I go beyond 15mil Polys. Love your work! Great Timelapse!
I always decimate the model before sending it anywhere else. I used the USD exporter plugin (built into ZBrush) for different body part files (head, torso, tail, etc); and simply dragged each file into the blender viewport (the old-school way). I already had a ztool for each one of those parts, just so I could work comfortably. That way, I could focus on just the hand, for example, without the huge tail getting in the way. But even with decimated meshes, the curve modifier I used for the tail in Blender was really slow. I don't think any amount of hardware will prevent blender from getting slow much earlier than ZBrush; it's just built different. It's not specialized for sculpting. And thank you.
Excellent work! Do you have any specific tutorials where you go through various hard surface workflows and tips you've used throughout the video? Thank you
This was going to be it. I had 60 hours of realtime videos, but they were too many to upload. Maybe I'll upload a few of them here so they don't go to waste.
Renders on Artstation:
www.artstation.com/artwork/8B1kLR
back in the groove. thats what im talking about myyy maaan
@@louissnuggleton4544 ¯\(◉◡◔)/¯
Polypaint to polygroups then polish by pg looks neat. Good for a quick retopo👌
It's super useful, but sometimes you have to fight the autoretopo and I start thinking that manual retopo might be faster. I will try to make the next character in Blender and give it a try so I can compare.
I want to see that too, I think I can do that polygroup trick with quadremesher in blender but manual retopo might be faster and cleaner than painting the face sets
@@felixxcatus I think it can be done, but manual retopo would probably be faster in blender, because I don't believe quadremesher's topology can't be guided by face sets, at least not directly
I liked this model so much and I was looking forward the HS modelling process in ZB, thanks for uploading it!
It was gonna be a ZBrush tutorial, but Artstation wouldn't let me upload it because there were too many video files.
Decided I would make a shorter tutorial next time and keep this as a time lapse.
@@ArmoredColony Maybe try using Gumroad or Fab? I would totally be interested in a long form tutorial!
Excellent work as usual. Good stuff man.
Thanks friendo
How do you manage such a high polycount in blender? And do you use any plugins for getting your Zbrush scene into blender? Im working on quite a capable machine but my setup really starts to suffer once I go beyond 15mil Polys. Love your work! Great Timelapse!
I always decimate the model before sending it anywhere else. I used the USD exporter plugin (built into ZBrush) for different body part files (head, torso, tail, etc); and simply dragged each file into the blender viewport (the old-school way).
I already had a ztool for each one of those parts, just so I could work comfortably. That way, I could focus on just the hand, for example, without the huge tail getting in the way.
But even with decimated meshes, the curve modifier I used for the tail in Blender was really slow. I don't think any amount of hardware will prevent blender from getting slow much earlier than ZBrush; it's just built different. It's not specialized for sculpting.
And thank you.
Excellent work! Do you have any specific tutorials where you go through various hard surface workflows and tips you've used throughout the video?
Thank you
This was going to be it. I had 60 hours of realtime videos, but they were too many to upload.
Maybe I'll upload a few of them here so they don't go to waste.
Awesome
Awesome oppossum!
What brushes do you use? Like for the raised edges and insets
It's the Warframe Trim Brush: a Standard brush with Alpha 39 I believe.