Building interesting Geometry with Zbrush and 3DS Max

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  • เผยแพร่เมื่อ 27 ต.ค. 2024

ความคิดเห็น • 27

  • @isa_nagiyev
    @isa_nagiyev 2 ปีที่แล้ว

    As always Isaac saves us from necromorphs of CGI.

  • @hotburnymustard
    @hotburnymustard 6 ปีที่แล้ว +3

    Brilliant demonstration. Thanks for inspiring us!

  • @terrablader
    @terrablader 5 ปีที่แล้ว

    You covered allot of material in a very short period perfectly thank you.

  • @LikeAwesome
    @LikeAwesome 9 ปีที่แล้ว +4

    It is a very nice and detailed tutorial. Sometimes cool things are so easy :)

  • @AudaciouslyDeluded
    @AudaciouslyDeluded 8 ปีที่แล้ว

    Your tutorials are brilliant Isaac. You also sound a lot like John Ratzenberger, which is an added bonus!
    Subscribed.

    • @IsaacOster
      @IsaacOster  8 ปีที่แล้ว +2

      +Stephen Duncan
      Thanks! Maybe I should try to get some of that pixar voice acting money : )

  • @dannymurphy2823
    @dannymurphy2823 8 ปีที่แล้ว

    the best. Thank's Isaac. Going to use that in my arsenal of techniques

  • @mlionhsd
    @mlionhsd 9 ปีที่แล้ว

    Awesome Stuff Isaac, keep up the good work...

  • @musashidanmcgrath
    @musashidanmcgrath 8 ปีที่แล้ว

    Hey Isaac, found your channel on my quest to incorporate Fusion360 to my workflow. Brilliant stuff, mate. Not sure if Max is a secondary package after Maya for you but, a few tips if I may. :)
    - You don't need to convert a line to an editable spline as it already is one on creation. This just applies to rectangles, circles, etc.
    - Under the rendering rollout(editable spline) you can make the spline visible in viewport so the lofting is unecessary in the case of a simple tube.
    - You can use the 'unfold strip from loop' tool to unwrap shapes like this in one click. Or check the 'generate mapping coordinates' checkbox at spline level.

  • @netrarajpun
    @netrarajpun 7 ปีที่แล้ว +1

    Thank you sir, I was thinking how to generate the alpha map from Zbrush and u have solved my issue. :)

  • @JayAnAm
    @JayAnAm 7 ปีที่แล้ว

    Very well done, liked and subscribed!

  • @gbendana
    @gbendana 8 ปีที่แล้ว

    Great tutorial. Thanks for posting it.

  • @Rin8Kin
    @Rin8Kin 8 ปีที่แล้ว

    17:00 - when it became interesting.
    But man, that was REALLY interesting and helpfull.

  • @claudiumanea5337
    @claudiumanea5337 4 ปีที่แล้ว

    Thanks a lot! Very usefull!

  • @nekov44
    @nekov44 4 ปีที่แล้ว

    Thanks!!

  • @luxxeon3d
    @luxxeon3d 9 ปีที่แล้ว

    Couldn't the first part of creating the alpha be done directly in Max, using the "Render Surface Map" option in Scanline? You could have rendered a cavity map there, at any size you wish, and continue the same steps after that point. This would save you having to export/import and all that work in Zbrush at the beginning. Great work on the rest.

  • @Brotherssun
    @Brotherssun 8 ปีที่แล้ว +1

    very fancy

  • @remon563
    @remon563 9 ปีที่แล้ว

    thank you for the video Isaac. Really liking your teaching so far!
    Sadly, I cannot get the same results in the Noise tool. The regular "noise" is still very apparent while the alpha only shows when I put the noise scale waaay up to its maximum of 512.
    I also do not yet understand how you upscaled your UV's within the 0.1. space in Max. and get a correctly tiling result. Wouldnt like +- 70% of your UV's lack UV's (since they fall out of the UV space) ?

    • @IsaacOster
      @IsaacOster  9 ปีที่แล้ว

      Remo Van de sande Hi Remo, thanks for taking time to comment! In the latest version of zbrush, 4r7, they made a few changes to the noisemaker feature. In order to get the same result, you'll need to set the Mix Basic Noise slider to 0. You can change the scale of the tiling with the plugin scale slider, and the strength of the deformation with the strength slider.
      For the UV scaling, the texture doesn't stop at 1,1 - it just repeats forever. This is why it's important to use a tiling texture, so you don't see a seam. The texture I made tiles both horizontally and vertically, so as long as my U values are locked to some whole number, like 1 or 2, there won't be a noticable seam, and it will cleanly tile in V space for as long as I need it to. Does that make sense?
      Please feel free to ask follow up questions!
      Isaac

  • @gargenchoolah
    @gargenchoolah 7 ปีที่แล้ว

    Thanks Isaac, for providing the amazing tutorial. Your patient and calm voice reminds me of Bob Ross. ( the happy little tree guy ) I am fairly new to ZBrush and still struggling with certain mesh array type geometry. I have been seriously trying to develop a snake scale pattern with belly scales. Inspite of few successful outcomes through Insert Mesh Brush technique. I am still not satisfied with the way it distorts and auto stretches the scales at tight bends. Is there a better way to get it done within ZB. I am familiar with MODO if it helps in my case ( I see you're wizard level amazing with 3D Max ) Any and all help will be truly truly appreciated.

    • @IsaacOster
      @IsaacOster  7 ปีที่แล้ว

      If I was going to do snake belly scales, I would probably try displacement. The idea is you make your low poly snake mesh however you want, and cut in two consistent edges at the outside of the belly of the snake, running snout to tail. Then create a tiling texture with your insert mesh brush, with four or five belly scales. Make an alpha out of this. Then in zbrush, add a bunch of subdivisions to your mesh so it will hold the detail, and add the displacement. You should get nice clean scales. This description left out a bunch of smaller steps, and isn't the only way to do it, so if you need more info let me know. I might be able to do a real quick demo video.

    • @gargenchoolah
      @gargenchoolah 7 ปีที่แล้ว

      Thanks for replying Isaac. I will try to implement your suggestions and if you're OK with it, I'll forward some screen shots of my attempt to do Snake Scales. Wish me luck.
      Anil

  • @TheJohn0363
    @TheJohn0363 9 ปีที่แล้ว +4

    very bad practise on the uv'ing the lofted spline... if you toggle on 'generate uv's' when creating your spline then when you apply an unwrap modifier to the mesh it would already be perfectly unwrapped and straight without any distortion whatsoever, and with one click

    • @adaferran15
      @adaferran15 8 ปีที่แล้ว +2

      +john costello In fact, there is also an option while creating the loft, If you check [ ] apply mapping on the loft menu, before converting it to edit poly, in which you can choose the number of tiles along both tube axes.

    • @snakemasterthorno
      @snakemasterthorno 7 ปีที่แล้ว

      I totally agree, but i think the point in this video is more how to get these UV's over to Z-Brush rather then to explain the many ways to get your UV's sorted out. I also think this may be a great way for UV's of more complex objects. Of cause, if you would make this kind of alpha's, this would be a long way around something you could easy achieve in a fraction of the time by just simply make it in Photoshop directly.

  • @silent-everywhere5161
    @silent-everywhere5161 9 ปีที่แล้ว

    TOP men

  • @hombre0leg
    @hombre0leg 2 ปีที่แล้ว

    .MASTER.
    🛡 ⚔️🛡
    🕳