Making of Obi-Wan Kenobi PART 04 Sculpting Cloth And Exporting Displacement Maps In Zbrush

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  • เผยแพร่เมื่อ 16 ก.ย. 2024
  • In this part of the Obi-Wan Kenobi Tutorial Series, I go through my process of sculpting and detailing cloth inside zbrush, posing the Character and finally exporting out the model and displacement maps for Maya.
    Patreons will have access to my full, unedited version of the videos as well as early access to my future tutorials.
    You can support me here:
    / adamocg
    Base rig for posing:
    gumroad.com/l/...
    The fantastic base head model by Vincent Ménier can be found here:
    vincentmenier.....
    You can buy a decimated version of the full Obi-Wan sculpt here:
    adamocg.artsta...
    Social:
    adamocg
    artstation.com/adamocg
    Music:
    Song: Tech House Vibes
    by: Alejandro Magaña (A. M.)
    Creative Commons - Attribution 3.0 Unported - CC BY 3.0
    mixkit.co/free....
    Music shared by "Music • Premium Stock"
    www.youtube.co....

ความคิดเห็น • 24

  • @ThePizza28
    @ThePizza28 3 ปีที่แล้ว +9

    I'm a new 3D student, I just wanted to tell you that your series gives me, and surely many other people, so much confidence to create what they imagine. Thanks for you incredible efforts

  • @no13gnaoh
    @no13gnaoh 3 ปีที่แล้ว +2

    Thank you so much Sir, thank you for this series. Rate this 11/10

  • @mrThepunisher92
    @mrThepunisher92 3 ปีที่แล้ว +3

    Thank you for the great effort on this series.

    • @Adamocg
      @Adamocg  3 ปีที่แล้ว

      Thanks very much man!

  • @BLT12Three
    @BLT12Three 2 ปีที่แล้ว +1

    Great series! An alternate way to go about posing would be to adjust the posed rig to line up with the head instead of the other way around. This way you can keep the head centered in world space and maintain the sanity to make adjustments in symmetry if you need it.

  • @erenays
    @erenays 3 ปีที่แล้ว +1

    I'm trying to learn modeling, and your videos add a lot to me. i'm waiting for the next video, thank you

  • @nayandurge8877
    @nayandurge8877 3 ปีที่แล้ว

    Your work is so best sir

  • @arcettin
    @arcettin 3 ปีที่แล้ว +1

    Thanks

  • @koji2551
    @koji2551 2 ปีที่แล้ว

    Thanks for the knowledge

  • @ACE-jo5bs
    @ACE-jo5bs 2 ปีที่แล้ว

    cool

  • @marknutt8370
    @marknutt8370 3 ปีที่แล้ว +2

    13:31 scared the shit outta me.

  • @akhileshnegi5801
    @akhileshnegi5801 2 ปีที่แล้ว

    Can we get a quick poly modeling video for clothes?
    Thanks

  • @nayandurge8877
    @nayandurge8877 3 ปีที่แล้ว +1

    Please sir make more tutorials

  • @avraamlin7022
    @avraamlin7022 3 ปีที่แล้ว

    Oh nice)

  • @luigifitzgerald2510
    @luigifitzgerald2510 3 ปีที่แล้ว +2

    Just curious, do you ever use marvelous designer for your characters' clothes? I'm really enjoying this series and really look forward to seeing how you set it up in arnold, also will you cover the xgen part too?

    • @Adamocg
      @Adamocg  3 ปีที่แล้ว +2

      Hi Luigi, I'm just learning Marvelous for a new project now. It looks like a great program but I also think its necessary to be able to sculpt cloth manually too. Yep, xgen will be the next video available to my patreons.

    • @luigifitzgerald2510
      @luigifitzgerald2510 3 ปีที่แล้ว

      @@Adamocg Yea totally agree, Marvelous is great to get a base mesh for clothes but it still needs that finishing touch in zbrush

  • @ScottCyclops
    @ScottCyclops 3 ปีที่แล้ว

    When I export theres weird black dots that appear in the cavity of the displacement. Anyone know the fix? It is fine before the Multi map exporter (Create all maps). Afterwards the black cavity mark appears

  • @mayaanimation7885
    @mayaanimation7885 3 ปีที่แล้ว +1

    Next tutorial:, lightning set-up, please..

  • @kunalkapoor3883
    @kunalkapoor3883 3 ปีที่แล้ว

    please make a video on how to render xgen

  • @yobased2872
    @yobased2872 3 ปีที่แล้ว

    Can you explain a bit about why you switched from the Standard Brush to the Clay Buildup with rounded alpha around 11:50? It seems like you're doing more or less the same thing that could have been accomplished with the Standard brush a second earlier, but I assume there's a nuanced reason for this. Thanks.

    • @Adamocg
      @Adamocg  3 ปีที่แล้ว

      Sometime I just use clay buildup when I'm blocking in shapes, I use the standard brush more when I'm confident in the shape I want to create.

    • @yobased2872
      @yobased2872 3 ปีที่แล้ว

      @@Adamocg Ok thanks. Also with the posing part when you asked how we do it: I believe if you add a layer to your unposed body sculpt subtool, bring it to the lowest subd, and then import a posed version of the base mesh also at the lowest subd, you can up-res it and it will be posed while retaining the detail. Have you tried that way? It seems to work fine with me with some partial inaccuracies in the detail transfer but for the most party works solid.

  • @犴罕
    @犴罕 3 ปีที่แล้ว

    支持!