You can for $850 but it’s the 2023 edition. There are authorized resellers on the MAXON site. That’s how I got mine. You buy that you can upgrade for $650 I wouldn’t do that. It’s way overpriced for a single new feature proxy pose… I have blender I’ll probably just end up doing that. If you have an iPad there’s a program called nomad sculpt that is really good for under $20.
What the other guy also said, there is really only one way to start out and learn it without having a student license, we literally have all done it, you really dont have to feel bad about it, it has a very predatory monetization scheme
Abraham! Dude I’ve been studying your courses. One of the best investments in my own artistic development I’ve made this year! You’re such a great instructor communicator and presenter. I can now hear your voice in my ear while I’m modeling. lol seriously thank you for such a rich treasure trove of knowledge! Can not recommend these courses enough.
Thanks my friend! Your message made my day! I am always happy to hear that what I do is worth it and is helping others! Thank you so much for your support! Always learning, always Improving!
10:58 it's important when teaching to show/explain what happens when you do not fix the topology here, otherwise the student isn't going to learn why it needs to be fixed, only how to fix it. Otherwise, fantastic job explaining fundamentals in a nice and quick format.
interesting. try to use that instead: 1) make your base volume with zmodeler (same way you do in the video) and give it some thickness 2) do separates polygroups for each main surfaces changes. for the front and bottom > autogroup (as you do in the video), for the thick border : polygroup/group by normal> nearly 20-30 for the value. 3) do a zremesh ( nearly 10-20 value) / keep groups / smoothgroups = 0 4) activate the dynamic subdiv with smooth preview activated 4) go to geometry / crease / crease PG (polygroups). 5) turn off dynamic subdivisions 6) you can add some subdiv levels for the high poly . If you want sharper edges, You can make a first divide without smooth to go to level 2 then activate the smt option in the divide for the next level. To smooth you shape the polish by group option is interesting (in the deformations) you can also use try the grouploops option in geometry/edgeloop Dont forget to activate mask by polygroups (brush/automasking) when you use the smoothbrush Cheers
Dude you are awesome. Im so glad i found your channel. Ive been hand sculpting hard surface stuff and holy god was that terrible. Much love my man, never been more excited to start modeling again.
Abe, your lessons are always greatly helpful, thank you for them. A question from a long-time Maya user and intermediate ZBrush user here. ZRemesher was one of the first quad-remeshers out there so I had used it from the beginning, but when you use it for tube-based shapes it gives you a spiral arrangement, which required much editing at times and can frequently be a dealbreaker. These days, Maya, Max and Rhino have their own quad remeshers, so its not an issue per se… but if I want to stay inside of ZBrush almost entire time and then eventually export out hard surfaces for various needs(Poly > SubD > NURBS conversion flow for going into CAD for example), is there a way to tweak the setting in ZRemesh to produce loops instead of spiral topology?
Would you be able to demo how you’d create less chonky armour, more bodysuit style with seams etc, like Samus outside of her mech, or A2 from NieR Automata? Hope this makes sense!
yes creases and edges are an excellent option as well, since i wanted to do another workflow that involves exporting this assets i decided to use traditional edge loop supports
I have one problem. When I extract, the inner side of the extracted one is supposed to be invisible, but mine is still visible. How should I fix this? Btw, your tutorial is super helpful. Thank you very much
Great question, I personally don't like crease due to exporta to other softwares. If you are going to dynamesh after crease then yeah sure But for a subdiv workflow not all softwares interpret the seams the same way. Just personal preference
this is super useful!! im a zbrush newbie and i usually just model it in blender first before i add the details in zbrush ;w; zmodeler is definitely a skill i would like to learn. thank you for this cool vid (❁´◡`❁)
If your subdivision is clean you can add more levels until the details works nicely otherwise if you use dynamesh and you want to optimize it you will need to do retopo
Yes of course, Im still polishing the final asset on my own. Just wanted to share the importance of creating a clean base mesh and the steps to do so, will update with the final result soon
@@madisarlybayev4208 hey sorry about that, we have covered that in several of the lives. Retopology is the way to go if you want razor sharp polish in your geometry
@@madisarlybayev4208 you can check the substance painter course I released for a look at how it looks after bakes and textures. As mentioned in this video this was not the final polish but just a first approach
Thank you. Very nice breakdown. When multiple Polygroups intersect, Panel Loops don't stay uniform. They "fall off" at the intersections and don't continue evenly. I am showing the issue right here: th-cam.com/video/46QeNBJ78ws/w-d-xo.html. How would you fix these specific Panel Loop issues at intersecting Polygroups?
ah yes of course but then the video would be called clean hardsurface in blender :P jokes aside i agree, most of the harsurface stuff i do i prefer to do traditionally in blender or maya. However is goog to know some of this tools to get faster at the pipeline
Premium 3D Courses: www.abeleal3d.com/
I really wish I could buy a perpetual license for zbrush, thank you maxon for eliminating this possibility
You can for $850 but it’s the 2023 edition. There are authorized resellers on the MAXON site. That’s how I got mine. You buy that you can upgrade for $650 I wouldn’t do that. It’s way overpriced for a single new feature proxy pose… I have blender I’ll probably just end up doing that. If you have an iPad there’s a program called nomad sculpt that is really good for under $20.
You know what must be done. Its okay, we all do it at first.
What the other guy also said, there is really only one way to start out and learn it without having a student license, we literally have all done it, you really dont have to feel bad about it, it has a very predatory monetization scheme
Or.. the "legal" license
@@KitSuneTTWHey can you give me pirated z brush software link without any malware
Abraham! Dude I’ve been studying your courses. One of the best investments in my own artistic development I’ve made this year! You’re such a great instructor communicator and presenter. I can now hear your voice in my ear while I’m modeling. lol seriously thank you for such a rich treasure trove of knowledge! Can not recommend these courses enough.
Thanks my friend! Your message made my day! I am always happy to hear that what I do is worth it and is helping others! Thank you so much for your support! Always learning, always Improving!
10:58 it's important when teaching to show/explain what happens when you do not fix the topology here, otherwise the student isn't going to learn why it needs to be fixed, only how to fix it. Otherwise, fantastic job explaining fundamentals in a nice and quick format.
Personally I think that practice is disputable. Does the loop do any harm?
I have no doubt made the mistake of trying to model everything in the same mesh. This was an incredibly helpful video. Thank you!
A lot of info in one video, amazing mate!!
Just started studying Zbrush hardsurface and I think this one is the best one to start
Thank you for the video I subscribed
Welcome aboard!
Need this kind of hardsurface course ..could you make it
interesting.
try to use that instead:
1) make your base volume with zmodeler (same way you do in the video) and give it some thickness
2) do separates polygroups for each main surfaces changes. for the front and bottom > autogroup (as you do in the video), for the thick border : polygroup/group by normal> nearly 20-30 for the value.
3) do a zremesh ( nearly 10-20 value) / keep groups / smoothgroups = 0
4) activate the dynamic subdiv with smooth preview activated
4) go to geometry / crease / crease PG (polygroups).
5) turn off dynamic subdivisions
6) you can add some subdiv levels for the high poly .
If you want sharper edges, You can make a first divide without smooth to go to level 2 then activate the smt option in the divide for the next level.
To smooth you shape the polish by group option is interesting (in the deformations)
you can also use try the grouploops option in geometry/edgeloop
Dont forget to activate mask by polygroups (brush/automasking) when you use the smoothbrush
Cheers
Dude you are awesome. Im so glad i found your channel. Ive been hand sculpting hard surface stuff and holy god was that terrible. Much love my man, never been more excited to start modeling again.
Welcome to the channel my friend!
thank you very much! I have been struggling with this for a very long time. this will help
It’s awesome you manage to explain this within such short time! Thank You
Hi, great video. I prefer keeping the loop of quads on the edge. Will there be any difference to your method (without the loop), practically?
These tips are super useful. thank you so much!
Glad it was helpful!
Abe, your lessons are always greatly helpful, thank you for them. A question from a long-time Maya user and intermediate ZBrush user here. ZRemesher was one of the first quad-remeshers out there so I had used it from the beginning, but when you use it for tube-based shapes it gives you a spiral arrangement, which required much editing at times and can frequently be a dealbreaker. These days, Maya, Max and Rhino have their own quad remeshers, so its not an issue per se… but if I want to stay inside of ZBrush almost entire time and then eventually export out hard surfaces for various needs(Poly > SubD > NURBS conversion flow for going into CAD for example), is there a way to tweak the setting in ZRemesh to produce loops instead of spiral topology?
Man thanks a lot for this, got me figured out how to do hard surface finally
you are welcome! this is only one way to do it, there are multiple workflows and pipelines
Greatly inspired by You, You are super pro! all your courses are absolutelly amazing, super talanted. God Bless You!
Thanks so much 😊
Would you be able to demo how you’d create less chonky armour, more bodysuit style with seams etc, like Samus outside of her mech, or A2 from NieR Automata? Hope this makes sense!
Yes we can do that
Thank you , your tutos are the best ! what is the full name of the course ? as i undesrtood that tuto comes from a series ?
Its just separate tutorial, and thank you for kind words! All my premium full courses are available here - www.abeleal3d.com/
Great video as always. Full of useful techniques
Thank you for this, very helpful
Glad it was helpful!
Sir want to ask..how to solid the sculpt..no need the hollow..for 3d print..
Great tips. Thanks for sharing.
how would you go about merging those different subtools back together if you wanted to 3D print this? I'm making some cosplay armor right now
It depends on the size of the printer. But you can dynamehs them with polish turned on at a high resolution to have a single mesh
@@AbeLeal3Dthat’s what I ended up doing. Thanks man 👍🏻
Not related to the video itself but are you planning on releasing a new course for maya in udemy? Not a beginner one but an advanced one i mean.
What about Iron Man suits and others?
check the dr doom mask livestream i show some techniques for something like that
Привет из Казахстана, спасибо за видео. Очень полезно!
здарова молодой
ещё бы понять как такую заготовку сделать))
Hi Abraham can you do a tutorial on exporting to ue5 devlook creature with materials and textures from substance painter?
you quite save my life bro
Glad to hear that!
my man!
Would it not be better to use creases and bevels instead of edge loops ?
yes creases and edges are an excellent option as well, since i wanted to do another workflow that involves exporting this assets i decided to use traditional edge loop supports
Thank u very much😍
I have one problem. When I extract, the inner side of the extracted one is supposed to be invisible, but mine is still visible. How should I fix this? Btw, your tutorial is super helpful. Thank you very much
Send me a picture on discord and I might be able to help. Otherwise it is difficult to guess 😅
Awesome Abe!
Glad you enjoyed it
z모델러로 폴리 그룹을 나눠 준다는 것이 매우 유용해 보이네요!
Excellent!
Hello for the polymodeling part when you use loop to sharpen the edges. Is using the crease tool a good option aswell ?
yes it can totally work as well
@@AbeLeal3D thank you sir !
I'm new to zbrush, so i have 1 stupid question: do i need to merge all this and creating new topology?
Why use support loops having a super powerful tool like dynamic crease?
Great question, I personally don't like crease due to exporta to other softwares. If you are going to dynamesh after crease then yeah sure
But for a subdiv workflow not all softwares interpret the seams the same way.
Just personal preference
Awesome !!
btw ! happybirthday for yesturday ! 30 august
great job
thank you!
Polish by groups would help a ton
this is super useful!! im a zbrush newbie and i usually just model it in blender first before i add the details in zbrush ;w; zmodeler is definitely a skill i would like to learn. thank you for this cool vid (❁´◡`❁)
hi, if I want to add details to a low poly model, for ex ( a sword) in Zbrush, am I not required to use Dynamesh and can only use subdivide?
If your subdivision is clean you can add more levels until the details works nicely otherwise if you use dynamesh and you want to optimize it you will need to do retopo
Surfaces are still wobbly as hell...
Yes of course, Im still polishing the final asset on my own. Just wanted to share the importance of creating a clean base mesh and the steps to do so, will update with the final result soon
@@AbeLeal3D still no update. I'd be happy to see how you make surfaces really clean..
@@madisarlybayev4208 hey sorry about that, we have covered that in several of the lives. Retopology is the way to go if you want razor sharp polish in your geometry
@@madisarlybayev4208 you can check the substance painter course I released for a look at how it looks after bakes and textures. As mentioned in this video this was not the final polish but just a first approach
the kind of hardsurface more simply then the kind of cloth ?
I'm not sure what you mean the question, could you clarify?
if we use marking and extract to make the cloth . is it look easy like that ?
@@endizero ah yes! You can easily use this technique for cloth as well
@@AbeLeal3D look like i miss something . i try to make cloth and it come out so bad,XD
tenquiu
very like ;)
co0l
11:00 why though? why is it important? please explain
I'm not a pro but I think it could mess up your UV's and textures in the future because that bad loop stretches everything out
dude the mesh is clean but edges are really wobby, why so?
It needs more polish of course. Unfortunately it is a little bit tricky to pack everything in 20 min, will update soon with the final result 👍
Blender/блендер.)
Me gusta
anyone that could design the Beyonce mugler helmet for 3d Printing hit me up
Thank you. Very nice breakdown. When multiple Polygroups intersect, Panel Loops don't stay uniform. They "fall off" at the intersections and don't continue evenly. I am showing the issue right here: th-cam.com/video/46QeNBJ78ws/w-d-xo.html. How would you fix these specific Panel Loop issues at intersecting Polygroups?
its ez. go to bender XD
ah yes of course but then the video would be called clean hardsurface in blender :P
jokes aside i agree, most of the harsurface stuff i do i prefer to do traditionally in blender or maya. However is goog to know some of this tools to get faster at the pipeline
you move too fast and dont explain enough of what your doing but I still enjoyed this video
I’d say if you can’t follow this you might be still in the beginner stages of zbrush.
@@pclarkson85 oh definately.
Thanks for the feedback! Maybe you will find this course more beginner friendly - www.abeleal3d.com/courses/ZBSC
Good
3943 Jazmyne Knoll