How to Create Clean Hardsurface in ZBrush
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- เผยแพร่เมื่อ 13 ก.พ. 2024
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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
Great video as always. Full of useful techniques
Great tips. Thanks for sharing.
These tips are super useful. thank you so much!
Glad it was helpful!
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!
Thank you for this, very helpful
Glad it was helpful!
Awesome !!
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
Excellent!
Need this kind of hardsurface course ..could you make it
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?
you quite save my life bro
Glad to hear that!
Sir want to ask..how to solid the sculpt..no need the hollow..for 3d print..
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.
great job
thank you!
Hi Abraham can you do a tutorial on exporting to ue5 devlook creature with materials and textures from substance painter?
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
@@Abe_Leal3Dthat’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.
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
Hello for the polymodeling part when you use loop to sharpen the edges. Is using the crease tool a good option aswell ?
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
Awesome Abe!
Glad you enjoyed it
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
Polish by groups would help a ton
Привет из Казахстана, спасибо за видео. Очень полезно!
здарова молодой
ещё бы понять как такую заготовку сделать))
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
Me gusta
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 (❁´◡`❁)
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 😅
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
@@Abe_Leal3D look like i miss something . i try to make cloth and it come out so bad,XD
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
Surfaces are still wobbly as hell...
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 👍