ZBRUSH - HARD SURFACE -TOPOLOGY Work-flow (Part-1)

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  • เผยแพร่เมื่อ 28 ก.ย. 2024
  • In this video, I want to show you my exploration of this new hard surface workflow, which involves cleaning up the topology of the pieces and previewing them with dynamic subdiv. I used a concept from Gears of War as a reference to have a base to work from and freestyle. I hope you enjoy this first part; the next one will be the boots.
    You can follow me on :
    linktr.ee/zguy
    ArtStation:
    www.artstation...
    Instagram:
    / victor_castejon
    Twitch:
    / elcaste
    And you can download some models on :
    cults3d.com/es...

ความคิดเห็น • 19

  • @adriaperez8717
    @adriaperez8717 3 หลายเดือนก่อน +1

    De los mejores videos para ver el proceso de como has creado este pedazo de modelo. Que pasada de video, Victor!

    • @zbrush_guy
      @zbrush_guy  3 หลายเดือนก่อน +1

      Muchas gracias tío!

  • @sokkhu
    @sokkhu 3 หลายเดือนก่อน +1

    daaaamnnn victor!!!!!!!!!

    • @zbrush_guy
      @zbrush_guy  3 หลายเดือนก่อน

      Thanks soku!

  • @online6906
    @online6906 26 วันที่ผ่านมา

    Hey friend! I ve seen your work and really want to ask very important question for me
    I m learning ZBRUSH and i REALLY like it for freedom it gives me
    And i ve got some kind a dilemma
    I am trying to learn hard surface, but do not really like modelling
    I prefer sculpting and got an idea to make rude scatches from ZBrush and making retopology with polypaint-zremesher or like yoi
    Every one i know believes its pretty dumd not to start from modelling, cause it is faster to make shapes right from the start with no scatch
    I have also tried automatic retopology with Zremesher with polygroups to make creases, but didnt get an amount of control of shape
    Do you think it is good idea to start from sculpting and making retopo after it, manual as i think
    Or better to start from modelling to make Hard Surf?
    And if it is so, is it good anough idea to add details to cleaned topology? Cause they are making some artefacts any way
    Or retopologing details sounds like a waste of time
    Im speaking about different Sci-fi things like robo-heads and etc
    Really waitinig for your thoughts about sculptins as part of Hard surface creation

  • @ipodtoucher15
    @ipodtoucher15 15 วันที่ผ่านมา

    amazing model. whats the song that starts at 17:45?

  • @bhoneaunghein5793
    @bhoneaunghein5793 3 หลายเดือนก่อน +1

    how to call ur chest and back armor?

    • @zbrush_guy
      @zbrush_guy  3 หลายเดือนก่อน +1

      Gears of war armour chest plate ?

  • @Lionborngaming
    @Lionborngaming 3 หลายเดือนก่อน +1

    I've spent a few months really learning blender. I like the hard surface sculpting here. Would it need to be retopologized? How complicated is that in Zbrush?

    • @zbrush_guy
      @zbrush_guy  3 หลายเดือนก่อน

      As you can see in the video it is really easy

  • @christianpaka5420
    @christianpaka5420 3 หลายเดือนก่อน +1

    respect

  • @petitponey1255
    @petitponey1255 3 หลายเดือนก่อน +1

    Yeeeeeeeeeeee

  • @ruleke
    @ruleke 3 หลายเดือนก่อน +1

    Ay por fin🥵🥵

    • @zbrush_guy
      @zbrush_guy  3 หลายเดือนก่อน

      Hahahahaha gracias !

  • @Sculpted_stache
    @Sculpted_stache 3 หลายเดือนก่อน +1

    holy shit it's exactly what I needed, when I needed it

    • @zbrush_guy
      @zbrush_guy  3 หลายเดือนก่อน

      Hahaha, thanks man!

    • @Sculpted_stache
      @Sculpted_stache 3 หลายเดือนก่อน

      @@zbrush_guy honestly I'd love a video that goes more indepth to the actual method with voice recording. I want to learn how to sculpt hardsurface since I've really only been learning organic stuff so far. Thanks for this video

  • @ferransantamaria374
    @ferransantamaria374 3 หลายเดือนก่อน +1

    This is fire!!

    • @zbrush_guy
      @zbrush_guy  3 หลายเดือนก่อน

      Thanks!