Sci-fi gun Design Process - PART 3

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  • เผยแพร่เมื่อ 15 พ.ย. 2024

ความคิดเห็น • 15

  • @nagesh3dartist
    @nagesh3dartist 7 ชั่วโมงที่ผ่านมา

    Great work brother. With high details👌

  • @mao3211
    @mao3211 2 วันที่ผ่านมา +1

    Really a great progress

    • @3diegodm
      @3diegodm  2 วันที่ผ่านมา

      Thanks! :)

  • @Ferusabiaga
    @Ferusabiaga 3 วันที่ผ่านมา +1

    Animal!!!
    Que gusto verte trabajar, Diego! Que pasote!

    • @3diegodm
      @3diegodm  3 วันที่ผ่านมา

      Grande Fer, gracias colega :)

  • @SophiaRosa2001
    @SophiaRosa2001 3 วันที่ผ่านมา

    Very beautiful work! Makes me want to get better at the hard surface side of sculpting, currently I'm terrible at it haha.

    • @3diegodm
      @3diegodm  3 วันที่ผ่านมา

      Thanks, Means a lot Sophia. Go for it!

  • @arvidvanthorre6547
    @arvidvanthorre6547 3 วันที่ผ่านมา

    ♥ so well made i love it

    • @3diegodm
      @3diegodm  2 วันที่ผ่านมา

      Thanks! :)

  • @iamski
    @iamski 2 วันที่ผ่านมา

    did you skip the uv unwrapping part?

    • @3diegodm
      @3diegodm  2 วันที่ผ่านมา +1

      In this model, my only goal is to achieve a clean high-poly model. I'm doing the retopo with that in mind, not to create UVs.
      -If this were a game asset, the next steps would involve retopo for a low-poly model, UVs, projection, and texturing.
      -For VFX, the second video would need to be much longer, focusing on refining the geometry, adding smaller details directly to the geo, and creating UVs from that same geo.
      Long answer, but I hope this resolves your question :)

  • @swiftflow57
    @swiftflow57 วันที่ผ่านมา

    What can a model with such a large mesh be used for?

    • @3diegodm
      @3diegodm  วันที่ผ่านมา

      I'm going to copy-paste another answer I wrote before that I think also answers your question:
      In this model, my only goal is to achieve a clean high-poly model. I'm doing the retopology with that in mind, not to create UVs.
      -If this were a game asset, the next steps would involve retopology for a low-poly model, UVs, projection, and texturing.
      -For VFX, the second video would need to be much longer, focusing on refining the geometry, adding smaller details directly to the geo, and creating UVs from that same geo.
      Keep in mind that studio workflows are different and constantly evolving. For example, this hipoly asset could be used with Nanite in Unreal.

    • @swiftflow57
      @swiftflow57 วันที่ผ่านมา

      @3diegodm why don't you model it from scratch with other software, you won't waste time retopo. If you need normal maps you can draw them in substance paint 3d

    • @3diegodm
      @3diegodm  18 ชั่วโมงที่ผ่านมา

      In 3D, many paths lead to the same or similar destinations. Good results can be achieved in many different ways, and there's no exact formula for efficiency, as each artist works differently.
      This workflow is the most efficient for me, with my tools and skills (I'm a character artist, so I work a lot with Zbrush).
      Keep in mind that The main reason I'm using Zbrush, in this case, is that I'm not working from a pre-existing concept, I´m not modeling a weapon, I'm creating the design from scratch. And for that, I need the flexibility that Zbrush provides, which is hard to find elsewhere.