Sculpting a realistic Pokemon | Zbrush & Maya & Substance Painter TIMELAPSE

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  • เผยแพร่เมื่อ 11 ก.ย. 2024

ความคิดเห็น • 24

  • @valoryx-g.g.5833
    @valoryx-g.g.5833 ปีที่แล้ว

    Wow, I really apprecciate your work and workflow!

  • @jonosvlog9913
    @jonosvlog9913 10 หลายเดือนก่อน

    This is so awesome! Thanks for sharing!

  • @jaxaje7637
    @jaxaje7637 9 หลายเดือนก่อน

    Dude you are crazy holy moly

  • @jeremy1030
    @jeremy1030 ปีที่แล้ว

    merci encore de partager les time lapse :)

    • @phoerens
      @phoerens  ปีที่แล้ว

      Avec plaisir 😁 content que tu les aime !

  • @Ihatebatman56
    @Ihatebatman56 ปีที่แล้ว

    another great video!!

  • @brandonjacksoon
    @brandonjacksoon ปีที่แล้ว

    Awesome!

  • @njking3d61
    @njking3d61 ปีที่แล้ว +1

    FIRST!!!

  • @OwlpawWarrior
    @OwlpawWarrior ปีที่แล้ว +1

    May I know how you transited scales pattern from SP to ZBrush on 47:25 ?

    • @phoerens
      @phoerens  ปีที่แล้ว +1

      yes of course, I used this jakeharrell.co.uk/index.php?p=scripts&f=vc&c=zbrushUI
      I exported the height from SP, and used this plugin in zbrush. However the mid value needs to be 0.5, and not 0. The plugin doesn't support negative values. By default SP exports from -1 to 1, so you need to lift the "level" value in another soft like nuke, or I used Photoshop with the OpenExrIo plugin to open Exr files in photoshop.
      A lot of work but once you get the thing it's okay ^^
      Oh and once imported in zbrush the displacement is way too strong, but you can just reduce the layer

  • @fg14137
    @fg14137 ปีที่แล้ว

    請問在SP使用的 身上的紋理是自己製作的嗎?

  • @royjordi7950
    @royjordi7950 ปีที่แล้ว

    i have a question that i never find the answer for so long. i hope you could help me.
    1.after we make the detail in zbrush, what is the next thing we should do before exporting it to blender/maya/sub painter?
    a. retopologize it manually
    b. use zmesher (but the detail will be faded)
    c. bake the texture
    d. or you have any suggestion?
    last time i make a dinosaur in zbrush complete with the skin detail, and then i export it to fbx. so when i open in blender, it has so many vertexes that i can not animate it😮

    • @jcswan
      @jcswan ปีที่แล้ว

      maybe bake a normal map and use that on a lower poly mesh

    • @phoerens
      @phoerens  ปีที่แล้ว

      Hello! I have a tutorial Playlist with 3 videos that explains the whole process from start to finish if you want
      But nonetheless, you should never use the high res mesh as it is from zbrush to try and animate it
      You should always create a low poly version (by zremesh or manual retopology for better control), and then bake the information of the high poly model onto the low poly model
      In blender I don't know how, but in painter you can do that
      The low poly version also needs to have uv's
      Hope this helps

    • @royjordi7950
      @royjordi7950 ปีที่แล้ว

      @@jcswan thank you for answering

    • @royjordi7950
      @royjordi7950 ปีที่แล้ว

      @@phoerens yes, this is very helpful. i will also watch you video to learn from it. i pray that you also always be healthy and to be successful in life.

  • @elham5815
    @elham5815 ปีที่แล้ว

    please tell us what is your render engine, thanks :}

    • @phoerens
      @phoerens  ปีที่แล้ว +1

      I use Guerilla Render, it's free but not so popular so you won't find a lot of tutorials

  • @unstoppable6348
    @unstoppable6348 8 หลายเดือนก่อน

    zbrush please teach me basics

  • @siberiandante
    @siberiandante ปีที่แล้ว

    I thought Maya 2023 had added automatic retopology 🤔

    • @phoerens
      @phoerens  ปีที่แล้ว +1

      I don't have maya 2023, and it looks like a Zremesh so it's not that perfect (⌐■_■)

  • @laosai2376
    @laosai2376 7 หลายเดือนก่อน

    i love you

    • @phoerens
      @phoerens  7 หลายเดือนก่อน

      Oh