Sculpt clean up - Mini Tutorial

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  • เผยแพร่เมื่อ 22 ธ.ค. 2024

ความคิดเห็น • 51

  • @JaXuun
    @JaXuun 2 ปีที่แล้ว +6

    i like these mini tutorials instead 8 hour series

  • @2736gamer
    @2736gamer ปีที่แล้ว +1

    Thanks so much for making this video, bro! I didn't know you could do all this without ever leaving Zbrush. Merry Christmas!

  • @SculptviperTommy
    @SculptviperTommy 2 ปีที่แล้ว +2

    Fantastic. Nice and meaty tut. Lots of useful techniques to jump from. Thanks for sharing!

  • @hardkorvin
    @hardkorvin ปีที่แล้ว +3

    Very interested in the next steps. How you connect with other parts, and how prepare all model to unwrapping?

    • @faysalfacir1795
      @faysalfacir1795 ปีที่แล้ว

      Yes, I hope to see him at the end of the video. This trick alone is meaningless.

  • @makentoarts986
    @makentoarts986 ปีที่แล้ว +1

    Thank you dude, amazing way of cleaning up meshes in ZB

  • @yourbestfriendSeren
    @yourbestfriendSeren 2 หลายเดือนก่อน +1

    this feels like it would be nice to use compared to maya's quad draw (at least for characters).

  • @phantomapprentice6749
    @phantomapprentice6749 ปีที่แล้ว

    Takes him a while to get to the meat of things but still appreciated

  • @akagrohl
    @akagrohl 2 ปีที่แล้ว +1

    Dude, this is so so heapful! Cheers

  • @dual4025
    @dual4025 2 ปีที่แล้ว +5

    2:35 is the most frustrating part about using the topology brush and really deters me from using the tool

  • @marshallross3373
    @marshallross3373 4 ปีที่แล้ว +2

    Great demo. Thanks for sharing!

  • @im_crisl50
    @im_crisl50 ปีที่แล้ว +1

    this is gold, thank you very much brother

  • @cevatakdemir2335
    @cevatakdemir2335 4 หลายเดือนก่อน

    After cleaning up the armors.What workflow do you use to merge all object(closing holes to avoid baking problems)

  • @mrexplore79
    @mrexplore79 5 ปีที่แล้ว +2

    hope you to make more mini tutorial like that. thanks

  • @knuckledancerny9595
    @knuckledancerny9595 2 ปีที่แล้ว

    Great technique bro!!!

  • @mayanktomar4689
    @mayanktomar4689 ปีที่แล้ว +1

    it was helpful man Thankyou🙂

  • @boviklayevhs785
    @boviklayevhs785 ปีที่แล้ว +1

    thank you its been 3 years. can you update us your current methods?

  • @fractalelement857
    @fractalelement857 3 ปีที่แล้ว +2

    and when you want to paint it you get that model into substance painter and paint that low poly ?

  • @vladostema
    @vladostema ปีที่แล้ว +1

    Thank you, never knew that

  • @FynnGB
    @FynnGB 5 ปีที่แล้ว +1

    Nice tutorial!

  • @Sludgee9
    @Sludgee9 5 ปีที่แล้ว +1

    Great stuff! Thanks!

  • @markymark560
    @markymark560 2 ปีที่แล้ว

    Awesome

  • @ElRixSape
    @ElRixSape ปีที่แล้ว

    Hello, I just discovered this channel, do you have plans to revive it?

  • @leopnogueira
    @leopnogueira 5 ปีที่แล้ว +1

    just what i needed

  • @BenWinfield
    @BenWinfield 3 ปีที่แล้ว

    Amazing dude! Thanks!

  • @Azzazel_
    @Azzazel_ 5 ปีที่แล้ว +3

    Why use support loops instead of creasing?

    • @SlantEyedJoe75
      @SlantEyedJoe75 5 ปีที่แล้ว +1

      Support loops allow you to control the sharpness of the edge. Soft vs sharp

    • @Azzazel_
      @Azzazel_ 5 ปีที่แล้ว +1

      @@SlantEyedJoe75 You can do the same with creasing in zbrush simply adjusting a slider

    • @SlantEyedJoe75
      @SlantEyedJoe75 5 ปีที่แล้ว

      does creasing hold any information when you uv it and then do hard vs. soft edges when baking

    • @Azzazel_
      @Azzazel_ 5 ปีที่แล้ว +2

      @@SlantEyedJoe75 You can export your high poly model created from the creased one and bake it on the low poly without any kind of issue

    • @neumann1940
      @neumann1940 ปีที่แล้ว

      @@SlantEyedJoe75 Problem with creasing that if you export the mesh it can't read it unlike adding support loops

  • @tlilmiztli
    @tlilmiztli 2 ปีที่แล้ว

    2022 - still useful, thank you!

  • @antonbayda2571
    @antonbayda2571 3 ปีที่แล้ว +1

    Extremely useful, thanks)

  • @cfriedalek
    @cfriedalek 3 ปีที่แล้ว +1

    Nice tute. Question - would you retopo the whole model in one go like this? Or would you do each major form, for example the pec panels, and stitch together later? I assume you'd do it piece by piece.

    • @RogerPerez3D
      @RogerPerez3D  3 ปีที่แล้ว +2

      Normally piece by piece yes

  • @TantawyAhmad
    @TantawyAhmad 5 ปีที่แล้ว +3

    Hi Roger... Great tips! thanks for sharing the mini tut :)
    Did you try Zsphere Retopology btw?
    I feel it's a lil bit more accurate/faster while redrawing topo + it snaps verts too ;)

  • @chunchoe
    @chunchoe ปีที่แล้ว +1

    awesome video thank you so much

  • @Screamus
    @Screamus 3 ปีที่แล้ว

    Why are the buttons of your UI BLUE instead of orange?

    • @RogerPerez3D
      @RogerPerez3D  3 ปีที่แล้ว +1

      You can change the look of the zBrush UI to your liking

    • @Screamus
      @Screamus 3 ปีที่แล้ว

      @@RogerPerez3D it's just odd, I either see the default orange accents, or this exact same shade of blue. NO OTHER COLOR. CHANGES.

    • @FakeDelinquent
      @FakeDelinquent ปีที่แล้ว

      @@ScreamusI personally have mine set to a Barbie pink and teal, I mean why not do whatever colors you like

    • @Screamus
      @Screamus ปีที่แล้ว

      @@FakeDelinquent I saw different button colors on different videos, and I thought it was a difference between zbrush versions. I didn't know you can change them as you wish.

  • @TheTyroofToriyama
    @TheTyroofToriyama ปีที่แล้ว +3

    Why on earth are you tracing something that’s finished already? I only half understand topology cos people only explain it half-well

    • @RogerPerez3D
      @RogerPerez3D  ปีที่แล้ว +3

      That is just a concept/dirty sculpt. Normally after you are happy with what you have as a base you want to go in a finalize shapes to look clean and crisp. Not the only way to do it, but certainly a way that works 😉

    • @TheTyroofToriyama
      @TheTyroofToriyama ปีที่แล้ว

      @@RogerPerez3D Thanks. Btw is the edgeflow and shape of the faces important for the way the object moves and faces fold?
      I asked this before but someone said no. For eg when I sculpt over them I can see the squares and triangles. Isn’t there the odd time when it’s ok to connect all of the quads with a tri, in a small area?
      Might be worth a video if I’m taking so much time with my questions

  • @3Designer_col
    @3Designer_col ปีที่แล้ว +1

    zzzzzzzzzzzzzzzzzzzzzzzzz

  • @xtensionxward3659
    @xtensionxward3659 2 ปีที่แล้ว +1

    you actually changed the look alot
    and when dealing with complex and multiple hard surface parts that should be connected and flow into each others edges this is disastrous !

  • @phreakii
    @phreakii ปีที่แล้ว +1

    Zzzz…

  • @peter486
    @peter486 ปีที่แล้ว

    that way of retyppo is insainly bad. i hate everything Zbrush when it comes it zbrush retyppo, they have NEVER made a god way to reyppo. i

    • @RogerPerez3D
      @RogerPerez3D  ปีที่แล้ว

      I agree, zbrush is not made for Retopo or UVs. At least not compared to other software packages.

    • @Luke101
      @Luke101 9 หลายเดือนก่อน

      highly disagree