I would really love to see the non-sped up version, I feel it would be very helpful to me to help learn how to model and sculpt so much better.
@RobotArmy3D
Жыл бұрын
I'm not sure I have the original files to this one anymore, but I am planning to do just that for future videos an maybe stick them on a patron or a site of some sort for those that want more in depth stuff. Thanks!
@bernhard.design
Жыл бұрын
Rockstar. Love it man. Thanks for sharing, appreciate it. Hope to see more from you, keep rocking! Cheers
@RobotArmy3D
Жыл бұрын
Thank you!
@bernhard.design
Жыл бұрын
@@RobotArmy3D But why did you “explode” all the meshes for baking? Instead, you could have used bake by mesh name only and only use self occlude?
@RobotArmy3D
Жыл бұрын
@@bernhard.design I do both, I prefer the explode method mostly as i feel i have more control over the asset and can clearly see the results, in some cases I use it to get AO without clipping and errors that generate from intersecting meshes and the difference between those and the high poly meshes. All in all, though I use both methods I find exploding the mesh to get me the results I want with less trouble.
@mdsanima
5 жыл бұрын
I really like you work! Keep going! Now I wathed your all tutorial!
@bernhard.design
Жыл бұрын
Super cool. One thing I can’t wrap my head around. When you use the low-poly models you unwrap them in Maya first, right? When you use Subdivisions in Zbrush you can keep the UVWs from low-res mesh. But when you add creases to low-res, or add additional edge loops, and Dynamesh those parts, you literally destroy the UVW information. How do you bring them back? Or keep them? Or do you unwrap again the modified low-poly meshes from Zbrush and do you use those ones for your final assets instead of the ones you created in Maya? Thanks for any info on that and sharing your workflow with us. Love it! Cheers 🍻
@RobotArmy3D
Жыл бұрын
This is why thinking through the pipline is important, I often model in maya first if I just want to quickly block out the shape and scale of an asset, bring that in to zbrush and dynamesh it, knowing that i will need to make a new low poly once i have the zbrush sculpt done. The other option is to make a much more complete model in maya, where the zbrush portion is only to get the last level of extra detail, knowing that the sculpting stage isn't going to change the shape much, if doing this you need to make sure your maya model subdivides nicely and also has enough polys, that are nice and proportional (not super stretched) in the places you will be sculpting. If after your sculpting stage you feel the mesh has moved a bit more than you would have liked from your original low poly, you can export the lowest sub d to use as your new low poly mesh, and if it's already unwrapped it's also a good idea to relax the uvs and repack them again as a subdivided mesh tends to relax the lowest level as well. Hope that helps
@Scav-Goblin
Жыл бұрын
I Got a question: you said that you're not gonna retopo it... would it even need to be Retopo'ed you've already got such a nicely made low poly mesh? i thought that was the whole purpose of Retopo, was to give a sculpted model a nice low poly model for being in a game or able to be animated or whatever.
@RobotArmy3D
Жыл бұрын
Hmm I cant remember for this asset, I think i did already like this mesh as id spent time setting it up in maya. I only really retopo it if the new sculpted mesh has changed so much that the lower poly doesn't really work for it anymore. OR if i started in zbrush and so don't have a low poly. But yes, the purpose if retopo is to have fine control over poly counts, details, silhouettes and topological flow (very important if it is to be animated/deformed) 👍
@neerajlamba4825
4 жыл бұрын
looks awesome man!
@RobotArmy3D
4 жыл бұрын
Thanks!
@artofsalvadorvargas1051
3 жыл бұрын
Awesome work! Nice workflow!
@RobotArmy3D
3 жыл бұрын
Thank you! 👍
@robertredfern8001
4 жыл бұрын
Can you upload the 1 hour version? Impossible to follow when is speed ramp it this fast!
@RobotArmy3D
4 жыл бұрын
I dont have the longer version of this one, but my latest video has a 2 hour version that has much of the same process, with all my techniques explained.
@josengan1
4 жыл бұрын
sorry for bothering but i didnt see u making uv in the video, maybe those were in the full version or what did you do ?
@RobotArmy3D
4 жыл бұрын
Hi, I made the UV maps in Maya. you can see it at 11:35 - Check out my Pillar tutorial, i think i go more in depth with the UVing in that. Thanks!
@MK_2023.
4 жыл бұрын
I’m totally interested in normal video files! I’m a second year animation student specialising in sculpting, so it would be a massive help getting to see your process. If you have a Dropbox link or google drive link I’m more than happy to download it, or even pay for it 😀
@RobotArmy3D
4 жыл бұрын
Hi, are you referring to the unedited or non-sped up versions? - My latest video has a lot of my sculpting process explained and is much longer! Thanks for watching and i'm happy to help if you have any questions.
@MK_2023.
4 жыл бұрын
Hey! Yeah I was referring to the non-sped up version. I've started watching your latest video tonight, it's incredibly helpful! Thank you for taking the time to making these tutorials, they're amazing :)
@RobotArmy3D
4 жыл бұрын
@@MK_2023. No prob, Glad I could help!
@nialismcreates
3 жыл бұрын
Theoretically, could I start making an asset in zbrush starting from a low poly, maybe on Subdiv level 2/3 or something and save that one, duplicate it and use that duplicated one to sculp on and add more detail going up to like subdivision level 6/7. Then bake those two together in Substance painter? Or would that not work? I would think it could work for Hard Surface stuff? Because the mesh isn't intended to deform so you don't need to faff about retopologising it. I'm still learning when it comes to 3D sorry.
@RobotArmy3D
3 жыл бұрын
Yes, that is kind-of the pipeline anyway, you can start in zbrush, or another program to make your base mesh, subdivide it and add your detail and then take one of the lowest subdivision level to be your base mesh (sculpting on the highest sub-division will still change your lowest slightly, fyi) - its harder to get a clean base mesh in zbrush without having to retopologize though if you did not start, say, in maya. But depending on what it is (not animated characters) you can z-remesh to get your lowest level and use your high poly as the detail bake. Gotta take everything with a pinch of salt though as each model can throw up lots of problems, i have created thousands of models, and even when im confident in a pipeline i choose for a new model it can still sometimes(often) cause problems that might take up more time to solve than the model took to sculpt! So learning the pipeline is only a small chunk of the process, getting used to solving the problems is the real skill you will gain.
@nialismcreates
3 жыл бұрын
@@RobotArmy3D Thank you for taking the time to write such a large comment. It really helped me :)
@RobotArmy3D
3 жыл бұрын
@@nialismcreates NP, anytime. :)
@armeniouz3D
3 жыл бұрын
Is it okay to use triangle polygons during the modelling?
@RobotArmy3D
3 жыл бұрын
Triangles are ok when making models that don't deform, it's always good to try to stay with quads for nicer topology, but triangles only start causing issues with things that bend, like characters.
@armeniouz3D
3 жыл бұрын
Where you did the retopo, in Maya or 3D Coat?
@RobotArmy3D
3 жыл бұрын
I normally use 3dcoat, it's quite easy to use the retopo tools in that, but the mesh can sometimes be a little awkward to work with. The maya tools seem pretty good too, I'm just used to 3dcoat 😄
@armeniouz3D
3 жыл бұрын
@@RobotArmy3D Oh okay thanks))
@MrRidhun
11 ай бұрын
is mesh overlap allowed in game assets?
@RobotArmy3D
7 ай бұрын
Yes as long as they intersect at and angle. You cant have two "faces" of a polygon occupy the same space, so they can intersect, but not lay flat, this causes z-fighting, it looks like black flickering, and its because the engine doesn't know which to render first.
@iriart7750
3 жыл бұрын
Hi! Сan you link to this tutorial please? In a minute 22.47
Пікірлер: 35