Hey I'm Frank, I'm a professional 3D Artist working in different industries for over 10 years. Using this channel to have a bit of fun with my love of character art, and helping show the technical process of getting there.
Yes! References and zmodeler please! References seem like a common feature in all other apps, I’m surprised they failed to provide it even at this stage. Zmodeler is something I was most looking forward to
Can you pls recommend if it’s worth getting the 1tb model with 16 gb ram or the base model with 8gb will do just fine. I have the 11 inch pro M4 but not sure if it’s worth the ext cost just for zbrush.
Hey mate! I only have a 10th gen base model iPad, and actually got it specially for ZBrush. It works perfectly fine, have never even thought about lag, and I’ve had scenes up to 15 million. Those models you’re listing are better than mine! So they both would eat it up easily. Hope that helps bro
It comes down to how high polygon count you're looking to go. 8GB model (512GB storage and below) has a limit of 42million polys, while the 16GB (1TB and above) can go as high as 92mil.
@@alberthawkins9964 great question, I’ve actually not tested, but putting your material in the: on my ipad/Zbrush/zstartup/materials folder might do the trick.
100% on the reference especially when the iPad handles second windows so poorly. Saved camera and reference like in Nomad would be ideal. Spotlight should go back to doing its original texturing workflow. It is crazy how good it is on initial release though and my god do I love the UI. The only way the UI gets better is if we do a real object tree but I love the selection stuff they showed off. Very very close!
Yep completely agree! awesome to know this is only version 1.0, and seeing how much they have in the pipeline is wild. Saved cameras is a great shout, I use that all the time on PC with the RefSwitcher plugin.
You have reference images! Look at the sample scenes, there is a scene where they put reference images on the grid. The scene with the skull. You can change the images to your own and then you have your reference image :)
You. An have reference images! Look at the sample scenes, there is a scene where they put reference images on the grid. The scene with the skull. You can change the images to your own and then you have your reference image :)
Wish YT had the feature to see how many times the thumbs down button has been mashed. It REALLY saved me a lot of time trying to find stuff that's actually relevant to the video title.
There's an awesome "return dislike bar" Tool for YT. Here it is in the chrome store. chromewebstore.google.com/detail/return-youtube-dislike/gebbhagfogifgggkldgodflihgfeippi
Probably won’t get an answer since this vid is relatively old but I’m at my wits end so here goes: How do you go about retopology and potentially rigging for multi-layered clothes?? It’s easy enough with single layer clothes like a shirt or a skin tight suit, you just erase the model underneath the clothes and you rig the character with the clothes tied to the body bones as if it IS the body. But what do you do with layered clothes like a shirt, vest, and suit on top of each other?? Do you retopo each one of them separately?? Or do you retopo them on top of one another as one mesh?? If you retopo them separately then you surely do a similar thing as previously mentioned and delete the parts of the clothes that’s hidden under other clothes right?? But then the conundrum happens with what if the visible part of the clothes is super tiny like a shirt under the vest and the suit is only visible by the collar only so is it worth it to retopo the whole thing?? Or even make it a separate mesh instead of combining it with the vest?? Do you then combine everything that is separate under one mesh umbrella to be rigged as one single entity?? Ps. When I say combine I don’t mean connect every mesh piece my merging vertices that would be immensely hard and inefficient, but I mean that the mesh pieces won’t be “connected” in the literal sense but more so act as one mesh in the space.
@@hardcoregamer739 hey mate, cmon video isn’t that old lol. Yep so you wouldn’t retopo a WHOLE shirt, if it has a jacket over the top, and that jacket doesn’t come off. All elements can me retopo’d seperately, and should be, but it’s all imported as a single mesh in engine anyway. I’m due to update this, has I think there’s a lot that should be updated for proper in engine assets, not just presenting like I have here. If you have discord, jump in my server in the bio and I’ll be happy to chat this more!
@@animarch3D I genuinely can't thank you enough bro and your dedication to your videos is something else man 90% of CCs don't interact or look at their vids weeks after it was released, yet here you are still responding to queries and feedback almost a full year later. Hats of to you!! I'll definitely hop into discord you definitely seem like someone who knows what they're talking about. Also please if and when you remake this vid or if you're looking for a video idea consider going in-depth on my question since as someone who has been going over every crevasse of the internet with a comb could hardly find anything about my question after weeks of research so you'd be the only one on the entire platform that tackled this issue that no doubt plagued plenty of people other than me.
If you double check it has UVs first, duplicate a copy before you wrap, so you can copy and paste them after. If you need more help jump over into the discord! Link is in the bio
thanks for the great workflow but I have question!! does X-gen to alembic UE5 is good for game production ? or just stick with hair cards ? (I Love your channel btw)
@@ashtonfora8418 hey there! Thanks, and yes definitely stick to hair cards workflow, curves with hair is veryyy rarely used, and even if it is used, hair cards are still needed! I have a video on hair cards if you would like to check it out ☺️
@@animarch3D yeah it was another great video, I have all the plugins you used in that video and I knew the workflow but I like Xgen more because my characters for my game are realistic so that's why I asked for about using alembic. anyway thanks and keep it up
Just a useful tip for everyone: don’t forget to change you alpha setting to depth peeling or alpha cut. You can do it in the viewport render settings menu (renderer tab)
By all the assets, do you mean a base mesh? Very common to start with a base mesh with already good topology. I got this one from JHills store. Head scan was from the 3d scan store