rn I am creating my own charactr through zbrush for the details>imported it to maya the detailed one> retopo I am confused on the UV process through maya for the topo one bc how do i do the UVs (is it supposed to be on topo?) and if so how do i do the textures for the detailed one, is it all on the model i topo? ahh sorry I am trying to understand the pipeline
First off, holy cow these are great. second, This is the kind of artist I want to be, but I've been driving myself crazy trying to figure out how much drawing knowledge I need to have in order to make good 3d character models. I want to make 3d renders of characters and environments designed by me, but I don't know how much 2d art and drawing I should learn to get to that point.
great work!!. but IMO the daily sculpt better put at the end? others artwork such as Jagras and Characters that have more detail should be put at the front to attract recruiter.
Hey thanks! And you are right but it depends on which studio you aim. I don't want to go in a studio that makes vfx and realistic stuff, I prefer styles such as illumination. And if I go to illumination, for them the quick sculpt are more interesting than a realistic jagras because it shows that I can quickly create interesting shapes. Same goes for the ladybug. It's not super detailed but again it's stuff that they would make
You don't know, but the very last 18 seconds where you finally show the final image with the result of all that work, is full of publicity, for you channel, for the next video, etc.. we barely see the bird... you should give us a full 25 seconds in the very beginning of the video before anything else....
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😮
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
@@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.
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