The dragging out of repeating objects had a quick shortcut, even faster than sticky mode, introduced in 2018 but it's sort of hidden. If you control drag like you guys were doing to drag out a new copy, but then you let go of control, then keep dragging, it will continue to create new copies at the same interval. Arraymesh is still the best choice obviously if you're going for something super specific or for advanced options, but this way is REALLY fast to drag things out in an array on just one axis.
Just a quick suggestion when anyone wants to make an instructional about the Zmodeller modifier window... please take your time showing that menu. It's crazy full of stuff we've never seen much of and sometimes pausing isn't fast enough to see what was selected. I hate having to turn down the speed of playback just to catch some difficult stuff. I think teachers who have taught live in front of students are more aware of this and have a better sense of pace with their lectures. Most of Michael Pavlovich's tutorials he sounds drunk because I have to slow the speed down excessively.
Yes really need more from flipped normal ! So I like &subscribe 😎😋 flipped normal ... And the request is need more hard surface on zbrush and zmoduler tool ...
when I need to learn anything.....why your channel have that all??? Are you guys read people's mind?? Literally I wanted to learn hard surface on brush....and you came with that 😋😋
Due to the support this channel has shown for the Nazi regime in Ukraine, I am closing my subscription. Please keep politics and propaganda out of the Industry.
Hey Flipped, how do you make a high poly of an already existing model (I mean you have the 3d model and then you want to create hard surface details in it without affecting the base mesh)
Thanks guys love the videos!!!! Would love to see a full series on hard surface in zbrush. Been working in Maya for over a decade and I'm currently working to use Zbrush as my main asset tool! Low and High poly work (Also jumping on that blender 2.8 train).
"The 'Split Unmasked Points' splits whatever point is unmasked" First I thought this is so obvious but then I remembered we are in ZBrush so this is actually pretty surprising
this was good content though you guys are terrible at step - by - step. If somebody was new to ZBrush this would really confuse them, the debug shelves alone are confusing and then to not show or point out that "Live Boolean" is a button that must be turned on in order for the shapes to cut into each other. Just something to keep in mind if you're going to show tips and tricks.
Could you get more into the ZModeler? I've seen a lot of awesome stuff being done with it and it's a lot easier for me to just do flat surfaces in Zbrush rather than in Maya. Thanks
I believe a modeler program should be the only software you ever need to create anything. Zbrush can create level designs, architecture, a house etc. But it seem stiff with high learning curve unlike Blender or even with 3DS Max. It seem that 90% of modeling artist uses Zbrush for characters and import the tavern from another software. I like your video but I learn better with tutorial in making a house or castle using your tips. I search RU-vid and find only a handful of solid modeling. Amazon doesn't even carry books on architecture with Zbrush but has tons of books designing characters. Thank you for your video. I will try to remember your tips while I go bang my head against the wall.
During the day they work in the VFX industry tirelessly turning out commercial visual work. -During the night, they pummel the faces of criminals and perhaps inadvertently contribute to significant property damage.
I'd like to know how to have rounded objects boolean together and keep the topology at the edges between them to stay sharp when reducing the polycount.
When reducing? Usually you boolean at your low sub-d. If you boolean higher, you have crease tools and are probably going to retopo later anyways. What's your project?
Is it bad if i model something of a lot of seperate tools instead out of one? I have a hard time zmodelling the imagined forms sometimes. What issues can i run into if i do seperate tools?
You can access the initialize tab and the qsphere and others on any mesh. It doesn’t have to be the star. Don’t believe me test it out. Other than that, love the video guys!!!!
The menu is there - but the primitives arent :) On the star, you can get the cube, while for the others, you can adjust their segments and such. Also, thank you!
Yes, It works on any subtool that's a polymesh, however, they were starting from a fresh scene and then only the star will give you the Qmesh initialize.
My issue with booleans is that they're all fine and so, but I find that the retopo just tends to be a pain once you get a singular object with a lot of complexity.
The "click to repeat last command" in Zmodeler works on almost every tool, not just the Bevel. For example, the Qmesh poly command. YOu can extrude a face using qmesh, then just click on other polygons to get the exact same level of extrusion. Same for anything in the vertex level operations.
Omg! Thank you guys just please stop reading my mind I was about to look over google about this topic and suddenly the notification pop up. Also I think a premium tut of grooming will be useful ;) not a lot of them out there with the flipped quality seal of approval