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Ultramarine & Koh Character Creator, ZBrush, Painter, Blender, iClone, and Marmoset Workflows! 

Michael Pavlovich
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5 окт 2024

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Комментарии : 13   
@audiogus2651
@audiogus2651 6 месяцев назад
9:47 DUDE! I am primarily a Maya poly ("box") modeler who rarely sculpts and I have learned soooooo much from you over the years, applying so many of your creative workflow approaches to a Maya workflow. Your concept sculpting videos from 8 years ago completely changed my approach and I had already been in games for 20 years at that point. Absolutely love what you do!
@tomoyaogawa4485
@tomoyaogawa4485 6 месяцев назад
Hello Michael! thank you so much for all the educational contents you produce. I have decided to implement CC4 into my workflow and it's been great. I have a question for you. Is it possible to export animation you add to your character in CC4 to something like Marmoset toolbag 4 and render out video there? thank you in advance!
@MichaelPavlovich
@MichaelPavlovich 6 месяцев назад
Absolutely, that's how I did the Koh render in fact - in CC, File > Export > FBX > Clothed Character, then I just choose Maya, Mesh and Motion, Current animation, uncheck embed textures, uncheck first frame in bind pose, then drag that FBX file into your render package of choice (for a still pose, same basic settings, just use "Current Pose" rather than "Current Animation")
@supayr5571
@supayr5571 3 месяца назад
Hello Michael, this Koh Character is amazing! So, using CC4 could you theoretically create a custom body? By keeping the relevant parts of the base mesh? I'm thinking about Urgot from LoL: Hide the legs and replace it with a prop for the spider ones. Then what would be a good way to animate such a character and transfer it tu UE5? Thanks in advance
@MichaelPavlovich
@MichaelPavlovich 2 месяца назад
in the case of a separate spider lower body, you can do it just like this, just hide the legs with transparency! If you want to use CC with a completely custom base mesh you can do that too, but you'll have to do all your own blendshapes, etc... (see the coyote and dinosaur base characters in CC)
@danielnorton9803
@danielnorton9803 6 месяцев назад
50:30 rigify segment
@andyfelipe2710
@andyfelipe2710 5 месяцев назад
I'm curious to know, for Kho's body, everything except the head, how did you do the uvs ?
@MichaelPavlovich
@MichaelPavlovich 5 месяцев назад
probably something like planar project, cut seams / shell borders, unwrap, relax, auto layout, or if I'm really lazy, just Auto UV. It's just UVs, I don't overthink them 😅
@andyfelipe2710
@andyfelipe2710 5 месяцев назад
@@MichaelPavlovich Hahah nice I thought I was the only doing auto UVs 😅 I'm guessing you send the low res in Maya or blender , or you do everything in Zbrush? Thanks a lot for the quick response
@MichaelPavlovich
@MichaelPavlovich 5 месяцев назад
@@andyfelipe2710 you got it, 3D program of choice, I use Maya, but i'm slowly dragging my feet through blender little by little 😭
@andyfelipe2710
@andyfelipe2710 5 месяцев назад
Awesome thanks a lot! I'm having trouble finding my work flow and your videos have helped a lot! Keep on the great work! Last question, do you plan on doing a "Preparation fro 3D printing in Zbrush" video, soon? Moving from CC to Zbrush to lychee slicer or any slicer, I would love to see your workflow!!
@MichaelPavlovich
@MichaelPavlovich 5 месяцев назад
@@andyfelipe2710 I don't feel super qualified for that since I just kind of wing it on the ZBrush side, and there's all sorts of 3D print gurus on the pixo streaming channel: www.youtube.com/@MaxonZBrush/streams , but maybe if I do more 3D printing I will! For anybody stopping by, here's my Lychee playlist after ZBrush export: ru-vid.com/group/PLkzopwqcFevYyQxsLWCkDBL2P6UeEYgQ7
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