Haha....Thanks! I am close to finishing the base of the model now, still a bit more work to go but having fun and still having my first play through of "Dark Souls 3", such an epic, epic game!
Hahaha nice one! Yes its bloody amazing, I'm quite sad that they aren't going to make any more to the series, but it stands tall Enjoy it anyway lol, If you play on pc, let me know if you need any help! Praise the Sun!
Very helpful tips! I love how you also mentioned your personal prefs as an artist (not general eye candy) and also the games you liked playing. it is important because it reminds us that we all have different styles. before watching your tutorials I would usually "copy" other artists meaning I would strictly adapt to their do's and don't instead of going with my own gut. I learned a lot more than sculpting details in this tutorial and for that I thank you!
This was great. Perhaps one thing I might suggest when working on scrollwork like this is to perfect the technique on a plane surface, then either extract the shape you are happy with and save it as a IMM brush, or create a VDM brush from it. This way, you can repeat the scroll on the model to save time. In some cases, a repeated pattern could be highly aesthetic, but mostly a huge time saver.
Thank you Seth for your channel :) it's super super helpful! May I ask you about your computer? Would you share basic information about the hardware you are working on? What do you recommend?
Hi! great video, really helpful! Thanks in advance for every answer you will give me! I'm quite new to zbrush, but let's say you have to paint something like this, how do you go about it? Let's say you want those inflated areas to be gold, is there a way to paint them fast without having to paint them one by one? I know i could save the mask as alpha once i created uv map for the tool i'm decorating, and then load it to paint, but if you work on it and change the polycount afaik the aplha of the mask will be out of position somehow (i'm still not understanding very well how it works to be honest, i'm looking for some explanation about the topic lately). Also, i cant seem to get rid of the topology on the edge of the inflated areas. I dont know if I should work with Mil polygons like you do in the video, but I usually stick with around 300-600k per subtool (depends on how much detail it needs ofc). IF i use Mil polygon the topology on the edge after I use inflate baloon is more smooth, but i work on a 970 GTX and if i keep 10 milion polygon for every subtool I fear my computer will implode. I'm not totally familiar with the work flow on zbrush, infact i still have to complete my first sculpt. I suppose that the painting process is the last thing you do on a sculpt.
when drawing your curved designs does z brush as a correct function/assist to help draw more consistent curves or circles. Like an auto correct on curved lines
Hi Set Thompson, I want ask you something. how do you rotate the camera whitout move the cursor mouse? and how do you do zoom in and zoom out, in the same way? which is the shortcut? thank U. you are amazing!!
Very cool. But you could have changed the curve on the brush and make it have the middle part creased like that, couldnt you?? I know in blender thats possible so zbrush must have it
this is so helpful. thx for the video. can I ask you somthin? how many polygons do you usually use for the object like in the video(I mean final high mesh)? like, crown part.
Fantastic tutorial Seth! Really appreciate you taking the time to do it. Also great to come across a fellow 80's gamer and Dark Souls junkie :P Thanks for the awesome brain candy!!
if i modelled the original crown shape you have in maya and Uv-cut it there, and then do the ornamental details like you did? would it work to reproject those details on the crown we have uv-cut before? as in load the model in zbrush and then project the details of the highres mesh?