This is so good, no one ever posts about production modelling at this level. I have a question, how do you deal with projected surface detail on the high LODs when it comes to Blendshapes and at what level do you sculpt? Presumably on the lowest level initially, then wrapping that to the high and working on top(else it becomes pretty hard to create shapes when you have a lot of surface details like your kaijus)?
@lucasv8889 күн бұрын
@@badashx hey man thanks a lot for your comment !. my main work is done on the higher LOD but i build the main motion in the lower one and tranfer it up, basically i work in all the lods but my final result and main mesh would be the higher if that makes sense
@badashx2 күн бұрын
@@lucasv888thank you for the reply, really helpful hearing your approach. Wishing you the best in your new role
@lucasv8882 күн бұрын
@@badashx thanks dude!
@MustafaBerkeGureltolАй бұрын
So, when you split the model into two parts with a common border, starting at 12:10 , are you not taking the risk of moving one part of the border to a degree where the textures and/or UDIMs would not have the exact same data since ZBrush is not doing a one-to-one topological projection of vertex coordinates? In other words, let's say that you move one region slightly towards tangent(x) or bitangent(y) directions of the surface instead of normal(z) when you either manually sculpt or apply a VDM stroke. Would that not cause the other surface's UVs to have skewed displacement information after projection?
@lucasv888Ай бұрын
@@MustafaBerkeGureltol no it shouldnt happen that, always create a morph target for the border . Also only one of the borders get backed so you shouldnt have any issues just be careful when you sculpt .
@bittublastgamer2022 ай бұрын
i still watchs your video after 4 years still helps me sometimes thanks for that
@lucasv8882 ай бұрын
@@bittublastgamer202 ho thanks man thats awesome , hopefully i get time and i can make some new ones
@TeachmeYoutube.2 ай бұрын
@@lucasv888Please drop some creature tutorials :(
@TeachmeYoutube.2 ай бұрын
Like from blocking to detailing please
@ikmkikmkikmkie3 ай бұрын
Man I am sure it must be a good trick but I think only you understand what you're doing... Not very clear what you are trying to explain.
@lucasv8883 ай бұрын
@@ikmkikmkikmkie hey man sorry is not clear but did you tey hd geo before?
@oregoncity64835 ай бұрын
Man you saved my life thank you so much!
@lucasv8885 ай бұрын
@@oregoncity6483 glad it helped!!!
@davidgonzalezfaubel81677 ай бұрын
Thank you so much, this is just what I needed, and super well explained!
@lucasv8886 ай бұрын
thanks man
@rohitparadkar43069 ай бұрын
Thanks a lot for this great tutorial..... in my case, for some garments my UVs merge after i smooth the mesh....Does anyone know how i can fix that?
@BadBloodCustom9 ай бұрын
That's cool to make more polygons for details. Question... is it possible to pose the model after cut and u didn't see the cutline after posing?
@lucasv8889 ай бұрын
Yeap you can use transpose master or send it to maya or blender and make a rig
@dyncgi Жыл бұрын
Hi Lucas, thank you for all those cool tricks! I see that you have almost 50mil polygons at the highest subdivision level in Zbrush, how can you get that much details at that number of polygons without splitting the model into difference parts? I have a model with 6 subdivs but the details are really low res, what could be the tips you can give me, please!
@lucasv888 Жыл бұрын
Hey man thats because my topology has more polygons where i need them. As a rule if your model has 100k polys 50k are in the face , makes sense?
@dyncgi Жыл бұрын
@@lucasv888 Oh yeah, that makes senses, so the strategical topology is the most important factor to get the good details. Thank you very much!
@lucasv888 Жыл бұрын
@@dyncgi exactly!!!
@louissnuggleton4544 Жыл бұрын
Hey, ever thought of streaming on twitch? :) this model is insane!!
@lucasv888 Жыл бұрын
Thanks man i tried for a bit but was very difficult to get the audience i will try again in the near future
@louissnuggleton4544 Жыл бұрын
@@lucasv888 lookin forward to it. would highly suggest streaming something like "creating a creature from scratch". would be a nice little journey to tag along
@cyrielkilller Жыл бұрын
Thanks a lot man ! it works perfectly !
@lucasv888 Жыл бұрын
thats great !!!
@andriangontsa7139 Жыл бұрын
Thank's man!!!
@derdieb Жыл бұрын
Did u transfer the UV maps from the high to the retopo?
@lucasv888 Жыл бұрын
Yes sr in world space
@nathunterstudio8391 Жыл бұрын
Question about retopology ( all,your video are good but didn’t find about topo ) it’s better to do the zeremesh until to get good edgloop for rigging ? Or,better quad draw maya wich for a kaiju it will take time for nice edgloop rigging ?
@sitiaminah6499 Жыл бұрын
I'm just wandering how good is your works, at the level of very very astonishing..combining by skills of 3D modelling/sculptings if I might says..you're the one mastering of Z-Brush things
@lucasv888 Жыл бұрын
ho Thank you veery much man very apreciate your comment !
@oartehaga2 жыл бұрын
Lucas, We miss your content, please comeback !!!
@lucasv888 Жыл бұрын
Ho man thanks a lot !!! what you would like to see ?
@adoyl83832 жыл бұрын
Ты крутой) Помог решить многолетнюю проблему!))) Низкий поклон от всех художников и скульпторов!)
@lucasv8886 ай бұрын
Thanks !
@ezatt4462 жыл бұрын
@MarioRodriguez-ep4zv2 жыл бұрын
consulta. No se puede modificar la amplitud de la mascara al apretar A? porque veo q a todos les abarca bastante y a mi me abarca muy poquito y se vuelve muy dificl .
@lucasv8882 жыл бұрын
Es por cantidad de poligonos lo maximo q una seleccion de hd te va a soportar es 40 millones de polys mas o menos
@MattiasLind2 жыл бұрын
Thankyou for these awsome tutorials! Finally some real useful stuff about CG characters for production on youtube! :D
@lucasv888 Жыл бұрын
thanks a lot man !!!
@xzcxxxxxx2 жыл бұрын
Amazing!! Thankyou!!
@lucasv888 Жыл бұрын
thanks man !
@vfxsoup2 жыл бұрын
If you’re watching this, trust me, Lucas is the real deal. I worked with him on Venom and he’s an amazing artist. The 3d prints he has made are stunning. The only downside is at the level he works at he’s not allowed to show you the movie stuff he is working on.
@lucasv8882 жыл бұрын
Hey Man !!! Thanks a lot for your kind words !!! Hope we work together again very soon !!!!
@sitiaminah6499 Жыл бұрын
Good job
@huyked2 жыл бұрын
It amazes me that such a talented artist, one that works on legit Hollywood films, have such a low follower (IG: 1,103) and subscriber (1.05K) count. At least the numbers are close. :D I looked at your IMDB. I was curious, what's the "td" stand for in "lead build td"? Edit: Oh! And thank you for the little heater recommendation. This is perfect for this application. I'm sure I'll use it personally when the temperature drops. :D Haha
@lucasv8882 жыл бұрын
Hey thanks a lot man! The TD means technical director and we call build to the asset department . The follower count i think it comes from me no having the time to invest in social media 😃 but im trying hahah
@huyked2 жыл бұрын
@@lucasv888 Haha. It's alright. You're busy with what you love (presumably), and that's alright. :) Thank you for the answer about TD!
@Imhotep3972 жыл бұрын
Definitely want to know your cleaning and curing process.
@lucasv8882 жыл бұрын
First i spray alcohol and with toothbrush i try to take some resin and after that i put in a bucket with mean green and for curing a bucket of water with an uv lamp
@Imhotep3972 жыл бұрын
Did you have to add a lot of supports? Did you have any pictures from on the print bed?
@lucasv8882 жыл бұрын
Hey man honestly i use chitubox pro auto support and works for me
@heminrasul2 жыл бұрын
Hey man! I love the Kaiju print! Thanks for posting this! I have one question! is it emitting fumes and is it safe to be used it in a condo for instance? Thanks
@lucasv8882 жыл бұрын
Hey man i have an air purifier with a carbon filter not sure if its 100 % safe but i cant smell anything
@TheSatzy66992 жыл бұрын
Wonderful 👌🏻
@lucasv888 Жыл бұрын
Thanks a lot 😊
@tadhgd3502 жыл бұрын
first of all, hello from Canada. second of all THAT SMAUG MODEL IS STUNNING I WANT TO PRINT IT, its okay if not, but is it perhaps available for me to download from somewhere? I have been looking for a Smaug model for a while, and my sculpting skills are not at the point I can design one myself yet.
@lucasv8882 жыл бұрын
Thanks a lot man!!! I dont have it for sale right now but i might put it somewhere in the near future
@tadhgd3502 жыл бұрын
@@lucasv888 if you do, please let me know👍
@gabeno_delfino2 жыл бұрын
That dragon head looks de puta madre!
@gabeno_delfino2 жыл бұрын
Amazing jobs dude
@lucasv8882 жыл бұрын
Thanks man !
@c.n.54763 жыл бұрын
Amazing stuff. This production workflow info is very hard to find online
@lucasv888 Жыл бұрын
Glad you like it! let me know if you would like to see something else and i will try to make a video :)
@pseudo_physics3 жыл бұрын
Hlo Lucas may be it's the version issue , I was trying this method in ZB 2019 , it did not work , the problem is I am having two polygroup on the HD geometry , the imported geo not replace the hd geo on the last step , can you suggest some tips for tht
@lucasv8883 жыл бұрын
You need to remplace it when you are in hd geo and need to be i. The right subd lvl
@oartehaga3 жыл бұрын
THank you Lucas. I am loving your Channel. Please do not stop you help us a lot.
@lucasv888 Жыл бұрын
Hey man thanks again :)
@cyrielkilller3 жыл бұрын
interresting but why no use HD geometry and export displacement with multi udim ?
@lucasv8883 жыл бұрын
because is not flexible enough it can be a very big bottle neck, don't get me wrong i use it sometimes but needs to be better integrated
@cgicat_3 жыл бұрын
really cool (Y)
@kol9evseev3 жыл бұрын
Ohh nice am now this teknic
@lucasv888 Жыл бұрын
thanks
@dilanzuluagajimenezzuluaga61083 жыл бұрын
Podrías enseñar hacer el coat desde el comienzo por favor !
@TheGreatArlei3 жыл бұрын
Could I use the same technique to retopo a mesh from Zbrush? (exporting the UV morphed version + the high res). The main problem I have encountered before is the number of vertices on the seams of the shirt not matching which is a huge headache. Thank you so much for the tutorial!
@lucasv8883 жыл бұрын
you could do something similar in zbrush but is going to be a bit dificult, making retopo of a face in this way could be a bit complicated . yes maching the edges could be a challenge thats why i keep the topology very low and alinged so i exactly now how manny edges i need . thanks for the comment !
@Xaia3 жыл бұрын
Nice, care to share the LCStandardSlash brush? Feels sexy :)
@sys21463 жыл бұрын
Great, thanks for sharing! How do you deal with overall shape changes after splitting up?
@lucasv8883 жыл бұрын
if you want to do the changes in zbrush you can use transpose master if not you will always have the not split version use that and then transfer the points
@sys21463 жыл бұрын
@@lucasv888 Alright, I see. Thanks for the clarification.
@ahmedjameel92953 жыл бұрын
dear my friend how are you hope everything is ok, thanks for the tutorial just one thing after putting the thickness ( how can I fix the UV ) ?
@lucasv8882 жыл бұрын
The uvs would be duplicated just select by shells and move it to the side
@Ju4n.m43 жыл бұрын
lucas, hd geometry serviría para sacar el normal map como workflow de subtance? o necesitas si o si una geometria real para hacer los bake de los otros mapas, se puede sacar un AO map del hd geometry?
@lucasv8882 жыл бұрын
Podes sacar displacement y normal map si, no te recomiendo sacar el AO de zbrush
@renamecard44903 жыл бұрын
love this...super helpful
@lucasv8883 жыл бұрын
Thanks man!
@minhaj_khan3 жыл бұрын
Golden content! :D
@lucasv8883 жыл бұрын
Thanks man!
@daxmiller26703 жыл бұрын
no me deja reconstruir la subdivicion en zbrush alguien sabe por que ?