Zapraszam na mój kanał, polecam moje tutoriale efektywnej gry w CS'a.
@georgecruzalonso299 Жыл бұрын
i love it
@karinesilva4078 Жыл бұрын
God
@cellacyben101 Жыл бұрын
Where can we find the IMM brushes you used?
@kphototembisa6089 Жыл бұрын
My GMS (app) softs different. Why?
@MayorFI Жыл бұрын
Amazing work!
@TheSatzy66992 жыл бұрын
Wonderful
@JOHNVICECITY2 жыл бұрын
i hope this is gonna exist like in 2035 or 2040
@TheGreatArlei2 жыл бұрын
May I ask how do you approach integrating the sub-d modelled parts you make in 3DS MAX into your Sculpt? Is it just trial and error or do you actually have something in mind and then you just make it?
@kilroy9872 жыл бұрын
that looks excellent for only using 2D sprites.
@armanchahal13 жыл бұрын
Your content is amazing. Please keep uploading and help us grow.
@RH3D3 жыл бұрын
i know this was 4 years ago but please god do some more...
@CzlowiekBezPowiek13 жыл бұрын
Andrzej, kocham cie i szanuje. Któregoś dnia zrobie to w blenderze
@DROMVS3 жыл бұрын
*"Is it possible to learn this power?"*
@sridharan5172 Жыл бұрын
Experience only
@reffgen3 жыл бұрын
where can I learn stuff like that??? THATS AMAZING 🔥🔥🔥🔥
@masterxXx773 жыл бұрын
Some of the techniques used here are so helpful.
@yahia13553 жыл бұрын
what do you eat to have imagination of the shape of a sci fi helmet and then model it , IM DYING TO THIS PROBLEM ( I dont want to copy others ideas)
@kertoipcrass4 жыл бұрын
Masz w planach tutek po Polsku w klimacie?Pzdr.
@00levandi4 жыл бұрын
Jakie to piękne O_O
@MANIAKRA4 жыл бұрын
cool as hell
@EthanFilms4 жыл бұрын
what is this technique you're using at 5:00?? So youre cutting the mesh along edges, then remeshing using zremesher? Is that it? Is there a video on this method?
@cc0cg3 жыл бұрын
He's using TrimCurve brush with auto-polygroup on (ctrl+right click with this brush on your model and enable the polygroup from curve/clip or whatever it says). It basically creates a new polygroup on each cut you make with a clip/curve brush. He starts on "solo" so only that subtool is visible, cuts a whole bunch of small polygroups, then uses Split/Delete some groups, ZRemesher, and then "Append" polygrouped pieces to the main helmet mesh. Then in EdgeLoops he adjusts some settings like thickness and bevel, creates several series of PanelLoops on that piece, createing support loops to make cleaner better shaped beveled edges with more polys on those edge areas. I'm really not too used to doing the edgeloops and stuff in Zbrush. I do that stuff usually in my main modeling program, and use Zbrush for the organic sculpting but I need to get better with Zmodeler and similar tool operations to fully open up my workflow better. The newest quick and easy way to get totally clean flat edges when you trim/cut the mesh (without all the jagged edges) and retopo automatically is this (SUPER CHEAP PLUGIN): www.artstation.com/marketplace/p/2kAb/eazyremesh-tool-a-retopology-plugin-for-zbrush
@EthanFilms3 жыл бұрын
@@cc0cg ah wow thank you for sharing!! I'll check it out!!
@christian.k27884 жыл бұрын
How dirty is it?! WOW N1
@oswaldcobblepot7644 жыл бұрын
Came here to see how you clean up a blockout into good looking surfaces in zbrush... "Few hours of cleaning later..." :/
@YojTROCHILdae4 жыл бұрын
which programm are you using?
@cc0cg3 жыл бұрын
It's Zbrush.
@3dniator74 жыл бұрын
Awesome workFlow
@katatonix4 жыл бұрын
Thank you !
@edmundzhong61785 жыл бұрын
it's awosome!
@ferget91115 жыл бұрын
If you guys wondering base off on the comments he using zbrush and 3dmax and for the final work... keyshot and photoshop I think I got everything
@andrzejmarszalek1035 жыл бұрын
Yup. 3dsmax for polymodeling. Sculpting in Zbrush. Render in Keyshot and post in PS.
@ferget91115 жыл бұрын
@@andrzejmarszalek103 thank you
@ismyalak14195 жыл бұрын
watchin it looks easy, but doing it requires to work your ass off. Amazing work
@vamshivams50295 жыл бұрын
this is what i have been waiting to see ,
@cyrielkilller5 жыл бұрын
Nice work !
@velequest5 жыл бұрын
Zbrush is basically helmets and monsters.
@albertpxl5 жыл бұрын
nah, human sculpts, military vehicles, guns - whatever you can imagine, I've seen tones of different sculpts and it's fascinating! :3
@higorss4 жыл бұрын
@@albertpxl vehicles?
@paulatreides67113 жыл бұрын
@@higorss yes i've seen people doing vehicles only with zbrush
@higorss3 жыл бұрын
@@paulatreides6711 sculpting?
@alpernatif355 жыл бұрын
In 3d industry hot girls wear the best helmets.
@nekov445 жыл бұрын
Wow!
@burakcandan46615 жыл бұрын
this is insane...
@markimarks98265 жыл бұрын
This right here inspires me so much. Thank you for sharing.
@BMJMediaLLC6 жыл бұрын
what was used to render the final product? keyshot+photoshop?
@andrzejmarszalek1035 жыл бұрын
Yes
@SkyyWalkerr286 жыл бұрын
Did you work from a concept piece or did you design it yourself? Or did you just start dynameshing stuff around and seeing how it looked? Either way it looks great!
@andrzejmarszalek1035 жыл бұрын
I've designed this in fly, without concept....or even idea at beggining :D
@peritajesavaluos48306 жыл бұрын
the setup of ur pc??
@higorss4 жыл бұрын
i7-3820 CPU. 40 GB Ram. GTX 1080.
@RedBattalion90006 жыл бұрын
Ah! This is good demonstration. I got some kind of hint from this. Thanks!
@arthurlefevre77066 жыл бұрын
I love the monster skull technique to make helmet, that is VERY cool... One more sub for your channel broooooo!
@FormJune6 жыл бұрын
I can't even imagine how to retop and uv this!
@austin53214 жыл бұрын
You know, alot of crying. Since he didnt do it for a game im sure he cheated quite abit in that area. I know I would :P
@neoqueto4 жыл бұрын
Bit by bit over many days I think. I can't imagine how to nicely bake normal maps for a low poly version of this! So much detail!
@quocbauphan37813 жыл бұрын
i think he don"t retopo , import file in Keysot and render
@neatpolygons85003 жыл бұрын
@@neoqueto yeah baking tricky and intricate shapes is what took me the longest to learn in 3D because there isn't much resources out there on the subject. I currently use blender with cages for it. I separate the parts of the hi-res by known increments so i can easily put it together later, create cages for each part, bake, then put together the low res. it works with the most complicated models
@neoqueto3 жыл бұрын
@@neatpolygons8500 sounds like a good workflow, thankfully I don't do game models. And by separating the parts do you mean splitting a single mesh into multiple meshes or if a model consists of multiple meshes you just bake each piece?
@m1988916 жыл бұрын
hej, każdy ma inne predyspozycje do nauki i warunki, ale ile Ci zajęło dojście do takiego kosmicznego poziomu ?? O_0
@swipyduck6 жыл бұрын
That's a really impressive work, I have no words for that render haha! I'm really into sci fi designs and your personal design choices are exactly what I'm found of! Really inspiring :)
@guywithknife6 жыл бұрын
Really cool! I have a technical question (hopefully you see this comment...): How do you do the transparent parts of the sprites? (eg, the pixels to the left of the slanted "roof" sections) Do you simply discard the pixels in the pixel shader? That's what I'm doing in my toy renderer, but I about 20% performance because of it since it prevents early z test. Do you just take the hit (I mean, its only noticeable when rendering millions of sprites, which I'll never really do, I'm just curious if there's any way around it) or is there some clever trick i'm missing?
@vincentpol4 жыл бұрын
Every time I see this technique I'm curious about how they solved this exact part. There's always a question in the comments, never an answer :( I honestly have no idea for a solution. I'd wager you simply don't. None of the videos using this technique I've ever seen are pixel clear. I'm guessing the compression and/or upscaling of the videos hide the fact that there's probably a bunch of jaggies everywhere.