REALISTIC GAME PROP -- Laura Kampf's Dystopian Tattoo Gun! - Process Tutorial -Maya-Zbrush-[Fallout]

  Рет қаралды 12,051

Robot Army

Robot Army

3 жыл бұрын

In this video, I show the process from start to finish of creating this awesome homemade tattoo gun from Laura Kampf as a high detailed, realistic game asset.
We build the blockout and highpoly in Maya, Sculpt the details in Zbrush, Unwrap with 3DCoat and paint it with Adobe 3D Painter. The renders are created in Marmoset Toolbag 4.
Laura Kampf - / laurakampf
-----------------------------------------------------------------------------------
Music--
Mo Anando - Easy Now chll.to/29630ac9
mommy, Sleepy Fish - sozu chll.to/09570a3f
Makzo, Bcalm - Tether chll.to/9147f949
Axian, falcxne, Makzo - Airplane Mode chll.to/2261e752
Makzo, brillion. - Layover chll.to/50890e0e

Пікірлер: 52
@jefm32
@jefm32 3 жыл бұрын
I wish you posted more often 😔 Your work is amazing.
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
Working on it!
@NightVisionOfficial
@NightVisionOfficial Жыл бұрын
I've seen the title, I've seen the thumbnail, and i thought, well, this will do a good model for a 3D prop. Then i saw it was actually to make it 3D xD
@akhileshnegi5801
@akhileshnegi5801 2 жыл бұрын
A longer tutorial of this type of asset would be amazing....😁😁
@RobotArmy3D
@RobotArmy3D 2 жыл бұрын
I will be doing some more detailed tutorials on realistic assets soon 👍
@project_al
@project_al 3 жыл бұрын
Wow! Amazing video ahd result
@jiffinukranraphy3678
@jiffinukranraphy3678 3 жыл бұрын
Love your works really amazing
@jairdeoliveiraneto605
@jairdeoliveiraneto605 2 жыл бұрын
Bro, this video is GOLD!
@RobotArmy3D
@RobotArmy3D 2 жыл бұрын
Appreciate it, thanks
@MrHarvey1206
@MrHarvey1206 3 жыл бұрын
would love to see some more stylized/Blizzard-ish stuff from you in the future!
@virtuous_pixel
@virtuous_pixel Жыл бұрын
Good too see it's OK to separate out blocking shapes! Thanks!
@RobotArmy3D
@RobotArmy3D Жыл бұрын
No problem!
@akshaypaliya7179
@akshaypaliya7179 3 жыл бұрын
Your videos are extremely helpful and thanks to you now I know what things to improve in my process.
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
I'm happy that this helped you 👍
@iCamSkiEz
@iCamSkiEz 3 жыл бұрын
Amazing result love these vids!
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
Thank you!
@squishybluecat
@squishybluecat 3 жыл бұрын
Awesome result! You have a very soothing voice.
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
Thank you so much 🙂
@kidehoward93
@kidehoward93 3 жыл бұрын
love this! just came across this channel recently and loving the content
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
Thanks!
@darias3301
@darias3301 Жыл бұрын
awesome
@RainbowSlinky5
@RainbowSlinky5 3 жыл бұрын
welcome back =)
@senjara5918
@senjara5918 2 жыл бұрын
Amazing work!
@RobotArmy3D
@RobotArmy3D 2 жыл бұрын
Thanks!
@namanbisht975
@namanbisht975 Жыл бұрын
Make more videos on realistic prop creation. It's really awesome work.
@RobotArmy3D
@RobotArmy3D Жыл бұрын
Thank you, my next long format tutorial will be a realistic one 😀
@MrBdlaaa
@MrBdlaaa 3 жыл бұрын
beautiful
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
Thank you! 😊
@antoinedej8672
@antoinedej8672 3 жыл бұрын
That's so cool ! Keep going mate :)
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
Thanks, will do!
@Mahesh.Ranganathan
@Mahesh.Ranganathan 3 жыл бұрын
I was waiting for your video :D
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
Hope you enjoyed it! 👍
@Mahesh.Ranganathan
@Mahesh.Ranganathan 3 жыл бұрын
@@RobotArmy3D You always post awesome videos :)
@ShubhamPatil-uj7yr
@ShubhamPatil-uj7yr 2 жыл бұрын
Well explained buddy! Hope to see more videos, turning on bell 😉
@RobotArmy3D
@RobotArmy3D 2 жыл бұрын
Thanks!
@lukeskywalker1657
@lukeskywalker1657 Жыл бұрын
Would be very nice to have a timelapsed like without commentary of the whole process, looks amazing!
@romulo96
@romulo96 2 жыл бұрын
Hi man, started following your work and it's really awesome. Could you do some tutorial for 3dcoat teaching texturing that stylized style as you do in substance painter?
@RobotArmy3D
@RobotArmy3D 2 жыл бұрын
Thanks! I've not really done much hand painting in 3dcoat, I may make some tutorials on it In future... it works more like photoshop with nice blending of brush strokes, I think a lot of the blizzard /wow stuff is done In Coat, maybe look that up for some tips.
@teukuaulia4270
@teukuaulia4270 3 жыл бұрын
impressive! can you make video how to find a good reference for personal project? I often got stuck thinking what kind of stuff to model.
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
It's hard to say, I don't often create things based on other people's work as I like the opportunity to concept my own, but most people I talk to would rather use a ready made concept, so everyone is different. If you are making a real life item, take awhile to gather high quality ref and use something like Pureref so you can always see your ref on screen. If you need a concept, try places like artstation, it's a good idea to save images you like whilst everyday browsing, this way you create a catalogue of potential projects you can choose from. Always ask permission before posting up work based on others concepts, and make sure to credit the artist when you do. If there is a studio or game that your particularly like, try to find in-house concept art, that way you have concept art from that studio and you can use images from the game to guide you in terms of what quality you should be aiming for. This is especially good when applying to studios as you can kind-of show you are capable of reproducing their style and quality.
@lukeskywalker1657
@lukeskywalker1657 Жыл бұрын
Hey man! Would be nice to have a non timelapsed video of a complex prop you wanna make?
@michaelmano7261
@michaelmano7261 Жыл бұрын
With the explode part, would the blender version be making the origins to world center then moving them apart be the same?
@Magic-bq5pi
@Magic-bq5pi Жыл бұрын
Do you use mouse for sculpting? Is it possible to sculpt with mouse?
@RobotArmy3D
@RobotArmy3D Жыл бұрын
It's very possible and there are some very patient people out there that have done amazing things with a mouse. But it's very difficult. With a mouse the movement is difficult to make sweeping motions precisely and there is no pressure sensitivity and this is probably the most important part, as much of the nuaunce in zbrush relies on that. On the plus side a simple tablet for this can be bought super cheap these days and even cheaper second hand. You don't need a display one. Just a standard tablet is great and what most professional artists use. I recommend wacom or huion. 👍
@Glorfindel92
@Glorfindel92 3 жыл бұрын
Great tut dude i like your tuts and i want to ask about low and high poly definition. for me and many people basically 1 million polygon is high poly and 1k poly is low poly mesh these are not problem but 25k,50k and 120k what are these dude? low? high? Other question is about tris and faces some people indicate tris someones faces in their model which one is true because for a model face and tris not equal tris always more than faces These make me always confusing dude.
@jefm32
@jefm32 3 жыл бұрын
The poly count is an unfair conversation it varies so much from game to game. Usually there's a certain amount of polys an engine can render at a time, so if you have a huge scene those props need to be modeled carefully, but if your scene is almost empty and you have just a few models rendered at a time, they can be very high poly. As for the faces vs tris, you should always give the tris count even if you ultimately call it face (which you shouldn't imo), because one tri is always one face but one face isn't always one tri. So the tri measurement is more accurate than the quad or ngon measurement, and when your model gets in engine, they will be triangulated no matter what.
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
To add to what Sono said, this is ultimately dependant on the application of the final asset. Is it for VFX? Games? if its games what type? high end next gen AAA title, or a multi-platform android game? If you are just making a generic "game ready" asset for your portfolio then a good start is to figure out how close this "asset" will come to screen. If its a FPS gun then parts of that model may come very close and so they will need to have high enough poly count to hold the detail. If not, then the model is unlikely to be larger than the screen, so the detail should hold up to how close its likely to get. Does that make sense?? And for this you are mostly making sure the silhouette of the model is clean and detailed. With this you should also find renders of models done by artists for games you like, this will give you a good idea if the quality/density and topological flow you should be aiming for. You may also be able to find a rough guide to poly counts for the type of asset you are creating. And that's pretty much the best you can do! - poly counts for game are always increasing (just check out polycounts between Horizon 1 vs 2!), but a single player FPS will still be very different to an MMORPG. If you are working for a studio they will give you guides for polycounts, etc. And yes, every asset mesh is actually made out of triangles, 3 Verts to every Tri, 2 Tris to every Polygon, N-gon = Face with more than 4 sides (multiple Tris) and Pole is a Vert with more than 4 edges.
@JayTraversJT
@JayTraversJT Жыл бұрын
19:25 Sorry, whats happening here? You cut back to the normal unexploded variant and I'm not quite sure about the process in between. Are you exporting the maps of the exploded version and using it on the normal one?
@RobotArmy3D
@RobotArmy3D Жыл бұрын
Sorry for the slow reply - once you have baked your maps on an exploded model, you can swap it with a another model, in this case a non-exploded version by going to Edit>Project Configuration and loading in a new mesh in the top right corner of the dialog box. If your baked maps disappear after this its probably because the two meshes had different materials applied, so either apply the same material before you swap them over, or in substance painter go to your texture set list>Settings>Reasign texture set and switch them over.
@JayTraversJT
@JayTraversJT Жыл бұрын
​@@RobotArmy3D Looks like I need to apologize for a late response also - and by a whole two months no less! I do appreciate the response. Was exactly what I was looking for. Thank you :)
@pygmalion8952
@pygmalion8952 Жыл бұрын
6:21 i don't understand why you need subdividable mesh. dynameshing it to the point that shading is good works. than you zremesh it with not so low poly. subdivide it, project it, and add details. it just works. you really can't tell the difference and this workflow makes cleaning up low poly redundant.
@RobotArmy3D
@RobotArmy3D Жыл бұрын
Yeah that works, there are many ways of doing it, this being quite an annoying shape means it's hard to get a nice zremesh, if I'm starting with good topology in maya I may as well take steps to keep that and save having to do anything else. I try to keep dynamesh and zremesh to more organic shapes.
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