Sculpting a Dragon - Full TIMELAPSE | Zbrush, Maya, Substance Painter

  Рет қаралды 11,274

Phoerens

Phoerens

Күн бұрын

Hey everyone ! I gladly present to you the timelapse of this dragon. I hope you will learn a stuff or two, or else that you just enjoyed watching it !
I'm so excited with the growth speed of my channel. It makes me so happy that you all liked the last timelapse so much.
It's just the beginning though.. More will come.
Phoerens
Chapters :
00:00 Sculpting in zbrush
05:50 Retopology in Maya
26:30 Back in Zbrush, sculpting details
37:34 Exporting the displacement maps
38:22 Posing in Zbrush
41:12 Texturing in Substance Painter
46:49 Final steps
48:30 Final render
▼ My ARTSTATION account (My big projects with multiple renders!):
www.artstation.com/phoerens
▼ My INSTAGRAM account where I post all my small & big projects!
/ phoerens_art
✏ Comments and ideas for the next timelapses are appreciated :)
#substancepainter #timelapse #3dsculpt #zbrush #zbrushtimelapse #zbrushart #zbrushsculpt #disney #disneycreature #dragon #dragonart #epic

Пікірлер: 44
@brandonjacksoon
@brandonjacksoon Жыл бұрын
Awesome, maybe one day you will publish tutorial about creatures creation ;) thanks!
@Abdalameeryusuf
@Abdalameeryusuf 7 ай бұрын
So epic 🔥🔥🔥
@WheresThaHate
@WheresThaHate Жыл бұрын
so cool man. always happy to see real artists still doing it up!
@loriemonge4082
@loriemonge4082 Жыл бұрын
amazing bro
@syedumarjunaid5499
@syedumarjunaid5499 Жыл бұрын
It took 5 days...very well done
@dioscop1886
@dioscop1886 Жыл бұрын
Masterclass
@jujupika5376
@jujupika5376 Жыл бұрын
Super clean !
@phoerens
@phoerens Жыл бұрын
thanks !
@brandonjacksoon
@brandonjacksoon Жыл бұрын
Liked and subscribed! I love your previous creature and this dragon is also awesome ;) keep doing great creatures!
@phoerens
@phoerens Жыл бұрын
thanks a lot !
@anarutoanimate6076
@anarutoanimate6076 Жыл бұрын
Amazing dude! Just beautiful, good luck
@phoerens
@phoerens Жыл бұрын
thanks !
@Ammir_koudia
@Ammir_koudia Жыл бұрын
amazing
@balenwalker8209
@balenwalker8209 Жыл бұрын
Really like the way you do hands and feet, I normally just sculpt them and retopo after the fact. This looks quite a bit faster honestly. Awesome result as well
@phoerens
@phoerens Жыл бұрын
yeah I used to them too in Zbrush, but if you model it you get a cleaner result I think
@Supramonk
@Supramonk Жыл бұрын
Great work
@phoerens
@phoerens Жыл бұрын
thanks !
@abhinavtomar8493
@abhinavtomar8493 Жыл бұрын
Awesome tutorial plz make slow
@sokrat6179
@sokrat6179 Жыл бұрын
super
@user-wu8ex4ix6n
@user-wu8ex4ix6n 4 ай бұрын
where do you buy animal skin alpha
@denster7715
@denster7715 Жыл бұрын
Good work! Question though - when going back into zBrush after the retopology in Maya, doesn't it defeat the purpose? Won't the new model then have a really high polycount with all the new details? Or did you just bake the details perhaps? I tried watching the footage but couldn't really tell exactly how you did it.
@phoerens
@phoerens Жыл бұрын
hey thanks ! well no that's the purpose of the displacement maps. When i have my low poly model from maya, in zbrush i can subdivide it as much as i want since what's going out from zbrush will only be the displacement maps, and the high poly mesh to bake it in painter. In maya during render i will always keep the low poly model, but the maps will have the details from the high poly model did i awnser to your question ?
@denster7715
@denster7715 Жыл бұрын
@@phoerens You did! I wasn't aware that it is possible to go back into zBrush after the retopo in order to create more details for baking - I thought it would make it impossible to bake because of changes to the world space. This is really good information because we're going to create a character from scratch in university and learn rigging the upcoming month, so I'm definetely going to use this information in order to try and make the character as nice is yours :)
@phoerens
@phoerens Жыл бұрын
@@denster7715 okay no you can and it is even adviced to make the clean retopo in maya, and only then send it back in zbrush to sculpt the further details. It has nothing to do with world normals, as at the end wether you bake in painter or export displacement in zbrush, it will just create maps at the end based on the uvs, that you then connect to a shader with your renderer (i use redshift for instance) Good luck with your character !
@subhadeep4466
@subhadeep4466 Жыл бұрын
Gr8 work sir... I am a VFX student just started learning maya.. modeling .. organic models look tough for me..any suggestions pls.. Do you work for any company? Or just freelance
@balenwalker8209
@balenwalker8209 Жыл бұрын
Just gotta practice and keep at it. Make sure your working on stuff outside of your school work if you have time. Dont be discouraged if you dont get the result you wanted at first. You just got to enjoy the process or learning and creating. The skill and results will come with good practice. Constantly look to get feedback, use reference, and try to get meaningful practice with a goal in mind. I wouldn't worry too much about getting final renders like this at the moment. Build it up slowly and most importantly, remember to have fun.
@jeanmeugier6609
@jeanmeugier6609 Жыл бұрын
Hey I didn't understand why you didn't paint directly on the zbruch?What is retypology?
@jeanmeugier6609
@jeanmeugier6609 Жыл бұрын
J'ai cru comprendre que tu étais Français donc je te le demande en Français:Pourquoi tu as pas fait les textures directement depuis ton fichier Zbrush en .obj, pourquoi tu l'as retravaillé sur Maya avant??Et sinon ton travaille est super felicitations
@GTRKT-qr5sf
@GTRKT-qr5sf Жыл бұрын
​@@jeanmeugier6609 You take it to maya to retopologise since the mesh in Zbrush is just a jumble and a mess regarding topology. Its not usable in film or game. Thus, he showed the correct way of getting the topology ready first, and then also getting the UVs done in maya while he he is busy in maya. He then takes it back to Zbrush to sculpt texture details and create a displacement map for the dragon. After that it can be imported into substance to paint and texture because Zbrush is in no way a viable option to paint texture details for production ready assets. It lacks too much control.
@VictoriaLampini
@VictoriaLampini Жыл бұрын
Cool! Where did you get that awesome trailer music?
@phoerens
@phoerens Жыл бұрын
hey, just on youtube or pixabay since it's free and royalty free
@VictoriaLampini
@VictoriaLampini Жыл бұрын
@@phoerens How can I download it?
@monty5047
@monty5047 Жыл бұрын
Amazing work, can u upload real time video please, if it is possible ? I stuck in substance painter to maya pipeline process, not getting details or sculpt of zbrush in Maya , model looks low poly with substance painter textures , please help me
@phoerens
@phoerens Жыл бұрын
hey, I plan to make a video in 2 or 3 parts where I will explain the basics better. I cannot fix a day but this video will come !
@monty5047
@monty5047 Жыл бұрын
@@phoerens sounds amazing, thanks for reply😀
@jostasizzi818
@jostasizzi818 Жыл бұрын
Like your sculpting can you do the same with a tutorial in blender
@phoerens
@phoerens Жыл бұрын
i don't know how to use blender sorry
@kannan7223
@kannan7223 Жыл бұрын
Human photo Realstic character Full tutorial step by steps process pls .is this possible
@phoerens
@phoerens Жыл бұрын
not for now sorry, I don't feel confident enough yet to make a realistic human
@kaka-ic6fc
@kaka-ic6fc Жыл бұрын
Super great work! I am new in 3d and I am confused at 48:17, how can you transfer the post from zbrush to maya? and if I want to create a character, is it the hair of the character need separate to retopology? thank you very much!! >_< ( I hope someone can help me T_T) PLZ
@phoerens
@phoerens Жыл бұрын
thanks ! not really sure what you mean, but I did my low definition mesh in maya, and did the uvs and stuff in maya too, while he is in his T pose. Okay? I send that mesh in zbrush to do the pose, and at the end I exported the mesh with the pose back in maya. But the UV's stay the same, so that's why i can still do the textures on the tpose, and when i apply them to the mesh with the posen it works because textures are just based on the UV's
@phoerens
@phoerens Жыл бұрын
and if you want to make hair, yes it's better to separate it in another mesh. Every mesh needs to be separated (nails, hairs, eyes, clothes, boody...)
@kaka-ic6fc
@kaka-ic6fc Жыл бұрын
@@phoerens it's help me a lot! thank you so so much!
@Ammir_koudia
@Ammir_koudia Жыл бұрын
amazing
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