Using ZBrush to Create Quick "Beat Up" Edges and Cracks - 3dmotive

  Рет қаралды 99,360

3dmotiveHD

3dmotiveHD

Күн бұрын

3dmotive.com
In this lesson, I will show you how to sculpt damage and cracks onto a stone or concrete surface by using an easy technique in ZBrush. Then we will do a quick surface noise to make it all look like stone in seconds.
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High Quality Training by Game Industry pros! Check us out at 3dmotive.com! 3dmotive is your one-stop shop for 3d and video game art and animation tutorials. Our software training includes Autodesk's 3ds Max, Maya, Photoshop, UDK, ZBrush, Unity, and a whole lot more. If you want to learn 3d modeling and game art, 3dmotive has what you need - including beginner, intermediate, and advanced tutorials.

Пікірлер: 30
@funnygamer16
@funnygamer16 11 жыл бұрын
Im not gonna lie man I actually like your voice becuase you talke in a quick way and cover alot
@debugden9172
@debugden9172 7 жыл бұрын
very useful thanks :D
@kanikasengar7395
@kanikasengar7395 9 жыл бұрын
very helpfull...thnx
@viodvue2227
@viodvue2227 3 жыл бұрын
Still helpful. Thanks!
@arseniykruglov6383
@arseniykruglov6383 4 жыл бұрын
Thank you
@whippet_boy8594
@whippet_boy8594 5 жыл бұрын
Can you do a texturing video on these?
@yoyoz333
@yoyoz333 5 жыл бұрын
why not use the mask pen to paint in the areas where you want the noise? ps- i like your tutorial. great work and very helpful
@DutchGamers
@DutchGamers 3 жыл бұрын
idk why but when i import models and i try to do cracks and damaged edges it does a whole section so i only get huge bumps instead of high resolution tiny cracks or damages to the edges....
@Chihastonick
@Chihastonick 11 жыл бұрын
YES. QUOTE !!!
@makroalt5028
@makroalt5028 2 жыл бұрын
zbrush is so cool
@JieDu-yj2vd
@JieDu-yj2vd 3 ай бұрын
Where can I get a calyTubes brush
@rekov
@rekov 7 жыл бұрын
When you take chucks out that are that big, I imagine you're going to have to alter your low poly mesh to account for them, or just decimate down to something lower poly, right? I mean a normal map is good, but it can't do magic with those holes.
@sean8306
@sean8306 7 жыл бұрын
that's exactly what I was wondering.
@Brodovitch8
@Brodovitch8 4 ай бұрын
Late to the party, but I'm pretty sure he did re-topology (or yeah just a simple decimation) :)
@Alinavd93
@Alinavd93 7 жыл бұрын
I can't find any tutorials on what to do next, how do you add those pieces that you broke off onto your mech that is not broken and low poly in unreal or maya??
@wigglenips8825
@wigglenips8825 7 жыл бұрын
If im understanding you correctly doing heavy effects such as those missing chunks in the video, the original low poly mesh wont work for creating a high poly to low poly, instead you would want to look into the ZRemesher tools found under the geometry section of the tools panel. This will allow you to re typologies the mesh, so I would create a duplicate mesh and then try to range for the goaled poly count. Wont work brilliantly with every mesh out there but may work for this asset.
@TheMatisz
@TheMatisz 11 жыл бұрын
great.Please make advanced retopology and baking tutorial for hardsurface assets. Thanks
@frametheory
@frametheory 8 жыл бұрын
What's the difference between working with dynamesh and working with sub divisions?
@juanmilanese
@juanmilanese 8 жыл бұрын
+Alejandro Gonzalez dynamesh is kinda like a real time retopoly tool. it tries to make even quads over your entire geometry. The advantage is that you can refresh the dynamesh on the fly when you're sculpting (so... like... re-quadrify your mesh) and it will try to mantain the poly density in every part of your mesh. This is useful in works like this because you can "eat" or "destroy" a part of your geometry with a sustractive brush and then apply the dynamesh again and it will even out the quads of the new siluette. The same goes for streching polygons. you can pick 1 poly, stretch it crazy far, refresh the dynamesh and it will create even quads for your old streched polygon, effectively creating poly resolution where there was none, so you can start adding detail there again. basically you get polygons where there where none. the diference with sub divisions is that it evens the surface. With classic sub division if you want to get detail in an stretched polygon for example you have to subdivide 4 or 8 times maybe... but it will ALSO subdivide 4 or 8 times the parts of your model that don't need more detail, so your polycount will go up quickly. when you're in dynamesh mode you can refresh it with control + dragging the mouse i think.
@frametheory
@frametheory 8 жыл бұрын
Thanks Juan Milanese So the benefit of working for sub divs is for the very end for details?
@juanmilanese
@juanmilanese 8 жыл бұрын
As far as i can think dynamesh is superior (a newer method) to the classic subdivision in almost every case except maybe when modeling a character or something that needs specific edge loops to deform. But i'm not zbrush expert by any stretch of the imagination... so yeah. Maybe you're right. for fine detail maybe you should switch to the classic subdivision. I find a little harder to predict how the dynamesh "refresh" will behave compared to a standard subdiv
@abeedhal6519
@abeedhal6519 7 жыл бұрын
use both, dynamesh works great to reorder your mesh and like you already guessed subdivision on a high level is needed for detail work
@ThatKid22101
@ThatKid22101 8 жыл бұрын
I like how some peoples computers won't die at 4+ mil verts.
@CB-rv2lj
@CB-rv2lj 7 жыл бұрын
ive seen a tutorial with one guys model at 87 million polys.
@raventhc8847
@raventhc8847 7 жыл бұрын
Polygon count in Zbrush is difference from 3Dmax or Maya. My PC can work around 7 million in Maya but can reach almost 100 million in Zbrush
@izvarzone
@izvarzone 5 жыл бұрын
What CPU and how much RAM do I need for 16M points?
@MrAkurvaeletbe
@MrAkurvaeletbe 6 жыл бұрын
You dont use a mouse?
@PhillusionYT
@PhillusionYT 6 жыл бұрын
Most of the time it's easier to use stylis pens to sculpt if you have a tablet. My school provides giant wacom graphic tablets that you can draw directly on.
@blackswan6386
@blackswan6386 3 жыл бұрын
why is zBrush so complicaed ? i import an OBj, hit 3D Mesh to convert it, i drag and drop i into my scene, ok all fine. but when i change to another tool or something, the 3D Object will by grayed out and i cannot do anything ?!...zBrush don want a huge community thats why they make it complicated to study...all other 3D sofwares are self explained, zBrush is not usable !
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