So how did you achieve the hard surfaces in this? Extracting the meshes then decimating? When I extract a surface then "re-mesh" is softens the polys too much. I don't even know where "decimate" is located.
yes, exactly.. that's all I did actually.. but it hurt my machine a bit because most of my extractions needed to be huge poly counts to hold their shape. I did eventually get around to decimating my mesh, and it runs a little easier now, but it still bogs down my machine a little.. i need to get back to this character at some point and do a low res and texture pass. The Decimation Master is located in the Z-Plugins tab at the top of your screen. If it is not there, you can download it for free from Zbrush Central. I actually have a better work flow that I use now for hard-surface stuff for Zbrush.. Since my machine is lower end, I have to base mesh everything.. it sucks to have to work between 2 applications, but I have to do what I have to do. Stay tuned for some tutorials about this. The tutorial has been explained a bit from other people, but I'll put in my two cents in the pot as well.. Keep an eye out..
This is awesome. I really dig the rock-steady appearance he has. Looks like a force to be reckoned with. I can definitely see the Mike Jensen influence The only thing that I would change thus far (and this is totally just me, and it's such a small thing) would be the screws (or bolts details) of the inside shoulder joints. They just look like bumps in the metal where everywhere else you have used a cool screw alpha to create that detail. But once again, that's just me. Looks great! I love the silhouette.
thanks very much.. and point taken.. the shoulder bolts were just stamps and I had just figured out how to create them from one of the recent Eat3D hard-surface sculpting vids.. eh.. ya live and learn.. thanks very much tho .. I'm learning to be more efficient with my meshes in Zbrush these days.. and dynamesh has made so many things more easy--- next time will be easier.. much appreciated w/ the crits
Hey nice work.. I'm curious about something though, i just finished uni and i spent 2 out of 3 years learning Maya and low-poly modeling, but have been now hearing a seeing a lot of ZBrush. Wherever it is that your studying, are they saying that poly-count, clean mesh and topolgy still matter?
ooh.. Topology totally matters.. in fact, it's an imperative skill to have.. you'll get hired quicker understanding solid hard surface modeling techniques w/ a clean efficient mesh, rather than a guy who does his high poly meshes only in Zbrush... don't get me wrong.. zbrush is a great program.. but it's not the be all/end all.. Maya still does hard surface modeling better than zbrush ever will.. I use Max and that's great for me.. There are still times when I have to go back to create a decent primative in Max before exporting it to zbrush.. The tools I used in this project were just to help me understand Zbrush's hard surface workflow.. it's an interesting workflow to say the least.. it's good to know.. I would say it's a bit faster and somewhat easier to get your shapes, but it doesn't teach you anything about efficient topology.
Low poly modeling is still a great skill to have.. once you start working on games, you may have to work on a hand-held or mobile game at some point.. however.. if I can give you any advice, it will still be important for you to be able to do the 'next-gen' workflow... high res, low-res remesh, and baking AO and Normal Maps-- the whole nine.. like a jack of all trades/master of none sort of deal..
I'm currently studying at a school known as The Art Department. My 3D professor is Brett Briley of ID Software.. they guy is a beast.. If you're interesting at looking into some techniques or sharpen some skills, you can check out the program here.
Great advice man! I'm a Maya guy who discovered the power of zbrush in my last 2 semesters of college, but I love concepting in zbrush and getting a really epic model then re-topoing it to a game/animation mesh
I like the clip brushes, particularly the clip curve brush, Trim Dynamic and Hpolish, and then DamienStandard and Pinch for refining edges or creating cuts for new shapes. Those should take you on your way. Hope that helps
Were you actually asking me what the polycount of the model was?.. it's in the millions.. like 40mil I think.. that's just the high res.. I still have to make the low res yet..sorry for the confusion.. I thought you were talking about the Polycount forum
Zbrush was built to utilize millions of polygons.. it's one of it's fundamental features.. although it's not necessary to do it all the time.. most of my objects will get a little over a million.. I don't let them go terribly high.. as it really lags my machine.. I don't have a great machine right now.. but 4gigs ram and a decent graphics card can take you a long way.. Zbrush has an HD feature that will even let you sculpt in the billions. I'm sure your PC will handle it fine.. and yeah, I have almost all the pieces separated out.. I have, I think, about 130 sub-tools which I can work on independently, or merge parts together if I need to use my X-symmetry... or just work on one piece separate and then clone and mirror the piece for the other side.. and you can hide individual pieces too-- so that saves some power.. trust me.. by the time I start getting into the 30 mil range.. my machine will lag a bit.. but that's only if all my pieces are showing at once..like I said.. hiding parts will get my speed back..
are you getting into zbrush yourself or just curious?
Yes. In fact much of what I did here was due to what I learned from his video.. stamps, clipping tools.. his vid is great.. all I had to do was come up w/ the concept and keep it balanced and have fun..
Wery good hardsurface design. It is important to not allow a detail overload in such projects, and you achieved the perfect balance between smooth and detailed areas. I'd take your work as example if I would start something similar.
I can't pick at anything about this, and I am picky, it's a great piece of work. People have mentioned the z-spheres, I noticed them but they look pretty good were you've used them. It reminds me of a Rhino, for it's attitude as much as the horn on it's head. Textures!
wow very cool, even more impressive that it's done completely with zspheres/zbrush. only minor critique i can muster is that not to use the zspheres for all the metal bits (i can tell they are just the sphere's themselves, even just smoothing them out will present better).
Thanks a lot.. actually the only bits of Zspheres that are in the piece are the tubes.. and those are just placeholders for now, I will replace them w/ actual geometry and give them some better forms.. I just enjoy how they look for concept purposes.. the fingers will also need some work w/ flexible joints and such.. most of the mesh was built w/ a base undermesh w/ lots of extractions and sharpened up with a quick dynamesh and clipping tools. but much appreciated on the crits nonetheless
actually yeah, for some of the shapes.. but for the most part it was a lot of extraction of meshes from masks.. if the geo was a little funky, i'd just quickly turn dynamesh on and then off again just to even out the topology real nice.. then give it a sub-division or 2 to help keep the shape real nice and add details