Really cool stuff @musashidan I looked into your YouTube Channel and i want to ask you if there will be a complete Hard Surface Tutorial soon, maybe on Gumroad? I really want to learn more about zBrush and Hard Surface and im searching for dat right Tutorial with normal speed, where everything is explained and commented.…
Not surprised at all, this thread would make a great marketing campaign for Substance Painter, i already started looking at tutorials and just might begin to try it out.
The Zsphere topo/Zmodeler/Crease/Zremesh method I used for the majority of the objects can be found in part 2 of this 3-part vid tutorial series I have on my YT channel. https://www.youtube.com/watch?v=M6UPK-FXROE
If you need some Ideas for the upcoming ;) HardSurface Bust Tutorial :D just go to Artstation and type in "Mecha" There are some great Robots. I like these a lot: https://www.artstation.com/artwork/6Bdax https://www.artstation.com/artwork/JbxVZ https://www.artstation.com/artwork/DdewO
I bought your Gumroad tutorial, I will have some watching to do :-). I have a few questions: - Did the Decimation of the model give problems in Substance Painter when generating maps, like curvature? - Did you use the decimated model in Vray? Since It's Mainy Hard surface I guess displacement was not a good option. - And…
@kohg If overweight, heavily-armoured, mutant cyborgs are your thing, mate, who am I too judge? :) At this stage I've been looking at him for so long I get about as excited as someone looking at their wife after 30 years. more SP pics, a comparison pic from SP viewport to Vray render.....and a shameless plug for a Gumroad…
@Gazu , thanks a lot for the comment. Judging by the quality of the models on your artstation, it doesn't look like you need too much help in modeling hard-surface... :) But yes, I understand, Zbrush can seem a bit crazy to those of us used to modeling in our traditional 3d packages. I've been using ZB for organics for…
@melli06 Cheers mate. And you're welcome on the tutorials. Early in the process of turning the rough concept sculpt into finished pieces I began working on the head sculpt. The head started life as a trusty sphere, and was then dynameshed. Usually as a sculpt progresses I will work at a very low-res most of the way…