Zbrush Tips 01: Hardsurface Shell Design

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  • čas přidán 9. 12. 2022
  • Some of you messaged me asking how I work in ZBrush so I decided to create a quick example showing the workflow. In this episode I will focus on modeling the shell. The process is adopted from Marco Plouffe and his workflow but a bit more simplified.
    Workflow breakdown:
    Marco Plouffe: www.artstation.com/artwork/oO...
    Mine: www.artstation.com/artwork/Ze...
    Alphas:
    Keos Masons: www.artstation.com/marketplac...
    Mike Nash: mikeandrewnash.gumroad.com/l/...
    Jonas Ronnegard: environmentdesign.gumroad.com...
    Vitaly Bulgarov: www.artstation.com/vbulgarov/...
    Links
    Website: mivsek.com/
    Artstation: www.artstation.com/lukamivsek
    Instagram: / lukamivsekdesign
    Twitter: / lukamivsek

Komentáře • 40

  • @Alander787
    @Alander787 Před rokem +2

    Great content! Thank you for sharing this with us. I'm looking forward for next video!

  • @XoioDe
    @XoioDe Před rokem +1

    Luka, you are an outstanding designer - great designs and very original ideas. Always looking out for your designs!

  • @joepeezly
    @joepeezly Před rokem +1

    Thanks for making this video. I really like your style, and I found it very beneficial to see you put your own hand into marco plouffe's general process. It helps the technique sink in to my head even more, AND helps me consider more options around the workflow. Love your sculpts.

    • @lukamivsek
      @lukamivsek  Před rokem

      Thank you Joe, I am really glad to hear this is helpful!

  • @JarmanProps
    @JarmanProps Před rokem

    Clear and concise workflow. Thanks for sharing these tips!

  • @TriGon_Art
    @TriGon_Art Před rokem +1

    Awesome stuff Luka, thanks for sharing!

  • @boobsypicture
    @boobsypicture Před rokem

    Very inspiring. This tip helped me a lot in finding an approach to my project. Thank you very much

  • @phpedrassi
    @phpedrassi Před rokem +1

    This video helped me a lot. Thank you!!

  • @piker78
    @piker78 Před rokem +1

    Perfect, love it :)

  • @Nexxorcist
    @Nexxorcist Před rokem

    So good. Thank you!

  • @Maranatha2216
    @Maranatha2216 Před rokem

    perfect solution, 100 times better than remodeling by hand and fighting with topology

  • @ohlssonster
    @ohlssonster Před rokem +4

    This is really great Luka - would love to see some more tutorials from you if you have the time for it. You have a calm voice and clear instructions, really very nice to follow along.

  • @RH3D
    @RH3D Před rokem

    Please do another one of these!

  • @yurka709
    @yurka709 Před rokem

    Thank you!)

  • @Rachel-xm1es
    @Rachel-xm1es Před rokem

    Very nice, I'm looking to get better at Zbrush and this helps. :)

  • @knucklesbyname
    @knucklesbyname Před rokem

    thankss!!!

  • @brycegeurts3345
    @brycegeurts3345 Před 4 měsíci

    ok this is bussin

  • @dan323609
    @dan323609 Před rokem

    where can i find this alpha/brushes kit?

  • @dntsleepray
    @dntsleepray Před rokem +1

    thanks so much for this! it’s extremely helpful. :)
    I was wondering: for the final version of this piece (the one posted on artstation), did you also use moi3d and/or nvil anywhere in your workflow?
    I see that you use it sometimes, is there any specific reason for that? like faster workflow, etc.?

    • @lukamivsek
      @lukamivsek  Před rokem +1

      The helmet posted on artstation 80-90% was done in zbrush. I did use some kitbash parts from personal library (for example the ear cylinder part you see on the side) which was done in moi3d.
      Regarding nvil and moi3d i used to have a process for a long time where i start with a rough sculpt in zbrush and then move into nvil and moi3d for final polished result, the reason was just me being used to the workflow, all 3 softwares have its own benefits regarding speed and quality (cad, subd modeling, sculpting). But over time my blockouts were getting more and more clean in zbrush so I started to think why not just finish everything inside zbrush, so this is where i am at now, trying to explore zbrush more and get that sharp finish. But i do think there is a fun combination with moi3d along zbrush, i will try to explore it more.

    • @dntsleepray
      @dntsleepray Před rokem

      @@lukamivsek I see, I see. I can definitely see the difference in cleanliness now that you mention it.
      I appreciate your response :) can’t wait to see your future projects!

  • @ohlssonster
    @ohlssonster Před rokem +1

    Awesome! Thank you so much for sharing. Can you recommend where one can find Alphas like you use? Did you buy any specific pack?

    • @lukamivsek
      @lukamivsek  Před rokem +1

      I updated description, check it out 🙌

    • @ohlssonster
      @ohlssonster Před rokem

      @@lukamivsek You are awesome! Thank you

  • @ginger3d
    @ginger3d Před 10 měsíci

    Luka Hello! thanks for this video! i am new on Zbrush and i am learning hardsurface, thanks for your videos! you help me a lot with this!
    Can i ask about the burhs that you use at 8:00 How is it named? where can i find that brush? thanks!

  • @ronydey2696
    @ronydey2696 Před rokem

    Great thanks for making such great tips content tutorials over Pixologic also how to high poly to low poly while Maya to zbrush ???

  • @nitrogamesstudios5276

    How you fix the jaggy edges? and get clean and smooth

  • @cbdf12
    @cbdf12 Před rokem

    Luka, what do you think about the workflow with Extract masked areas? I have to enter, to create... pure geometry? Or, in any case, will you have to clean it later and rebuild it with Zmodeler? If, for example, you need to make a face mask or separate elements for the head, and not a helmet? Are you going to do a rough blockout with the Clay brushes, or is it better to mask them right away and make an extract?

    • @lukamivsek
      @lukamivsek  Před rokem

      Hello CBDF! Thanks for asking, yes I used to work with Extract but I find it hard to keep the shell really precise with nice edges. Because the moment you start moving the mesh around using Dynamesh you quickly loose consistency in the edge, and if it is a thin shell it is going to be hard to get it back, so I prefer this route a lot more, it gives me more control. And the freedom of designing having whole blob together and using Clay brushes to sculpt the form I think adds to the speed of the process.

    • @cbdf12
      @cbdf12 Před rokem

      ​@@lukamivsek Yes, I agree that it's faster. I guess I should look into your approach. I have been thinking about how to do this for a long time, but I did not know that the guide was from Marco. Thank you for recording this video, now everything looks holistic.

  • @heinblues
    @heinblues Před rokem +1

    very cool stuff. could also maybe do some more moi3d videos in the future? there is not so much stuff out there when i comes to robot/sci fi stuff

    • @lukamivsek
      @lukamivsek  Před rokem +1

      Yes maybe i could do moi3d as well, do you have anything specific in mind that you would like to see?

    • @heinblues
      @heinblues Před rokem +1

      @@lukamivsek hey;) Anything towards hard surface/sci fi stuff would be super cool.

  • @user-cp3oj8ou5p
    @user-cp3oj8ou5p Před rokem

    i just got some question about the panel loops. i just started learning zbrush and i wondered if there is any tool in zbrush like does in blender modifier. i would like to work in thickness mod but not applying it. just to make sure before applying if is good. thank you very mich in advance

    • @lukamivsek
      @lukamivsek  Před rokem

      there are no modifiers like in Blender, but one thing that comes to my mind is you could try using layers, perhaps it works!

    • @Nexxorcist
      @Nexxorcist Před rokem

      you can try dynamic subdiv. there's a thickness slider in there u can slide back and forth before hitting the apply button

  • @valstres
    @valstres Před rokem +4

    Only issue is once you start detaching and zremeshing, the mindset has completely changed from form to detailing. The relationship between form and detailing is broken

    • @lukamivsek
      @lukamivsek  Před rokem +4

      Yes, you sort of commit to the form after you decide to polish it up, it sort of works the same way if you work with standard SubD poly modeling workflow (maya, xsi, 3dsmax etc). But you know, you can always rework your idea, remove the shell, re-sculpt in dynamesh and go at it again. Or you can even mix and match - some parts with dynamesh, others parts with this workflow etc.

  • @chrisg4433
    @chrisg4433 Před 4 měsíci

    Tips?
    Everything is moving so fast lol