Concepting in 3d - Prototyping characters with Zbrush & Marmoset Toolbag!

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  • čas přidán 11. 09. 2024

Komentáře • 15

  • @ZephrusPrime
    @ZephrusPrime Před 2 lety +4

    I share the same stress. Sometimes I just want to sculpt and not worry about production.

  • @zofo264
    @zofo264 Před 2 lety +4

    Very cool! I would love to see a quick tutorial on how you export the xgen hair from Maya and import into Toolbag (setting up the materials and so forth).

  • @shikaka9032
    @shikaka9032 Před 2 lety +2

    hello chubak, han solo is looking for you on the tattooin)))

  • @TriGon_Art
    @TriGon_Art Před 2 lety

    hell yeah!!

  • @AhmedAlbastaki
    @AhmedAlbastaki Před rokem

    (what you said at minute 4:40 about Jr artists having strong art fundamentals) I couldn't agree more sir. I really would love to connect with you. Please if you read this, your response will mean the world to me.

  • @Galvorn100
    @Galvorn100 Před 2 lety +1

    Great video!!

  • @TheSatzy6699
    @TheSatzy6699 Před 2 lety +1

    Amazing content 👍🏼

  • @mihaisandu2410
    @mihaisandu2410 Před 2 lety

    This is awesome, It's good to see someone else's process, makes you more confident in your own way of doing things.
    Would it be possible to make a tutorial about working with multiple software at the same time? Like having the sculpt in Marmoset while working in ZBRush, like here, etc. I'm having a hard time wrapping my head around the process of doing that. Are you saving a low subdiv .fbx every time? Otherwise, doesn't Marmoset break? Or do you keep decimating every time before saving? Thanks a lot!

    • @hartgameart
      @hartgameart  Před 2 lety +4

      I could definitely do that! In retrospect I should have gone into that a bit more with this video but there is always next time. Marmoset is impressive because it can render a ton of geometry. This scene with hair and the character is probably around 10 million polys and it has no problem rendering. The only downside is the heavier the scene is the longer it does take to computer those raytraced shots but you can always lower the sample count for testing. if you were going really really high for like photo-real pore detail I would probably do a auto unwrap in zbrush and use my subdiv 4-5 as a base and apply the detail with a displacement or normal map to make it a little less painless.
      I'm really just exporting all of my OBJs (FBX would work fine too) to a folder and then when I want to see how it looks in marmoset I just export and replace the file in zbrush, Alt+tab over to toolbag and toolbag auto-refreshes the model and updates. It will even keep the materials assigned unless you are changing the structure or hierarchy of the obj!

  • @martinratti2267
    @martinratti2267 Před 9 měsíci

    🥰🥰🥰🥰🥰🥰

  • @filmypromotionclips5584

    waiting for next videos

  • @visinerita
    @visinerita Před 2 lety +1

    Please make an Xgen tutorial!

  • @SVisionary
    @SVisionary Před 2 lety

    I could legitimately use a good walkthrough on xgen. I find it incredibly clunky and hard to work with. I think zbrush's hair system easier to work with. Funny.

    • @hartgameart
      @hartgameart  Před 2 lety +1

      I could definitely do that. That’s how I feel for fibermesh haha. I see people get great results with it but I always feel lost!

  • @zedbrush
    @zedbrush Před 2 lety

    Fantastic! Subscribed.