Barbarian - Making of( Part 02)
Vložit
- čas přidán 27. 08. 2024
- This is first video of the series "Making of" from my ongoing personal project. Fan art and personal take of a frenzy barbarian from Diablo 2.
I usually approach the "assets" as a separate mini project. I do my research and dive into how this thing is really made. What is the purpose of it and how it will actually protect( if we take this exact one).
Here I break it down into multiple steps and quickly explain each one. The end sculpting part is the most fun, so I've included some of it too. I hope you like it.
If you do and you want more of this content, please subscribe. This will make me willing to share more with you.
You can also follow my instagram profile for more wip images and others:
ranmanolov
I do not own the music in this video/rights to this music. Music by Matt Uelmen( Diablo 2 OST)
Great breakdown, looking forward to more 'making of' content!
Thanks a bunch. A lot more is coming. Stick around.
Thanks a lot for this tutorial, Ran! This is a very valuable insight into the process of tackling something complicated as this. Hope there will be more tutorials.
A lot more on my patreon
It's not a tutorial. it's breakdown or timelapse process.
Very nice! The way you show it, makes easy to implement in any software. thank you!
Happy to hear. A lot more to come
똑똑한 작업!
Thank you
Waiting for the in-depth breakdown. Great work!
Thanks a lot man!
awesome content, gave me great insight for making armor
Thank you. Glad to hear it! More is coming.
Mnogo dobre, davai oshte Ran.
Много благодаря. Действам!
Very interesting :) cool techniques & breakdown.
Thank you. A lot more of these about to come.
@@ranmanolov6832 Can't wait :)
fantastic,
Thank you!
I think this also could be done in blender but not that fast
thank you! great tutorial!
thank you for looking. more to come
This is great Ran thanks for sharing! I hope to see more in the future! Also I'm curious what brushes you like to use for wear and tear? :D
Hey thanks a lot. More is coming soon. Editing process atm. The brush I use the most for this is standard one. The important is the UVs before that and the surface noise(pattern) to be laid down nicely. Then its easy.
@@ranmanolov6832 Thanks Ran, I'm looking forward to your video! :D Thanks for bringing up what's important - may I ask how do you usually control the surface noise to be nicely laid? I am also trying to get my surface noise pattern to flow the correct way on my scarf :P
@@JaneSut3D As mentioned above, the UVs are the key thing here. Straighten these and then just find tilable alpha and go to surface noise and apply. Wouldn't work without the straighten uvs.
@@ranmanolov6832 Thanks Ran, I was wondering what the "Straighten Surface noise" meant in the video but now I understand. Thanks again for your response, keep up the great work! :D
for render, what software do you use?
Those are all coming from Zbrush. All will be eventually rendered in Marmoset( real time) or Arnold for Maya
@@ranmanolov6832 Thank u man, good work.
very very good ! may i ask where you get the ideas/reference for this? im very bad at searching for reference and any insight would help ! thanks :D
I look at typical armours and clothing for the era my character belongs. I try to make sense out of these and then research deeper how they're actually made. Of course I always think about the design and the "fitting together" overall. Then I move onto the build and sculpt. I won't lie, it takes a while but looks very believable and makes big difference.
@@ranmanolov6832 the effort definitely shows ! thanks for the reply
0:15 what do you use to cut them to fit into this shape ?
Face selection. Delete. :)
@@ranmanolov6832 so just like that.....ok......is this maya or max?
@@fractalelement857 this is maya.