How I made this game character in zBrush and Maya

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  • čas přidán 11. 09. 2024
  • Complete Animated Game Character Workflow from zBrush to Maya!
    Take a look at how I made this fun cartoon character in Zbrush, Substance Painter and Maya.
    Make sure to follow me on social media to stay up to date with the latest tutorials!
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    #zbrush #maya #3dmodeling

Komentáře • 19

  • @jorgevivanco6021
    @jorgevivanco6021 Před rokem

    Nice work Man!!!

  • @Katana2040
    @Katana2040 Před rokem

    I subscribed because of this video. Thanks, man

    • @uistudios
      @uistudios  Před rokem +1

      Oh man, thank you Michael ... I REALLY appreciate your comment!!!

    • @Katana2040
      @Katana2040 Před rokem

      @@uistudios Most welcome! Keep up the good work!

    • @uistudios
      @uistudios  Před rokem

      @@Katana2040 Yes! and PLEASE give me more feedback its tough to get any feedback for some reason... haha

  • @kannan7223
    @kannan7223 Před rokem +1

    Nice. Do 3d realstic character workfkow process

    • @uistudios
      @uistudios  Před rokem +1

      The 10 part game character series I just posted is exactly the same process you could follow to create both realistic and stylistic characters… just a matter of preference.

  • @totokatti
    @totokatti Před rokem

    amazing❤

  • @mugenpuchi9739
    @mugenpuchi9739 Před 2 měsíci

    My question might be stupid, but can you export all kind of sculpts from Zbrush and juste put it in maya and rigg it ? Without rotopology

    • @uistudios
      @uistudios  Před 2 měsíci

      No not stupid at all, it all depends on what are you making. If you are making a game model then your model must have good topology in order to perform well in the game engine, but if you are making a short and the only output is video, then topology plays little importance. Yes you could take any zbrush model and reduce it enough to the point where rigging is possible but you most likely run into many animation deformation issues. This could technically be avoided if you don’t even rig but instead use blendshapes or morphing… again all depends on what are you making it for 😁

  • @mist3995
    @mist3995 Před 11 měsíci

    How much time did it take to do this?

    • @uistudios
      @uistudios  Před 11 měsíci +1

      Hey, this took about 3 hours.

    • @mist3995
      @mist3995 Před 11 měsíci

      @@uistudios thanks for the reply!

    • @uistudios
      @uistudios  Před 11 měsíci +1

      @@mist3995 of course... but keep in mind I am super speedy... I think for other artists it would take much longer :) haha

  • @everythingeverybody6526
    @everythingeverybody6526 Před rokem +1

    Thanks for teaching. 1 like and subscribe for you. I love it. But I have a question, I'm beginer I hope can you reply to me ^^ . Why our can't use hight poly model make animation. ^^.

    • @uistudios
      @uistudios  Před rokem +1

      Hi 👋 thank you for subscribing 🥳 the reason you don’t want to animate high poly is because it is alot more difficult to control, rig or animate when things are bending or deforming. Also if you are making art for games, high poly models will not run smoothly. At the end of the day your execution will greatly depend on what are you creating for: games? Which games, mobile or desktop? Movies or shorts? Is it a closeup shot? Haha 😆 many different things to consider… hope this makes sense.

    • @everythingeverybody6526
      @everythingeverybody6526 Před rokem

      @@uistudios Thank you for sharing