daaaaaaaaaaaamn! so smooth, so shiny, so excellent. I just cant imagine how u make those sharp edges look so straight and smooth. blows my mind away. simply excellent.
Incredible work.
I can only imagine how awesome a 3d print of this bad boy would be!
I’ve ordered the DVD because I’m truly curious about this workflow- but I have a few questions if you don’t mind answering them:
1.) How many hours did it take to make this, from start to finish? Seems like even with the hard surface tools in Z4, building this out with a traditional poly modeling approach would be much faster.
2.) How many subtools did you end up with? On something like this, especially when doing a lot of mesh extraction (which seem to inherently have a lot of polys if you want them to have an exact shape), it appears that you would have a ton of subtools to manage.
Personally, I loathe the way pixologic handles organization of subtools- you get this tiny little box that you have to scroll for eons. Oh, now you can find your subtool alphabetically. That sure helps to have my Kneecap next to my Knob_forehead subtools (not). I’m curious to see how you managed subtools on this beast without the use of subtool-groups (which people have been clamoring for, and not received, since subtools came around).
great work
Wow… Zbrush is now King… good bye 3d studio max… this work has finally convinced me… i will never go back…
so cool~
abusolutely superb
Great job man!
so just to clarify, you modeled the entire character inside zbrush? Not even going back and forth into max to at least create the base mesh for the hardbody armor pieces? how long did the whole process of modeling this take alone?
if that’s the case, then wow! I never could’ve done the same as i always never satisfy myself with a clean hardbody armor slate pieces like you have on yours. I find i end up spending more time cleaning/hardening/smoothing the edges and surfaces then i do if i were to construct it from scratch inside a 3d modeling package like max.
This you got to tell me how you get such clean surfaces and sharp nicely beveled edges, i usually use the same techinique with remeshing and then afterwards cleaning/hardening/smoothing the surface particularly using the hipolish, flatten and planar brushes using backtrack with snap to track on, but i can never be satisfied with the output compared to the more time consuming process of modeling it in a 3d application package.
I’m actually giving up on zbrush for hardbody work and turning my sights to the tools of 3d coat instead, with it’s more advance cutting and slicing tools. Save me and restore my faith
full of details, strong skills, from the v-ray rendering i can feel the weight of this guy! I am starcraft’s fan too!
Cheers!
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wonderful hardsurface details,congrates,looking forward to order my copy
Yeah man this is inspiring me to model my own mecha design, something I haven’t explored yet. I’m really setting sights for my next project on this, and really feel compelled to purchase the DVD!
But a question, does your DVD cover the VRay rendering stuff. Texturing / rendering is a weakness of mine and would be great if DVD covered that so I can learn some tricks and overcome some of my difficulties =)
Cheers m8, may well purchase the DVD soon anyhow, (after my dissertation though so I don’t get distracted lol)
Awesome work, and well deserved Top Row! Oh, I can’t wait to see it!
Finally we’ll figure out how the hell you modeled ‘Mech Drone 04’
I’ve always wanted to explore hardsurface sculpting in ZBrush, this is going to help me so much!
Will there be a sequel?
//take that you doubters in Z’s hardsurface power, haha!
Wow Great job!
Oh man!!! This is Great!!!
My compliments, I can’t believe that is entirely made in ZB…Really clean lines and holes…
Bye
Since I’m in the midst of working on a couple things using similar techniques, I got the 1 month stream version of this from eat3d … its absolutely terrific, extremely well put together. Probably the first time I wish I had actually got the DVD instead so I could add it to my library! Thanks, and of course, awesome work on the model!
–oof
this is brilliant
Wow!! Superb!
I’m almost completely done with the series and Mike did go to 3DS Max for two EXTREMELY MINOR geometry tweaks. Which could have all been done in ZBrush with the technique he shows in the video but saved some time. But yeah, 99.9% of that is all ZBrush.
if that’s the case, then wow! I never could’ve done the same as i always never satisfy myself with a clean hardbody armor slate pieces like you have on yours. I find i end up spending more time cleaning/hardening/smoothing the edges and surfaces then i do if i were to construct it from scratch inside a 3d modeling package like max.
This you got to tell me how you get such clean surfaces and sharp nicely beveled edges, i usually use the same techinique with remeshing and then afterwards cleaning/hardening/smoothing the surface particularly using the hipolish, flatten and planar brushes using backtrack with snap to track on, but i can never be satisfied with the output compared to the more time consuming process of modeling it in a 3d application package.
I’m actually giving up on zbrush for hardbody work and turning my sights to the tools of 3d coat instead, with it’s more advance cutting and slicing tools. Save me and restore my faith
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You may find that you learn a lot more about working in ZBrush than just hard body sculpting by checking out the DVD. While the hard surface is amazing I found the whole process of just digging in and getting your hands dirty the most valuable part to me. But Mikes hard surface technique is guaranteed to yield results.
I bought this on impulse as soon as I saw the post here. Just going through the first 5 chapters has been worth the cost alone, and that was all refresher stuff, but with techniques that I hadn’t seen before. Great stuff, and I can’t wait to get further along!