How It’s Made: Creating an Espresso Machine – Pixologic’s Paul Gaboury

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all right here we go here we go people [Music] all right looks like we are getting a good connection here as far as obviously we've been communicating with each other i see a good feed coming through as well i can hear everyone i can see my audio is jumping everyone hears me just fine i would assume right now any complications we got are people from twitch facebook and youtube so before we start diving in i always want to make sure we got a good video and audio check so here we go uh this is just another continuation of things that we've been doing at pixel logic where we've been putting together these little videos kind of showing certain features in action making something inside of zbrush so this is a little coffee maker i did not make this this was actually made by our creator and founder of zbrush but everything that he's using in this i'm going to walk you guys through this it's all it's pretty much three features is relatively the whole thing it's all z modeler live booleans and then there's some micro polys through here okay so i want to walk you guys through how to do all this so you guys are aware of how this could be done um and then do it yourselves as well right so i think this would be a this will be a good little tutorial for understanding z modeler two if you've never used it uh it's super powerful to be able to use to do certain things especially you want to go down that low polygonal way hey stefano hello everyone else mr sanson dr depressos in here okay so we're going to start with just i think it's like anything you got to start building a base and knowing where to start so this is there's going to be more than one way and a lot of ways to do this kind of thing okay so so micro poly and micro mesh are not the same thing no they're not they're close they're close to being the same thing but they're not exactly the same thing okay but they're close enough there's a relationship there for you can probably get the understanding of that mr sansom okay so let's get started here so i got the coffee maker all right so we'll just keep that you know uh ready for us here at all time so we have this ready to go um and have that okay so i'm gonna just bounce between what i'm doing and then this coffee maker so we can go back and forth i'll relate to this piece as we're going okay oh i myself and small yeah you don't want it you don't want to see my face that much anyways a little round corner there and also why i'm at it speaking of this you guys will be getting links we just released a very cool video that was done by kingsley uh godzilla of how zbrush has been used to make past godzilla movies since obviously the new movie just came out kong versus godzilla so i would recommend when that link comes through either on your screen you'll see it right by my bubble um right now for me as an example and or it'll be coming through in your chat so i'd recommend go it's only like a it's not a very long video it's under six minutes so go give it a watch it's really good kingsley did a great job on it for sure all right i'm going to come out of perspective mode when i'm dealing with a hard surface or even polygonal stuff i prefer not to be in perspective mode it's just a personal preference and sometimes there are particular features that work better being not in perspective mode in the sense distortion not happening things like maybe a clip brush slicing brushes i don't want distortions to happen based upon because of the camera so i just come out of perspective mode especially for something for hard surface okay to start this off we're going to start really simple we're going to get crazy here we're going to grab a cylinder okay so zbrush is shipping with geometrical shapes so i'm just going to grab a cylinder we'll go if this one's good enough so i'm going to turn on polyframe all right me personally i like to adjust these spans i don't like to have as many spans in there especially when i'm gonna do something z modeler i want to keep myself open to as many different types of things that i could do or i may want to put edge loops or other things down the road as we go here so i'm going to go to my initialize state and making sure it's above my face we're going to drop it all the way down and then put no spans in the middle there i'm going to end up adding spans there but that's why i like this i like to have the full control where i have all the space through here to add whatever spans that i might want to add in here okay so now i'm just going to make polymesh i'm going to come in here in my subtools let's just rename this for now i'm going to take paul's coffee and ironically i don't drink coffee at all and i never will but ironically i'm making a coffee maker okay uh is he someone saying what about my audio i've done nothing different from my audio it's all the same there's nothing different so is it only for ben or for everybody else because i've changed nothing in my audio settings at all same thing as all my last streams same microphone same everything ir sculpts drink enough coffee okay it sounds good to them okay sounds fine then you might want to double check everyone's chumming through it coming through saying it sounds fine so double check and let me know ben all right so i'm just going to resize this a little bit okay now we need to get that that shape that he put in here like this shape right here right looking from above getting that shape so this is this is what i'm focusing on right now is this this piece here we'll solo it out looking at this right so if you look at this here let's turn the colors off for now so we're just looking at the same thing okay so i need to get as anything get this shape so for me i really like using a deformer to do that so i'm going to look and see okay we're looking at the front okay so there's my top so if i want symmetry x here we're going to look from the top here and then i'm going to come in here and use the extender like bam you get it immediately with the extender you adjust the size that you want there's that shape like it's pretty simple we're going to go a little bit lower there you go i got that shape so that extender is actually pulling things out okay so that's why i have this ability so there we go now the next thing i'm gonna do is start saying okay let's look at this divided okay in essence i'm looking at it i'm not actually dividing when i work with low polygon i prefer to use dynamic subdivs so i've just activated that so let me make sure it's above my face so you got dynamic right so for me i'm a big shortcut guy so i'm just hitting the d d key here right um to get going on in fact here i um just remembered something that i had put on here i normally hold on i'm going to activate this i think hold on i forgot to turn on something that you guys asked me for and i'm not used to having it now i can't remember oh now i can't remember the program you guys wanted me to put shortcuts screens up and i i know i put a program in here now i'm going blank on the name of the program oh well okay so again shift d d shift d d okay so you can see this is what we're getting right now so it doesn't look clean it doesn't look good okay so what i'm going to do is i'm going to crease these parts so right now i've got dynamic turned on i've got smooth divisions of two here right so i'm dividing two times i got dynamic on and then i'm going to come down here into my crease and i'm going to hit this little crease button and right now it's got a tolerance of 45 degrees okay so then that's why i get now this clean edge because all these edges right here now are creased okay and now let's switch to our handy dandy z modeler because we're going to use this pretty much the entire stream okay so i'm going to now go look at this and say all right let's add an edge loop through here so i'm going to insert an edge loop let's say right about there okay and i'm looking at these orange dots right here because that's really where it's sitting on the mesh right so if you turn off the dynamics you can see where it is actually sitting along that edge okay okay and if i hit d then i'm getting something like that okay uh christian i'm looking at the stream on my site on youtube and it looks clean to me what's going on spicer so maybe try knocking down because i don't have for me i'm even looking at it it's fine on my other computer on youtube so it's got to be something on your side so i'm going to now say let's crease this so i'm just going to crease complete edge loops and that way that stays there so that when i have dynamics on that edge is sitting there right i don't want it to move throughout here okay so then i'm going to come in here and i'm going to say let's go qmesh all right and then i'm going to do a poly loop through here okay so i'm just going to pull these out i'm going to tap the alt key every time i tap the alt key i get new polygroups so i'm just going to keep tapping there i'm going to see i want some crease there right this edge right here i'm going to crease that edge right and then crease that edge and then this is why i wanted symmetry on so i have something like that let's go ahead and insert an edge loop here and i'm going to insert an edge loop here and then i'm actually going to delete that edge loop what that's going to do is give me that little chamfering or if i want to bevel this up a little bit more then i would go through and creasing this edge increasing that edge and then now you'll get something like that going around the surface right and if i don't want those i just creased i can uncrease those edges that are standing up there right so what again i'm looking to do going back to this is get something like this right so i'm building this little lip ridge here that was in the original model right and you can see there's a little edge looping going through there okay so let's add a little bit more to this they he made his actually be a lot less i'm going to drop it down a little bit more there right i'm going to say let's bring this down right so i'm just using the gizmo to move the surface a little bit in there right give me something there okay now that i have that that looks good now what i normally like to do as well is while i'm working like this and especially if you're making something like this that's hard surface okay um this is very clean this edge here this edge here and at the bottom and if you look around especially go look at your coffee makers that you guys use nothing is that perfect perpendicular 100 right so i want to do a little bit more change to this so as i keep going i've already got this going okay so what's important to me is knowing that this needs to look more realistic right it's gotta look somewhat okay that looks real okay so it's important that i i want that look okay so i'm gonna change here my creasing level so i'm gonna turn on my magnifier here so this crease level set to 15. i'm going to change it to 2. it's kind of my go-to i like to have that at 2. i'm going to hold the shift key down and tap on dynamic subdiv and then my smooth subdivs you see it's sitting at two so right now they're two and two okay right and now what i'm going to do is i'm going to move this up to 3 4 and you'll see the edges now got smoother in there okay so because now what i'm telling zbrush to do is hey show me four subdivision levels in the model okay but two but only keep the creasing let me make sure it's you guys can see it only keep the creasing twice for two of those subdivision levels so that's why you can see the tops kind of getting a little crunchy a little bit it's that's the triangles causing that right because in the top here we've got a lot of triangles happening here right all these triangles they're going to one vertex to rule them all right so this is definitely a lisa needs braces moment for all right lisa needs braces lisa needs braces lisa needs braces it's important to add a little bit of this smoothing touch and don't worry a fact that right now it's getting you know like this on the top because if we go look at at the original again i need to start putting these elements in now right it's got a little bit of a ridge happening through here through here right so i need to put those elements and in fact if you look you put even a little bit of a ridge down here at the very bottom so you guys see that a little bit of that ridge right down there so let's add something like that into mine right so let's just look at this and say okay let's put an edge loop here along the top right so we're going to go here in the top maybe something right about there we'll go one on the bottom there okay something like that maybe and then we need an edge loop also going through there right okay and let's go back i'm probably going to go also one on the top so if you look i scroll over you can see there's also another edge on the top so i'm going to add that element in there for sure so i'm going to from the top now i'm going to go qmesh this time i'm going to go flat island okay so i'm holding the space bar okay and then now i'm just gonna pull on this and just extrude this up so i get another little bit of a ridge there and again tapping the alt key every time i tap the l key you get a different polygroup okay and so again we scroll over this is what we're looking for so i want to push in the certain polygons right so i want to push in in essence the polygons through here through here and then also now i want all these down here so what i'm going to do is i'm going to use temporary poly grouping and also polyurethane okay so i'm going to hover over a face i'm going to say polygroup i'm going to say poly loop so again i'm tapping on the space bar and holding it to pull up my actions then i'm going to see that orange line okay so i'm going to click on that and you can see i just made a new polygroup okay so if if we just keep clicking on this right and tapping again the alt key i can keep changing those polygroups right so i want that one i want that to be the same polygroup okay and now here i want all this to be the same polygroup but i don't want any of this to change down here so this might be better to do a temporary one like that okay so in essence i took what was stored in here and i'm using it to my benefit right so to do that again you're going to hold the alt key okay i'm going to tap on this face and you see it's painted white now i'm going to let go of the alt key but my pen hasn't come off the cintiq and you'll see that this is painting it green so if i went to this see i'm just getting the green now no matter what i do okay so you can actually copy so if i hold alt tap on the purple let go oh but switch to shift key okay without taking all this is without taking my pen off now you'll see i'm painting with the purple so anytime i go i get the purple now okay so what i want is back to green so again i'm going to hold the alt key i'm going to tap on the green let go leo key and then switch to shift key and again i'm not taking my pen off in my case i've got a cintiq so i'm not taking my pen off that at all okay so now that i have that green again i'm holding the alt key painting temporary right you say i'm painting white if i let go see i'm not holding the keyboard in anymore i get the green so this benefits me right because then i can now hover over this green face any one of them switch back to cue mesh with my space bar and switch to polygroup all and now all i'm doing is just going to push this in to create kind of like that ridge and then again i'm changing the polygroups on the fly once more time and then now i have this and now we'll look at this and you see okay we need to fix some creasing now okay so i'm going to go ahead and say let's crease this time let me pull this up so it's high enough okay there we go i'm going to crease by the old paul gabriel which is really creasing by poly groups that'll get me a lot of the way there okay obviously you can also click on this crease button and you'll see that's even gotten further the point because this is looking at angle shift change right again it's looking at 45 degrees so if i turn on my magnifier that crease button the slider right below it's saying hey what degree of change edger am i looking for from one face to another face right so if a face is here and a face is here any edge that's got more than a 945 degree change from face to face crease that so i've got it at 45 right now right so let's turn on our poly frames you can see there's still some creasing that i want to do right through here so i would want this see there's no plane shift here so i need to go ahead and i'm going to crease this here because i want those creased i want those crease because see this face and this face are all in the same plane so this edge has no angle of change okay let's go down here the bottom yeah i want those creased right there as well okay then i'm going to go in and hit the d key see what i got now all right so now i've got something like this right so this is starting to come together a little bit more what i want and i'm going to say all right i don't like the roundness that's happening in here right it's it's getting too round so what's happening here is it's the creasing that's going on as well so i have a creased edge i'm streaming okay hi i'm just really sorry i just i'm really sorry this happened okay great april fools bye-bye my wife's trying to do an april fool's joke sorry okay so thank you uh for that so she just got a brand new phone she tried to show me the phone with a broken screen so she's trying to do an april fool's joke not working on me okay so anyways so these edges right through here they're moving right so because this face is so big okay and i've told the crease level only to hold it twice okay so what i'm going to do is i'm going to add another edge loop in there so i'm going to insert an edge loop and you can see that'll tighten up that edge right in there right and then i want to do the same thing this way because if you remember i've got really no edges happening through here right so i'm going to add now an edge loop here and i'm going to add another edge loop here right and you can see those corners are getting a little bigger let's let's get a little bit darker in there so there you go right so that's what's making these corners they still got a little bit of roundness to them but they're a lot they're a lot tighter now right and it's because of those edge loops that i'm inserting i'm helping like that okay get a little bit tighter now the beauty is you can slide right also so if you're not liking you've already placed an edge loop you can come in here and kind of just i can come in and adjust this and i'm not adding an edge loop i'm just taking the edges that i've already put in here and i'm adjusting them a little bit right that's it that's all i'm doing and then see this i don't want this crease so i'm going to increase that right there okay so i get a little bit more of that roundness and there you go right so this is what we've got we've got this base happening throughout here okay so this is kind of where i start to go with this right now i want to make the top part now that we have so we got we got this going let's go back to this okay let's unsolo this so let's make this top half now that we got here now looking at this he would have made this before i did all of this right if i'm guessing i'm sure that's what he did okay so i didn't so i'm not panicking though i'm not going oh my goodness i don't need to go backwards even though that i did this probably i'm jumping the gun on this it's fine i'm not worried about it so what we have here again poly grouping is so important right if you guys want to call it poly as in p-a-u-l poly go ahead i saw someone already put it in there okay i'm gonna take this which to me is a little like an orange i don't know what you guys are seeing on your screens but it's got a little bit of like an orange tint to it okay so i've got again spacebar qmesh polygroup all okay and what i'm going to do is i'm going to pull on these faces so you see what that's doing it's grabbing those orange faces okay but what i'm going to do instead is do this i'm going to grab on this and then pull it off and then i'm just going to change my polygrouping on the fly so i got something like let's say something like that okay so what this is giving me is i'm ripping off the faces from the existing topology and you guys we're going to use this a lot you're going to see this quite a bit here okay so again let me redo this i'm going to hover over those orange because i got qmesh polygroup all okay i'm going to start pulling on this but then i'm going to hold the ctrl key and you see it rips it right off okay and then now i can make a thickness here something like this and this is why i wasn't really panicking because i can just q-mesh this and say let's go qmesh single polygon face now and then just boom close that off and now i've got this right this again is what i'm looking at this top part up here right creating this top part up in here okay so now that i have that let's even separate this because i might even want to assign different materials to that down the road especially maybe i'm going to go to another application so let's just select out that top portion here okay and i'm gonna go now to my sub tools i'm gonna go to my split let me make sure you guys can see this okay there you go split hidden i'm just gonna split hidden and then now i've got paul coffee maker paul coffee maker so i'm going to reorganize this i'm going to say this top cup holder there we go that's my top hulk top top holder so now i can position is kind of where i want this to go maybe in there and if i wanted to right i can shrink this down even if i wanted to so the creasing i need to go fix this correct because some of these edges i didn't get creased right so i need these to be creased in here and there okay that looks good there so i got what i want there okay and then i'm going to say now this top part i want to do some more with this okay so i'm gonna go now i'm gonna hover over there any on top faces space bar it i'm gonna throw on inset and i'm gonna do flat island okay so i'm gonna inset the top half so what flat island is is this this is this these faces right here i want to re-poly group so you guys can see okay those faces in essence are all the same island like there's no change in the plane shifting at all there okay so all those faces are sitting in essence like i'm doing they're on an island and so that's how zbrush will see that so i don't even need a polygroup okay and then i can just click and start doing say something like that and again i'm tapping the alt key to change the polygroup right and then now that i have that i can say okay let's go back to qmesh polygroup all okay and then now i'm going to push this in to give this have a little bit of a ridge there again i'm changing my polygroups on the fly once again okay i'm going to put just like him he put a little taper at the top just such as a sign element right so let's do the same thing i'm going to insert an edge loop here i'm going to do a single edge loop again every time i call up z modeler i'm tapping the space bar so we're going to do a little bit an edge loop there then i'm going to crease that right because i want that edge to crease man i wish i remembered uh that program that i down i remember the program i downloaded sorry just i'm looking for one thing to see if we can oh wow remember the name of it now okay continuing on so now looking at this rounded this is what we're getting i guess in essence divided right okay so this isn't quite what i want so i'm going to say all right let's add some edge looping in here so i'm going to go insert but this time i'm going to do multiple edge loops again i'm holding the spacebar switching to insert multiple edge loops let's put some edge loops right there okay that looks good and i'm actually now going to delete that one and i'm going to delete that one okay and then now i get that at the top right got a little bit of that going on okay i'm going to move this up a little bit i'm going to put a little bit bigger of a just a little bit of look there so you can tell that they're actually separated that they're two pieces going on there right okay and then in here i'm actually for me i'm going to take these polygons i'm going to pull them up so it's just more of a close maybe loop something more like that i want something like that just have a nice little angle there okay okay so don't worry about this fanning right see that little that looks like a fan right that's that's not that big of a deal okay so next thing i want to do is put all the ridging you know because this is going to be some kind of rubber element here right so looking again we're looking at this full one right this is the piece right here that we are currently making right so i'll solo it out this piece right here right so you can see they even he put a little bit of a ridge in there as well okay just to give it some softness right in there okay so we can do that with us as well in here so again this is just going to be another edge loop so all i have to do is insert a single edge loop through here okay and then now if i delete that you get that ridge and then now i'm going to say i know i'm going to want that creased right there so now i get see that nice little lip that he also had in his okay now my next thing to do is insert okay again multiple edge loops right and so all i'm going to do is click here and then just start doing as many as i want um i'm gonna go and just see how many i want i'm gonna go that many okay that looks good to me so insert inserting a multiple edge loop okay is already changing my polygroups on the fly right and again you guys know how important polygrouping is we keep stressing it right now right so this okay can also be turned off for those that that are using them maybe you don't know this okay is right here the keep groups so again space bar if you want that turned off you can sometimes i want to use insert multiple edge loops and i want to keep the polygrouping that i want okay and then dana i'm deleting edge loops by holding the alt key and then tapping on the edge that i don't want anymore okay you can see when i'm hovering over it tells you see it says alt equals delete edge loop right so that that's it it's nothing fancy okay so let's go back to let's insert these again uh okay i'm gonna say that now i'm going to say because i got poly group changing i can do a qmesh by poly group we can pull these up again i'm going to change the polygrouping on the fly just so they're different let's smooth it and then there you go there's our little ridging that's happening along the top right so there's the top for our mugs to be put up for when we're ready to have our coffee so let's get now into the part where they're you guys need your coffee you need to get it right you need to have your coffee right so let's move on now to this front portion in here okay where we got to have the coffee dispensing happening right so let's go back to mine okay i'm going to go back to the main one again here and once again this is going to be an important part of reusing the same topology in essence it's really going to be something that i want to do often i want to be able to reuse the topology that i want okay so there's multiple ways to go about doing this right and i want to just cut into the existing surface this is where i'm going to start using live boolean so i'm going to make an edge loop i'm going to insert one single edge loop right about i say right about there so this space right here right is where i want to have the coffee dispensing happening okay so i can slide this again if i don't like that i say maybe i want less or i want more it's your world it's your coffee machine you do what you want okay so this is like just i'm just want to highlight sliding becomes really good okay so now that i have that i just want to use another surface in essence to cut through there okay i can use the existing surface that i want so again let's let's see let's see that workflow so i'm going to take these polygons right here again i'm holding the alt key so i can temporarily paint them right i want to just temporarily paint those okay and then so now this is saying a q mesh and i'm going to say single polygon because this is like i have these faces selected in essence okay okay and now if i go and say let's grab this i can rip this off and you see i'm just again grabbing the existing topology just like we did before right and then now that i have these i want this to be a separated polygroup an separated subtool so i got this i'm going to split this hidden again right so again it was i was splitting the hidden shape right so now i've got this piece is the main here let's re okay to coffee maker and we'll may rename this i'm going to call this front cut out okay now let's just still look at this so now we have in essence is some kind of plane right here i'll turn on display double so we can see this okay so i want to close this off so i'm just going to use some bridging okay so i'm going to say let's bridge from here to here here to here here to here right and then now this part i'm just going to switch to close okay and then just i can say close hole right one line and do something like that and then do something like like that boom okay so now i've got what i need in here of course we need to look at this smooth right so again i'm hitting that d key for dynamic dynamic right i'm hitting that d key so now i'm going to say all right well that just looks ridiculous right now right and it's because i don't have my creasing right so again in here i am smoothing four times i've got crease level set to two but nothing's creased right now so we're going to crease that up and say okay that looks good and i'm going to now insert some edge loops here that a little bit cleaner there right through here and i'm going to do an inset flat island on the top so i'm just going to inset this in a little bit something like this just so that i can get that edging to be a little bit different from there and then same thing there and i can tap and do the same thing on the bottom happening on the bottom again i'm just tapping to do that okay and i'm probably going to want to crease that edge there that edge there and i'll probably crease do a complete edge creasing there in there so that when i divide i just want that i want a clean edge right there and right there right and then now this is what we have okay something like that right and then now i'm going to say in here i want to use that piece to cut through okay so this is where live bullions now comes into play so live booleans okay turn on right here at the top right so now i'm going to turn this on and over here i'm going to tell it to become a subtractive and you see it's just going to cut through the surface okay so this is all i need to do realistically people i didn't even need to really pull from the existing topology because this is a pretty easy like hole i'm trying to make through here right i didn't really need to use this piece realistically we could have just inserted right a cube right i could have just used a cube so if we turn this off i could have just used a cube planes if i make this already subtractive i'm seeing the hole come to fruition right away and i can do this as well right so it's really a personal preference but this is also why it's called live booleans and i can manipulate and play with this so you just have maybe a little more freedom with the cube i personally don't like this cube okay the reason why i don't like this cube is that right there i don't like that pole so personally to use in the gizmo i like to hit the gear and use this cube right here i prefer this cube right here this is just for me because then it's also cleaned apology and that's going to be imper important for live boolean so we'll say something around there and then let's move it right about there and there we go we've got that front end so there's two ways that you guys can do that now right you can do it from this way or this way now one benefit that could come into playing with this way is using the existing topology to do more stuff so it's another reason why i did this inset on the top okay so i'm gonna show only the top half and let's shrink this down one and let's get rid of the triangles that i've made here okay so i'm going to say let's look at this let's regroup this let's make this its own polygroup okay control w can't be worried about going about doing this i'm going to shrink this down okay and then now i'm going to say let's make this now its own polygroup once again right so i want just this top half right here this right here okay and let's switch to the gizmo okay and i'm going to do this i'm just going to mask off so all i'm doing is holding in the control key okay tapping that mapping back everything else is on mask and i can flip it right so that creates this right and so now this i can use to do this so see there's a little beveling right there happening and i can manipulate and change the size of this and maybe i want something a little bit more like that happening right so i can have that along the top if i want to okay so this would be the benefit of using the existing topology right and right now we need to go through and i need to clean up this again the creasing right i need more edges through here okay so i would insert maybe an edge loop here well let's unmask this and through here and in here just so that's starting to stay a little bit better right and it would be worth in setting here again right and then now again i want this to get cleaned up through here so i'm just showing you another way about going about this right and thinking about using the existing topology that i already have right to give me some kind of result like that right which then that can be used to do that along the top so it really comes down to which one do you want which one do you buffer right so that's just an example of why i might want to rip off the existing topology right just let's continue on right and so looks like he just made another piece right so we got another piece here for the bottom we got another piece here for the top right so let's do that let's go over here this time this approach i'm going to say all right let's use what we have here so let's just take this coffee piece that i have right now all right i'm going to duplicate it duplicate okay and let's move this down here and let's just call this um lower shelf might help if i spell things correctly today usually beneficial right okay uh i'm just reading something you mesh first sirimish afterward oh someone's asking about re-apologizing or something okay okay so now that i have this i want to use again the existing topology that we already have here like i might as well so i'm going to say all right let's insert an edge loop here let's put one here okay that looks good and i don't need now cue meshing i don't need this in there let's turn off symmetry so i don't make an edge loop so with symmetry on because i got both right and left if i did this and trying to make a hole you see it creates an edge loop in the middle because left and right met right and then boom in the middle so i'm going to turn off symmetry right now because i don't want it to meet in the middle that's good for me okay and then i can start getting rid of things like i don't need stuff like this and really what's only becoming important to me right is reusing certain topology here right so i'm just deleting in essence pieces that i don't want anymore as we go through here so you can go this route or right we can use even up here the existing topology right it would be easier if you guys remember to go here qmeshing and again polygroup all just grab this i'm going to rip that off and then now do this and now that i have that right this is where the edge is going to so i don't need the poly groups here i don't need that polygon i don't need that polygon and the only thing now i care about is that this is the only thing i care about is this piece so now i'm going to delete the rest here okay and i'm left with this okay what i'm doing is creating this piece that i want to now fit here to be along the bottom something like that right i'm going to size it down so it's a little bit smaller okay and i need over here i need these edges to be creased so i'm not going to crease those right so i got that crease so when i smooth it i get something more like that and again we're going to insert i'm going to insert another edge loop i think right there i'm going to do another one right there just to give me a little something more like that okay and let's insert an edge loop down here so the way that edge stays nice and clean and then now we've got something like that all right i'm going to actually insert another edge loop here and i'm going to do another one right here and then actually delete that one so then this is what i have and i'm going to go ahead and increase this right and then there's that bottom half okay and then i'm gonna reuse this okay i'm gonna duplicate this okay and let's call this upper shell upper uh upper portion spout and i'm just gonna center this so i don't have symmetry on so i'm clicking the gizmo right which is the w key and then i'm clicking on that little finder icon and now i'm just going to rotate it 90 degrees so i'm just going to do i'm 180 degrees sorry and then move it up here to the top and do something like this on the top and this one i'm going to make this one be a little bit longer just so it's got some difference in there and i'm going to taper it even more so something more like that so it's it's very different than the bottom one okay there we go and i'm just again you see how often i'm kind of just reusing topology here so it's really beneficial for you to just hey reuse existing pieces that you have here right so let's go back then to the original that we're looking at here so you can see he made that smaller he's got some rigid ribs happening in here okay he didn't go as small as me for this but let's start putting some of this other stuff in now let's start putting some of the the ridge that's happening right in here let's put some ringing that's happening through here as well okay this is super easy to do not difficult at all okay so let's go ahead and do that next let's go back to mine right i'm going to go ahead and just quick save because i keep cancelling the quick save okay so am i missing i'm just coming back looking at questions as we come through all right so let's put some ridging through here so this is my lower shelf portion right so i'm going to come into this and say all right let's make this really easy for me i'm going to insert okay i'm going to insert a cube and i'm going to call this i'm going to rename this i like to just reuse the same name over and i like to call it subs because i love submarines i'm a huge fan of subs okay and again you guys know i don't like this cube right so i'm gonna go ahead and swap out for this cube i'm actually going to hit the w key right again and i'm going to get these cones and i'm going to get rid of all all of the spans so this is a six sided cube now is what i'm looking at okay there is no way waffle dog cgi in zbrush 2 have a crease have a certain level creasing in zbrush is all 100 creasing and the only thing that you can do is what i previously showed which i'll show again right now okay it's the only thing you can do so all crease edges are one on our 100 strength there's no hey have the one edge only be 50 have the other edge be 100 and have another edge be 25 percent you can't do that in zbrush now right now at least okay so i'm going to resize this i'm going to do something like let's go even smaller something more like this okay let's position this here and do something like that all right i'm going to size it down just a little bit even more okay so now when we hit the d key right this cube because it really is a rectangle it's so long i need to put some creasing on this so this goes to your question waffle dog okay so i'm just going to say crease all because i've only got these edges in here right right now so right now every single ledge is at 100 strength and right now i'm looking at four subdivisions right now okay and then the crease level is the only thing that you can do i don't know if you saw this earlier waffle dog so we'll repeat it here for you so i have a crease level 15 subdivision levels that's telling zbrush hey maintain creasing up to 15 subdivision levels i can tell you right now it's not even possible to go past 15 subdivision levels on any model period even if you took a single plane that's just one face you'll never get to 15 subdivision levels so that's pretty much saying forever so what i'm going to do is i'm going to drop this down to 2 right and you can see the cube starts rounding softening a little bit and it's because i'm smoothing four times okay but i have a crease level of two okay so that's all you got to do right and what he did if you guys remember the video in this okay he turned this to a subtractive so it was cutting in like this right so i'm going to even go he had him a lot smaller more like that and then he used the gizmo control okay for me i wouldn't i'm going to show you what i prefer to use okay so you this little gizmos turn on with a w key i'm going to hold the ctrl key i'm going to click on the arrow so my finger is still on control i'm going to say right about there i'm now going to let go control and then just keep moving my hand and what we're doing is that repeating those over and over again okay so let me do it again i'm holding down control clicking on this right and then now just letting go and you can see they populate okay and then there you go you got these cutting in edges i personally i prefer a raymesh i like freedom of non-destructive okay so this is destructing the sense that those are made so there's there what if i want to change as an example what if i don't even want the cube to cut in to look like this right i wanted to look maybe a little bit maybe if i want to go deeper i want to be more shallow as well and i want that to look a little bit more different so for me personally i really enjoy my array mesh okay and it's also giving me the ability okay to tell zbrush okay how many of these do i want maybe i want more and not less and then i can change the spacing on the fly i can only have it be in a certain area so for me my personal preference would be array mesh for me this is this is just what i would prefer okay and i don't want them sitting that high i'm going to go up higher i'm going to do a ridge more like that and the beauty because we're in our mesh this is an instancing system so the beautiful part about this is we can add element to this we can add some little change a little difference right because i'm still got this cube right so just even doing watch this let's just look here i'm going to go from this angle so right now we're dividing four times okay we've got four subdivisions right here right and we're creasing right our edges let's bring this all the way down to zero and let's use q grid instead so now it's a one and you can see the difference now in the shape i am getting now a different type of beveling right there right and i can change that on the fly like this look at that this is why i like also a ray mesh because maybe i want something more like that so now my profile looks more like that right so we've got flat and then the edges are coming up and then it goes straight this is a beveling that's giving me that i can switch it to a chamfer if i want to so it's the knee now it's rounding right there right i don't know if you guys can see there let me brighten this up a little bit yes hot pink in fact here let me just let me make my document a little bit lighter here right so you see that profile right in here i'm talking about this part right in here right so i've gone from chamfering i can go to beveling like which profile do i prefer and then not only that right now that i have that i can even play with this some more right and say okay i've got an array mesh here okay and maybe i can say let's look at this and let's do something else let's do okay let's do let's add a little element to this something different let's do a mirror and weld across the x so i get an edge loop there and then turn on my symmetry i'm going to do an insert an edge loop let's put an edge loop there okay and let's take these faces here now and let's cue mesh them out so i create something like that right and then now what that's going to do is because this is happening everywhere i get that right and maybe that's where spilled coffee would go so maybe say okay i like that idea right so now i can just say all right let's continue that idea and that spilled coffee maybe needs to come all the way here and then now that face and i'm going to put an angle on it even too something like that so my profile looks like that right so i've got an angle so all the coffee would come down into there or any spilling that happens and now i've got like a cavity happening in there if i want to right so this is just some more stuff that you can play and do and i can mess with this and right and say let's make that maybe be a little bit tighter maybe something more like that it's your own world there there right something like that okay this is kind of why i like array mesh right there is designing here that you guys can do and figure out and say okay and when you like what you have what you like okay all i have to do now in a rain mesh is coming in here and then just say down here at the bottom make mesh and then now this is actual all real topology all right and now let's continue on i'm going to put for me i'm going to put a little ridge in here so i'm going to insert an edge loop there i'm going to give myself a little bit of i want to put a little lip right in there just something a little lip there i'm going to do the same thing on the top here i'm going to put a lip i think through here let's make it a little bit stronger of a lip okay and this time i want this to be creased you know we got the original but now i'm making a paul original here now okay i'm gonna go my it's my it's my world it's right there there something like that just to add more element in there i think for the light to reflect and hit a little bit different okay so now that we got that okay hello from spain now let's do our spout that we need right we need something on the top right so we need to start creating this piece through here so that's that's gonna be pretty easy in fact we'll do let's do this back here really quick okay because now what's gonna become important is my next step so right now the hierarchy here we have okay is there's one sub tool then below below below i'm gonna now start to do something i'm gonna i'm gonna make a folder okay so i'm gonna say call this coffee maker okay and let's put i want that in the folder and now i'm just clicking dragging what i want in the folder okay and what i want to do now is let's add a spherical shape right below the main the main coffee i guess let's put it right below there okay so let's insert a sphere okay and i'm going to call this sphere cuts okay and then now we've got a sphere we'll go bigger right there you can see is affecting things a little differently right okay because this is where the hierarchy now is coming into play right because you've got the main coffee part portion you've got now a sphere is the second subtool but below that you got this cube that's cutting into it right so right now this part of the sphere is getting cut out so if i move this below right you can see now i see the whole sphere and i'm going to do something more i'm going to do something like this i think and i'm just going to squish it pull something like that a little bit more and then i'm going to do this and i want to turn this into a subtractive and you can see that is now and we'll change the size of this to do a little something more like what he had so the hierarchy now becomes important right understanding that when you're going to start using booleans where they sit in order become important right so this i only want to have happening to this okay but i don't want it being cut out if i put this above right this will still work right below or above but it's going to become important understanding now where you want to put stuff so i'm going to say i want to go right about there maybe see what is what does that look like do i want to cut a little ridging in there yeah let's stick with something like that right and then once again i'm a bigger fan of using your raymesh okay and i turn on this transpose option over here because i like to use the gizmo transpose line in essence as my my gui for this so i can move these along because i'm in move mode up here on the top right so look up here right up here look up here right i'm in move mode so i can move with the transpose line so i'm clicking on that middle circle and then i'm holding the shift key and i can move this where i want and then i got a repeatability i can just say how many times do i want that to repeat and then i can still move it and position this where i want right and then i can say that's that's what i want or not and then i can even switch back to the gizmo and i can move this and say i want more that stick back to the transpose line and say let's bring them in more and only have them cutting out that center part like that right so you can see why for me array mesh i've become a massive very big fan of array mesh just works for me i just i like what i can do with it and then again right i it doesn't end there right we can do stuff where i can i can play and say maybe maybe i'll make this be more deep okay it's really what do i want to do maybe less less deep maybe i don't want to be as deep maybe just a little bit of that accent in there is good enough for me there you go okay now making the top part okay it's not going to be too difficult either right so this okay we've got now hierarchy going okay and i'm going to say all right let's make this top part so i'm going to come here to the bottom shelf this shelf port that is my last sub tool i'm going to say i'm going to insert let's insert a cylinder 3d okay so that drops this cylinder in like this okay and let's rename this okay i'm going to put it in the folder right and i'm going to position this where i want and say something like that okay i'm going to size it down size it down more and bring that forward more something like that now i don't like all the spans that are happening in there right remember the very beginning of this video i took this cylinder and got rid of all the spans right so this is already turning into a poly mesh where previously i didn't make it apart previously right we went to the cylinder like this it's not a poly mesh my initialized state allows me to do this right but if you guys are going to append this cylinder or insert the cylinder into existing something existing we automatically turn that into a poly mesh so getting rid of those spanning edge loops of course we can use our z modeler right and sit here and go to each one and delete i'm going to do all the edge loops in one click i'm going to go to my geometry okay and you i haven't quick saved in one minute here so we'll just quick save this up real quick just so i have another version of this okay and then i'm going to say in here we'll close everything edge loop i'm going to go right here down to the bottom let's see make sure you guys can see it i'm going to hit delete loops and then all those edges are deleted all in one click so i will use that often because i like to use this cylinder a lot and those delete loops will just delete those edge loops all in the center with one click and now we've got okay we got to go ahead and we got a crease i know i'm going to want to crease this i know i want to look at that smooth okay and i already know i like my dynamics f4 and then now let's just start rearranging this so i'm going to use some masking in this and then just start creating a spout that's fit for a king or queen in their coffee as cg artists you guys are probably living on coffee uh again i don't i don't touch it it's not for me going to make this a little more shallow something more like that right and then i'm going to i'll solo this out i'm going to put a bevel in here so this time i'm actually going to use the bevel right i'm going to put a bevel right in there and that'll round it and i'm going to say you know what i think i'm going to crease this give me something like that i'm going to add another edge loop in here because i know the the triangles give me a problem drop my crease level down and now i got something that looks a little bit more like that okay so i prefer that that's more what i'm looking for more or less okay so there's that top portion that we start to have i'll go a little bit bigger and we don't need right so i don't need in essence oops all right hold on i don't need i don't need to be this tall right so i'm unmasking only the top for text points so i can move like that and then i can change this up a little bit maybe something like that okay that works for me okay i got that so now when i start creating that outer piece obviously we need to start creating where you guys going to get your coffee from right this kind of a thing right in here so let's go ahead and create that part so i'm going to take the existing topology that i have here we're going to solo out so we're only looking at this i'm going to say let's go ahead qmesh let's do a flat island okay and then i'm gonna pull that down again i'm gonna tap the alt key again every time i tap the alt key i get different polygroups right that's important to me so i got something like that perfecto okay i want definitely a creasing through here so i'm going to crease these edges there so it gives me something like that let's insert another edge loop here oops let's insert another edge loop here that looks good okay and then now i'm going to cue mesh this time by a poly loop and that orange line everyone see that orange line that says what direction for the poly looping to go so i want my poly looping to go in this direction not this direction so i'm going to make sure that orange line is facing here i'll make the draw size smaller and let me zoom in okay i want that orange line to be going the way it is right now biotech is as in uh already been answered it's dynamic subdiv because the orange dots are actually where the vertex live in space actually allows you to see the control points all right so i'm going to cue mesh this out like that perfect let's insert an edge loop there let's insert an edge loop there you know what let's get let's be perp let's be a little more perfect so i'm going to do something like that and i don't need those okay i'm going to get rid of that one and get rid of that one and now i want creasing there there and then there you go now we've got that pretty simple right just building off what i already have and what already is there it exists right pretty simple all right so it's a little probably a little i'm gonna go a little bit more i'm gonna go a little more shallow with mine a little something more like that okay so now i have that and we need right a locking mechanism right so you see you've got to have some kind of locking mechanism in here right a little bit of other elements right so you can see this piece right it's got a little bit of something there to lock it into place so we need to do now the same thing on the inside do an opposite locking okay so i'm going to come in here all right let's look at this and say all right we're going to need we're going to create an edge loop here and i'm going to put another edge loop here okay this is i like to say like playing chess for me um this is like you got to know that you're going to need topology to do certain things and make stuff happen so i'm preparing myself for what i want to make so i'm going to say let's insert let's insert my mind had a brain fart let's do say something like that okay and i'm going to say let's go qmesh single polygon and i'm going to want to say these faces here let's say let's go three and let's go three okay and then i'm gonna go diagonally across and do the same thing here maybe something like that and then i'm gonna go diagonally across this direction here now okay oh i did four i don't want four i only want three okay and i'm gonna say that looks pretty good maybe maybe we'll change it up over on this side and we'll just do a tour maybe something like that just a little different type of mechanism happening here okay and i'm going to say now i want this also oops i want those two faces and those two faces and i'm gonna do one face there and then these two faces right in here right so i've got this these ready to go okay now i'm going qmesh polygroup all and now i just start pushing things in to give me a little lip ridge something like that right and of course we got to look at this smooth okay definitely need to put some creasing now so i'm going to just crease and that's good enough for me there there's a little lip ridge happening for us okay if i want to i can keep you know changing this up right and then say maybe let's push these in so the lip becomes a little bit deeper okay and then this is why poly grouping is so important switching my polygroup that way i can go let me go again one more down and do something like that and just make the lip be a little bit more pronounced let's say right there you go there we got now that inner little lip happening through there okay and then that's what's gonna lock my mechanism into place and again because this is this is there there right so if you guys wanted to even maybe you want to even show some of that lip up here right and again we're just all z modeling right right up right now and i'm going to make sure that i'm only doing a single and then maybe something like that and then looking at that smooth it creates that look maybe i want that instead you know so from this you guys people would be able to tell that there's some kind of little locking mechanism in there right makes sense to have something like that right so i'm going to duplicate this okay so this is my top spout little lock here let's call this let's rename this top spout top lock okay and let's duplicate that i'm gonna put it in the folder i'm gonna rename this i don't know what do we want to rename this coffee coffee coffee coffee coffee coffee okay because then that's the uh where the coffee comes from you're going to say it like that the coffee right so i need to create the little now opposite okay so taking this i've got this copy here right this is existing off what's existing before right so i'm going to say let's take let's get smart about this let's take now this polygroup that one's important to me this one this one and this one let's take those okay those are important to me to have those right and let's go ahead and let's delete i'm going to delete hidden and then now i'm just going to say mesh all polygons something like this right and now i'm getting the opposite right and then i'm going to size this down a little bit and bring it down so i got the opposite thing going on in there and now let's go ahead and insert an edge loop there let's shrink this down in fact here let's make this all new polygroup and let's shrink it down once we'll make that a new polygroup um i think that's too much let's slide make that be bigger and now we're going to qmesh cue mesh polygraph ball and then this is going to be this portion right and now i got that happening and i definitely am going to want to put this make this look a little bit better so we're going to go ahead and crease crease but you know what let's bevel it instead let's put a bevel there and then now let's crease it and then there that's better and i'm gonna need a handle right so let's make sure there's enough room for a handle in this something like that gotta have enough room for that handle okay mark wahlberg with the proof is there a reason why i spent days of hard surface modeling to reach low density and best smoothing results so far i see low mesh on screen definitely not sub div ready um not well this is low but it is subdived it is divided i'm staying low polygon because it's just easy to manipulate it's very fast to manipulate right now so that's why i'm low polygon but i'm looking at a divided version of this so i'm not sure if that's answering your question but there's going to be reasons why maybe i want to go divided okay my my default for my welding tolerance is defaulted at 15. so but you can change that obviously five might be a good number but right now i'm good with this okay so i have this i'm not going to go maybe it's a little too much okay now we need something in here right so i'm just going to make this easy on me let's grab an insert mesh let's grab something in here dude that looks cool let's see what this looks like let's grab two of those and then there's my spouts i can even make them be longer and then there done there's my spouts like i don't have to worry about making it from the same topology either i can have something like that right um and then the beauty of this okay is that i have a gizmo i can cycle through and look at different different options maybe you'll find something you prefer like this is more i think what he used is this one right but you can as long as the gizmo's on you can mess with this and see which one you like best right i'm pretty sure that's the one that he went with okay i'm going to turn on my local symmetry size these down so they're a little bit smaller something and have them be a little bit more length to them there it's coffee time coffee talk coffee talk coffee talk right so this is what i've done i've just inserted those that's it nothing nothing really fancy here i'm going to i'm going to edit this just a little bit i'm going to take um let's insert an edge here and i'm going to q mesh poly loop this out i'm going to put a little bit of a ridge in there and then i'm going to go ahead and just crease and just do something like that i'm going to add a little bit of a ridge ooh you know what i'm going to add another i'm going to put another ridge in here so i'm going to insert that and it's going to be a soft one so i'm going to do something like that so it does that yeah something like that there add a little extra to it a little something extra there all right okay so you can see all this is pretty simple it's not craziness okay so now i want to make a handle on this okay so this is going to be something pretty easy so this time i'm going to re i'm going to do something a little different okay i'm going to use the existing mesh that i have selected right now to create my handle right so so what i'm going to do is hold down the control key click and move right so you see that just again duplicated the existing piece that i already have and now i'm going to click on here and i'm going to say let's grab the cylinder i'm going to grab the cylinder 3d that's going to replace this so i'm going to make sure i don't have symmetry on and now i have this right and now i'll size this up put this where maybe i want okay the handle is going to start more somewhere on that world okay and now i can say okay this is going to become a separate handle piece so i might want to assign different materials different things to it so i'm going to split this off now okay so i'm going to go into my sub tools and you can see this icon you can see what i was building and that cylinder is the only thing that's unmasked right now okay so i'm going to say let's split mast points or unmask points it doesn't really it doesn't matter okay masked points is fine and then now you've got this and you got that and now let's rename this handle right and then now that you have that handle i'm going to do some more now with this let's go ahead and let's we need now just to have a little bit bigger so i'm going to say qmesh flat island do something like that i'm just going to resize now with my gizmo do a little something more like that and pull that out again you notice i'm always re-poly grouping okay it's just going to be beneficial for me something like that i'm going to create an edge loop there create an edge loop there and then delete so again i'm going to here we'll show it like this way delete that let's create an integer here let's polyloop this just create something else there i'm definitely going to go ahead and crease this here increase that there i'll crease that i'll crease that i'll crease that let's see we get smooth uh i'm going to crease the inner portion there i want something more that looks like that let's see do i want yeah i prefer that okay so here's our handle we got now so that you can take that up and down right all right and now i want to add a little bit more to this handle so i'm going to duplicate this handle rename handle grip all right and then the only thing i care about right now is this blue one it's the only thing i care about right now so i'm going to delete everything else on this one and i'm going to add some spans of topology so i'm going to insert multiple edge loops and i'm going to go to where it's pretty much relatively squared right i don't need right i can keep it though make this all one polygroup now it's good enough okay so i got something like this right so this is just sitting right there right and you know what i'm going to get rid of those so that this yeah something more like that okay and let's go ahead now and let's q-mash all polygons let's do something like that okay and i'm going to slide complete edge loop that one and let's slide that one just let me go just a little bit just to create a little bit of a lip ridge there right so now we've got a handle with some some width to it like you can see it yeah is an espresso machine being done in other places i don't even know which is something that we just wanted to make i guess a lot of coffee i think right okay so this piece in here now is dynamically going so what i'm going to do now is i'm going to duplicate this one more time and now i only want these pink surfaces here so we're going to delete the rest so we've got two grips in essence right now right i'm going to rename this one handle grip pattern all right so that's this more faceted looking one right now and i'm going to come down here now in my dynamics i'm going to turn off the smoothing okay it's just so you're looking at just this so this is we're looking at this piece right here and i'm just going to now throw on a micro poly super simple let's do this one and that's what we get and then there's our grip that'll look more like a grip and if you want to make that be even smaller it's just adding another division adding another division and then see now they're really tiny right and then i can even throw some thickness in this and then now that grip is going everywhere right and then this is what we have and so now this is just okay maybe this and then trying some different ones out like which one would you prefer this might hurt a lot like that's really good for like a like a foot pedal foot on like a bicycle or something like that there's just a lot of different ones you guys can try here right mesh holes i don't know a nylon look here's just cubes here's a canvas look right here's okay i like that one i'm a fan of that one i'm gonna go with that one and then i'm even gonna scale it up so it bumps bumps it out even more i'm gonna change that i think the three okay i like that one and i'm gonna go with one subdiv there we go now i've got that grip right and at render time if i go to when i hit shift r to render that will pop a little bit more and of course we i haven't started colorizing stuff materializing stuff like all that's going to work so you can see that ridge is popping there a little bit better because of when we render it we get obviously a render is going to give us a better looking than what i'm playing with in real time right now okay and then there you go yes right pretty simple nothing complex here okay let's get to the back part let's do the water part just so you guys know how that's been done in this let's see how my time is oh wow it's 12 30. i don't think there's let me double check i want to double i'm almost positive i'm the next streamer which is tomorrow pretty sure i am the next streamer let me just check see if we got more time for us to be together and mess around in here me i'm all for it i would stream all day if i could honestly i'd sit here and just build stuff with you guys and just talk to you i enjoy the streaming world it's a lot of fun i'm more of like an improv interactive guy uh let's see yes so i am the next streamer which is my stream next tomorrow at 11 a.m which i'll be doing my miniature piece my maniac piece so all right there's no one after me so let's keep going then bonus 24 hours i could do it i could do it i uh 100 i could do because i know i could do it because i did it in college i did a i did a thing with trying to make a point about video gaming and stuff and how people just get consumed with video gaming i played video games for 24 hours and i was in the middle of my union at my university me and my other buddy just sat and played video games for 24 hours we had like a quizzing thing outside of our booth no one is allowed to communicate with us trying to get the point across is that we disconnect ourselves when we're video gaming a lot so whatever you guys don't care about this kind of stuff anyways all right so let's make some kind of little watering element part in the back here okay so let's go ahead and do that right in here so i'm going to make a little bit a water part in the back here so we need this is where i want it probably use existing topology as well to be able to help me out a little bit um but the first thing is i need to make a little bit of a a hole cavity here right so i'm going to say all right we've got this already cutting in our surface so let's just reuse it right so again i'm gonna switch the gizmo hold ctrl key clicking on the arrow and now i'm gonna cut into this so i get something like this so i can have some hosts some water and do i want that much water or do i want something that makes a little bit more water a little something more like that i guess is what i'll go for okay i like that we're in good shape with layer and now i need to make something that's going to become an essence like glass or something clear right so once again it makes sense to just reuse the existing topology that i already have here right so my coffee maker topology right or just reuse you know i have this piece already why don't i just duplicate the front cutout okay so i'm going to duplicate the front cutout and i'm going to call this back water [Music] whatever okay and i'm gonna have this sit right there i'm gonna make sure i have only one no symmetry on and i'm gonna center this by clicking this this little at least he's a little guy right right like the old mac quest when matt quist first came out in the 90s that's what i see this as then i'm gonna rotate this let's do something like that 180 degrees and now let's just move this to the back okay and then now i need to size this down a lot more [Music] something more like that okay and it definitely needs to stretch across more let's size it down even more something like that this and i'm going to size all the way past that ridge portion so it sits like that okay and um you know what i think i'm going to do i'm going to do this i'm going to turn that into a subtractive actually so we create the space where that is cutting in right i'm going to go a little bit deeper right so i got something like that digging in right and then now let's rename this so i know which one it is sub and then now let's duplicate this and then this is now the container and let's size this down just a little bit so we can see that this sits in like some kind of little ridge thing just enough i don't need a lot of change in there and again it's going to be about me using that lighting information as well right and then so this is now that container let's put something let's do something along the side that's kind of like ridges maybe some kind of ridging thing that's happening okay so let's play with that a little bit let's use my handy dandy uh array mesh to do that you know i'm a i'm a i'm a big fan of that i'm a big big big fan of that so you know maybe now that i think about it let's forget a ramesh let's have some let's use the existing topology and let's just insert multiple edge loops right there maybe that many okay and then now i'm gonna do this this face right here i'm going to do a q mash but this time i'm going to do a poly loop and a poly group so a double double double mint gum right so what that's going to do is when i do this right it only pulls on those so i'm going to do something like that and then when i smooth this it'll create something a little bit like that right and then now i'm going to add let's add an edge loop we need an edge loop through here all right so i'm going to put a single edge loop through here so it's a little bit tighter i'm going to do another one right there as well i think maybe not okay that works for me and now i think i'm going to let's change the look of this now a little bit so i'm gonna unmask all these points right here that's it so i'm just flipping to the bottom view holding down control right look at me right up here look up here look at my hand literally look at my little i'm not holding the keyboard i'm gonna hold the alt key and that's unmasked so what happens is everything else gets masked but all the points that are in that box which is this and so now i'm gonna use my gizmo ability right to snap and now i'm just going to readjust these and then they're all adjusting right so i want something like that and i'm going to go in here and let's just go ahead and crease by an angle and then now we get something more like that right and then that's more or less what i'm looking for maybe even yeah even less of it and then i'm going to create another this time i'm going to use the slicing curve create another edge loop here in the back just tighten that up even more right and there we go just create some kind of repeating little ridging thing there like those could be water levels right you might not have as many we might there might be too many there which we can go and get rid of some right let's do one transfer right so if you want to start getting rid of some it's just taking the cue mesh right and then just getting rid of it and then now i can tap and do every other now so there's just less of them and maybe that will look better for you and i prefer something more like that that looks good okay i'm gonna add an edge loop in here right actually and then now we don't need i don't need any of this creased right in here right in essence i don't need any of these these crease right in here so i'm going to repoly group now this is probably just me being ridiculous just poly grouping by poly loop right so that way i can uncrease do something more like that and i'm gonna go ahead and now crease that one let's crease that one as well and let's crease this there that's more what i'm looking for something like that all right so now that we have that we need some water okay did you do the reflecting floor how did i do the reflecting floor oh it's a secret i'll show you okay and now that i have this okay that looks good all right um so at render time we're getting this okay at render time we're getting reflections too i'm going to show you how i'm doing this how i'm getting reflections okay don't you worry let's now throw some water okay so gotta make the sound effects so important let's use this piece as our water if we want to or actually let's just use this and we'll just do a simple yeah we'll use this one let's duplicate this and we're going to rename this water okay and looking from the back all right i'm going to get rid of the ridges on this one so it's going to be easier for me i'll just mirror and weld it so i get rid of in essence the ridges so i have something more like this okay and i'm going to fix that middle portion i don't i don't like what's happening there so i'm just going to use the ability to stretch across so we want those faces mass something like that and then i don't want local on near and well to there let's just fix that up better okay and this is going to be water so i need all of this top part to be flat okay so just depending on what way i want to go but there's multiple ways so these faces here right i'm just going to clip curve this to meet here and that way that's all flat on the top because i need that to be flat on the top all right let's go ahead and assign this a different color so we can see definitely see what we're doing here uh let's assign brush color fill objects i'm just grabbing a blue okay and there now we got that blue and let's make the water okay not so full okay so we'll save this out and again we're going to try and see what i can do let's get rid of some edge loops through here so again edge loops delete loops let that run and see if that can help me all right and then you might have to change the angle let's go lower okay so let's make it be we don't need this this or this i'd say right about there so let's move this let's move this down so water sitting more there okay and now i need this size down so it's sitting inside right i want that sitting right inside now when we go to render now it's going to become important when we look at the back of this okay we want to render this out okay they're going to need to tell zbrush at render time i want things to become transparent okay so i want two things to become transparent i don't want the thing that holds the water right and then the water also needs to become transparent of course right so materials and colors you select are going to become really important for this all right so the container this right so let's rename this water let's say let's just call this water container now all right and then now what i'm gonna do is come down here and by display properties okay and open up bpr settings and right here there's a transparency shading okay i'm gonna turn that on and by default it turns the shadows off because if something's transparent really shouldn't be casting too many shadow really and then there's a bpr visibility setting here okay and then what i want to do in my render preferences okay and render properties i want to make sure i tell zbrush to render out transparent right and then now when i go to render this it's using two things to make something transparent all right it's using color and it's using the actual material right so those things are going to play a role on what kind of transparency am i going to start to get on this okay and then there's settings okay once we have transparent on there are settings that are come taking part in this okay so live booleans though is going to play a role in this okay so we're going to need to create a resulting mesh to this so as an example right we got live booleans turned on i think here i have the final here here's the final version right of this once again let's turn everything on right and when you go to render okay he's made it so we can get some transparency in the back okay so you're going to want to play with this and you want you're not going to want to use live booleans okay because you don't want to have any live bullion there and so you can see now there's transparency so you can't do this with live booleans activated okay it's not possible you gotta have live booleans turned off so what i'm doing is creating this part where i've got a little bit of the water and i'm creating the piece here okay to go through there right so let's put some buttons on here first in the front let's put a little bit of the screws we'll need to put this on still and then i'll show you guys rendering wise how this is all happening okay there's no way to set transparency and work in transparency nope you don't have that ability inside of zbrush right now to have one sub tool just be transparent while you're working the only way to do that is using transparency but it's making all sub tools but the selected one transparent so to your question comics legend there is no way to do that it's only at render time okay so back to the one i've been making here we're pulling our live booleans back on right let's go back to this one and let's start making now i'm going to make some buttons up in here um but what i'm going to do also is let's play with this a little bit more let's put uh in multiple inserts let's go through there i'm going to delete those let's q mesh q mesh poly loop it bring this out something like that then i'm going to actually do this this and then now i'm going to delete that one delete that one so now we got a little bit of some kind of little ridging element going through there something like that okay i'm going to even make this be a little bit let's slide let's do this let's mask off complete edge loop let's mask those that one that one and that one i'm going to inverse my mask and use my gizmo centered so you have symmetry on if you want to turn signature off you can do that i'm going to turn this on now and let's make that ridge be a little bit more like that that way we get that look i prefer that over what i had okay all right so let's now make some buttons in the front that you would have to press down on right um so let's see we got let's just take a i'm going to take a taurus where are you there you go a ring let's align this in the initial lie state initialize state in the bottom and align it along the z okay something like that then i'm going to say all right let's turn this into a poly mesh and let's duplicate this size it down a little bit let's switch to a different brush let's use this and let's find something that will work with what i want to make in here no that would be a hurtful button back that might work that's an interesting one right i think this one could be i think i like that one right because it's got like a little part for your finger to go i'm gonna stick with that one i like that one i'm gonna make a couple little adjustments here for me i'm gonna say let's insert an edge loop there let's just do a single and let's delete this let's actually put one here and then now delete it comes a little bit more soft into there right and then of course i'm going to need to change my crease level because this is how it really would look something like that there there maybe let's make this come off a little bit more just so it's got a little bit more of a ray so it really feels like it's going to be some kind of button there okay what's going on alex welcome to the stream just arriving now eh okay now that i have this let's manipulate this now let's say let's turn this into a brush let's create an insert mesh brush i'm going to say new so now i've got this button right now let's go back to there's me there's me right and i want one in the middle like that right so i want a button that sits there now you can see i might want to adjust this so it sits a little different in the world right something like this okay and number two like we talked about last week you might want to come in here and in the modifiers make sure you guys can see it play with this strength a little bit right and if you turn this up when you're inserting right they get wrapped to the surface a little bit okay now the thing to remind yourself here what you got to remember is i'm wrapping right now to the low polygon version right because i'm just either i'm wrapping to this so if you're going to want to use that wrap ability kind of a projection ability it's not really wrapping its projection i would make a copy of this right and then i would get the result of the clean so i would come here to my dynamics and i hit apply right and i would delete the lower and the only thing i care about is this now this is really the only section that i care about is that so i would delete the rest okay and in fact i don't even need all the other parts so i delete hidden right and then now this in essence this is the one that i want to draw on right so back to this so this is the selected subtool now right so this is what i want to draw on this one right here okay so that way when the projection is happening right it's happening on a smoother surface and see that button is going to take on the roll a lot better does that make sense to everybody okay it's just something you got to think about right so now i'm going to say i don't know how many buttons do i want um let's use let's see let's go here go on he did three but i'm gonna do my coffee makers gonna have extreme modes yeah i'm gonna do more buttons right so now i've got those buttons so i got five buttons there ready to go and i don't need now this part anymore i only need the buttons now right and you see they still work fine and then they're wrapping to what i want them to wrap to so they got a little bit of that wrap happening in there and there you go and then now i can delete right let's go to geometry and delete hidden then there you go so that's how that's one way that you guys could do the buttons okay right the other way to go about this actually would be going back to the original here's another way sticking with the low low low polygon here right sticking with this and then turning this into here i'm going to go this way turning this into a nano nano nano nano nano right i can click and now all i got to do is just draw out and then there's my buttons right and then i can say okay i want one there and i want one there and i want one there like now we can go really extreme right and then this is a nanomesh right and then those are sitting right there and at any point in time okay i come down here into nano nano nano i can change the size of them if i want to i can change and say you know what i want those buttons to maybe have a little bit more different length let's let's change the height so maybe i want the buttons to even pop off right this is the advantage this is like kind of a non-destructive workflow right and then there you go it's just another way right it really comes down to your personal preference okay what i like about this way is again i'm opening myself up for change down the road if you know i start throwing stuff at this and i start manipulating and changing this i'm going to want to have that right okay so there you go here's my coffee maker now let's look at the rendering portion of this stream okay we got a little more time here okay so when i render this out i'm in the scene that he created to create this render and get a nice result i.e you can see the reflectivity that we're having in here there's transparency so we need to now create this we this is going to be very people this is one of those lisa needs braces look up here all happening look up here look up here right braces moment okay this is going to be important i'm going to want to start assigning different materials to also in different pieces here right so the cool thing also is we can do that while we're still in this mode right so number one let's just have every single sub tool out the gate have the exact same material so right now i have this skin shade material selected right so this skin shade material is what is selected right now right so i'm going to say let's throw this on everything all right so i'm going to say let's go to our plugins okay and then i'm going to go into sub tool master right and i'm going to hit this fill button this is now telling zbrush looking at subtools what do you want to do do you want to fill color do you want to fill material do you want to fill coloring material right now i'm just going to do material okay and i'm going to say ok and zbrush goes through right and sees everything gets that same material now right and now you can see the poly paint is on for everything so the little brush icons are on for everything okay so now it's really bright like it's crazy bright right so now let's start making this be a little different okay so let's grab now i'm gonna grab a metal material uh let's look at this material look like so the main coffee portion needs to be i'm gonna make it more look like a metal okay so now i'm going to switch to the paint brush just so i have it selected i want to say all right let's go at this a little different and i'm going to turn off all my paint brushes now okay so now this is what i'm looking so i held again this is this is another one this is another little tip for you guys okay lisa needs braces moment so all the brush kind icons are on now the sub tools based right here so i'm going to turn them all off so i'm going to hold the shift key and i'm going to click on that right so now they're all off so what we are now looking at is we're looking at the metal material with the a gray color okay so if we start adding some different color into this right you can see we get something more like that so this particular material i'm going to edit this now let's go and throw this over here let me go to my modifiers okay let's up the diffuse a lot more that's maybe a little bit more ambient something like this do i want this to be a different color right you have this ability to make different colors do we want to go like let's go crazy like a lime green and now i get more diffused more diffuse a little bit more ambient maybe and then now the specularity oh that's craziness um just playing with that a little bit i definitely want no one green i'm liking just a touch of a blue tone to it a little bit right and then you got to remember you got to render okay because you got to see what the shadows okay are going to be looking like right and what's going to be happening through out here okay definitely don't like what i'm getting so the light is on this side right so there's no light on the other side there's no fill light on the other side so that's why that one side's so dark so i definitely want to look more at this okay and then you got to decide okay do i like this maybe maybe try a different metal maybe this metal would look better right and because i have the paint brushes off i can swap materials find one maybe that i'm i'm liking a little bit more okay and then now let's let's give it a lot more diffuse and let's go a little bit a little bit more there's then the metal acency is up i'll drop that just a little bit okay that looks good and do i want to make this more of a blind okay i like the blend better over the phone okay there that's starting to come together for me starting to give a little bit of what i want okay so now that i like this okay i can switch to mrgb here along the top okay and then i'm just gonna say this is selected now i'm just gonna say color fill object right and then you'll see if i now turn all this on you can start seeing the difference now this is now going to stand out because that's kind of the metal portion of this okay and then up this part definitely needs to be more of a different totally different material uh let's see what we can get in here maybe gorilla what i don't like about using the madcaps is here we don't want that to be okay the only problem i have with the mad caps is they don't take on the lighting okay so the material is here on the bottom okay take on the lighting which means is they look at what's going on with the lights okay and then go through it there okay so i'm going to say i'm not going to use any of the mat caps because the mag cap lighting is right now baked in so i'm not going to use a mag cap right now i'm going to stick with the standard lighting so i'm going to go with some kind of i'm going to go with skin shade 7 all right and again i'm going to turn off this so i'm just looking at this and let's give this kind of like a gray tone up there it's a little bit shiny maybe not so much shininess let's drop that specularity not so much ambient yeah let's go i want it to be kind of something more like that realm it's really comes down and you're just manipulating and playing i'm gonna let's see let's just turn some specularity right off yeah i'm gonna go with no specularity uh you know let's do a little bit and then let's change the spec to be very different let's reset this and let's do a full hole shift change let's go a little bit more [Music] okay something more like that i'm gonna add another dot in and make that even tighter okay something like that okay i like that so now i'm going to go color fill object i'm filling rgb right okay and then let's go darker and now let's drop the diffuse i want this to be more like that okay and then now again let's turn everything on and now you can see this is starting to separate from this okay and as far as rendering grows in zbrush i see people asking i'm not doing any special tricks zbrush's render is actually quite fast right so it's a lot faster because the product it's already here we have everything right so that makes the rendering a little bit faster for me okay so let's go through now and get okay this material with that color we have let's put that on all the other pieces i want to have that so i want this to have that as well i want that ridge right there to have that too so let's go ahead and click and drag i can select that material see it says pick and then the same thing for the color i can either drag from here i can hold the c key and grab the color and then now i'm just going to click on this let's that one needs to be filled with that color as well let's make sure i don't say something like that okay [Music] and let's make the cut out so these cutouts here right we need those also i'm going to fill those with this color in this as well so i want something like that right so this let's unmask these let's look at this smooth and let's turn the rgb intensity all the way up so it gets that color it's something like that i wouldn't see that roundness i don't want that so let's go ahead and crease let's crease that because i want it to stay like that right and then now you see all that's got all that's got it okay that's working for me um i want these cutouts right here to also have this so let's fill that so it looks like that alrighty okay let's start doing some different stuff in here so let's look at this need some kind of other kind of metallic look to it [Music] let's try chrome let's try a chrome i'm going to keep white color okay so this is what's selected right now color fill object okay it's got a chrome piece now so shift r see what that starts to look like at render time just trying to find some different materials to make this look obviously very different all right and let's try hmm let's try this metal just not as chromy not as reflective we might go to chrome and maybe drop the reflect excuse me drop the reflectivity a little bit yeah you know what i think where you know i'll use that one is for this piece i'll use it for this i like that and then this piece we're going to definitely use let's use that chrome color fill the object let's use the chrome and then this has got reflectivity so we can get rid of some of the added reflectivity and the sub reflectivity a little bit let's really knock that down yeah just more of something more and then the curve is going to play a big role on this okay pop it a little bit more all right and then how much specularity do i want less more diffused maybe no no no that's washing it out too much for me this is rendering right oh rendering just sitting there playing play play okay that looks good i like that one but now i want this to have it as well okay so now they both have that let's take care of this on the bottom down here uh let's make this have a completely different maybe maybe this maybe i will use no i'm gonna stick with this let's go with this metal right and i don't like how white it is so let me turn everything off so i can just play with this oh hey that green color looks pretty cool actually uh i don't want it so white blue's always the safe bet to go to just give it a tint of blue fill object turn everything else back on just a slight tint there we go we got that we got that let's get this now right so let's do something for this um i don't like the skin shade it's too bright do we want to go crazy and go really reflective yeah mm-hmm i don't know if i like that i might go with what's up in the top yeah that's better for me i like that okay and then now this needs a material so let's go something different for giggles let's see what textured material looks like that's too shiny so if we knock down the specularity no ambient yeah something like that okay let's throw that on there let's fill that and then this little portion right here right this thing let's give this this is where i'm gonna throw in an accent color i'm gonna throw in a little bit of a gold and i'm gonna do that for the buttons too okay so now these buttons right i've been using them as nano okay so i want to turn the nanos into real topology now okay so i'm going to say in inventory i'm going to say one to mesh right so i'm going to convert it right and then that's actually converted now the nanos so the real topology now so let's just take this this and let's split them off so let's split hidden okay so now the buttons rename them buttons and then now i am going to give this the gold so let's color fill but now let's give this these black and let's give it and then now i have that there happy little trees okay let's get back now to this this is the water container so i'm going to give this an actual big time reflectivity let's let's start reflective map one okay then i'm going to say color fill object okay the water can stay with the same material and now that we have this okay we've got something now when we want to move on to rendering okay so just like this final one okay if we turn off live bullions okay that back part's going to get transparent now right so this is how you do this do you know how he yes copying a polygroup e really easy multiple ways to copy a polygroup okay but here you go here's the here's an easy way right so you're in z modeler hold down the alt key click on the polygroup that you want let go the alkene switch to the shift key but never take your pen off and then now you can see i'm painting with that here we'll right so you see i'm painting with that and if i want this one same thing right so whatever polygroup that i want right it's just an easy hold the alt tap on that polygraph you want switch the shift key and then now when you're painting you're painting with that polygroup right sidna there you go okay back to this now rendering this up all right so live bullying is going to become important to us so now i want certain things to not weld together or be used with live billion i.e number one the water i kind of want to keep that separated i want to keep other things separated like the water container i want to keep separated you know there's just certain stuff that i don't want to weld together okay so for me let's see okay so the body so i'm going to do a start group okay so i'm at the very top of the body so i'm in a folder and i've got start groups this is why i like to use folders so i'm going to say okay that okay there's my buttons okay yeah i'm going to want those i'm going to have those weld together ah sure i'll have those weld together okay this is using the subtract this is using subtract okay that bottom holder yeah let's go ahead and say no i want that to stay separate so i'm going to create another start group okay and now what's happening is this is telling zbrush these five subtools are making up the main body right now right and then now i'm starting another start group which is this top piece right what do i want that i'm going to say okay i want that to be its own piece okay and so now i'm working along the ways of making the start groups that i want okay so now i'm going to say okay the back watering container subtractive right this piece right it's subtracting out so here let's turn this off and there and turn this off right so this piece is creating the subtract so i'm going to move this up i want it to happen in there right so you see it wasn't happening so if i move it below the start group see it's not happening anymore so it's because it's not part of this group anymore so this i want subtracting right out of the main body so i'm going to move it up so it starts getting subtracted and i probably want that right see it's white right now i want that probably have the same in essence click and drag again click and drag again i need that to have the same values in there okay so that's good all right so this is the front cutout right that we're not using anymore so i'm going to delete that okay so that's the container i want that to be separate okay i want the water to be separate so i'm making circles so this one's got one one and now this one's got nine nope i want that to be now it's on separate so i want the water to be by itself i want the outside container to be by itself and i want this top part to not weld together right so now let's go through this process okay so this is this piece and then there's the lower shelf right which is that piece okay i'll let that be and then this is the lower cutting in that's fine there's this piece that's connecting to that now we've got a handle okay we've got a handle grip okay so this is where i'm gonna make a new start group and then i want this to live up and then there okay and then now probably want that to be its own start group so it can actually come out and be actually part of the handle would make it more sense so i want the handle and the handle and this piece to be one so there's our start group i'm going to make the gold ring part its own start group and then the micropoly throne start group okay so what i have here now is i've got a folder with multiple start groups i've got one with six one one one one one with four two one and one and one right and this is why i kind of like folders as well so now i tell zbrush or let's make the resulting mesh okay so i come in here to my gear my folder and then i tell it i'm gonna i'm gonna do the boolean with ds div because i've been using dynamic subdivs right so i'm going to click on that and it's going to go through the folder now and find all the start groups and then go through and give me the resulting geometry from the live bullion then i'll be able to turn off live boolean and start rendering out the way i want it to render out so we'll let this finish up and what's going to happen is every single start group is going to be at its own sub tool and the reason why i like using the folder system is the folder is automatically turned off and now i'm looking the exact same thing but what i'm actually looking at are all the resulting topology right i'm looking at all the resulting mesh is what i'm looking at right now okay does that make sense to everybody and then so now when i render i can start now manipulating the rendering but now i don't need live booleans anymore i've got the resulted mesh here is what i have okay and i'm going to delete this and i'm just going to grab this instead of just giving me the result i'm going to put it down here i don't need it to even be in that so now i have that right so now next steps next let's start doing this okay so here's my water container right so i'm going to come down here now into my display properties and i need to tell that to be transparent okay and remember in the rendering we're telling transparent and now when i go to render right it's looking at that control over there and you're going to be making this transparent right it's trying to make this transparent so the things that we're going gonna now have to control this are multiple things that we have here okay so it's all about your color and it's all about the material okay so i'm gonna turn off the water for now just so we're looking at this and start rendering this out and we'll have we'll have no water going on in here okay and i'm gonna say let's mess with this now a little bit more uh so let's go white i'm going to fill the object let's turn off our live boolean and then render out okay there's the transparency now kicking in now what becomes important is color and material so let's try something really reflective let's try this reflective map okay so let's color fill object on that let's render that out okay this is going to give a little bit different look to this now right so let's try maybe well what if we want reflective map the reflective map material like this like that's super reflective right there that's giving more of like a really shine shine coming through so that's looking pretty good i actually like that better on this right now than everything else right so now let's turn the water on okay and let's render that out and then now you can see there's the waters in there right and that makes things starting to look a little different okay and so now the water itself probably needs some transparency as well so i'm going to go ahead and turn the transparency shading on for that and now i'm going to be rendering out this with transparency in the water and transparency in the glass portion itself what also could come in handy for you all for this too is giving some thickness actually to the original this piece right this water container piece right so this piece right here so let's turn this off and let's grab the one from the folder okay so i'm going to duplicate this and i'm going to move this down okay and let's go ahead and now see this is just low low low polygon so i'm going to qmesh all polygons i'm going to push inward or outward a little bit let's go in so what i'm going to do is say all right let's do let's do this let's try this i'm going to apply it okay so i have this let's we know we want this material okay then i'm going to turn this into a dynamesh okay good enough maybe we'll go a little bit more resolution okay or that's good enough okay in fact this will allow me to even smooth out some stuff yeah nice okay and what i'm gonna do now is tell zbrush here let's let's turn this material off so you guys can see what the heck i'm doing here let's grab here let's just grab mario madcap gray matte cap gray there you go okay so i have this what i'm going to do now is brush insert grab anything it doesn't really matter what it is i'm gonna hold down the alt key insert that in and i'm gonna drag it out okay so you can see this polygroup is white and this has got the colored color group i'm gonna clear my mask and i'm gonna hit create shell all right so we'll let this create a shell all right what i'm doing is creating some thickness so what i have now right is an inner surface okay see that so there's an inner surface there sometimes this can help with your rendering i'm going to go ahead and i'm going to polish this up a lot yeah something more like that and then now let's see how that one renders okay so we need to now give this one that material that really crazy reflective color fill the object and then now we'll render this one out and see what we get there i like that better see it's got a little bit of some thickness so see there's right in there creating a little bit different type of result for us okay and then the water probably i would need to size this down a little bit and then re-render that and then now it's about picking the right material for the water and everything else right and then now my water is not long enough it's that easy it's that easy people right so this is how you can start rendering in zbrush and obviously pretty good to probably turn some perspective on now and we render that out and there you go okay and then that's what you have so how i'm getting the reflectivity now on the floor is actually quite easy it's an easy way to get the reflectivity on the floor so let's use his because his is just all done and a lot cleaner and nicer all right all this is this is super easy this is just rendering that's doing this okay so i'm going to remove my materials and let's dock the render palette okay and if you want to play with your reflectivities i'm sorry your transparency there's a menu in here that you can play with your transparency as well right so you can go bpr transparency and these two sliders are telling what zbrush should look at for transparency so the strength in essence is looking at like the the surface normals the colors looking at by the color making things trans so if i bump this up more right and re-render this the transparency is going to change see the transparency just changed if i drop it way down by less by color and more by the material you see that transparency will change and then there's these are factors like how strong of a factor do you want for this right so his i believe this is his right so now if we let's assign this material instead because we know that's really really reflective right you can see what the difference is now we can say by nothing by color all my material right that's very different now like it's very very strong so i can say let's do a lot by color so it looks at shading values right so we can put them both at 100 and then now drop this down more and you can see how much and then this has got an image in it to give its reflectivity okay this particular material the reflectivity is coming from let me open up my modifiers right it's coming from this image right here so you can use like i can use this instead see right that's an hdri right and so you can use in this particular material it see it's using add reflectivity taking away how much reflectivity do you want a little bit more sub there and then now re-render that okay so this is all happening with filters there is a filter called self reflect okay so this filter is just self-reflecting the object that's it that's it that's all that's how easy it is so here i'll zoom out so you guys can really see the reflective point a little bit more see what's doing that is this and this is real time so see if i turn it off and then see he also added excuse me he also added a fade filter and then also a sharpening filter right so there's a reflection you can see how how strong right you can change the reflectivity amount so it's just a little bit the strength of that right and then you got a radius control what you see is blurring it so do you want to blur it a little bit you can blur it a little bit super easy it's just turning on a button right you can do something like that opacity and now maybe just add more blur right maybe not so much blur there you go it's that simple super easy right to make that and then you start having more fun with this right you can start doing a little bit more with the filters right you know maybe there's some noise maybe you only want that on the model right and then you can do other things that are maybe you know what maybe yeah let me add a little bit of a blue and i'm going to fresnel it see look at this it's got that little shade of blue happening now it's only on the model and i'm fresneling it let's play with the exponent make it a little bit stronger right so this is now adding almost like a rim light of blue everywhere right nice little nice little boom touch like the filters you can do so much with these filters outline edge maybe make it pop a little bit i don't want it to look like pencils so no noise fall off a little bit stronger give this a little bit of a color something like that like it just goes on and on and on right so i'm telling you you can have a lot of fun with these there's a lot of fun stuff that you guys can do here maybe let's add a is that a vignette to this all right maybe i want that vignette to be a little bit stronger so there's a nice vignette let's even now add the newer one a radial overlay to this right and now let's play with this where do i want this positioned more positioned up yes make the radius a little bit bigger something like that and then there you go right that's just and this is all real time right that's the beauty and if i don't like something i just turn it off and see what i like and see what i don't like right so it really comes down to what i'm looking for in my render there you go and if you a half it'll apply an anti-alias to it so i've got kind of like a spotlight thing happening i got a vignette thing happening but it's all being done with the filter system the coffee in the actual cup is easy to create uh i was talking about the liquid flowing from what are you asking about the liquid that's just you're talking about this you're talking about the liquid here this this is just a stretched sphere that's all that is it's just a stretched sphere and then this is a bunch of nanomesh it's just spherical shapes and then from the distance it looks like it's bubbling up and then it's just colorized that's it this is just a stretched sphere right so if you go back to this and if you want something like that right it's just taking anything like that right so here we can take this duplicate it i'm gonna turn off perspective now and i can say even just take what we have here right just take this portion and then delete it and then i'm going to turn this into a dynamesh okay and then now turn on my symmetry and just turn on local as well size it down and now it's just stretching it now just stretching it and then re-dynameshing and then now probably doing a little bit of smoothing that's it there's your liquid coming out of the coming out okay all right and then the coffee part right so let's go back to his this one here let's grab one of these so let's just clone this yes so and we only want that one okay and this is just from a cylinder that's all it is is a cylinder [Music] delete hidden now that you have that let's let's switch the material out to matcap gray so we're not taking out all the material stuff and then now it's just taking something and using it so i can just say let's insert let's just insert here this circular shape right move this into place let's go here size this down okay there's that right so this is going to be the liquid in essence that's inside the coffee and then now there's a couple things that we could do here sculpturally we can do some stuff but nano nano nano can work really well for this i'm going to grab this let's see did i already let's create this into a nano insert nano right grab whatever you want here we'll grab i'll just grab a cylinder right i'm going to say all polygons there they are so now you go to nano okay uh let's just put it like this and then i'm gonna say randomness okay and then now let's start changing the size the height let's start adding a bunch of offsetting and let's randomly do that let's do that random random random even more let's add some rotation in here let's add some randomness to that rotation a little bit of rotation in there [Music] and then more rotation randomness let's add some more of all them let's change the sizing [Music] that's the offset and disease maybe a little bit less something like that right and then it starts looking like bubbling over right something like that is pretty much what he did to try and make it look like a liquid that was being shot around right and then you can add to this right you could have right make some rippling now in this too right so i can say polygroup poly loop there let's see how this looks there there and then now qmesh polygroup all kind of start messing with that rippleness in there and then now back to insert nano all polygons and then once again having a little bit random [Music] random it could be some random random random random in size and then random seating and maybe play with that right there's just a lot of stuff for us to do here something like that maybe right that's it create some noise however don't forget people about the new stuff i.e which also could splatter would probably work really well hey splatter will add a nice element to that so this this would look really well there you go it's even going up the cup boiling over okay there you go right so that that's pretty much all something like that that's the approach i would take on that all right let me see if i just missed any question just came through looks like i got him did i miss anything that you guys wanted to know about that i missed because i wasn't as watchful on the uh the chat tonight you're confused stefano are you still here you're a bit confused about undo after move multiple sub tools you have to go to each sub tool then with a black cylinder it's just a cylinder it's that's exactly what it is it's just a cylinder you're talking about let's see i think it's here you go you're talking about this talk about this piece it's just a cylinder that's not anything else but a cylinder that's all then this can be nano you can nano that he didn't and then this is just making from an image making the logo does that help does it help uh what's it doing there this is because i don't know if you guys have anything like like a popular bland brand is keurig there's a filth that's a filter to filter out the water when you're making your cappuccino your coffee filters out the water that's its function it's a water filter just like you would have in refrigerators or other things too all right that's it that's all she wrote everybody okay so i gotta get going so tomorrow i'll be streaming again uh but completely different subject again at 11 a.m i'll be streaming i'll be doing more of the armature and the maniac piece for the miniatures so but this has been a another video of how it was made you guys asked online how we made the coffee maker and the video that we put up so here's how we did it it's just all as you guys can see it's pretty much two features mostly zmodeler and live booleans that's it okay uh i couldn't say comics legend i can't talk about um development unfortunately i can't take okay so don't forget tomorrow stream if you want to join me again tomorrow 11 a.m pacific standard time totally different subject okay and then also take a look at that uh godzilla video that we made it's pretty awesome it's on our youtube right now if you're on youtube it's right there okay there's been the whole time going through showing you guys uh the url for that so i thank you all for being a part of this stream again i'm paul gabriel with pixel logic you've been watching how it's made creating an espresso machine have a great day i'm out
Info
Channel: Pixologic ZBrush
Views: 15,377
Rating: 4.9916492 out of 5
Keywords: zbrush, zbrush tutorial, zbrush beginner tutorial, zbrush 2019, zbrush 2020, pixologic, zbrush free, z brush, sculptris, zbrush live, zbrush download, zbrush core, zbrush trial, zbrush brushes, blender, 3d coat, 3d modeling, digital sculpting, zbrush student, etsy, zbrush character modeling, zbrush character, zbrush sculpting, zbrush realistic face, 3d printing software, 3d modeling software, zbrushcoremini, zbrushcore mini, zbrush mini, figurine, zbrush 2021
Id: Vrbhyh-FcHo
Channel Id: undefined
Length: 169min 45sec (10185 seconds)
Published: Thu Apr 01 2021
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