Modeling a Rope Bundle with Maya and zbrush

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hi guys today I will talk about how you can model this cool-looking rope with Maya and ZBrush so sit back and stay tuned before we start I want to say thanks to all of you guys we recently crossed over 2000 subscribers I am glad that these tutorials helps you if you like this video then don't forget to give a nice comment I love reading your comments so please do one without wasting any time let's jump into the video so let's start with typical tool and draw a shape like this and make sure the center part of the rope should be little bit of parallel so that we can add a knot later on on that position now I'm rebuilding it I think 18 will be fine so that the CDs will be equally spaced ok now you can say this curve is open from there so we can go to this curve and click on open and close it will be connect that detach so now it's closed properly now let's go to generate and curve utilities then attach - to curve as you can see it gave us a pipe over there but it is the paint effect the benefit of using a paint effect is you got a lot of attributes with this like density smoothing or inflation and the main thing is you don't have to choose the face and extrude on the curve issue atomizer from ask then you know what I'm talking about but sticking to this pipe and reshaping this little bit you can also adjust the curve right now in this stage since we are not playing the history and we have to convert it into a polygon so now let's go to convert and polygon convert in paint effect to polygon and go to this checkbox and turn on this quad quad triangulate and everything is fine that is the maximum count it can take so it's fine it will keep the minimum so now our use is also done this for this process is also very important so I'm now duplicating this but I am NOT making it like a flower I'm making it like that touch imogen right so it doesn't need to be perfect in Maya because we are going to tweak it in the bush also now a real fun is there so have patience so now I add a HELOCs in between this and trying to maintain the thickness of the rope so yeah now I'm also doing the UV for the health also because that's going to be applied also so yeah and make sure the UV should be aligned side to side of the UV sheet now I'm just shaping it a little bit to make it a complete loop so that it looks like a compa cube and reshaping it adjusting it the pneuma has a new option it's called circulate I definitely recommend it you should check out that that is the very helpful options now just eyeballing everything the scale is proper something now duplicating it and do the street I will delete half of it and preview it yes so it's almost 10:00 I will add the inner side also it does not necessary you can avoid this but from my for me it should be Singapore everywhere so that's why I did it and you should always keep in mind your loop when you going to apply any seamless texture to anything especially in ZBrush then it should be your mesh should be worn as possible perfect if the loops wing rectangular then your texture going to be stretched and it does not get that much resolution to inflate everything as you can see I aligned in the corner to corner side to side of you visa and I place the cut of you cut inside this part so that it doesn't cannot see anywhere maybe you are thinking why it's so dense but I recommend when you are going to apply any seamless alpha to any object make sure its loops is as cold as possible rather than having rect regulars just trying to give little bit of variation so that it it looks like it that is there is the open end of that rope that is too much so I cut out a little bit and same for the other side doesn't do symmetrical symmetrical it is boring break the symmetry extruding everything and yeah so our base is ready now we can take it to ZBrush so now we're in ZBrush and we can say it is you can pretty good and now we are going to give a couple of divisions to it so that the alpha details can capture the density properly now you need a stream this texture you can use any groups in the structure if you want I'm going to use which is in my income road and I just downloaded a taking and extract here is the Alpha and the thumbnails I pick and this is the manual how to use it so yeah now if you want you can check it out or you can use of your own crew texture or metal texture anything similar to this process you can use that one and now I applied it and set it to UV change some scaling and totally turned off the mix noise and now I am adjusting the scale so this there is a defend between this two scale on the north and the rope but I will fix that later then no issue I'm just setting it to good value eyeballing it nothing else and yeah it looks fine to me now just it okay now I will create a layer and on that layer I will just taste it first alt looks by applying to mesh fly to mesh then just end of it so that I could remove all the intersection and all and then I will apply it properly now I am just moving things only move brush nothing else only the move breath is going on here just creating the variations and as randomize it possible just keep pulling and pushing everything moving stuff around and all this common common things so it it looks like good to me but I will adjust the end points a little bit to give a little bit of that see loud breakage there it should look a little bit from side also adjusting it again everything so that everything doesn't look totally untouched if it is little bit are you used so yeah is treating it removing all the intersections clearing everything yeah and now I am twisting it the upper part a little bit so that it's look it gives the illusion of gravity so it's little bit heavy weighted and little falling little bit er down so it's just twisted it by marking yeah the shape is looks okay to me now I'm creating another layer to add a little bit of details yeah okay so I am what I'm doing here I am changing the skills for the knot and I applied it on the rope and a mask the not part and for the north but I will again apply it but this time I will increase the scale a little bit so yeah it looks pretty close to me for both the parts and yeah after apply to mesh I will always remember you apply the surface layer on a on it layer so that if you want you can remove it or you can or you can double the intensity later on now the end point I just set my target for this and I'm going to sculpt a little bit from there from random stops so that it looks used the little bit of rake brush then this platter yeah any wish will work for this one nothing particular yeah I just just to look little bit of rough and on a layer I will do overall also it will create a nice effect on overall the feeling so that it doesn't look totally coiled brand-new rope I am damaging a little bit from overall then we'll add another layer and do the deep damages which is chunkies little bit yeah like you seen I'm using on the damn standard brush the thing to fancy just couple of scratches over there it will look like it got used and tilled from there yeah don't do too much little bit overall feel fine from there make sure from it it also looks from distance the your damages it will look clearly from the distance and the close-up also don't go make too much small damages which can't be seen from distance so it it doesn't need to be get that that much of attention yeah only only then standard nothing else just scraping up the some strokes in we add and constructions we sub yeah that's it so this is my damage layer and this is my surface detail layer you can also add this the whole layer strength a little bit by clicking that one and hope this video will help you guys if you like this video then please subscribe to my channel and show some love by commenting something if you enjoyed it please let me know see you next time bye
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Channel: 3D Tips
Views: 23,458
Rating: undefined out of 5
Keywords: braided rope, how to, zbrush 2019, zbrush speed sculpt, zbrush tutorial, maya, autodesk, maya 2019, beginner tutorial, seamless alpha, zbrush rope, knot tutorial, modeling tutorial, maya tutorial, mike hermes, 3d modeling, 3d tips, digital sculptor, pixologic, ask zbrush, tips
Id: YmL9PJXFsgA
Channel Id: undefined
Length: 14min 18sec (858 seconds)
Published: Tue Sep 17 2019
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