ZBrush 2021.7.1 – LIVE Look Into the New Version! Aliens Armored Personnel Carrier – Paul Gab...

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so [Music] hello everybody dial-up is right old school tracking my time back in the days when we had to track our time i'm only allowed to be on the internet for five hours for the entire month can you imagine that we're on five hours a day if not well probably more than that for all of us right that's so funny welcome everybody to another uh stream so as you can see this is what we're covering today i got on the uh aliens kick uh so last week we finished up the alien dropship and some of you asked hey are you going to do the apc um or not and uh we're off and running well i so are you not getting sound everybody not getting sound because my sound's jumping hello can you hear me uh let me put this in text because sound is fine okay yeah going good okay all right all right so uh who said no sound you want to check uh i will probably see that you guys are all saying sound is good okay thank you all right just making sure okay so excellent so we're going to cover i'm going to cover how i built this inside of zbrush because like all my streams i'm doing everything a hundred percent inside a zbrush so this was done 100 inside of zbrush of course okay and uh i'll rotate it around a little bit let's see how the stream is going we've got good good bandwidth going right and then uh for giggles here let's throw a little renderer on this just to see what the renders are going to look like just just throwing a render ie shadows and uh some a-o a-o-a-o-o-a okay thanks andre you need some greebles huh there wasn't it's surprisingly there's not a lot on this they're not a lot of gribbles on this surprisingly so um all right so let's break this down let's get going at this how exactly we're going to do this like any of my projects especially ones that i'm dealing with something that already exists right and that's the difficult part here this item or this object or is well known okay so like anything you guys do references is going to be key you got to have some good references and usually when i'm making something that already exists especially something that's relatively i would say iconic we all know what most people are going to know what this is when they see it right they're gonna know what movie it's from and where it's it's coming from right so i think it's so important to have one on the this little i might have to get rid of this little little thing that shows you guys where i'm at because it keeps on taking my computer now it's over hold on i don't know i'm gonna i'm gonna kill that thing that tells you guys where it is it's causing problems today okay so you've never seen aliens stop it right now that's your homework for the weekend you gotta go see if you're if you're of the right age though you gotta be the right age okay because it's not a movie for everybody gotta be old enough to see an r-rated movie okay so this is important right and then just like someone just said silhouette is key so i think this is why this is so important right having this little thing in the top corner so you can really see what you're doing i i use this so often i find my eye just going up there constantly looking at what can i do right so so um this is key to having references so i would say the first thing you want to have in fact here let's see let's make my webcam a little bit bigger right now let's oh extreme extreme oh it's blurry okay so this was key for me um buying one of these right sorry for the blurry camera it was fine and of course as they start the stream it's not doesn't fail me okay so we don't need me really big the whole stream there we go so having an item so me physically i like to physically have um something to look at because i don't care how many images you get whatever you get imagery it's always best to have the physical item so if you are doing something like i just did that is a well-known item chances are someone's already made it right and they're selling it as a collectible whatever and that's exactly what this is right so this is super helpful because i can hold it in my hand i can change the angle that i'm looking down the line that's very very very helpful okay but to begin this one i am going to use the blueprints okay and i'm pulling them out of a book that there's actually an alien blueprints book which for those in the u.s it's really cheap in fact you can get it used for 30 um and then this has all the aliens movies including prometheus and all the more recent movies because this is a more recent book and they're like ironically there you go right so this is going to be very helpful for me to just start a stabilo there's the prometheus right so this is a great book um if you're a big art book nut like me and also you you know just like having these for references i think it's good to have these for references for sure so there's the book i'll put it in there it's obviously i'm in the u.s so that's the u.s amazon page we'll close that now and then i obviously i physically i physically have it right so really good book honestly uh even for when you guys are doing your own work it's good to see um how other you know artists have done stuff uh in this case movies right you got nice big pages okay so very handy so to start this i just took imagery out of out of the book i just took those blueprints out of the book and imported them into zbrush right so now i've got these images right in here inside of zbrush and now i want to use these so this is how i started off doing this okay i'm gonna i'm gonna keep these up here so we know what we're working towards um and in this case obviously i have a finished one so i can keep looking at this and referencing this so this is also using spotlight which i'm a big big big big fan of spotlight all right so let's start with okay with a cube always my favorite thing to start with especially for hard surface is that ever popular cube all right now i don't use this cube really at all the only time i use this cube is if i'm going to turn it into a dynamesh otherwise i don't use this cube i prefer using the cube that's either in the gizmo or down here an initialized state that i can actually change the items so i'm just going to in gizmo swap it out it's an easy boom hit the gear swap it out okay now this one's pretty tiny so i'm going to make it bigger right and then i'm going to say hitting the w key bring it back like this and then now i have this okay so i'm gonna use this as a benefit here in a second okay uh yeah you can 100 use uh so you're asking i'm looking at a vehicle tires i'm wondering if you could use a knife you could use a knife brush but i'm going to show you guys how i did the tires in this one too okay uh so what i'm going to do is now i'm going to bring in some images so i'm going to go to the draw palette okay i'm going to come out of perspective mode okay especially for i want to okay get this going where i want to have some just setting up pieces and things like that so i'm going to go into this area right in here which is our floor grid area so we've got our camera area we have storing cameras i'm going to go in here in our floor grid and i've got some images so i've got an up down image so i'm going to click on map one and i'm going to grab the image that shows the top which is this one that'll plop it into place like this so when i'm looking from above this is what i see okay so that one there and let's see does that one have no that one does not have the front but it's got the back so i'm going to come now to the front and back map one and okay there's my front view okay so there's my front and then i need a left right as well and that's the first map so now we have these maps floating around okay i personally prefer this system myself there are multiple ways to bring in some reference images i prefer these because i want it i like it moving with my model so it's always there wherever i'm going and i personally prefer to look through my model at the imagery okay um yeah you can the images actually that are in the learn day they'll if you go up in the chat there's a link i put of the book the images i'm actually ironically are right there in amazon so you can grab them there um i can share them later but i got no real quick way to give it to you really fast okay so hey varner studios how you doing it's been a while you can size for printing inside of zbrush right now i do it all the time all my toy work and everything that i do i've got three 3d printers right here in my house right uh i'm doing everything through zbrush sizing it up so um i can show that one but let me get going and then i'll show that in a different way okay so okay i got these images they're just floating around i need to edit these images okay they're not they're not cutting it the way that i want this obviously this is in the wrong direction and everything so let's just start with this one i guess okay so we'll start with this side view i'm going to just temporarily so i have to keep pulling this draw palette up i'm just going to dock it over here right so i got left right so i can rotate this okay so that takes care of that already i'm just going to go with this side it's pretty much the same i'm just trying to get the main profile here okay so i'm going to hit my adjust button over here and then that'll pull up my image and now i can just grab the red circles and say okay i only need that part to that part and i'm actually gonna use the benefit of this image having the tires right on this line right here is actually gonna be a benefit for me so i'm gonna do that i'm gonna say okay and then now i only see that so this is already for me becoming a lot easier and productive um let's go ahead and do the front image now okay so let's go front back i'm going to rotate that first then we're going to adjust that and this is the front up here so we're going to go from there and again this book is awesome that they did this blue bottom strip thing i'm using it as advantage because that's where the wheels are touching so it's going to help me actually inside a zbrush it's actually very useful we're lucking out with the book yes okay there we go so i got that and then you can see one problem we have is one image is bigger than another it's not a it's not a big problem okay now i'm gonna go to top view right so let's say up down okay so that's this view okay i'm looking at this now this isn't facing the right way okay so i can just flip it if i want to and then i can also rotate it somebody say okay i want that that direction of course makes the most sense and let's adjust that one now uh let's see we need this to come over here oh and this is nice too look i love that they did this this is the kind of stuff why i like these art books i would like what am i going to search for online for this kind of a thing like i love this where they're showing the mechanism of how the tires are actually turning in there i think this is i love this stuff to me this stuff is gold gold right and now we're going to just adjust i need those let's go we only need this much okay i want to make sure those ladders stay in and down to here okay that's good there garrett just enough that i got most of what i want and hit okay so now what we have here are three images and in all honesty some of them all three of them is there maybe different sizes right now you can see they're different sizes so i'm going to use this cube as a benefit okay so i'm going to pick one of these images to start off with to actually match the size all right so let's just go with the side profile this is another reason why i'm going with a cube that's only six faces right now okay it would not be the easiest vehicle to parallel park it's so true so very true okay so i'm gonna come in here and say all right i'm gonna resize this down okay a little bit so we'll just go right about here okay this sits about there let's unmask this area and push so the furthest point is right there okay and then the furthest point to the back is right there okay and then the highest point for in here right looking at this is right there okay so i'm using that line that line that line as a nice starting point now the reason why i'm doing this is this is why when i scroll over this you can see that there are shooting lines right that are projecting out to all three images so i'm going to use that as a way to line things up for me number one okay and number two i'm going to use the actual floor grid itself right so if i'm saying this is now going to become my main image that i'm going to use so now i want to resize this and look at this this one's almost dead on ready to go right so let's see it's good there like i would say this is like look at that almost like perfect for me i lucked out here yeah and then right there so that those two images are already lined up perfect okay now what you might want to do here as well when you're going to do this part okay i might come in here to geometry and for this sake i'm going to turn off the smoothing and i'm just going to divide a couple times because i just want more vertex points in here right that way see i can get more points to look at these protruding lines this blue and green and red line okay to line up my images okay so obviously the front image is not even close okay so i'm going to go down to the front and back and we need to size this way down to something more like that there we go and then now what i have here if i double check right i can use these lines to really start gauging do i have things in the right spot so i'm double checking really quick here right with this in essence i'm doing a bounding box is what i'm doing of the main body and i can say i'm looking at okay this looks good there this looks good there and that looks pretty good there for me okay this image is a little bit off okay so let's actually size this up a little bit more so i'm to go point three nine uh we i guess we'll go bigger point four two so i like to do this kind of in steps if i'm really trying you know the one thing i'd be careful is obviously i didn't take these this picture perfectly okay and number two be careful because this particular model dips in the front right has a little bit line right if you look it's got a got a little movement there so i'm going to be a little cautious of how i'm lining up this image as well just taking on that thought is going to be important for me uh let's go a little bit bigger maybe not maybe not that much that's a little too much point four one two i guess four one seem to be like yeah that's good enough okay so there you go now i don't need any of these points i want to get back to just the six sided cube so now what i've done is i've just set up images for me that are ready to go okay and michelle okay this is what your question's asking about sizing you can do all this already inside of zbrush okay all this is possible already so everything i do for printing 3d printing i didn't use any other application i just use zbrush throw it out of z brush so there's two and you know what i think this is important because this i've actually this week alone have answered this a couple from for a couple people so i think let's let's really quick do a a very quick one okay a very quick tangent okay since uh my goal is probably to 3d print this in the end anyways and put it on my christmas tree right so i'm going to go into my plugins all right and in this i'm going to tell zbrush i want to look at the size of this so there's two ways to do this in essence okay but i want to clarify these two ways so you're going to use either one of the two plugins there's either scale master okay or there's a 3d print hub now the difference between this and what everyone you guys all need to understand with this is 3d print hub is only changing the size your model on export that's it that's all it's for it was made specifically for 3d printing that hey i want to export my model and have it set to a particular size right so for an example this i might name i might let's say this is our gig and we're remaking this for somebody that's contracting you out and like hey this is going to be you know something like this right so i need this to be a certain amount of inches across so what i'm going to do is just hit over here update size ratio and then there are measurements on this but zbrush doesn't know is it in millimeters or is it in inches it it it doesn't most programs don't we do now have the 3mf um export now so if you guys have any programs that will import 3mf you can use zbrush to do that now as well once you've set your scale so i'm going to say all right i'm going to say we're going in inches so this is going to be really tiny right because what we're doing is the math so this right now is 2.8 by 1.28 by 578 right what is this what but is it millimeters or is it inches i'm going to say this is inches okay and what that's done is set the size of this and all sub tools that i'm going to start putting on top of this they all relate to this now so what i mean by that is as they start adding items to here they all have an aspect ratio with each other from here on out upon the export and then all i need to do now is export this now if i want to change the size and they come and say hey okay this is in the z right now this is about six inches i'm going to say it's no it's supposed to be 10 right so i can hit here and hit the 10 and hit enter and then all three are going to be updated but nothing physically this is key everybody this is a this is one of these this is a lisa needs braces moment okay lisa needs braces moment there's nothing happening to the model inside of zbrush's workspace right now nothing okay and then i usually when i export i like to export separate files because i usually have you know you know like five ten sub tools that you're going to maybe print out or you want to get out to another application and then i export you guys decide if you want stl vermo or obj all three of those support also poly paint information exporting all three of them also importing okay except for a vermont we don't import a vermo okay and there's no way to export a step file armin we're a polygonal model application so we don't do step files that would be more of a for a cad based file we don't you don't have to convert that in another application okay so this would now export 10 inches by 2.2 by 3.77 inches and then again any sub tool that i would have on this would all be lined up the correct size that's it i only need to do this for one of them that's it now the other thing now is scale master this plug-in goal was made for sp more for hey i need the model inside of zbrush space to be a certain size i.e i need this to physically be inside a zbrush 10 inches by that 3.77 by that two whatever it was okay and this might be important if you are in a world where you're working in miniatures or toys or anything like that you gotta you gotta worry about you know wall thicknesses you got to worry about how big if i'm going to put a cylinder in something hey it's got to be a minimum 2 millimeters wide right or when you break that down in inches 0.01 inches right so that's what this plug-in's more for all right and it's for creating bounding boxes too really easily or any other measuring tool so this set scene is the same thing but you guys have to click it here too just because you clicked it in the one plugin they're not links they're they're plugins they don't even know about each other they have no idea about each other just like my wife has no idea what the heck i'm talking about right now when i'm talking to you guys about zbrush it just glosses over my mom probably still thinks i work at pixar for all i know i don't know how many years she's like hey we're going to pixar no no i'm not but i'm at the point now just go with it just go with it okay so no there is no way to put exact measurements in the floor grid but there is a way you could figure out the floor grid if you're always going to work on a certain like if for example funko right as a company their their characters are all the same size relatively right so you could find the correct settings for the floor grid inside of zbrush that would have it would be possible but i have to sit down and figure it out okay so back to this now i'm saying okay this item is this big all right so it is the 5.78 and so everything updates right and what i'm going to do now is tell it no actually i need this thing to be 10 inches in the z okay and then i just hit resize sub tool and if this all button is on it does it to all of them we'll pull something up real quick and then see boom now it's big obviously now my images are not going to line up anymore right so there you go this model technically inside of the zbrush physical space if you just now export even just normal export through here you would get the 10 inches okay and it's updated physically inside the workspace now okay so this is the difference okay between it right that's the big thing to understand between what is the difference between scale master and what's the difference between the 3d print hub and then the last thing to think about for scale master what i like to use is if we grab a tool with multiple sub tools i.e this guy and i want to now re you know they come to you and say hey we need him to be right now it's eight eight inches right well we need to make him actually smaller we're cutting down on the cost we need to be six inches all right so this is what i like to do the first thing is set my scene scale okay so this guy is 7.9 inches tall right and then what i prefer to do a lot of times and it's also important is i like to make a bounding box so i'm just going to click new bounding box sub tool and what zbrush does for us all is that we turn on transparency and we turn on ghost it makes a perfect box that goes to the exact bottom of his foot exact top of his head and to the tips of his fingers and then vice versa from this right to his chest to his backpack so this is good especially if you guys have a project where okay this has gotta fit within you know ten inches by 5 inches by 4 inches you've got this bounding box now to do this and then i can use this for anything right and then the other thing that's going to happen is once you guys turn on your transpose you're actually going to get true acumen measurements up here now so you can see this transpose has been pulled to 6.4803 inches so when you use the scale master this is also being updated so what i mean by that is if i want to know the halfway point of this or if i click this point to that point you'll see that this is looking at what i want this to be right now which is around 8 inches okay so now this is a measurement tool as well for me so this is the benefit of using scale master okay so there you go this is the best way to do it and then not only that you can also what is really nice you can do a one unit helper you just click on this and zbrush already knows you're in inches right so this cube is one inch by one inch by one inch so this is really what this plug-in's more for okay all right good michelle yes hit me up let me know i need to be on the right side you can use yes to answer your question about the maya if you need the head to be the right size inside a zbrush then yes you could do this with scale master this is what i would do it with is get the head to the size that you want so when you throw it over into as you asked about maya you'll the size will be right but don't forget like in maya your default scale right rd zbrush's default scale is millimeters but that's not in my maya's default scale is centimeters right because the program i itself also doesn't know are you in the world of inches centimeters and like most programs don't right the file extensions have built-in numbers but they don't actually store is it in inches millimeters centimeters so forth and so on okay but a 3m a 3m does a 3mf does which zbrush does export all right so let's get back to this okay enough of this one enough of the tangents let's let's go let's get going on this okay so now that i have this this is all set i now want to start placing important points of interest on this so i'm going to stay low polygon we're going to switch to z modeler okay and i'm going to say i need to insert an edge right there okay and if you want to we can turn off the fill so you're just looking at the line and if you want to too so if the images are too much for you okay i can knock down the image opacity here so i can see more of my actual so you can see you can see more of the model now right and then so you can change your colors this is just my polygroup so i want an edge loop there that's going to be important okay and then from here this is tough this is tough to see this is why this was nice to have where does that point of interest start happening right so i'm looking at this right and then this is where you probably have other images i can see where this point of interest is of where the angle starts to go and it's right there okay so why i'm bringing this up is because now i'm going to do this i'm going to unmask the just these two points here and i'm going to start pulling down this to give me that then i'm going to mask this and we're going to start pulling down that okay that gives me that profile now let me come over here and let's get this profile from the front where i'd want that and i would be also i always say you know i would say don't marry yourself to the references sometimes don't worry about being so exact because again i didn't take these pictures 100 accurately either so listen if it's somewhat close okay if we showed this to anybody most people that know the movie aliens i would i hope i hope they would all go oh that's the the apc from aliens which is armored personnel carriers what a p c stands for right so okay that's good i like that that's looking good all right so so from this angle i say i'm pretty much done there i'm not worried about this right here so much because there's reasons for it down the road that we're gonna look at okay let's come to the front okay and let's take a look at that and see okay that's looking pretty good okay let's look at the top and look at this right so we can see that's looking pretty good from there but now we've got other things going on here okay we've got this happening as well okay so we got to start matching up and this is important when i did this line was i really at the right line right you see that right there if i go from the top i'm not actually at the right spot right so i need to switch to slide complete edge loop this needs to be sitting more right there right this is a different line so this is why i am i'm always looking at this as far as like a triple check double check kind of a thing too making sure i'm looking at the right stuff and then this is where i can go and use these projected lines right so you can see this is so i look my images are not actually on par right now right they're not exact okay so this is why i'm saying be careful of when you start doing stuff like this right if i'm going to go now with the side one then what i want to do is make sure the top one is act being accurately portrayed and i could say right now the problem is the top actually is not right okay because i'm lining this thing up with this in the back and this side view right is a little different too than this okay so i can see i'm not lined up right just right here okay so i'm going to go ahead and i'm going to now adjust this real quick and this is kind of why i like to do this in this part because i want to make sure that i'm getting everything right on now i'm going to use this kind of as a gauge and then i'm going to move up not horizontal but vertical more like that a little bit more size that down there we go right so this is again a reason why i also say be careful how you're taking your reference images too and what you're doing for your reference images okay okay so that looks good that looks good okay but now this needs to have something coming in and i'd say now it's too wide right it's a little too wide so i'm going to come a little bit more narrow i'm going to go right about there okay and again i'm not looking at this this is like a separate month i'm looking at the main body right now okay and then i need this point and this point to come in and just give myself an angle in here a little bit something like that right so that we've got that front end starting to happen that it that we're used to seeing okay and start looking at this in this way right and then now i can say all right let me fiddle a little bit with that front image since i'm using this let me make sure let me get that a little bit more accurate so i'm going to scale it down a little bit more and there we go something a little bit more like that okay so now we have this we've got a good start to this okay so i've got a pretty good size going here which is relevant so now i want to start looking at what does this look like now when i divide so i'm going to turn on dynamic and start looking at this right without the floor grid this doesn't make any sense right it's smoothing out okay so i'm gonna go let's go back to the dynamic that i've just turned on right so i just turn it on with the hotkey which is shift d to turn it off d to turn it on so i'm gonna put this at four this is just my preferred go to and then i'm gonna crease all so that we get back this shape but now what i'm going to do now that every edge is creased right now i'm going to play with this and again as always i'm going to drop down my crease level so right above my head i'm going to drop this crease level right so this is a number that says how long the whole decreasing so i'm going to keep it at three actually so it just keeps kind of that hard surface look that i want to have here okay now what i want to start doing is looking for other relationships okay so obviously the other relationships that are big to me would be the wheel wells are big and obviously the top this top gun are big relationships these are the big items i want to look at the large large items before i start worrying about all these details and stuff so i look at this is kind of in steps okay colin i couldn't say as obviously it's been 22 years and we haven't charged for an upgrade but i can never say okay oh from argentina welcome all right so let's now let's start looking at this okay and this is where i'm probably going to want to bring in another image right if i had an image from the bottom which i don't think i brought in an image that has the bottom i think it's only yeah it's only the top i don't have the bottom image in here okay so i'm gonna now say let's start organizing myself okay so this is gonna be main body and i'm gonna i'm gonna immediately put this in a folder uh okay i wanna start getting smart with this because i know i'm gonna be using things down the pipeline here so i want to write out the gate start making this happen correct for me so i'm just going to duplicate this right and then i'm going to call this wheel well right and then i'm going to say let's replace this now let's make sure there's no symmetry i'm going to center that i'm going to reset the gizmo by holding the l key reset and then i'm going to say cube right so now that i have a cube which looks like a sphere because right now dynamic subdiv is on because i duplicated the existing one right so i'm going to now throw on this one let's go ahead and throw some creasing on this so it's more cube-like right and i'm going to now look for my my red line this is my x-axis uh i don't see how well you guys can see that let's go from above how are you guys able to see what i'm talking here let's this line right there now you can see it right that red line that's the positive x of the world so i'm going to move this over to the positive part of the world so i can see from this view at least the wheels should sit right around the wheel well obviously it's got to be deep enough for the tires right so i'm at least going to go right there seems like so using the front view even though i don't have the bottom view i can still use this front view right then i'm going to say okay i don't need this to be out any further than that okay and then now let's start positioning this to match something else here okay so i'm just going to turn off dynamic so you start doing something like this then once again i need that then i'm going to need this to be right about in there okay so now we need this profile so this is just going to be an inserting an edge right through here right so all i want to do is insert an edge loop right through here right there that's good see and then now this point needs to move this direction and this point needs to move in that direction right so there we go we got that wheel well that one started okay i've got i've got some good depth in there let's go ahead and copy this okay and then look the back is a little bit different right because it's hot it's bigger at the back right then this is why again when you're doing stuff right and especially hard surface look for the big chunks it's just like when you guys are sculpting organically you don't sit there and sculpt fingernails if you don't have the fingers in the correct size yet like they're not the right length there's not five there's only right you you can't do one until another is done so this is what's important about hard surface too there's you can't do it until it's it's there right these p main pieces okay so this one we gotta look at this and go okay it looks like to me this has come straight off so i'm gonna take advantage of this i'm gonna use the clipping brush real quick so clip curve i'm gonna straighten out this back portion boom right how many of you ever thought about using the clip curve for low polygon stuff i i love it i do it all the time whoops okay and then i'm going to push this so it goes past the point of interest and then now i need to get this angle correct so it needs to be right about there and then this now needs some movement and again i'm just unmasking and masking things to get where i need to be with this okay and then now i definitely want to turn this on and i'm going to crease all and then looking at this this is kind of it's got too much um going on this since let me turn off the floor grid there's too much roundness happening for me right now a little bit i want these corners here to be a little bit more sharp they're they're rounding a little too much for me okay so i'm gonna add another edge loop in here so i'm gonna add an edge loop that's closer to here closer to here and then let's add an edge loop from here to here okay so i'm going to add an edge loop here and then add one on the other side there so it just makes oops makes those corners a little bit more tight and then i want the same thing here so you guys can see it right here right see the fastening that's happening in here is just because it's so low low low low polygon okay and you it's better to have a little bit more topology anyways from when we're going to get into the next phases here so i'm going to add some there there let's put one on the end but in fact let's make it be straight and straight something like that there we go right and then now i'm gonna immediately just go right into this i'm gonna say this is a subtractive and put on live booleans right and then there's our wheel wells right it's very important for me to start getting this sizes where i need them to be right again looking at the large large items okay i well listen if i'm going to choose between a knife and trim brush i would say the knife brush is now my number one there are advantages to using the trim brushes over the knife brush though okay so this is good to go i have this all right so i like what we got here so now i'm just going to go ahead and let's mirror and weld this over this is why i took the time to see was i on the correct side of the space i remember when i pulled up this and said look at that red line right this red line right here that's why i took the time to make sure because i know mirror and welding is going to mirror well from the positive side of space over to the other side actually now it doesn't matter we didn't update a couple versions ago okay so this is set there's my wheel wells so let's go ahead and let's put some wheels in this right that's another big item so let's throw some wheels let's throw some wheels in this okay so i'm gonna go ahead and i'm gonna insert a cylinder okay and let's go ahead and make call this let's rename this uh i'm gonna call this tire and there's a reason for this okay and i'm gonna go all right we've got a tire here now um you see all the spans of topology that are through here so if we turn off the floor and we solo by the way if you want to get rid of all these edge loops in here there's an easy way in geometry if you go to edge loop there's delete loops and see all those with one click all those edge loops will be deleted so be conscious of that i know a lot of you are z modeling with z uh with z modeler so delete loops sometimes can come in very handy right so don't forget about those other features there's so much now okay uh um op finder i would need to see the model um there are a lot of techniques you could use probably but i need to see what your problems coming in the best would be to send it in to me to support.pixelagit.com so we can go back and forth with your model and help you out okay so so now that we have that okay i'm going to say all right let's let's put our images back on again really quick and now i want to get a tire 90 degrees here and i'm going to go to the back so i'm going to go here right and i'm going to go and use this cylinder to line things up right here however i know down my pipeline okay when i want to go render this guy out i know that i need to render out a tire okay in a tire material and the rims need to be in a completely different material so let's not forget about that okay so with that said i'm going to do something else here now i got this kind of in the position here i'm going to hold the l key and tap at the bottom vertex point here of this cylinder so now this gizmo is sitting here in the world i'm going to now actually replace this cylinder with this cylinder okay and you see how it's facing a different direction right now for those that don't know when you are replacing things from in here with this gizmo options the blue arrow is your most important arrow that's in essence forward z so right now my z right is going along the wrong axis right now so what i'm going to do is i'm going to hold the alt key and then the shift key so i can snap the blue arrow to look this direction right so you see now the blue arrow is looking at me and now when i click and say new cylinder right i get a new cylinder right so you can see wherever the this lands okay lands where the gizmo is right so if i was to even move this up to say right about there and then click and then click this you can see where that goes right and now what i want to do is the tire is only going to be so big like i'm going to say right around there okay that looks pretty good right and i'm going to say now let's go ahead and let's do some creasing complete edge i'm going to crease that i'm going to crease that because i want to look at this smooth i want to look at this nice and smooth down okay and then i'm going to say my go-to's for me is a four here and then because i'm a big crease guy crease i'm gonna have that a crease of a two right so right now it's kind of pretty soft but i'm not worried about because i'm gonna start adding some more edge loops in here okay there is no snap to function y no okay so now i'm going to say this okay first of all the tire is way too wide right so we need this to be a lot smaller okay so we also need to make sure this is creased and this is creased as well so we got something more like this okay and then now what i'm gonna do is this right out here these faces so in essence these faces right here is all i care about right now okay i can come in here and then i can go qmesh polyloop it and then just quickly change the size down right and now what i want to try and start matching is the outer portion of this tire so you can go this route or we can just do this right go with masking poly loop as well boom okay inverse that mask and then now i'll just size that down to the size of the tire so i want the tire about that big sitting about right there in space okay bring everything back okay that tire looking from the side here doesn't stick out any further right then right there and so now i need this side as well to sit more right there so there's our beginning of our tire right so now that i have that tire okay i'm gonna go let's let's make the rest of them so this is where my handy-dandy my good friend that i use look extreme close-up do i have any zits right right so i'm gonna say let's turn on some more mesh i'm definitely no i want to lock my position i want to lock my size i want to i want to use the transpose option that's just me i really like the transpose option okay and then there you go you can snap the vert the gizmo to a particular vertex point and by the way everyone you can actually snap the gizmo itself as well so you see how i'm freely moving it if you guys hold the shift keys you can actually snap in the world right so this is actually snapping to world coordinates right now right i'm going point zero one at a point right now at a time right so if i know hey i want this this to sit in opposite side of the world like negative two world point order right i can do that and that's negative two from where i just was so there is that by the way okay but what i'm gonna do is i'm gonna hit the y key why you asked because i want to move the to the transpose okay so that i have this because all i want to do now is in move mode i'm just going to move this tire out here to the front okay so this is where i want that tire to live and then now that i have these two tires i need it on the other side right so we'll just turn floor off for now so i'm going to say append a new one and then i'm just going to mirror over the x and we got the tire on the other side okay so here's the beginning of our tires okay let's go ahead now and let's make a rim okay so i'm actually going to start making a new folder here too and i'll just call this one wheels okay and what i'm going to do because i just took the time to make that a ramesh i'm going to duplicate okay and then i'm going to rename this rims okay and then this okay it's sitting in the same exact space in the world right as this so now let's go ahead and i'm going to replace this one with this cylinder once again this time close up the surface and then now we're going to size this down and i don't want any i don't want any topology that way and i'm going to go ahead and crease this so i'm going to crease the edging like that and let's go ahead and now just size this down and this is going to be my rim that's going to sit inside the tire right so obviously this needs to come all the way to here i'm going to have it sit right about there in that part of the world and then this side needs to come all the way in and sit right there like that there you go okay now let's throw a little bit of some detailing in here so we can just start making some of this really stand out for me so i have more visual cues for myself personally so let's first throw let's do some work on the tire okay so i'm going to go ahead and say let's have symmetry on right and i know when symmetry is on i know symmetry is on right now because there is a double circle on the outside right so here we turn this off so you guys might be able to see it better so symmetry is on symmetry is off symmetry is on symmetry is off symmetry is on okay and then now i'm going to say all right let's also make sure we are working in local symmetry right so whatever i do on one edge here is happening on the inside of the tire as well and i'm going to first establish a middle point interest so i'm going to use my insert multiple edge loops make a point of interest there okay and then that's good i'm going to go back to a single here and say all right i want an edge loop delivering about there i'm going to want that to be creased here we'll solo out so we're just looking at this okay so you guys see what i'm working on like that okay and then now this i want to put a little bit of a lip i'm just going to put a slight lip in in this tire something like that just just a little one okay and then now i don't like how this looks with the creased edges so i'm gonna soften that i'm gonna round that out a little bit and i'm going to round out the top portion a little bit give me something like that and let's even see yeah maybe something like that i just want a soft subtle little ridge there okay that's going to connect to the point that is our metal rim here in a second right so that's a great start to my tire okay so let's now do the same thing in here i need a little bit more detailing going on in here all right so i'm going to throw in another edge loop in here so i'm going to say insert so again i want to make sure i have symmetry on so you can see i can see that other white line on the other side so i know symmetry is now on for me and we're going to do something like this just to tighten up that a little bit better right and then there we go i'm looking for something a little bit more like that okay so now that we have that right let's look at now i want to start adding some tread to it because i think this is important because if we start looking at this right this right now is a little i'd say the tires are a little big right i said they're a little too big right so it might even be i might want to move them in space a little bit more if you prefer to do that okay or you want to size them down we have now two sub tools so what i'm going to do is i'm going to turn on my gizmo i'm going to turn on handy dandy pizza boxes ie pizza party right i'm going to turn on that icon right there and i'm going to hold down ctrl shift and then make a green box where i want things and then inverse it if i don't so what i'm doing here is i'm deciding right what stays with this selection what doesn't so when i move this the only thing i want moving are the tires i don't want anything else moving and then i can even size them down a little bit more because i think they're just a little too big for me for what i had them for i'd say more like that and then there you go a nice little quick way to change those up all right i'm going to turn off my floor grid okay that's in a good spot let's have some fun now with some tire treads okay let's now i'm going to take the tire and i'm going to duplicate that okay and i'm going to call this now treads right looking at the poly frame of this i'm going to take advantage of something i have here and i'm going to i'm going to tell zbrush let's rotate like this i want this portion right here i'm going to take advantage of this right so now that i have this i only want that that's the only part i want of this right now okay then i'm going to say let's delete the hidden okay we'll turn off dynamic temporarily um i don't want this down here so let's start deleting i don't want this i don't want the little ridge either i just want this portion so we're gonna control w that all right and i'm gonna start having a little bit more fun with the tread here okay but before we do let's start seeing what else we can do with this i'm going to throw some creasing on the outside here and then i'm going to turn on dynamic okay so this is what will happen there's no thickness here so let's just briefly throw some thickness on this something like that okay and then i can do post subdiv right or non post subdiv so something maybe maybe that's more intriguing for me something like this okay and then now i'm kind of getting an idea here of what this tread could look like on this tire right and now what i'm going to do is tell zbrush all right let's go to our ramesh ramesh then i'm going to say let's go to the bottom one so i have two stage points here stage number two is giving me the opposite side okay stage one is giving me the first two tires on the one side so what i'm gonna do is i'm gonna go to stage one and i'm gonna say insert new so now there's three stages in this array mesh okay and i'm going to say we want now to use these three stages okay so there is a pivot point here that i want to move to the center here right and again you've got pivot point numbers here so i can do this right so it was point four eight six six right so these two points are interest have been moved and then i'm going to say let's switch to rotate and i'm going to say let's repeat i don't know how many right now let's just say 18. and then i can start rotating these around right and what i'm doing is rotating this right so you can go either direction right so obviously i would want to go just exactly 360 degrees right and now you can see what 18 of them look like right so this has started helping me out right out the gate so i can say well maybe 17 or 16 maybe put a little bit a little bit more gap maybe i want something a little bit more like that okay so now i got this so i'm like all right well let's let's really start having some fun with these treads right now we just got flat planes okay right we're just looking at right now with some thickness okay and i'm gonna say no smoothness so we're just got this this is more what i want right now i want something more like that and i'm going to say okay the thickness is good i like the thickness it's working around all the tires just the way that i want them to work see you can keep adjusting things however you want right and then i'm going to say all right that looks pretty good that's good to go let's go ahead and apply this so now i have we look at this the real topology right so i want to now crease i'm going to say i'm going to crease these edges here and here and then now when i look at this smooth i don't want any thickness but i do want some smoothing and i want to see what is that looking like now all right so now that i got this let's have a little bit more information here to play with so i'm going to say let's look at doing an edge loop here right and then i'm going to take this face here qmesh and i'm going to just pull on this face down here and then i want to take all of these vertex points these ones right here and we are going to center it between the two and then just push them in so they do that right so it comes up to that ring ridge and then you decide what you want right how far how far do you want those to push in right that's that's all i'm doing here right so if we turn off solo mode right i'm just looking at the left and right side and i'm saying i want those right so now if you want you to keep this because when you pull with the scale you're kind of distorting the mesh a little bit so instead of using the scale i'm going to use the move because then that won't distort this piece as much so i'm going to do something more like there there that works for me okay so now we've got this going for us um let's have a little bit more fun with this maybe so let's just look at the treads again and i'm going to come up here i don't need symmetry right now multiple edge loops i'm going to do a single edge with no polygroup change right so i'm going to do something like that then i'm going to do it again do it again okay and then i'm gonna do here here here here and let's get rid of this let's get rid of this okay and i definitely don't need all this stuff creased i don't need that creased let's let's loosen it up a little bit here eh okay so now we have something like this that all this is set up good right good to go okay now we could do a little bit more have some maybe a little bit more fun with this i guess with the treads if we wanted to all right so we can start thinking about this in the sense how about we bridge from two points and go maybe here to here and then maybe here to here right so then i need to do that on the opposite side as well okay so i need to not only have this happening here and here i need to come down here and do it as well so i'm just i'm going to turn off my array mesh for now so that we can just look at this right this is why i made these edge loops to kind of do something a little maybe a little bit different here so we need to go from here to here and then here to here right and then that way when i q mesh down right you can make even some kind of a little bit of a different looking i don't know tread that you want maybe even get rid of this and get rid of this and now we have a tread that looks like that and then i'm going to say let's go ahead and i'm going to crease these edges here so let's just go and do a complete edge loop here here up here okay there that's good and then i want to go ahead and increase that edge that edge that edge that edge that edge and now look at this divided and now we've got a tread that's doing this right and then now we do this okay and then turn our array back on we're getting it into all of them so just something different you know i don't know it's it's our world we do there i'm gonna i'm gonna also this i don't i'm gonna round this i want this to be a little bit more rounded i want a little something more like that right so now i've got some treads going here and there it's something different right it's not the same old same old all the time okay and then the beauty of this because it's an array mesh i can constantly be updating and changing how this is going to look right i also need to crease that bottom there right and then i'd say that bottom there so we get something more like that and then i'm going to now change this and this and this to a new polygroup and i forgot to crease that edge there okay and then now what i can do is cue mesh polygroup all and make them even come together now maybe my treads more like that right and this is what i like about a ramesh i can see what's happening with the tread okay just something different some way different way to go okay there that's good let's move on now let's go back to our floor really again it's about getting these major marks let's now throw the main part of our our gun on here right that main upper gun on that so i'm just going to insert this time something and i'm going to call this let's rename this main gun body i of course i'm going to replace this with a cube that is only six sides something like that right and now i'm gonna say let's put that in a folder there we go then i'm going to come back here and we're going to now get this to be correct so again it's about getting the major parts don't get lost don't get in the weeds don't get lost look for that main silhouette of the shape here that's all i'm trying to do right now is get that that okay so that's pretty much a good size there okay this needs to be here a little bit more so let's move that edge to there so start getting this size because this stuff's all going to help me line up everything else that's going to happen on this right so i want to make sure that i'm just first getting all this good that's good and then top view it's good enough right it's we'll go how about we'll we'll do that as a relationship okay so now let's start doing a little something else to this right we need it to have an edge loop right here so z modeler and let's do insert a single edge loop so i'm going to need one all right i'm going to need one right here and i need one right there okay that way i can bring this oops bring these in okay and before i even do that i'm going to make an edge loop there and an edge loop there okay and then that way i'm going to bring these in now to make start making the front of that right and then i need this one here and here i should just probably work in symmetry mode it'd be a lot easier we'll center that and then let's bring these way in and something more like like that well not that much we'll come in actually and let's go ahead and so now we have that let's double check that okay that is looking all right that's looking good there okay so i want to start getting this to start all coming together for me in different ways right so now you've got multiple multiple angles happening throughout this one piece right so it's going to be important and crucial for me to make sure i'm looking at this the right way right so there's even meaning going to be an edge loop through the middle here and then through the middle here as well as an example right so there's edge loops that got a fault down right so that's actually these edge loops up here so i'm going to move these down here let's turn symmetry back on let's move this down to here and then this one's got to come up to there let's go from this side view right to there right and then now we got that starting to happen there there that's looking good and then there's got to be a little bit of movement in here as well this way something like that and now i need to just finish up the back portion right so this okay has faces here coming off right so if we look at here let's look at the original again the one that i made right so here's the one that i made right so if you look there's an edge flow going through here and then i got an edge flow going through here as well right so i need to now capture that in this one here right so let's just bring these in to this point there okay and then well looking at this you can see actually what i would want to do is put those edges back in actually let's go put these in here so way that this oops would be from the side view this thing right and then this these sit up here this will sit there that's good there let's move these more there let's move this more there okay so now i got that that looks good that looks good there and then now we need the angles to start matching a little bit more so we got that we got that oops now i need this one start coming in there and then it's going to come down from the top here and then come up here oops there right and then this this edge right here i'm going to slide just the edge back here okay so that's going to give me a little bit more of that angle and then i'm going to say let's take masking that edge that edge and you can even move them up and i'm even going to center them so let's make it lined here and bring it up something like that right so you just start getting those main shapes that you want okay you want to have happening in here okay so again as an example here i'll show you this is the one that i made right so here's what i did low polygon wise right so if we really here we eliminate some edge loops here really the main portion of this is whoops that right so this is this is just from a box same thing right it's relatively simple okay it's not too complicated right so you know you got to look at this as simple as you can right so all the way back to here i would even say you can simplify this even more all the way down to just get oops just get even the middle portion that get that portion right there right get this right right something like this and then you can even [Music] come off a polygon like that too right and then you can just change the size of this to start matching my hands in the way matching now out these lines in here right this is just a really different way to go about it like that too okay and then i didn't do it on the other side right i wasn't in symmetry mode so it would be better for me now to work in symmetry mode so i can do this and then bring them both down in [Music] there you go right and then this this face right here can become this portion right here oops right there and then it sits right about in there right so you already got most of that shape right out the gate in here right so again this is where i was this is how i did it right same thing see box shrunk this down got this and then i wanted another face out right out here right so there's gonna have to be another edge through here okay so this is important to start blocking out these so since here since i already have the one done i'm just gonna add my done low polygon one i don't like the one i'm doing all right okay so this is where i have this all right so this is important then for me to start now evaluating where everything's starting to happen now as a relationship okay start getting all this stuff set to the right size okay now what i want to start moving on to are some other things that are important okay so if we look again having this model handy dandy for me okay this comes in and it also has an angle in the front here as well so i want to establish that angle in here right there needs to be that angle established as well so now we've got that and let's start putting in some other major important parts to this model okay i'm going to make my edges be a little bit more pronounced so i'm just going to mirror and weld over that way okay so i have a center point of interest in here okay and then i want to say let's go ahead and throw start throwing these pieces in right let's just start getting those pieces together okay so i'm gonna dig into that so once again i'm gonna use something like i'm just gonna duplicate this one i'm gonna call this front uh cut pieces okay and there we go and then now let's move this up to here and i'm gonna go right about there and you guessed it i'm gonna just replace do some replacing i'm gonna do some creasing so that i have that okay so it's creased but i'm just going to line this up with that really quick make sure that's lined up really quick and this is not important i just it to be out further than than the other one right because i'm going to use this as a boolean cut right so if we turn this off and then now i turn this into subtractive we're cutting through the surface right and this should not cut all the way so let me establish the high point of cut right there right so that is now giving me that and then i accidentally move this top portion not really that big of a deal because i just want that right now i want that and then now let's do the other side to this okay and this one's very different okay this one's got a little bit of angles happening in here and if you noticed if you notice here let's go back to the original again right there is a gap there but you notice there is paneling here but not on here on this side right so that's going to create a little bit of difference in here for us the way we're going to handle that okay so i want to make another mesh that can do this for me okay so let's start establishing that and get that more where i need it to be all right so looking at that let's come back to this i'm gonna use this reference still okay so i'm gonna come across like this i need to go right about there okay and i need this to actually sit lower because it does sit lower sits more in that world all right and then it's going to come to about there and if you notice it's got an angle as well to there right so there now that's cutting through where we want that to cut through now we need to do this portion okay so what i would probably do first is do this get this right first let's make it be a little bit more here oh it's not masking off the right parts let's go more like that okay and then we're establishing this right so this is now going to need an insert an insert edge right where i need that to be and i'm going to solo this out just to look at where this needs to sit in the space right about there okay this is now going to allow me to pull down these edges to come down to here and then come into here and let's just even just go right to the point and move it straight to something like that okay and i don't want to save that let's on solo so you can see what we got right now going okay and then it doesn't sit this point down here doesn't sit that low right so you can also just use if you wanted to there's a slide a single point so you guys could go this route and slide this up if you want to as well like there's ways to do that okay but the thing you got to understand here is there is multiple planes happening here okay so the one plane that i'm not establishing right now okay is this plane right in here right there's a point where this is also happening through here right so it's not just that other movement so you need to start also making sure that we get that angle as well right that's going to be really important for me to make sure i establish that angle as well you know just make them all nice and even right because you need that angle in there right and you notice now i can see what needs to be adjusted right so in this case looking at this this angle goes all the way to the front right this comes this face and this face actually come way out here more so that it can keep going all the way to the front and then that way now really more establish that a little bit more something more like that right because it's got to come all the way up to here right because this is got a different thing happening in there okay then now i want to start okay now that i got that angle i want to start establishing everything else that's happening in this right so in this case i need another edge loop i'm gonna put another edge loop in here right so i'm gonna put an edge loop a little one nice one in there maybe okay and then now these angles need to change all through here right so this needs to have a change in angle so i'm going to only show this masking it will center that then i'll use a deformer instead and only move this point to kind of make the angle let's see what that's looking like okay i'm going to look at my references it needs to be a little bit more like that okay so there's that point is now where i need it to be okay and then this point right out here right so this one little lone point right here that one right there okay i'm gonna now let's hide the mask and say okay it goes down a little bit and it also comes in a little bit give it a little bit more like that all right and then now the points that i have right here come way over come all the way over okay so i'm gonna say we need just this one start coming way over here actually we're gonna need let me solo this out i'm gonna turn off my floor i want this one and i want that one and they're gonna start coming over to make an angle let's go all the way to there right and do something like that now i can also just delete this right and so now we have this going on right and then i can just say we just need something to go from here to here right in essence here to here right i need an angle there so we can do again we can bridge this across and you can even create something like that right so now you got a supporting edge going that direction right so i'm going to move these up a little bit more and then i'm going to go ahead and crease all start establishing that better and then now i'm going to have that angle this angle in here start coming across this way in fact i think i'm going to looking at this i'm just going to actually weld this all together [Music] uh stitch and a new end point and stitch those together start establishing that that point of interest in there there's some real problems getting that angle that i wanted i start establishing these pieces and getting what i want to start happening here okay um another i honestly i can go about this many many different ways right to get to this point if i wanted to and again looking back again we'll look at this this is this is the piece in essence that i made right in here to establish that line of interest right so you can go that route as well all right so you can see a little bit of what i did in here so i think in this this way i went more i went more like this whoops i did this first i established this cut right across here first right get that height where i wanted it to be something more like that right and then i used this to do this is where looking at this right coming way over like this and even just do this oops i've adjusted there we go sorry i was masking things out that i don't want masked not going so well for me today start cutting into that right and then this is going to establish the cut down to like right there right so then that's that piece and then now this you can also go transpose single polygon and then i'm going to extrude it out a little bit and then this piece this edge now goes to right about there stuff like this and then this is just this is too far out way too far out so i'm going to align along that edge and move it all the way to there so i can have that and that and then now i need this to sit lower more like that it's about that low and then it's got to come in a little bit too just a touch and i think i'm going to pull these edges out a little bit more more like that there you go starting to transition from one piece into another okay and then i want to now put the back part on okay so i'm going to throw a little back part and start pointing a little bit of the back element and i'll show you guys a couple things that i did for the back end so let's go to the sub tools um let's just insert i'm gonna insert whatever it doesn't matter what i insert and let's call this back back right and we'll cut that up in there move this back here i'm replacing it again with a cube this is a completely separate piece right so something like i'm gonna go about that thick and then it comes out wider and sit right about there all right and then it's going to take on an angle right so there's angles back here that are being done right so the main body needs to have some different type of angle happening through this okay so i'm going to start adding these i'm going to put an edge there okay and it looks like this does this to this so let's put an edge loop that's the top of that so now these points all right i need another edge loop one more edge right there and let's go ahead and just crease them all so i can get a better understanding of that's profile so there something like that okay and then now this piece needs to take on those angles so it doesn't go out further than the wheel well so there it needs to be a lot skinnier something like that then i need an edge loop for this right this needs an edge loop in here i'm going to go there and i'm going to have this be on an angle like that and let's get rid of this and then now let's just extrude down like that you can see this has a different type of angle to it so it's something more like that all right and then i'm going to move now this to there and now let me mask that off and move that to there and then bring that in just a little bit more okay there's that portion now so there's that i'm gonna bring it out just a little bit more just to have that angle and then up here we need a another edge loop here so insert another edge loop there let's go ahead and mirror and weld this over so we'll turn on some symmetry and then these get pushed in give an angle like that we'll crease all turn on our dynamics and then there establish start establishing that piece i'd say be careful my top view is not quite accurate okay so there is that that's established now something like this okay and then let me start establishing this angle right so i might as well go back to i already got front cut pieces so i might as well just do the same thing back here swap this out for a cube we'll size this up a little bit more let's go a lot bigger maybe not that big and let's crease this as well and i'm going to actually re-center it to the home [Music] because i did not center my gizmo so this is going to go to about there and then it goes to about we'll say that's good enough then we only need about that much and then up to there let's zoom in a little bit more right there and then now i just need to move this point down so it starts cutting in to the surface like that okay so there's that one and we need another one up here and looking for my reference there's even a little bit of a other cut happening in there too so let's let's take this one let's duplicate this right and it goes to there i got clips so i'm going to clip this and then it only goes about that high i would say right about in there then it comes across like so but for the sake of live booleans i'm going to make this a little bit taller just so also i can [Music] tell which one is what that's happening here and let's make this a different polygroup we've got something like that happening okay and now this needs from above needs another set of edges so i'm going to insert an edge looks like there's one there okay and then i'm gonna insert an edge there's another one living right there right so i want that in there because this is making that cut and then there is a very slight another this face right here also just a little bit it's subtle but it's there right just creating that little bit of a ridge there for this this weapon right and i'm again i'm trying to establish these really big interesting parts so that i can start putting in some detailing stuff all right so then just sharpening things up a little bit okay there we go we got that we got that we got that all right right now let's start looking at some other things especially the back end it's a little more complicated okay so if we again look at this back end portion here let's turn off our floor right we've got these vents happening we got this kind of thing happening we got a ladder going on right so and then you got all these other little bits that you gotta do we gotta put angles like this in to start establishing this correctly right getting all that to start working now as well right so these are the things that i wanna start now looking at so let's start looking looking at my time okay we have a lot of time so i wanna i wanna have a little bit more fun with say something like this in the back here like i think something like this it's actually not too complicated if when you break it down and start looking at this okay so i want to show you guys a little bit of that what we're doing here all right so you guys have been commenting back and forth and i haven't looked in a while what is it that i missed how do you classify each panel i'm not i'm not sure ernesto what you mean by that how do i classify each panel what do you mean by classify each panel if you can elaborate [Music] we haven't established the the you'll be getting the theme if you're involved in the sculpt off you will be getting that theme soon you should say look up here to me right okay so this is something based upon existing meshes and things are on right so right now right looking at where we're at with this right this is the piece that i have going on right now right and that goes up to right about what we just made this part right in here okay so i want to start creating things in here right to have that coming through here so let's first establish maybe the rails so i can see how wide those rails will be and what how long how long they'll need to be so let's quickly make some really fast rails for this okay so this is part of the let's see the gun here it is okay so i'm going to call this low main oh it's so hard to type like cintiq's in the way okay i'm going to just duplicate this all right and then i'm gonna just call this rails okay and come in here center it with no symmetry on okay and then i'm going to say let's dig grab a cylinder and once again i am going to do put it this direction okay let me establish this width okay so how wide the rails should be about that wide okay obviously size this way down okay and now looking at this the rails would live right about in here so this is how easy it's going to be for me to do some railings so all i did is use our handy dandy extender to do this so i'm not going to turn on any of the symmetry so i'm going to turn them all off by turning the colored cones here in the corner which obviously red is x green is y blue is z okay that was what jesus um so ernesto keep throwing if you can collect the expand upon what you're asking so then i want this to go this direction and then i want this to go this direction right because i want the rail to do that okay and then technically now right looking at this i only need in essence this and this i don't need that that that that that that i only need right now this portion so let's just delete that okay and then now the rail should live about this say this distance let's say from the back okay that looks good there and then it goes all the way and you see why i established these things i know where this stops now this is going to stop before that look this is why that little ridge probably exists in the original design right and then now we've got this established okay so this can now become the source of my rails okay and so all i care about here we'll solo this out is this face i'll change the color those green faces that's it that's all i care about are those faces right there okay so i'm gonna get rid of every other face okay and delete hidden okay so now we have this is the one and i don't want it to be this wide and i want it to sit right there okay and then the other one's gonna sit right there okay and then now all i need to do is tell zbrush let's cue mesh all polygons okay so we'll solo this out again so we're only looking at this pull them all out outward i'm going to change my polygroups by tap alt alt and then this i want to put a little bit more in there so i'm going to cue mesh polygroup all this time and let's just make the rails they need to be a little bit more thicker like that and let's go ahead and now and just crease there and i don't want this creased like i don't need the i don't need it a christ don't know why i'm doing that accent whatever that accent is i apologize for the brutality of my accent and then whoops there are my rails uh let's throw another edge down here because i want that to be a little bit tighter at the bottom a little more tighter at the top perfect okay then i want these faces and in fact you know what since i have two here forget about edge loop i you guys also think about slicing is a great way right because there's two rails here and they're not perfectly symmetrical right now right my head's getting really extreme close up let's pull that back okay so what i'm going to do now is let's go further away is i'm just going to use slicing right to establish the edge where i want it and then it's happening on both for me however i don't want the polygroup to change so i'm going to mask off everything and i'm going to slice there and slice there and then that way i'm getting see both rails are getting the exact same treatment so i do this quite a bit honestly for me and then i'm going to say let's let's change this polygroup that poly group and let's change that polygroup and that polygroup now this has got all the same green i'm going to do an inset polygroup all i'm going to do something like this change those polygroups on the fly something like that then qmesh polygroup all push this in just start giving that a little bit more definitely need to crease by the old pg ear and then i want edges here i want these creased okay so i want that crease that creased that crease that crease down there and then up here yeah there we go good to go boom there's there's my rails for this right so now i've established the rails for that now let me establish again let's start establishing some of these back pieces that have a little bit more things going on especially let's do this one this one's got a lot more going on okay aliens is your favorite movie oh man it's up there for me it's one of the best um uh the timeline if you download the patch 2021.7.1 your left your right and left arrow keys will work because we added the ability to your question we added the ability if you're going to do an insert mesh brush now if you don't have the timeline showing okay you can actually use i can't get to them right here the arrow keys to cycle through right so see it's it's it's selecting without me actually going right so here i'll select the middle one see but now if you have your timeline on now it'll go back to using the timeline if your timeline's on so you but you got to download the patch that was what we just released this week okay so now that i have established this i need this angle is very very like a specific angle that's happening in this piece right so i'm going to reuse the main body okay so i'm just going to duplicate this i'm going to rename this back vent mean main box okay and then i'm going to say all right that needs looking at there needs to be an edge loop here okay and i want that crease completely and then there needs to be an edge loop here and then that needs a complete crease there okay and then i'll slide this to be a little bit maybe a little bit more or something like that right and then this vent looking at this or any images goes almost near to the bottom practically and all the way to the top okay so i'm just going to put a little bit of a gap in there all right so i'm going to insert i want it to go about there to there okay and then i'm going to crease that and that and now the only two faces i care about the only two phases i care about are these two right here everything else can now go away right and then now i have these all right and then i'm going to delete hidden okay and then let's start having some fun with this now okay i'm going to tell zbrush let's put a little bit in fact yeah i don't let's i'm gonna have this go a little bit higher i'll live more in that world okay so once again i want to qmesh this all polygons let's make that have a little bit of some thickness in there change that poly grouping on the fly something like this okay and then i'm going to add a little bit of some elements to this so let's go ahead and cumish by a poly loop let's put a little bit of a ridge in here there we go and then i'm going to do an in inset and with the faces inset poly loop and i'm going to do something like like that then i'm going to go ahead and say let's qmesh this now probably loop that up something like that right and to keep things consistent i'm going to crease all right and you know what let's let's throw a little bevel why not put a little bevel on this and then tap and do the same thing crease all and then now we've got something that looks like this starting to happen right just create some kind of little bit of other little ridge there also it's nice for the light to be able to catch that too if i want you know i'm going to put a little bit more a little bit more of a ridge on the outside portion just give it a little bit more information there okay right so now i want to do now the next portion of this which is creating all those vent lines of interest and what i'm looking at okay so journal i don't do any coding no uh paul i couldn't say unfortunately i can't really discuss um future developments uh what are you talking about for vdm brushes oil change okay you found out yourself all right so this is where i'm going to start to say okay we need some vent in here okay let's start happening so i'm going to duplicate this once again and now let's just look at this and the only faces i care about once again are these green ones that's it i don't care about any other ones okay so i'm going to delete hidden and then i'm going to do an inset here i'm just going to say polygroup all let's do a little bit of an inset like this just create a little bit of an inset and then now delete hidden because i want this to be in a little bit i want to have another little bit of a little ridge in there for me okay so now i'm going to start looking at this design right so i need to establish let's go ahead let's turn on local symmetry mirror and weld okay so there's a center point let's turn on symmetry okay and here we're going to look at this i'm going to say i need inserted points here so we got about that okay so we'll get rid of that middle point we don't need that anymore looking at the top of this i'm gonna need points that go from here to up here all right and then i'm gonna say i need to bridge two points from here to here in essence okay so then what's gonna happen is looking at this design okay this is all gonna become one polygroup okay and then these are going to become a different polygroup so in essence what's going to happen here i'm going to get rid of the green here as we move along okay now that i've established that i'm going to go ahead and i need to put a large insert here in here make a nice little bit bigger gap make them to be relatively right about there i'll say that's the nice spot for that and then i'm going to say all right we need an edge loop here and then another little one there and then the same thing up here something like that okay and then i need another edge loop so we need to go from here to here and then we need to put actually i'm going to put a little bit bigger of a gap in here let's put a gap in there and go from there to there instead and then this will be one polygroup now okay that's good and then we need i need another edge loop here so i can go from here to here and then this will be a different polygroup so that i can see that and then i'm going to establish this as another different polygroup okay and i now need to repeat it the opposite direction now so i need uh i'll say right about there so from there to there right that'll establish this polygroup but we need this to stay green well it looks a bit yup that's what they did and then i'm going to go from here to here right and then that yeah we're going to adjust some stuff here let's slide this down i'm going to go right along this edge let's go a little bit more something more like yeah that looks better make that it's a different poly group and then we're going to make this be a different polygroup okay so right now you guys are like this looks weird and crazy right but if we do this now okay this is a design that i have right now going on right so i'm just double check okay we got that and that great we got that that that that that okay so again what i am making right now okay is this back vent portion right so you guys can see this is how i did this that i'm showing you this right now this is how i did it okay then i went all right now that i have this we need to use these polygroups so i'm going to delete the hidden get rid of what i don't need and then i'm going to come in here and say let's do an inset by polygroups this is why i took the time to do different polygrouping so now i'm just going to inset a little bit now what you might want to do also for this okay is when you're in setting there is equidistant and then there's also this slider right in here right sometimes this will help you get rid of the triangles when you're in setting not necessarily all i'm going to go about maybe that and then now i just tap tap tap tap tap tap okay so then all the insets have the exact same polygroups right so i can now just get rid of just all those polygroups and then this is what i'm left with okay so again let me go backwards with this so you guys completely have an understanding of what i'm going now if you guys also just want to use standard okay this won't put any triangles but it'll change the topology a little bit okay so we can go maybe something like that tap tap tap tap tap tap this is all i want i want to get rid of now the actual inset pieces because i just want to keep only this then i delete it right and then now i say qmesh right qmesh all polygons let's pull that out change the polygrouping right then these polygroups i'm going to re-polygroup those to be different and i'm going to whoops i'm going to now buy polygroup push this in okay come back to here you see what that is right and then now all i need to do is where are we with this turning is subtractive and then there you go so there's my subtracted vent portion of this back part right now i want to put a little bit of some you know pattern a little vent pattern in here okay so now i'm going to say let's take this i'm going to duplicate it and i'm going to go ahead and take a cube let's go ahead and size this up maybe about that big right about there and i'm also going to put it on a little bit of an angle and then stretch it put it right about there okay now i'm going to drop it down to here right about there and then now i'm going to tell zbrush i would like to duplicate this to be about that many repeating right so there's that i got those repeating now just like that pretty simple that was just holding the control key clicking on the arrow right so i'll do it again up closer so and we'll just look at only this so you guys can really get an understanding of what i'm doing here okay so all i'm doing is turning on the gizmo and then going i want to duplicate right so wherever i'm still my finger's still on control key and my pen is still on the arrow i'm going to stop and say i want that distance and now i just keep moving my hand that distance just keep moving in my hand but i let go of the control key right and then that's how i've been doing that repeating pattern so again holding ctrl clicking on the arrow my finger is still on control i establish where i want the repeat i now let go control and now when i just keep moving the arrow zbrush is just going to keep repeating it and then i can clear my mask right and then i can just duplicate the whole thing again and i need them to sit right about there right and i'm going to move this i'm going to move this down to here and then now i'm going to just rotate these get them to be where i want them to sit right about there right and then i can even move these in space a little bit there right and then now i don't need all of them so i don't need any of those i don't need any in here and i don't need any in here right and then now just delete hidden and then there you go just like that done right so there's that vent okay um if you want to unestablish see the round corners on the outside here so this part see it's got a little bit of roundness the easiest way to do that is just add an edge loop right there and add in one down here right and it'll kind of sharpen up those and then you can add one this way and add one this way so if you want a little bit more of something that looks like that you can do that now let's look now at the other one okay that we have which is this one right so this one's got really big vents so you can do the same thing if you wanted to but i can show you another way to do this right so there's more than just one way to make this happen thank you for your kind words hopefully i did not get that in correct okay so i'm just going to reuse what i already have here which is this thing i'm just going to reuse this okay so let's just copy this over and let's put another one right here okay but this one's not going to be as wide we're going to go a lot skinnier something more more than that more in that world okay because there's got to be a ladder that goes here right and then maybe just to keep this also looking a little bit different let's change up this design a little bit let's q mesh poly loop let's bring this up bring that whoops bring that up like that and then maybe do an angle like that just so there is a little bit of subtle differences here okay and then let's go ahead and crease these corners once again make sure all my corners are creased where i want them something like that okay so at least there's a little bit of subtle differences between those two those two vented portions okay and now let's go ahead and insert let's insert a cube and i'll just call this for the sake of large back vents okay and then i'm going to once again let's bring this forward and replace it with this cube okay i'm going to turn on dynamic but this time in dynamic i'm going to turn on q grid and i'm not going to have any smoothing all right and i want to have maybe more like that and play with the coverage a little bit something more along those lines and it needs to be about let's use that okay here's the top portion let's go ahead and push that all the way in and let's hold the alt key tap on that face so this gets a line this way and let's rotate it fifth uh yeah let's do 15 degrees let's start at 15 degrees let's see how that looks so it needs to sit a little bit more like that in the world okay and like this okay now i've got a problem the sense that i can't see the vent anymore right so we need to take care of that so let's go back up to this one right and we need to come through here and make this these faces here right in essence we need we need to push through so it creates something more like this right because i want this to be seen and then let's make sure we crease it or i can just go i want to make things faster for my crease by an angle right so at least now i have that so now i can start to see the vents and then i'm going to now also pick this and say i need i need an edge loop now i might need an edge loop here and a group here edge loop here okay and then an edge loop up here right and then now take these two and q mesh those in and now establish some creasing points of interest here there we go so that way we're going to be really be able to see how these vents are working give it some depth right and then now let's go back to that vent and i think i'm going to rotate it more i'm going to give it a little bit more rotation i'm going to go more i think in that there and push it out even more i think and i think i want to go a little bit bigger so let me reestablish this angle so i can go bigger like that something more like that and it needs to fit within the space there we go okay so now there's the first vent okay oh keith welcome game over man okay so uh that's great only a year been using zbrush keith wow well welcome to the family welcome to the community we're we're all excited to have you here and be a part of all of our discovery so i'm gonna use some handy dandy array mesh once again okay so this one i want a couple repeating let's see maybe let's go three down to here like right about there right so there's three repeating there at the top now with that gap i'm going to append a new but this time i'm going to turn on chain and you can see what that did that just added to the existing three that i have right but then that's stage two so like i said i wanted to show you guys more than one way and then now i can establish these let's repeat how many i'm going to need and let's look and see i think i might have guessed the number just right maybe maybe 11. yeah 11's looking better right and then there's my vents the repeat and then when i'm happy with this too this is a point where to i'm like okay i'm pretty happy with all this okay so i can make each mesh like this but i'm just going to say you know what i'm just going to convert all of it so i'm going to go into my geometry and i say convert bpr to geo and then they all turn into real topology right and then if i want to adjust just these ones because now looking at this i would say i would probably want this to be adjusted these need to sit more in a little bit i didn't do that port right but then there boom done right but then that's using your ray mesh to go one angle and then array mesh another angle by using that chain option so that comes in really really handy for sure okay and then the latter was the same way i made these rails in here okay and then there's gonna be points now when like when i come into the front here one other thing i want to show once we start getting everything established then there's little windows on the front of here i'm i'm i believe that's sorry for the die hard aliens fans i think these are windows right here i remember right it's been a while since i've watched the movie right so the thing is we're building stuff and right now i'm also using live booleans to do stuff so this is why i also started making folders okay this is one of the main reasons why i started making a folder because then what i can do is oh i want to start making the windows right so we're using a whole bunch of different things here to make this so what i'm going to do is actually through the boolean through the folder i'm going to boolean this so that i get a resulting mesh like this okay and now i want to make establish these windows so the only part i really care about is this this is the only thing i care about right now i don't care about any any other ones okay so i'm to say let's go ahead and delete this right and then now i'm going to say okay the windows and i really only care about this portion right so that is the only thing left over but that this is going to be the main part of my body right so i'm going to say all right the window needs to come straight across from here so straight across like that okay and then let's go ahead and delete hidden then the window clearly comes down this direction in this direction well i've got some topology here already doing that so let me just even just get rid of the topology i don't need right something like that in fact let's even delete hidden let's even now let's get rid of that and that and that okay and then i'm going to the delete hidden right so now i have this so now this is when i might turn on okay everything again in the folder so i can see this relationship okay so i like that that's looking good that's looking good okay there needs to be a little bit of gap in here so let's get rid of that gap something like that and let's get rid of one row topology this way and maybe one row that's there and one more row this way okay so now i have this right so now i have these pieces okay ready to go now if you want to you could like this piece is already fine but this piece has got a bunch of little triangles in it right so there's like that it's pretty ugly what's happening right in there okay so i might just say look at just this piece right and then i'm going to come here to my z remesher and i'm going to say i i think probably a thousand probably even too many okay that's way too many right i don't i don't need that much okay so this is probably going to be pretty low topology right so you can just remesh the whole thing if you want to right and get something like this you just need to establish some low low low polygon so let's let's try 500 there that's good enough right so now that i have this we'll make that all the same polygroup okay and then now i'm gonna qmesh polygroup all pull it out a little bit okay and then now i'm gonna polygon in this i'm gonna i'm changing the polygroups on purpose something like that then i'm gonna say inset and then i'm gonna do polygon ball and then do a little bit of an inset maybe something like this and this portion now qmesh polygroup all is what i want but i want qmesh polygroup all hold the shift key so i get a little bit of something like that okay then i'm going to take these and i'm going to say let's polygroup let's repoly group this loop to be the same as this loop and then let's go ahead back to qmesh polygroup all hold the shift key or do a little bit something like that and then i'm going to delete this delete this and then you have something like that and then delete this delete this so you have something like that let's go ahead and crease because you guys know how much i like my creasing right something like this right and then this is now going to establish right the cutting in to there right creating that cavity for the windows okay and then so i can just call this cavity windows and then i'm going to duplicate this and part of the reason why i did this initial inset is this is now going to become my windows so i'm going to do a delete hidden and then we're going to push them out and see my normals are flipped so i'm going to come down here to my display properties and flip them back right and then now there are my windows that are smaller than that cavity and i'm going to add let's add a little bit maybe also wonder what it looks like let's throw a little maybe q grid on this yeah i kind of like the q grid on there play with that coverage a little bit and then there you go right and then that's how i created that section so it's about reusing part of the design okay and there you go cosmic legends is not going to be possible just use the the slice brush that's what the slice brush can do you don't need to use the knife brush to do a single sided mesh just just use just use slice to do that [Music] materials don't go z over unless unless maxon added that somehow to there's there goes the encino 4d but the maya one there's no materials will go over uh all right just catching up on a couple questions that came through keith starting an oculus and you're in zbrush like i said welcome to the family uh okay uh partizal i answered your question there's no material sending over with go z what you might want to do is do selection sets is what i would do because selection sets will you poly groups will go over as selection sets so what i would recommend for you to do is assign the same polygroup to all the pieces that you want to have the same material in maya and then when they go over those will be a selection set that's what i would do which also fbx will do that too you don't have to just go z uh just catching up uh the zooming nice try couldn't say how do you assign a polygroup to the same thing like for example these are two separate pieces right so they if i just control w they'll make a new polygroup right and then you can copy this polygroup actually with the modeler so you hold the alt key click on it let goley out and switch the shift without taking your pen off and now that poly group is established so even if i switch to this right see i get the same polygroup okay that's that's what i would do but uh like i said um not just um um go z fbx will also do it as well all right so this is kind of where i start this is where my workflow is right for you all so and then i'm just continuing this process to get to our final result which is this is my refine my final um apc armored personnel oh one thing that i want to stress to see this little pattern that i did in here that's just a plane by the way right so that's just a plane giving me this little pattern okay so all i did for that is took a plane like this i'll show you another thing that i think could be fun right take a plane make that a poly mesh okay be i for insert mesh brushes i'm going to grab this imm primitives brush then i'm going to say b and then turn that into a nano which you guys can't see so i'm going to go through the brush palette so right here there's create nanomesh right and then i just created this and i turn this into a z modeler brush right so i just now created a new z modeler brush and i know that because at the bottom here see there's a new z modeler you see this is the number 14 that's the new one that i just created with from the insert mesh brush that was 14. nano nano nano okay and then i'll answer your question in a second about the normals flips and now all i do is do this all polygons right draw out they all get it right if i want to do a cube then i can replace the cube right and then now this is what i have is my pattern and then not only that [Music] but we can go ahead and say let's that's the geometry let's go to nanos okay and i'm going to say let's go a little bit bigger and i can even tile them multiple directions so i can do like a three by three and see now there's even more and instead of me drawing out more i'm just i'm just using this to give me that pattern right there's a two by two and then it doesn't end there right once i have this i can even say let's edit the mesh okay and then i can grab stuff like this then cumin let's inset this like this and then let's cue mesh polygroup all right something like this edit mesh and then see they all get that update or i can say you know what i don't even like this anymore i want something else right so i can say oh how about these cylinder pipes right you guys can go here to your inventory and say replace with nano boom right so i just replaced these with whatever i select here i can say give me the capsules instead replace with nano now i have the capsules okay so this is how i started establishing that pattern that i wanted on the side of mine and then you can only just show that if you want to so i don't even have to show the plane anymore right so that's how i did this portion right here because there's like a little subtle pattern in the original there so that that's what i did okay um unfortunately i got to get going uh i don't know when i'll be streaming next again because obviously we have the zbrush summit coming up next month so the end of the month don't miss out on that everybody it's a free event it's all online it's going to be saturday sunday monday tuesday all right and then we also for saturday have the live zebra sculpt off which is available to all of you guys we got another set of like over 20 000 worth of stuff we're giving away right we've got stuff from wacom we've got 3d printer from uh form labs we got a whole bunch of stuff okay so i don't know what my schedule's going to look like because we're all going to be prepping for that summit because it's like a month away now okay so make sure you sign up and come by that again our whole schedule here i'll i'll give you a link let me get this out of the way so i can actually type better oh nice right on my phone hold on let me uh get into my browser here real quick i don't want my default so zbrush summit actually summit go to this monitor it's easier for me to look at okay summit.pixellogic.com here's where you guys can sign up to become contestants in the sculpt off all right so this is where you register you need to be able to stream so you got to stream either on youtube or twitch so if you want to do this i would recommend getting going now practice streaming establish your channel so you know how to stream we give you information right here how to set up streaming so that's what this link is right here and then right here are all the contest rules as well if you have any questions you can email us at zbrush summit picslogic.com though okay it's a lot of fun it's a great challenge for you as an artist just to see what you can get done we're going to be sharing the theme very shortly with everybody so everyone's going to find the stream the theme out way before so you can do a lot of practice and prepping okay but make sure you if you want to compete check the rules and then if you've never streamed we've established here a little little one two three four five steps of how you set up streaming so this will help you guys establish how to start streaming and i would practice now okay i had a couple people last year that just tried to set everything up right before the competition and then it's not going to work very well for you okay as far as beginner um beginner stuff okay there is multiple ways to get um and learn about zbrush so we have things like our feature pages here but if you wanted to um let me go to the pixel logic home page right so learn zbrush there is our online documentation because you can search with that but there's free z classroom training here which there's a bunch of videos all through here it's very beginning so like the getting started this would be the best so you can see each one of these have sessions so this one has 14 videos in it this has 12 videos in it right and all these videos a lot of them are very short and to the point three to five minutes okay so i would hey binvinchar i would hear i'll throw this in the chat for you these is a good place for you to start since you're asking good beginner videos right we give away stuff through the entire summit the summit again is going to be october 23rd through the 26th the sculpt off is happening on the 23rd and then we'll have special events streaming events presentations happening from the 24th through the 26th so right here it's 100 free it's all online so you can watch whenever you want okay and we haven't announced yet who our guests are going to be so if you want to learn more information as we go about this at the bottom here you can sign up for a newsletter and every time we make a major major announcement for the the summit we send out a newsletter to these people okay is there some date after which you can't sign up yes yes there is a cutoff date because i need time to prep some stuff uh to prep for to make this look be a cool stream so yes there is a cutoff date um it's in the it's in the rules i want to say it's the 20th if i remember correctly um but there is a cutoff date yes and then here's all the people that have already signed up they can start even going and looking at their channels right and then this is also a place where you guys when the stream's going to be happening on that 23rd you can come here and just click on people maybe and start cruising around and see what people have okay so i would say go look at your rules uh yes there is a cut off date because i need time to go through things um i don't remember i'm pretty sure i know it's in here somewhere but i'd have to find it i don't remember the exact date and when you sign up it's going to be in the email as well okay so i encourage you all man you you'll learn a lot um wait what was the last question somebody was asking i said i'll come back to that there was something actually uh i forgot there was something i said i'll come back to that forget what it was now [Music] oh how do you know that normals are flipped that's what it was i think this is an important one okay so here we'll just solo this out okay how you know normals are flipped is in display properties okay as long as you don't have this double on and the normals look it looks normal then they're not flipped right this is flips normals see these normals now are all flipped right if you have double on you'll never know right see because we're showing you both normals not facing the camera and normal's facing the camera okay and then this flip allows you to flip right and then you can also do this visible wise so i can flip these right and then see these ones didn't get flipped i'll flip your fight i flip your fire i know what you're doing i like it okay so you have the ability to visually look at just certain meshes and flip them and as long as you don't have double on then you'll see the flip if you keep double on then you won't see that there's flipped normals cosmic legends you never know you never know i will have some special guest appearances from people for sure this year so come join us for sure okay so um there you go there's at least how i started making all this the rest of this is just putting the time in and it's all just mostly just the muddler making the pieces it's not anything crazy it's just putting the time in and i would say this thing maybe took me the whole thing from beginning the end i would say probably not more than 30 hours i would say if i had if i had to guesstimate i would say maybe 20 to 25 hours the whole thing took me all right all right so thank you everybody uh keep an eye on our calendar to see our streaming's coming up on our channel we have streaming live every single day practically on this channel which is our zbrushlive.com i really appreciate you guys all taking time to come and uh with me to show you how i started to put this little piece together hopefully you guys learned a little bit got some good tricks and techniques and i'm looking forward to seeing you all in upcoming streams and especially at the zbrush summit right so again i'm paul gaber with pixel logic and i am
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Channel: Pixologic ZBrush
Views: 10,949
Rating: undefined out of 5
Keywords: Paul Gaboury, aliens, james cameron, drop ship, space ships, aircrafts, sci-fi, tank, zbrush, zbrush tutorial, zbrush beginner tutorial, zbrush 2020, pixologic, zbrush free, zbrush live, zbrush download, zbrush core, zbrush trial, zbrush brushes, 3d modeling, digital sculpting, zbrush student, zbrush character modeling, zbrush character, zbrush sculpting, zbrush realistic face, 3d printing software, 3d modeling software, zbrushcoremini, zbrush mini, figurine, zbrush 2021
Id: UG5Q6sWqEkg
Channel Id: undefined
Length: 162min 42sec (9762 seconds)
Published: Fri Sep 17 2021
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