Added: 4 years ago
From: MixMashCom
Views: 20,118
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  • Really useful!

  • How do I add more polygons in Maya

  • @drakozero8 Hi Drake, sorry but I haven't used Maya in ages. I usually use Lightwave. However, you should check out some modeling tutorials for Maya. To add more polygons there are a number ways to do it. You can extrude polygons, split them, add an edge loop (or several) or subdivide your mesh. It's up to you. For a unicorn horn, you can use this tutorial as a basis. The idea is the same. There is also a twist deformer in Maya. Use Google for tutes. Best that I can suggest.

  • Gosh I need to know how to make a Unicorn Horn and the only program I have is Maya 2012 and I can get Mud so can u pls help Mix.

  • thank you for taking the time to make this tutorial! its very helpful... thanks again.

  • thanks, great tutorial

  • nice tut! you should consider making more!

  • Oh nice.. so a simple horn ends up eating a million worth of polys...

    Just..... great.

  • not necessarily. You can retopologise the higher resolution version to make a more managable version for you. Also, this technique can be done in your native 3d program. It's just a matter of understanding the steps and replicating them with the tools in your native 3d program.

    Also, the point of this tutorial was to just show you how it could be done in Zbrush.

  • Hi Mix. when making a baking for a lo-poly model, how can I use the uv map of the hi-poly cage in order to attach it to the lo-poly, so i can cover the former in photoshop with a realistic pic, wich will cover also exactly the lo-poly uv after baking it, so it will mimic the hi-poly also as for both the texture and the details?

  • Hi, In Zbrush, you can only bake a normal/bump/displacement map and a colour map onto your lo res mesh from your hires one. Basically, you need to convert BOTH your textured meshes into polypainted objects then conform your subdivided lores mesh onto the hires one. Then convert the lores polypainting to a texture. If you have other texture maps, you will need to do this for each texture. Your native 3d program may be better for baking, though. Good Luck!

  • Spoken like someone who knows little or nothing of zbrush.

  • Great, thanks for this!

  • Great tutorial, nice work in here.

    Aplauds to poster :)

  • i cant find the col in mask menu so pleas help me

  • Open the masking menu. It is right under "mask by alpha" in the middle of the menu.

  • very good ^^ all of your tutorials are so helpful

  • got zbrush 3 days ago. I am used to a bit of 3D, but I am definately a noob. THANX for your video, i was enthusiastic when I got my firsto horn hehehe

    great job, looking for more from you now, and please do publish and share your knowledge!

  • Hmm, yes, I guess that's the most important part to do, setting up the base mesh correct, in order to have a good topology... would love to see some new tutorial showing a simple way how you could achieve such a result..

  • nice, thx for showing us... but do you have a technique that allows to make such horns directly on a sphere or a human head or any other existing polymesh ?

  • Hi, it's more difficult to do but it may not be impossible. You may need to do some masking. The other option would be to use the project brush but you would still need to set up the base mesh so that the basic 'volume' of the horn matches the twisted one.

  • Great video totally idiot proof. you shoul dget a job with digital tutors or gnomon you are better at teaching then they are on their dvd's by far.

  • Thanks, that's nice of you. But Digital Tutors and Gnomon only hire pros. I'm just a hobbyist. I may make some tutorials for sale in the future but they will be intermediate and will mix between Zbrush and Lightave, not just Zbrush.

    Thanks again.

  • i am new to zbrush. the vid helped me a lot. tnx

  • great tut thanks a lot

  • Thanks man that's a very nice tutorial.. But does anyone know how can I connect horns with my models?

  • If you want to attach the horns seamlessly to the mesh then you'll need to export out the shape and attach the horns in a different 3d program. Then you would import the new mesh into Zbrush for further sculpting. However, you would lose your subdivision levels.

  • There is another method. You can append your horm as a subtool to the model you want to attach it to. Resize it and position it the way you want then clone it using the clone button in the tools menu. If you want two horns symmetrically placed, append your cloned horn again and mirror it in the Deformation menu. Clone that one as well. You can delete the two subtools then because you no longer need them. In the geometry menu, click insert mesh and chose your horns (one ata time). Retopologize.

  • Very nice. I didn't even know how to select rows and/or colums so I was having difficulty with objects like horns.

  • Great tut! Never knew about all the masking options.

  • wtf you dont say where the size option is so im stuck. try to do that next time bud

  • never mindi found it. thanks for this cool tutorial.

  • Good tutorial for beginners like me xD Thnks a lot

  • Wow, great tutorial. You went slow enough for the noobs like me. Thanks.

  • that was a very good tutorial. the speech is easy to understand and the tutorial itself is very thorough in what it is trying to present. thank you very much for making it and i hope to see more from you.

  • I have doubt. Zbrush is good. but most of the companies r using Maya or Studio Max. If i learn Zbrush, it s good to future?

    Please inform me. bcoz. Im going to learn..

    Thanks

  • Zbrush is a great tool that many companies use to sculpt models and paint. It is an amazing tool. They using it to model some of the creatures in 'Lord of the Rings'.

    Try it out and see what amazing artworks other people have done with it before you judge it, my friend.

  • Thanks a lot friend....

  • You really need to learn to use both if you want to work as a 3d modeler....but you can get started by learning to draw

  • Well not if you use Zspheres

  • Zbrush is not an alternative to 'traditionnal modeler', zbrush just fill the lack of 'organic' modelling ability in traditionnal software. By the way common workflow is about modelling a simple low poly mesh within maya,Xsi,3dsMax, C4d, etc then import it and 'complexify' it with Zbrush and then export a more complex model+ displacement map (or normal map) back to Maya(example) to shade, set up complete scene, animate and RENDER it.

  • found link to this on Zbrush, well done easily to follow. Thanks

  • More tutorials on this wonderful program are needed! So thanks a lot for this!

  • I hope to do a few more for Zbrush in the future so keep your eyes out. I also plan to do a few for Lightwave and 3d in general.

    Anyway, glad you liked it.

    Cheers

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