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ZBrush Tutorial (Architectural Techniques) - part 6

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Uploaded by on Sep 21, 2009

ZBrush Tutorial (Architectural Techniques) - part 6.
Sebastien Legrain, a master ZBrush artist shows you some very powerful Projection Master techniques he uses to create architectural and hard surface elements.

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  • @NextGenAsh ZBrush's entire purpose in the industry is to allow modelers to quickly develop 3D models for films and video games at extremely high levels of detail, and then bake these details out into normal or displacement maps for use at runtime / rendertime on a low-definition model. Therefor modeling something as hi-def as this wall might be nice in theory, but in order to put it to any industrial use other than a simple 2D render from inside ZB, youre going to have to retop.

  • @AdamEisfeld yeah!but then whats the point of zbrush..?xD

  • @NextGenAsh sure it will accept maybe one of those mesh's, but thats barely everything you need for an animation in either program. This is hundreds of thousands of polygons just to make a simple wall that could be achieved with probably around 2 to 3 thousand polygons and a good texture / normal map. Throw in the fact that you still need the rest of the scene modeled, textured, characters, etc, and you'll find when it comes time to animate your computer isnt going to like you very much.

  • @AdamEisfeld idk abt u but my pc accepts these kind of meshes into maya or 3ds max...then again its only up to spec's...i have 1gb graphic card and 4 gb of ram ... :)

  • brillant

  • retopologizing that would be quite a pain though :/, seems to me itd only be useful inside ZBrush, any other package is going to kill itself trying to import the geometry and Id hate to be the one to have to retopo all of that detail. The time spent doing that might as well just be put into getting the topo correct in an external modeling package to begin with.

    With that said though, great tutorials, I learnt a lot.

  • great video

  • Beautifulllllll

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