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Zbrush 4 - Spacemarine shoulder pad - Shadowbox and Matchmaker - PART 2

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Uploaded by on Aug 12, 2010

ZBrush 4 - Creating a simple eagle emblem using Shadowbox and warping it to fit the shoulder pad using the Matchmaker brush.

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Uploader Comments (3DGameResources)

  • You planning on making a full model of the marine psi? Great video.

  • @NathanKRobinson : Not sure yet, but I am gonna make a few bits at least...

  • great tutorial. thanks

  • @wisdomprophet777 : You're welcome.

  • now a space marine helmet ;)

  • @lordofthecubes : One thing at a time ;-) gonna continue this a little further to the painted version then I will probably make a helmet or a bolter...

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All Comments (22)

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  • so how do you join the two poly's together so that they're one poly, is there a Boolean tool for unifying them?

  • @AngriestAmerican

    Zbrush can switch between low and high poly's. The Shadowbox has a setting above it (it's part of the ReMesh All function) in which you can set the resolution of the poly's.eg- if you want a 64 poly shape you can set it to x8 res.

    Later on you can then subdivide it multiple times and still keep the original shape as a low-poly mesh which will alter shape based on your high poly modifications. You can also retopologise in Zbrush pretty easily and reduce poly's using remeshALL.

  • How do you make the inside hollow so it would fit for a shoulder? :S if i use a brush and try to make a indent i just fuck it up :S

  • I thought it was bar soap when i seen the thumbnail.

  • nigga you sound like you boutta die dawg stop hittin dat bowl nigga

  • HEY MEN!!!.... THIS IS THE MOST FUCKING AMZING TUTORIAL FOR Z-BRUSH......

    THANKS!!!

  • Brilliant stuff! This has been really usefull!

  • de puta madre

  • really cool. i'm loving the new shadowbox so far. great to see other people's examples.

    thanks for making the tutorial!

  • Wow! Great modelling!!

    I have a question, maybe you can help me understand.

    How do you make a mesh in ZB and then use it in LW. Isn't there a HIGH poly count in the ZB model?

    I did at one time make a model in LW then import it into ZB, then detailed it, used the Displacement mapping, but it lost detail in LW. I wasn't to impressed so I stopped using ZB.

    I see some incredible models made in ZB, but how feasible is it to use the models in programs like LW, where the polycount matters.

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