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File: 241182471824.png (581 KB, 727x898)
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Please help. Are there any tutorials for Zbrush for creating more "simple" characters like Mario here for example? Everything i find is some hyper super realistic creatures/people.
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>>589002
Dont use zbrush for simple characters.
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https://www.youtube.com/watch?v=cjZt0ICfutQ
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>>589007
Good advice
>>589005
Bad advice
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>>589005
Simpleton advice.
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Learning how to design a simple character like Mario will also help with creating one.

http://www.bloglet.com/drawing-cartoons-characters/

Just a couple simple shapes to start.
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>>589005
>don't use zbrush
ftfy.
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>>589005
true, i work in a medium sized animation studio and all the young intern we have are completely reliant on zbrush even for the simplest thing. The result is bad topology and a lot of work opportunities wasted
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learn how to draw first
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>>589009
>because I say so
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>>589002
That model takes no time at all to do with subdiv modelling. All you're doing is adding a layer of wasted scultping to retopo the thing you're gonna be modelling anyway.
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>>589049
oldest meme in the book....
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>>589072
Fucking this, jesus christ some of the stupid shit people put themselves through to sculpt cartoony characters is just retarded and 50% of it is just micromanaging to keep the model from falling apart.
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>>589072
>>589101
Idiots. two random videos

https://www.youtube.com/watch?v=XLFvtTfL0_c
https://www.youtube.com/watch?v=oF6Lj_EeOAY

Zremesher has the ability to turn your sculpt into an easily animatable model with much more demanding stuff than a fucking toon model that probably doesn't even have facial animations. And sculpting+zremesher is like 20 times faster than box modelling
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>>589072
nigga it's a lot faster to sculpt than to box model. And for something simple like that you end up with a good mesh without needing to retopo
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In this thread: retards who last time used 3d modeling package in 2004 give advice about ZBrush. I'm sorry that your 3d career didn't take hold and that you're now cleaning defecated sheets in retirement home, but don't give shitty advice.

It's faster to model characters like this in ZBrush, unless you are retard.
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>>589145
A character like Mario is much faster to boxmodel, since it's a very simple and symmetrical character. I think his hair might be the only thing to sculpt faster. I would only choose to sculpt him if his clothes had folds.
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Y'all sculpt hex nuts and pistons too?
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zModeler. zSpheres. zGofuckyourself.

>>589150
Yeah dude since they're almost the same as Mario.
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Everyone should do a Mario with their favorite technique untill we all realize the best tool is the one you master, yes that's corny and lazy as fuck but also true.

This is /3/ after all, I'm sure everyone will play nice and fair. No one would troll at all, would they?
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>>589156
Im stopping at this point. Autism is my motivation and Im all out of fuel right now
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>>589176
Wtf anon. Good job there.
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>>589203
Thanks man:) I think Im done now. I honestly dont know enough about sculpting but simple characters like this have always reminded me of 2d vector graphics. Like, would you use photoshop to make really sharp clean graphics, or would you use illustrator? I wouldnt use either of course, since Im a freetarded person but box modeling reminds me of vector art
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>>589206
pose reads nicely here
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>>589206
10/10 Would buy from an indian knockoff brand store
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>>589005
Basically this, characters like Mario are made of smooth lines and shapes, not a bunch of specular maps and shit.
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>>589002
The steps for any character in Zbrush are basically the same: start with a sphere subtool and Dynamesh it to 8 or 16 points, then inflate/pull/deform the basic shape until you need to increase the dynamesh to 32, then 64, and so on. No need to watch no tutorial.
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>>589209
>>589213
sweet!!

I might atnimate him hate criming on a goomba tomorrow
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>>589219
I like to use zspheres instead to get the basic shape, then dinamesh.
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>>589009
i liek danny mac etc
i dont know tho if its worth the amount of work and reworking of model after wasting the time

isnt it easier if you just subdivide a box tehn start shaping it and averaging vertices untill it matches a skull and then do some small details and your done in maya instead of going for the whole i need to scult with a tablet and try to mimic shapes as best i can
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>>589219
Also, i think folks are missing the point. I know Zbrush is very organic - TOO organic for a hard edge, simple character like mario - but OP want´s a Zbrush solution for this kind of model. It is easy to solve the model with 3ds max only, but Zbrush can make it work too.
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>>589257
Ummm you can just zremesh your model down to 1000 polygons and then re subdivid for perfect smoothness.


Watch some hard surface model tutorials on zbrush, characters like bastion from overwatch have been made entirely in zbrush so it’s not impossible
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>>589215

>characters made of specular maps and shit
>specular maps and shit
>shit
>...
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>>589002

You should really use MODO for this kind of workflow, MODO 11.3 booleans have the best workflow The foundry could have developed, Create a extremely complex base mesh with just a few simple clicks, with the new improved Meshfusion, which now also has a new feature, which is live mesh updating so you can quickly move and visualize at the same time as you modify your mesh, and that's only the beggining, if you get MOP boolean toolkit, you'll be able to model incredible models in just a few clicks, and then add details with the new polyenstein kitbash collection, and this is only the first section on the new MODO improvements. You can get MODO at www.thefoundry.com
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>>589941
is this a spam?
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>>589219
>>589257
dude, its really bad, stop posting
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>>589071
"Dont use zbrush for simple characters." doesn't even answer the question OP asked so it's not just "because he say so". It wasn't even bad advice, it was unrelated garbage advice.
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>>590079
Its a rough example, but some people won´t understand unless they see the final mesh.
Hope i don´t have to export and rig for anyone to understand, because i won´t - i don´t need a third party copyrighted character in my library.
Pic related, entirelly made in Zbrush - no 3ds max or other software involved. OP wanted to know if a mario could be made in zbrush, there it is.
If you can do better in ZBrush, then show us.
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>>590121

I'm not the faggot you're fighting with, just asking, why did you do all that process for the base mesh rather than just using zspheres?
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>>590122
I use 3ds Max for rigging and animation, so this is the process i´m familiar with. The sculpt is Zremeshed and UVunwrapped before becoming the final model for exporting to either animation or game engine, but i post the sculpt because it looks better - deforming a biped is easier and more accurate than zspheres.
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>>590121
I understand what you're doing, and I won't waste any time doing better.
OP was asking for clean shapes; yours aren't. That's all
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>>590170
>I won't waste any time doing better.
Because you can´t.
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>>590175
you assume way too much
And whatever you think, it doesnt change the fact that you failed to demonstrate what OP was asking for. Your shapes are wobbly, undefined, lack any sense of polish, and show all the flaws of a poorly sculpted mesh when compared to a clean poly-model.

Don't get me wrong, what OP was asking for is possible to achieve, but 1) not by you, and 2) using Zbrush to do it is more of a hassle than anything else. If you know the proportions of your character and have a clear goal set, Maya or Max would do the job better and faster.
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>>589002
Personally, I'd use Zbrush to sculpt the head and hair then retopologize. I find it lot easier than box modeling since I can fully focus on the character's likeness and the edgeflow separately.

Since Mario's body is so simple, I would box model it. It's faster and easier to keep everything smooth and in proportion that way.

If I wanted to add some more detail on top of that, I would import the mesh into Zbrush. You already have the clean mesh with the general shape you want, so there's less opportunity to mess it up and make it all lumpy-looking unless you're a clumsy moron.
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>>590177
talk is cheap.
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>>590177
>blahblahblah u model is bad and i wont model because...
...because you can´t.
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>>590215
It's really easy and really fast if you use the right program apparently, but not worth saving time and proving it versus wasting more time.

This thread has popped up way too much for the same shit and nothing happening
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>>590177
>Your shapes are wobbly, undefined, lack any sense of polish, and show all the flaws of a poorly sculpted mesh
I´m sorry, you´re right - there´s a clear problem in here. Now, let´s see if we can find it, shall we? Let´s look closer...
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>>590225
...closer... CLOSER... A-HA!!!!
Yep, i can clearly see the problem.
Nope, can´t fix it.
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>>590226
A non-faggot would realize that achieving the "clean shapes" he's fetishizing so much are simply a matter of additional time and work.




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