Khoa Điêu khắc, ĐHNT Huế, đang mở lớp luyện thi miễn phí. Các thí sinh liên hệ thầy Phan Thanh Quang. Số điện thoại: 0935580699. Trân trọng.

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  1. Hey @MichaelPavlovich! Awesome Stream!

    You mentioned in your presentation that at the Pxiologic Summit that your are focusing on Workflows/Pipelines of GameDevelopment. Can we expect these kind of comprehensive streams about this topics? The reason why I'm asking this is the following:

    For me the hardest thing as Junior: How do I get from a character or any other asset from Sculpt to UE4 to test it. What are the steps? If there is more way to get from A-Z what, what are those? What decisions I do have to make when starting a project? What decisions I have to make in Each steps? What are the Pros/Cons of choosing one or other direction over the other, or what directions do I have anyway. What counts as a good/bad output of each step of a workflow? What are the "Don't/Never DOs"? etc…

    I think the hardest thing is to stich together the bits of these individual software based knowledge chunks. I think these kind of Gamedev pipeline oriented videos would help many of us to get our first jobs, as freelancers or get employed, and this video looks like an awesome start.

    Love your Streams! Thanks for teaching us!
    With Respect,

  2. speaking of a ZBrush/Fusion360 workflow I'm surprised they never did a GoZ for that or Rhino3d especially with how ZBrush is so popular among 3d printers and used in costume/prop/toy manufacturing. both apps have T-Spines (the protocol that lets you turn organic meshes into solid bodies) and their CAD ability compliments ZBrush's freeform creation pretty well with both filling in the gaps of the other. you can create super specific primitives in Fusion/Rhino with all the right proportion and measurements then port that to Zbrush for detailing and maybe component breakup port that back to Fusion/Rhino for technical refinement like make sure there is enough gap between segments for easy fitting or getting the measurement of a new component and resize it till it fits the dimensions you need port back to ZBrush for more detailing and finishing touches and then port back to Fusion/Rhino for technical refinement so you get a very aesthetically pleasing but structurally sound design.

    like I forget if it's you or Drust who demonstrated 4R8's live boolean tool by importing a Joint Buck made in 3DS Max slid it in the leg of a sculpted figure and boom gave it a knee joint. i could see one of you make your figure port it to Rhino get the measurements CAD out a joint either import the joint to ZBrush for the boolean or do the boolean in Rhino and port the figure parts back to Zbrush you fix the sculpt so it melds with the new joint better pop back to Rhino to mathematically refine that refinement so the joint mechanism is smooth boom properly engineered articulated figure!

    i know Lego uses Rhino3d for their concepts because they treat it like a 3D Adobe Illustrator so with such a workflow they might bring ZBrush into the mix. i know they have Maya for making the Instruction illustrations using OBJs taken from the RHino CAD.

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