From High to Low Poly  Getting Subdivision Levels Back

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From_High_to_Low_Poly_01
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Chapter 01 ~ Subdivision Levels
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In Chapter 1, we discuss subdivision levels and reasons for using them. We look at ReMesh All together with ProjectAll and possible problems and solutions. We also look at merging layers together and retaining their subdivision levels.
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Chapter 02 ~ Decimation Master
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In Chapter 2, we examine Decimation Master and ways to utilise it to create low poly mesh. We revisit Zsphere topology and look at Projection. We also explore ways to fix problems with holes that may occur when using topology.
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Chapter 03 ~ Masking
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In Chapter 3, we look at ZProject Brush and possible issues when using it. We also utilise Polish Crisp Edges to smooth our model. Finally, we explore the benefits of using masking in conjunction with ProjectAll.
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From High to Low Poly

In this 3-part tutorial, we look at how to get subdivision levels back using two main techniques. We utilise tools such as ReMesh All and ProjectAll and also look at Zspheres and topology in conjunction with Decimation Master. Finally we explore the ZProject Brush together with masking.

In the introduction, we look at the overall scope of our project and briefly look at some of the topics that will be covered in this 3-part tutorial. I also provide details regarding a free downloadable model of a treasure chest that can be utilised during the series.

77 Responses to From High to Low Poly Getting Subdivision Levels Back
  1. avatar
    13/05/2015 at 8:32 pm

    Hello Bad King, awesome tutorial! I’m new at Zbrush and am facing some problems which I hope u can help with. I’ve tried your tutorial method, and also the solution you’ve given to BattleshipBob. These are some of the troubles in which I have encountered:

    i) Using the tutorial’s method, my character has weird polys poking out of his fingers and hair (long neck-leveled bangs )when I use ProjectAll
    ii) Using the ZRemesher: works fine until around the 3rd subdivision when the above problem starts to occur again
    iii) Using the ZRemesher, I can’t maintain my polygroups, and if I try to remesh it with the FreezeGroups options on, my program crashes. This is a problem because I need to deal with the character’s hair seperately

    I really need a solution for this cuz I need to import the model into Maya to do a short turntable animation at the end. Please help and thanks for your time!

    • avatar
      17/05/2015 at 9:37 pm

      The issues you are having are not uncommon and I’m happy to say I may have a solution. Please note this will only work if your character is symmetrical:

      1# After ZRemeshing I recommend masking out the problem areas before using ProjectAll.

      2# Run ProjectAll, once it is done, clear your mask. Check your model for any imperfections.

      3# If your model has any imperfections try to smooth them out with your brush or if that does’t work hit “Ctrl Z” a few times to go back to the place before you Projected-All.

      4# Mask problem areas again and repeat steps 2 and 3.

      5# Invert the Masked areas and select the “ZProject” Brush, make sure you have Brush Symmetry turned off otherwise it may destroy one half of your model.

      6# Use the “ZProject” Brush on a low intensity setting and gently apply it over the smoothed areas, you only need to apply this to one side of your model.

      7# Now that you’ve got your detail back on one side, clear your Masks and run the “Smart resym” technique.

      Here is a link to Smart resym: https://www.youtube.com/watch?v=OinW50E-z9s

      Hope this helps 😉

      • avatar
        20/05/2015 at 7:16 pm

        Thanks for the reply BK! That really meant a lot =) Unfortunately my model is asymmetrical because half of the character’s face is scarred. I’ve already put in the scars before I realized that my subdivs went poof T__T But in any case, this was really good to know– hoping I wouldn’t need to use it in the future but I will if I mess up again! Currently, I’ve experimented with decimation master and it seems to yield a good result so far. I was thinking of applying it after I’ve completed modelling my character. Or should I do it now?

    • avatar
      26/05/2015 at 8:58 pm

      I definitely recommend waiting until the very end before using Decimation Master as tris are difficult to work with. I hope this helps :)

  2. avatar
    06/01/2015 at 6:56 am

    BK-

    First off, fantastic tutorial. Very helpful.

    Secondly, I’ve done a terrible thing.

    I am learning zBrush and have created a high poly model (no subdivision levels) and have poly painted it. I am finding out that I need my lower subD levels in order to UV. I like the simple process that you have outlined. However, what I would really like is to maintain my high poly original model/tool as the highest subD level (so that the paint on it is still precise) and then use the lower subD levels that I made using your process as my lower levels. In other words, is there a way to merge the 2 tools (my original painted high poly level) with the another tool which has the lower subD levels that I created from the original tool’s clone? I may be out of luck on this, but I am stuck with needing lower subD levels for UV info but wanting to maintain my hours and hours of poly paint work.

    Hope this makes sense.

    Thanks!

    BattleshipBob

    • avatar
      07/01/2015 at 8:44 pm

      Hey BattleshipBob,

      You will need to:

      – Duplicate the model in a layer (inside SubTools tab)
      – Run ZRemesher on the duplicate to create your low poly mesh (turn on Solo mode to make it easier to tell your high poly model from your low poly model)
      – Add a subdivision level to your low poly model (Divide button inside Geometry tab)
      – Use Project All (inside the SubTool tab) to project both the detail and polypaint of the original model
      – Repeat this process as many times as needed to create all the necessary sub division levels

      I hope this points you in the right direction, let me know how you go or if you have any other questions :)

  3. avatar
    27/07/2014 at 1:17 am

    That info was exactly what I was needing – thanks so much for all your sharing.

  4. avatar
    24/04/2014 at 1:14 am

    Hey Badking – Really want to say thank you for your Awesome Tutorials ! I am really new to Zbrush coming from 3DS Max. Just want to show my appreciation to all your work and this Awesome Website here. Thank you !

    • avatar
      25/04/2014 at 9:44 am

      Thanks so much for the kind words mate, it’s always great to hear that the resources are being enjoyed :) Heaps more cool stuff coming!

  5. avatar
    18/03/2014 at 12:42 pm

    Hi BadKing,
    I’m rather new to sculpting, and I have a question regarding the details on the Treasure chest. Have alphas been used to sculpt the intricate design on the chest or has any other method been used? It’ll be cool if you could give me some clarity on how to go about building an ornate model in Zbrush. Thanks in advance.
    And oh ya, liked the Treasure chest tutorial. It did help me.

    • avatar
      18/03/2014 at 10:43 pm

      Hey Pari, it’s been a few years since I did the Treasure Chest but from memory I used Alpha maps. In saying that, if I had to design the Treasure Chest again I would recommend designing ornate onlay models first and make an IMM Brush. Use the IMM to insert ornate designs onto the chest and this way you’ll end up with a cleaner looking, more elegant model.

      Hope this helps 😉

  6. avatar
    11/03/2014 at 2:06 pm

    Great job! Some of the best tutorials I’ve seen. I wish I would of known about you last year when I was bashing my head against the wall while trying to learn ZBrush on my own. Thank you and once again, great job!

    • avatar
      11/03/2014 at 3:11 pm

      Thanks so much for the kind words mate :) I’m really glad to hear the site is helping and please let others know if you’re finding it useful…the bigger our community the more FREE resources we can offer!!

  7. avatar

    Rha

    19/02/2014 at 6:23 pm

    awesome man… many thanks to you !!

  8. avatar
    19/10/2013 at 6:03 pm

    Hi! Really nice tutorials, but why didn’t you mention that remesher remeshes only visible subtools. You don’t have to clone a subtool to another tool. It’s difficult to find and manage it later when you have too many

    • avatar
      19/10/2013 at 6:25 pm

      Thanks for the feedback :) I honestly can’t remember my reasoning as I recorded the tutorial a while ago but good point :)

  9. avatar
    21/09/2013 at 6:32 am

    Just found your site today. I’m afraid it will destroy my social life for some weeks.
    Thanks for the outstanding tutorials!

  10. avatar
    08/07/2013 at 7:43 am

    Nice tuts Badking but i have a question … what is the purpose to project the high res on the low res if the active points will be almost the same in the low res and the high… that was i think :S
    and again very cool tuts 😀

    • avatar
      08/07/2013 at 10:25 am

      Thanks! Glad you like the tutorials :) The purpose of projecting onto a low res mesh is to build subdivision levels. Subdivision levels are usually used in production work. They allow you to create things like UV Maps that can be used to export high resolution detail like Texture, Normal and Displacement Maps into 3d party applications like 3DSMax, Maya etc that can be placed on a low resolution model.

      In addition, working with lower subdivision levels in ZBrush allow you to make major changes to your mesh such as changing the pose or any other major alterations without damaging your design. In short, shifting between subdivision levels allow for an easier workflow, hope this helps! Thanks for the support :)

  11. avatar
    04/06/2013 at 7:50 pm

    fantastic precise tutorial, thanks very much badking!

  12. avatar
    14/05/2013 at 8:01 pm

    I’m very happy to have found this website, excellent tutorials. Thank you very much.

  13. avatar
    15/04/2013 at 11:45 pm

    Hey BadKing, these tutorials are some of the best on the net. Thank you so much for providing them to the general public like this.

    I am really new to 3D modeling, and I have a question about part 1 of this tutorial. What’s the point of keeping/having lower subdivision levels when they look so terrible? How can that “pixelated” look be desirable at all? From all the information I can gather on the web, it sounds like these lower subdivision levels are really important, but I just can’t grasp why that is…

    Any help on this would be great as I feel like I am missing a big part of the puzzle by not understanding this seemingly fundamental concept.

    • avatar
      16/04/2013 at 9:08 am

      Thanks so much and you’re absolutely welcome :) Having lower subdivision levels makes it easy to unwrap when creating UVs, exporting etc. it makes your model alot lighter and easier to work with. I hope that answers your question :)

      • avatar
        16/04/2013 at 10:40 pm

        Thanks for the reply.

        That makes sense. I also understand the idea that it’s easier to make large/sweeping changes at the lower subdivision levels.

        The only thing I am still unsure of is why an artist would even venture into the higher subdivision levels for those finer details if/when they are just going to bring it back down to the lowest subdivision level where they will lose all that detail they spent so much time on. Does ZBrush help retain all that detail even if you export at a lower subdivision level? Is it sort of hidden within the file or something?

        • avatar
          17/04/2013 at 6:47 pm

          You’re close with your thoughts regarding how ZBrush is used…

          Higher and lower subdivision levels are usually used for production purposes, it allows the user to add more detail to their sculpt quickly.

          Basically, rather than exporting the high poly model, you export the high level detail as texture, normal maps etc. The texture/normal map stuff are usually imported into a third party app like Maya or Max where the detail can be projected onto a lower poly model with the correct topology that can be rigged and animated etc.

          Concept artists don’t usually bother with subdivision levels as they have no need for rigging or animating a model, they just export their BPR renders into Photoshop to finalise their scene.

          Hope this helps mate 😉

          • avatar
            17/04/2013 at 10:20 pm

            That was a perfect reply/explanation! Thanks again!

          • avatar
            18/04/2013 at 7:38 am

            Anytime :)

  14. avatar
    05/04/2013 at 10:40 am

    Your tutorials are keeping me up at night! Awesome work…Inspiring and sooooo Easy to follow!! KUDOS!!!

  15. avatar
    03/04/2013 at 7:16 pm

    Cool!!! thanks a lot !

  16. avatar
    05/03/2013 at 2:39 am

    Hi ! I’m learning 3D modeling and I just found yours site, it helped me alot, it’s like : “wow! seriously, you guys do it for free 0.o”

    sorry if my english is not good, but I just signed up to say ” Thanks ! “

    • avatar
      05/03/2013 at 8:12 am

      Thanks, so glad the site is helping and your English is not bad at all! Good luck with your modelling :)

  17. avatar
    03/03/2013 at 8:35 am

    That tuts is amazing …. You are the Bad King ! Thank You

  18. avatar
    17/01/2013 at 9:23 am

    This tut is ill to the bone. So much more straight forward than most of the stuff I see on the net! I’d love to see some tutorials on hard surface modeling (adding edge loops to re-enforce edges….as well as how to mask properly). It sounds silly, but it’s one of the things I think Zbrush does terribly and it’s difficult to make very accurate masks (sometimes impossible when you can’t see a back face). If you had anything to combat that I’d love to see it.

    • avatar
      17/01/2013 at 7:07 pm

      Thanks :) A technique that I have used in the past to give me more control over my masking is to turn on PolyFrame and start with a lower resolution base mesh. I use the Topology Flow as a guide before applying a mask. If the Topology Flow isn’t working for me I can adjust it with the move brush (the same way you would when box modelling).

      Once I have the Topology in the shape of the mask I want to apply, I can use Ctrl + Shift to cut out the those specific poly faces and mask them… this way I have the mask exactly where I want it, from there I can extract or extrude or anything else I want do with masking.

      Just keep in mind that ZBrush is not designed for controlled modelling so it can get a little messy… another suggestion is to use Max or Maya if you want specific results.

      I hope this helps :)

  19. avatar
    13/01/2013 at 8:16 am

    These video tutorials are the most effective i’ve ever encountered.
    short videos and straight to the point.
    i’d love to see hard surface retopology techniques for mobile games.

    Thanks for the tutorials,you guys rocks.

    • avatar
      14/01/2013 at 6:19 pm

      Thanks so much :) Your suggestion is a really good idea especially since I’ve done a bit of work with mobile games in the past. Thanks for the tip!

  20. avatar
    18/11/2012 at 12:26 am

    wow ….cool model 😀 thanks

  21. avatar
    17/11/2012 at 6:05 pm

    I Have been downloading and watching some of your videos… Gr8 stuff… simple and to the point… no show off of skills, which I am sure you have… very intuitive… thanks a mil…

    Going to buy them all…

    Keep them coming…

    Ziggy

    • avatar
      17/11/2012 at 6:55 pm

      Haha Ziggy you’re Awesome and thanks for supporting the site! On a little side note: I’m working on a personal art piece that I’m hoping to show off eventually :S followed by a workflow breakdown for you guys… Time to get back into some art!

      • avatar
        17/11/2012 at 7:13 pm

        Good to show off our skills… But some of the tutorials I have bought in the past have guys spending massive time on the same thing building up to beautiful work, but a tutorial should be short and sweet and to the point… if you get my drift?

        Rotate sculpt, sculpt, sculpt… Rotate sculpt, sculpt, sculpt… Rotate sculpt, sculpt, sculpt… and this goes on for 70% of the video nice but not to the point on techniques…

        But then I am sure you don’t do that as your tuts are all to the point… and I have collected a few nice tips in just watching a few video and have been at ZBrush and 3D world for just over 5 years now..

        Some of my show-offs:
        https://www.facebook.com/media/set/?set=a.385489141471830.92127.385214294832648&type=3

        or

        http://www.ziggyhentze.webs.com

        Keep it up…

        • avatar
          17/11/2012 at 8:01 pm

          Thanks Zigs :) I just wish I had more time to create tutorials as there are so many things I want to share and content gets old so quickly, I haven’t even started organic sculpts yet but they will be coming…I checked out your work, you have some snazzy things happening especially the jewellery. It’s all awesome :) Thanks again.

  22. avatar
    04/10/2012 at 3:48 pm

    Love the detail man!!!!

  23. avatar
    15/09/2012 at 1:00 pm

    Hi BadKing,

    you are a really cool teacher, very pleasant to listen you..;)
    thanks again for your website, that’s really great.

    • avatar
      15/09/2012 at 1:00 pm

      Thank you so much! Will be releasing plenty more tutorials soon :)

  24. avatar

    Tim

    15/09/2012 at 1:00 pm

    Hey BK,
    is it possible to create a High-Poly Model completely in (without using sth. like Maya) and then decrease the Polycount via Decimation Master that much that i can use it in a Game Engine with a Normal Map of the High Poly Model ?
    Hope you understand what i mean… :)

    By the way i really love your Tutorials

    • avatar
      15/09/2012 at 1:00 pm

      Yes, you definitely can and there are several different ways of doing it!

      One way is to first create your high poly model and export your normal maps, displacement maps etc using either ZBrush or a variety of 3rd party software programs such as XNormal, 3DCoat, Topogun and many others. Then you need to retopologize your high poly model either using ZBrush’s topology tools or again, using 3rd party applications such as 3DCoat, Topogun, or a bunch of others. The idea is to take your exported normal maps, texture maps etc and project them onto your low poly model (retopologized model).

      Here’s an example of how it can be done within ZBrush:

      http://www.youtube.com/watch?v=-Fdog0y9jVQ

      Just be aware that while there are tools available that will help you auto retopologize parts of your model, there is no quick solution for retopologizing. For the moment it takes patience and time.

      I don’t recommend using Decimation Master for game characters or anything that is going to be animated as it has a bad habit of using triangles instead of quads and ends up messing up your topology so it causes a whole range of issues when it comes to animation. On the other hand, if it’s just a static object (ie. won’t be animated) like a rock, column, box, etc then you could probably get away with using Decimation Master but I still wouldn’t recommend it.

      So, I guess the answer to your question is yes it is possible but not recommended. Whenever working with game characters, objects etc clean topology needs to be your main focus. I will eventually be doing some tutorials on topology as it is necessary when it comes to films and gaming especially but have been avoiding it a bit as it’s a pretty boring topic. Anyway, hope this helps :) BTW glad the tutorials are helping!

  25. avatar
    15/09/2012 at 1:00 pm

    Amazing tips badking, thank you very much!

  26. avatar

    Dan

    15/09/2012 at 1:00 pm

    You always bring out technique you don’t find anywhere else. Now the hard part is waiting for what you have next. Bravo and thank you.

    • avatar
      15/09/2012 at 1:00 pm

      LOL…thanks man! That put a big smile on my face :) Cheers mate.

  27. avatar
    15/09/2012 at 1:00 pm

    Nice one!! cant wait for more! thanks again!!

  28. avatar
    15/09/2012 at 1:00 pm

    Wow!

    That is exactly what i wanted!

    How do you accept donations? PayaPal?

    • avatar
      15/09/2012 at 1:00 pm

      You’re more than welcome. I haven’t really considered donations up to this point but certainly won’t rule them out in the future, see what happens :)

  29. avatar
    15/09/2012 at 1:00 pm

    Man the word awesome it’s not enghout, I prefer say “Masha2 allah”.

    • avatar
      15/09/2012 at 1:00 pm

      It’s so good to see that BadKing is reaching people all over the world :) Thank you, my friend and Ahlan wa Sahlan.

      • avatar
        15/09/2012 at 1:00 pm

        Yeah true, it’s reach over here in Morocco. 😉 thanx for the great work keep it coming 😀

  30. avatar
    15/09/2012 at 1:00 pm

    For alternative to Decimation Master, looking out for ReDucto tools from Wayne Robson. It’s free and going to be release soon.

    • avatar
      15/09/2012 at 1:00 pm

      This tip is gold, thanks!! Feedback like this is always appreciated. Looking forward to its release. Cheers :)

  31. avatar
    15/09/2012 at 1:00 pm

    Thank you for this great tutorial! Badking.

    Great tip on part3, i have never used this “ZProject” feature before.

    For fast workflow, i think most would create their own concepting in Dynamesh, then use Decimation Master to low the poly counts and export as obj, retopology the mesh in topogun or 3d-coat. Use xnormal to generate normal map etc..

  32. avatar
    15/09/2012 at 1:00 pm

    Thank you badking,its amazing… :-)

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From High to Low Poly

In this 3-part tutorial, we look at how to get subdivision levels back using two main techniques. We utilise tools such as ReMesh All and ProjectAll and also look at Zspheres and topology in conjunction with Decimation Master. Finally we explore the ZProject Brush together with masking.

In the introduction, we look at the overall scope of our project and briefly look at some of the topics that will be covered in this 3-part tutorial. I also provide details regarding a free downloadable model of a treasure chest that can be utilised during the series.

77 Responses to From High to Low Poly Getting Subdivision Levels Back
  1. avatar
    13/05/2015 at 8:32 pm

    Hello Bad King, awesome tutorial! I’m new at Zbrush and am facing some problems which I hope u can help with. I’ve tried your tutorial method, and also the solution you’ve given to BattleshipBob. These are some of the troubles in which I have encountered:

    i) Using the tutorial’s method, my character has weird polys poking out of his fingers and hair (long neck-leveled bangs )when I use ProjectAll
    ii) Using the ZRemesher: works fine until around the 3rd subdivision when the above problem starts to occur again
    iii) Using the ZRemesher, I can’t maintain my polygroups, and if I try to remesh it with the FreezeGroups options on, my program crashes. This is a problem because I need to deal with the character’s hair seperately

    I really need a solution for this cuz I need to import the model into Maya to do a short turntable animation at the end. Please help and thanks for your time!

    • avatar
      17/05/2015 at 9:37 pm

      The issues you are having are not uncommon and I’m happy to say I may have a solution. Please note this will only work if your character is symmetrical:

      1# After ZRemeshing I recommend masking out the problem areas before using ProjectAll.

      2# Run ProjectAll, once it is done, clear your mask. Check your model for any imperfections.

      3# If your model has any imperfections try to smooth them out with your brush or if that does’t work hit “Ctrl Z” a few times to go back to the place before you Projected-All.

      4# Mask problem areas again and repeat steps 2 and 3.

      5# Invert the Masked areas and select the “ZProject” Brush, make sure you have Brush Symmetry turned off otherwise it may destroy one half of your model.

      6# Use the “ZProject” Brush on a low intensity setting and gently apply it over the smoothed areas, you only need to apply this to one side of your model.

      7# Now that you’ve got your detail back on one side, clear your Masks and run the “Smart resym” technique.

      Here is a link to Smart resym: https://www.youtube.com/watch?v=OinW50E-z9s

      Hope this helps 😉

      • avatar
        20/05/2015 at 7:16 pm

        Thanks for the reply BK! That really meant a lot =) Unfortunately my model is asymmetrical because half of the character’s face is scarred. I’ve already put in the scars before I realized that my subdivs went poof T__T But in any case, this was really good to know– hoping I wouldn’t need to use it in the future but I will if I mess up again! Currently, I’ve experimented with decimation master and it seems to yield a good result so far. I was thinking of applying it after I’ve completed modelling my character. Or should I do it now?

    • avatar
      26/05/2015 at 8:58 pm

      I definitely recommend waiting until the very end before using Decimation Master as tris are difficult to work with. I hope this helps :)

  2. avatar
    06/01/2015 at 6:56 am

    BK-

    First off, fantastic tutorial. Very helpful.

    Secondly, I’ve done a terrible thing.

    I am learning zBrush and have created a high poly model (no subdivision levels) and have poly painted it. I am finding out that I need my lower subD levels in order to UV. I like the simple process that you have outlined. However, what I would really like is to maintain my high poly original model/tool as the highest subD level (so that the paint on it is still precise) and then use the lower subD levels that I made using your process as my lower levels. In other words, is there a way to merge the 2 tools (my original painted high poly level) with the another tool which has the lower subD levels that I created from the original tool’s clone? I may be out of luck on this, but I am stuck with needing lower subD levels for UV info but wanting to maintain my hours and hours of poly paint work.

    Hope this makes sense.

    Thanks!

    BattleshipBob

    • avatar
      07/01/2015 at 8:44 pm

      Hey BattleshipBob,

      You will need to:

      – Duplicate the model in a layer (inside SubTools tab)
      – Run ZRemesher on the duplicate to create your low poly mesh (turn on Solo mode to make it easier to tell your high poly model from your low poly model)
      – Add a subdivision level to your low poly model (Divide button inside Geometry tab)
      – Use Project All (inside the SubTool tab) to project both the detail and polypaint of the original model
      – Repeat this process as many times as needed to create all the necessary sub division levels

      I hope this points you in the right direction, let me know how you go or if you have any other questions :)

  3. avatar
    27/07/2014 at 1:17 am

    That info was exactly what I was needing – thanks so much for all your sharing.

  4. avatar
    24/04/2014 at 1:14 am

    Hey Badking – Really want to say thank you for your Awesome Tutorials ! I am really new to Zbrush coming from 3DS Max. Just want to show my appreciation to all your work and this Awesome Website here. Thank you !

    • avatar
      25/04/2014 at 9:44 am

      Thanks so much for the kind words mate, it’s always great to hear that the resources are being enjoyed :) Heaps more cool stuff coming!

  5. avatar
    18/03/2014 at 12:42 pm

    Hi BadKing,
    I’m rather new to sculpting, and I have a question regarding the details on the Treasure chest. Have alphas been used to sculpt the intricate design on the chest or has any other method been used? It’ll be cool if you could give me some clarity on how to go about building an ornate model in Zbrush. Thanks in advance.
    And oh ya, liked the Treasure chest tutorial. It did help me.

    • avatar
      18/03/2014 at 10:43 pm

      Hey Pari, it’s been a few years since I did the Treasure Chest but from memory I used Alpha maps. In saying that, if I had to design the Treasure Chest again I would recommend designing ornate onlay models first and make an IMM Brush. Use the IMM to insert ornate designs onto the chest and this way you’ll end up with a cleaner looking, more elegant model.

      Hope this helps 😉

  6. avatar
    11/03/2014 at 2:06 pm

    Great job! Some of the best tutorials I’ve seen. I wish I would of known about you last year when I was bashing my head against the wall while trying to learn ZBrush on my own. Thank you and once again, great job!

    • avatar
      11/03/2014 at 3:11 pm

      Thanks so much for the kind words mate :) I’m really glad to hear the site is helping and please let others know if you’re finding it useful…the bigger our community the more FREE resources we can offer!!

  7. avatar

    Rha

    19/02/2014 at 6:23 pm

    awesome man… many thanks to you !!

  8. avatar
    19/10/2013 at 6:03 pm

    Hi! Really nice tutorials, but why didn’t you mention that remesher remeshes only visible subtools. You don’t have to clone a subtool to another tool. It’s difficult to find and manage it later when you have too many

    • avatar
      19/10/2013 at 6:25 pm

      Thanks for the feedback :) I honestly can’t remember my reasoning as I recorded the tutorial a while ago but good point :)

  9. avatar
    21/09/2013 at 6:32 am

    Just found your site today. I’m afraid it will destroy my social life for some weeks.
    Thanks for the outstanding tutorials!

  10. avatar
    08/07/2013 at 7:43 am

    Nice tuts Badking but i have a question … what is the purpose to project the high res on the low res if the active points will be almost the same in the low res and the high… that was i think :S
    and again very cool tuts 😀

    • avatar
      08/07/2013 at 10:25 am

      Thanks! Glad you like the tutorials :) The purpose of projecting onto a low res mesh is to build subdivision levels. Subdivision levels are usually used in production work. They allow you to create things like UV Maps that can be used to export high resolution detail like Texture, Normal and Displacement Maps into 3d party applications like 3DSMax, Maya etc that can be placed on a low resolution model.

      In addition, working with lower subdivision levels in ZBrush allow you to make major changes to your mesh such as changing the pose or any other major alterations without damaging your design. In short, shifting between subdivision levels allow for an easier workflow, hope this helps! Thanks for the support :)

  11. avatar
    04/06/2013 at 7:50 pm

    fantastic precise tutorial, thanks very much badking!

  12. avatar
    14/05/2013 at 8:01 pm

    I’m very happy to have found this website, excellent tutorials. Thank you very much.

  13. avatar
    15/04/2013 at 11:45 pm

    Hey BadKing, these tutorials are some of the best on the net. Thank you so much for providing them to the general public like this.

    I am really new to 3D modeling, and I have a question about part 1 of this tutorial. What’s the point of keeping/having lower subdivision levels when they look so terrible? How can that “pixelated” look be desirable at all? From all the information I can gather on the web, it sounds like these lower subdivision levels are really important, but I just can’t grasp why that is…

    Any help on this would be great as I feel like I am missing a big part of the puzzle by not understanding this seemingly fundamental concept.

    • avatar
      16/04/2013 at 9:08 am

      Thanks so much and you’re absolutely welcome :) Having lower subdivision levels makes it easy to unwrap when creating UVs, exporting etc. it makes your model alot lighter and easier to work with. I hope that answers your question :)

      • avatar
        16/04/2013 at 10:40 pm

        Thanks for the reply.

        That makes sense. I also understand the idea that it’s easier to make large/sweeping changes at the lower subdivision levels.

        The only thing I am still unsure of is why an artist would even venture into the higher subdivision levels for those finer details if/when they are just going to bring it back down to the lowest subdivision level where they will lose all that detail they spent so much time on. Does ZBrush help retain all that detail even if you export at a lower subdivision level? Is it sort of hidden within the file or something?

        • avatar
          17/04/2013 at 6:47 pm

          You’re close with your thoughts regarding how ZBrush is used…

          Higher and lower subdivision levels are usually used for production purposes, it allows the user to add more detail to their sculpt quickly.

          Basically, rather than exporting the high poly model, you export the high level detail as texture, normal maps etc. The texture/normal map stuff are usually imported into a third party app like Maya or Max where the detail can be projected onto a lower poly model with the correct topology that can be rigged and animated etc.

          Concept artists don’t usually bother with subdivision levels as they have no need for rigging or animating a model, they just export their BPR renders into Photoshop to finalise their scene.

          Hope this helps mate 😉

          • avatar
            17/04/2013 at 10:20 pm

            That was a perfect reply/explanation! Thanks again!

          • avatar
            18/04/2013 at 7:38 am

            Anytime :)

  14. avatar
    05/04/2013 at 10:40 am

    Your tutorials are keeping me up at night! Awesome work…Inspiring and sooooo Easy to follow!! KUDOS!!!

  15. avatar
    03/04/2013 at 7:16 pm

    Cool!!! thanks a lot !

  16. avatar
    05/03/2013 at 2:39 am

    Hi ! I’m learning 3D modeling and I just found yours site, it helped me alot, it’s like : “wow! seriously, you guys do it for free 0.o”

    sorry if my english is not good, but I just signed up to say ” Thanks ! “

    • avatar
      05/03/2013 at 8:12 am

      Thanks, so glad the site is helping and your English is not bad at all! Good luck with your modelling :)

  17. avatar
    03/03/2013 at 8:35 am

    That tuts is amazing …. You are the Bad King ! Thank You

  18. avatar
    17/01/2013 at 9:23 am

    This tut is ill to the bone. So much more straight forward than most of the stuff I see on the net! I’d love to see some tutorials on hard surface modeling (adding edge loops to re-enforce edges….as well as how to mask properly). It sounds silly, but it’s one of the things I think Zbrush does terribly and it’s difficult to make very accurate masks (sometimes impossible when you can’t see a back face). If you had anything to combat that I’d love to see it.

    • avatar
      17/01/2013 at 7:07 pm

      Thanks :) A technique that I have used in the past to give me more control over my masking is to turn on PolyFrame and start with a lower resolution base mesh. I use the Topology Flow as a guide before applying a mask. If the Topology Flow isn’t working for me I can adjust it with the move brush (the same way you would when box modelling).

      Once I have the Topology in the shape of the mask I want to apply, I can use Ctrl + Shift to cut out the those specific poly faces and mask them… this way I have the mask exactly where I want it, from there I can extract or extrude or anything else I want do with masking.

      Just keep in mind that ZBrush is not designed for controlled modelling so it can get a little messy… another suggestion is to use Max or Maya if you want specific results.

      I hope this helps :)

  19. avatar
    13/01/2013 at 8:16 am

    These video tutorials are the most effective i’ve ever encountered.
    short videos and straight to the point.
    i’d love to see hard surface retopology techniques for mobile games.

    Thanks for the tutorials,you guys rocks.

    • avatar
      14/01/2013 at 6:19 pm

      Thanks so much :) Your suggestion is a really good idea especially since I’ve done a bit of work with mobile games in the past. Thanks for the tip!

  20. avatar
    18/11/2012 at 12:26 am

    wow ….cool model 😀 thanks

  21. avatar
    17/11/2012 at 6:05 pm

    I Have been downloading and watching some of your videos… Gr8 stuff… simple and to the point… no show off of skills, which I am sure you have… very intuitive… thanks a mil…

    Going to buy them all…

    Keep them coming…

    Ziggy

    • avatar
      17/11/2012 at 6:55 pm

      Haha Ziggy you’re Awesome and thanks for supporting the site! On a little side note: I’m working on a personal art piece that I’m hoping to show off eventually :S followed by a workflow breakdown for you guys… Time to get back into some art!

      • avatar
        17/11/2012 at 7:13 pm

        Good to show off our skills… But some of the tutorials I have bought in the past have guys spending massive time on the same thing building up to beautiful work, but a tutorial should be short and sweet and to the point… if you get my drift?

        Rotate sculpt, sculpt, sculpt… Rotate sculpt, sculpt, sculpt… Rotate sculpt, sculpt, sculpt… and this goes on for 70% of the video nice but not to the point on techniques…

        But then I am sure you don’t do that as your tuts are all to the point… and I have collected a few nice tips in just watching a few video and have been at ZBrush and 3D world for just over 5 years now..

        Some of my show-offs:
        https://www.facebook.com/media/set/?set=a.385489141471830.92127.385214294832648&type=3

        or

        http://www.ziggyhentze.webs.com

        Keep it up…

        • avatar
          17/11/2012 at 8:01 pm

          Thanks Zigs :) I just wish I had more time to create tutorials as there are so many things I want to share and content gets old so quickly, I haven’t even started organic sculpts yet but they will be coming…I checked out your work, you have some snazzy things happening especially the jewellery. It’s all awesome :) Thanks again.

  22. avatar
    04/10/2012 at 3:48 pm

    Love the detail man!!!!

  23. avatar
    15/09/2012 at 1:00 pm

    Hi BadKing,

    you are a really cool teacher, very pleasant to listen you..;)
    thanks again for your website, that’s really great.

    • avatar
      15/09/2012 at 1:00 pm

      Thank you so much! Will be releasing plenty more tutorials soon :)

  24. avatar

    Tim

    15/09/2012 at 1:00 pm

    Hey BK,
    is it possible to create a High-Poly Model completely in (without using sth. like Maya) and then decrease the Polycount via Decimation Master that much that i can use it in a Game Engine with a Normal Map of the High Poly Model ?
    Hope you understand what i mean… :)

    By the way i really love your Tutorials

    • avatar
      15/09/2012 at 1:00 pm

      Yes, you definitely can and there are several different ways of doing it!

      One way is to first create your high poly model and export your normal maps, displacement maps etc using either ZBrush or a variety of 3rd party software programs such as XNormal, 3DCoat, Topogun and many others. Then you need to retopologize your high poly model either using ZBrush’s topology tools or again, using 3rd party applications such as 3DCoat, Topogun, or a bunch of others. The idea is to take your exported normal maps, texture maps etc and project them onto your low poly model (retopologized model).

      Here’s an example of how it can be done within ZBrush:

      http://www.youtube.com/watch?v=-Fdog0y9jVQ

      Just be aware that while there are tools available that will help you auto retopologize parts of your model, there is no quick solution for retopologizing. For the moment it takes patience and time.

      I don’t recommend using Decimation Master for game characters or anything that is going to be animated as it has a bad habit of using triangles instead of quads and ends up messing up your topology so it causes a whole range of issues when it comes to animation. On the other hand, if it’s just a static object (ie. won’t be animated) like a rock, column, box, etc then you could probably get away with using Decimation Master but I still wouldn’t recommend it.

      So, I guess the answer to your question is yes it is possible but not recommended. Whenever working with game characters, objects etc clean topology needs to be your main focus. I will eventually be doing some tutorials on topology as it is necessary when it comes to films and gaming especially but have been avoiding it a bit as it’s a pretty boring topic. Anyway, hope this helps :) BTW glad the tutorials are helping!

  25. avatar
    15/09/2012 at 1:00 pm

    Amazing tips badking, thank you very much!

  26. avatar

    Dan

    15/09/2012 at 1:00 pm

    You always bring out technique you don’t find anywhere else. Now the hard part is waiting for what you have next. Bravo and thank you.

    • avatar
      15/09/2012 at 1:00 pm

      LOL…thanks man! That put a big smile on my face :) Cheers mate.

  27. avatar
    15/09/2012 at 1:00 pm

    Nice one!! cant wait for more! thanks again!!

  28. avatar
    15/09/2012 at 1:00 pm

    Wow!

    That is exactly what i wanted!

    How do you accept donations? PayaPal?

    • avatar
      15/09/2012 at 1:00 pm

      You’re more than welcome. I haven’t really considered donations up to this point but certainly won’t rule them out in the future, see what happens :)

  29. avatar
    15/09/2012 at 1:00 pm

    Man the word awesome it’s not enghout, I prefer say “Masha2 allah”.

    • avatar
      15/09/2012 at 1:00 pm

      It’s so good to see that BadKing is reaching people all over the world :) Thank you, my friend and Ahlan wa Sahlan.

      • avatar
        15/09/2012 at 1:00 pm

        Yeah true, it’s reach over here in Morocco. 😉 thanx for the great work keep it coming 😀

  30. avatar
    15/09/2012 at 1:00 pm

    For alternative to Decimation Master, looking out for ReDucto tools from Wayne Robson. It’s free and going to be release soon.

    • avatar
      15/09/2012 at 1:00 pm

      This tip is gold, thanks!! Feedback like this is always appreciated. Looking forward to its release. Cheers :)

  31. avatar
    15/09/2012 at 1:00 pm

    Thank you for this great tutorial! Badking.

    Great tip on part3, i have never used this “ZProject” feature before.

    For fast workflow, i think most would create their own concepting in Dynamesh, then use Decimation Master to low the poly counts and export as obj, retopology the mesh in topogun or 3d-coat. Use xnormal to generate normal map etc..

  32. avatar
    15/09/2012 at 1:00 pm

    Thank you badking,its amazing… :-)

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ADDITIONAL INFORMATION
Chapter 01

00:14:55 Min – 1080p HD – (71.5 MB)

Chapter 02

00:10:55 Min – 1080p HD – (74.8 MB)

Chapter 03

00:05:26 Min – 1080p HD – (36.9 MB)

Treasure_Chest.zip

161 MB