SpiderBot Building the Cannon Part 03

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SpiderBot_Building_the_Cannon-Part_03_CH01
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Chapter 01 ~ Armour Plating
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In Chapter 1, we start adding the detail to our armour plating. We utilise DynaMesh in order to create the holes within the plating before moving onto implementing an Insert Multi Mesh brush to create the bolts that fasten the armour to the cannon.
SpiderBot_Building_the_Cannon-Part_03_CH02
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Chapter 02 ~ Detail Armour Plating
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In Chapter 2, we finalize the detail to our armour plating. We utilise SliceCurve to cut out the outline for the piece we want to extrude prior to implementing again an Insert Multi Mesh brush to add small screw heads to the armour plating.
SpiderBot_Building_the_Cannon-Part_03_CH03
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Chapter 03 ~ Recoil System
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In Chapter 3, we start building our basic recoil system for the barrel. We use a plane as a base and cut out the outline of the shape we need using the SliceCurve and ClipCircleCenter, before implementing Morph Target to add volume to our pieces.
SpiderBot_Building_the_Cannon-Part_03_CH04
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Chapter 04 ~ Finish Recoil System
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In Chapter 4, we finalize the recoil system for the barrel. We use a custom made Insert Multi Mesh Brush to add the recoil cylinders, as well as looking at a potential problem with one of the default Insert Multi Mesh brushes when subdividing.
SpiderBot_Building_the_Cannon-Part_03_CH05
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Chapter 05 ~ Heat Shield
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In Chapter 5, we start building an additional heat shield for the barrel. We use a cylinder as a base and cut out the outline of the shape we need using the SelectRect together with the Alt key, before implementing Morph Target to add volume to our pieces.
SpiderBot_Building_the_Cannon-Part_03_CH06
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Chapter 06 ~ Finish Heat Shield
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In Chapter 6, we finalize the additional heat shield for the barrel. Again we use a custom made Insert Multi Mesh Brush to add the overall detail as well as looking at another potential problem with one of the default Insert Multi Mesh brushes.
SpiderBot_Building_the_Cannon-Part_03_CH07
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Chapter 07 ~ Cover Plate
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In Chapter 7, we start adding additional detail to the centre cover plate. We use Masking together with Ctrl +Shift to create a clean border on the surface of our cover plate, before repeating the same steps to achieve a clean indentation.
SpiderBot_Building_the_Cannon-Part_03_CH08
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Chapter 08 ~ Finish Cover Plate
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In Chapter 8, we finalize the detail on the centre cover plate. Again we use an Insert Multi Mesh Brush to add the overall detail such as rivets and the main centre piece that we later place on its own layer before using Masking and Ctrl +Shift to modify its design.
SpiderBot_Building_the_Cannon-Part_03_CH09
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Chapter 09 ~ Detail Cover Plate Mount
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In Chapter 9, we add additional detail to the large cover plate mount. We use masking together with Ctrl +Shift to create the overall detail on the surface of our cover plate, before implementing an Insert Multi Mesh Brush to finalize the design.
SpiderBot_Building_the_Cannon-Part_03_CH10
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Chapter 10 ~ Finish the SpiderBot Cannon
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In Chapter 10, we finalize the SpiderBot Cannon. We start by loading in a .ZTL file that I’ve created to save on time before taking you through the process used to create it. In a addition we add a bit of piping that sits under the large cover plate mount.
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SpiderBot Building the Cannon Part 03

In Part 3 of this 3 part series, we complete our transition from Zbrush 4 R3 to R4, where we focus mainly on detailing and overall aesthetics. We explore many of the new Insert Multi Mesh brushes that Zbrush 4 R4 has to offer before finalizing our cannon.

In the introduction, we look at the overall scope of Part 3 and briefly examine some of the topics that will be covered including our focus on detailing, using the new Insert Multi Mesh brushes that Zbrush 4 R4 has to offer and the different parts we will be working on.

In Chapter 1, we start adding the detail to our armour plating. We utilise DynaMesh in order to create the holes within the plating before moving onto implementing an Insert Multi Mesh brush to create the bolts that fasten the armour to the cannon.

In Chapter 2, we finalize the detail to our armour plating. We utilise SliceCurve to cut out the outline for the piece we want to extrude prior to implementing again an Insert Multi Mesh brush to add small screw heads to the armour plating.

In Chapter 3, we start building our basic recoil system for the barrel. We use a plane as a base and cut out the outline of the shape we need using the SliceCurve and ClipCircleCenter, before implementing Morph Target to add volume to our pieces.

In Chapter 4, we finalize the recoil system for the barrel. We use a custom made Insert Multi Mesh Brush to add the recoil cylinders, as well as looking at a potential problem with one of the default Insert Multi Mesh brushes when subdividing.

In Chapter 5, we start building an additional heat shield for the barrel. We use a cylinder as a base and cut out the outline of the shape we need using the SelectRect together with the Alt key, before implementing Morph Target to add volume to our pieces.

In Chapter 6, we finalize the additional heat shield for the barrel. Again we use a custom made Insert Multi Mesh Brush to add the overall detail as well as looking at another potential problem with one of the default Insert Multi Mesh brushes.

In Chapter 7, we start adding additional detail to the centre cover plate. We use Masking together with Ctrl +Shift to create a clean border on the surface of our cover plate, before repeating the same steps to achieve a clean indentation.

In Chapter 8, we finalize the detail on the centre cover plate. Again we use an Insert Multi Mesh Brush to add the overall detail such as rivets and the main centre piece that we later place on its own layer before using Masking and Ctrl +Shift to modify its design.

In Chapter 9, we add additional detail to the large cover plate mount. We use masking together with Ctrl +Shift to create the overall detail on the surface of our cover plate, before implementing an Insert Multi Mesh Brush to finalize the design.

In Chapter 10, we finalize the SpiderBot Cannon. We start by loading in a .ZTL file that I’ve created to save on time before taking you through the process used to create it. In a addition we add a bit of piping that sits under the large cover plate mount.

One Response to SpiderBot Building the Cannon Part 03
  1. avatar
    10/11/2014 at 8:31 am

    Highly appreciated series of zBrush tutorials! Thank U so much!!!

  2. avatar
    25/04/2014 at 7:59 am

    just finished entire series and must say I learned a lot. thank you very much!

  3. avatar
    16/04/2014 at 1:15 pm

    I just finish this tutorial, I fill very happy, I have 52 year old and I just begin to learn zbrush with you, a lot of thanks man , ( excuse my English because I just begin to learn it) have a good time.

  4. avatar
    24/03/2014 at 6:22 am

    thank you very much BAD KING your Tutorials

  5. avatar
    13/11/2013 at 5:46 am

    bad kind how can i load certain brushes to my “brushes quick pick ” ?

    i mean .

    when i press the “B” to pick a brush , some of those brushes are not valid at the quick pick dialog.

    • avatar
      17/11/2013 at 7:47 pm

      There’s two ways you can do it.

      For Mac and Windows users:

      – Click on the Load Brush button.
      – Navigate to the Brush file you want to load.
      – Double click on the file.

      or Windows users only:

      – Navigate to your C Drive.
      – Go to Program Files (x86)> Pixologic > ZBrush 4R6 > ZData > BrushPresets
      – Copy and Paste your Brush into this Directory.
      – Restart ZBrush.

      Hope this helps :)

      • avatar
        20/11/2013 at 5:41 am

        that helped and help a lot .
        thank you so much for solving a challenging problem ,i got no answer
        not from youtube nor pixologic forum until now .

  6. avatar
    13/10/2013 at 7:43 pm

    Awesome tutorials! greatly helped me getting into zbrush modelling however I found I could not create the last object in zbrush without a hole host of problems don’t suppose you could do tutorials on how you made that final piece or Zbrush modelling concepts in general? I probably just need more practice, but I feel zbrush modelling has to many unilateral processes to make an object that would be basically straight forward in 3Dsmax or Maya.

    • avatar
      16/10/2013 at 10:02 am

      Thanks :) I used the same technique to create the last object as I did with the other parts…. I recommend not trying to build the whole thing, instead focus on making only one half first before using mirror and weld. Hope this helps :)

  7. avatar
    05/10/2013 at 7:40 am

    thank u badking..!! i’ve always loved mech modeling in maya..but its really helpful to know zbrush workflow to do those things even faster..!! very cool n lot of FUN!!

    • avatar
      05/10/2013 at 7:50 am

      Anytime mate :) So glad to hear that the tutorial is helping, would love to see what you come up with!

  8. avatar
    21/08/2013 at 10:41 am

    thanks a lot you are a great teacher, now i feel more comfortable in zbrush even though i still have a long way to go to be a proficient lol anyway best luck to you and sorry for my poor english

  9. avatar
    16/08/2013 at 1:55 am

    Excelent tutorial series . Really thanks for it ,I learnt a lot of usefull technics . Thank you .

    • avatar
      17/08/2013 at 8:53 am

      You’re more than welcome. I’m looking forward to getting back into recording some more this year :)

  10. avatar
    04/06/2013 at 2:07 pm

    Hello Badking hey great tutorial but i have problems with Chapter 8 when i want to make the step in on the round edge box do not go perfectly in like your, see this image

    http://www.subirimagenes.com/otros-sinttulo-8473805.html

    and i change the mask, i do others movements but can not fixed :(

    What can i do?

    thanks cheers again 😀

    • avatar
      04/06/2013 at 7:35 pm

      I think you might have hit Ctrl Z at some stage (maybe to reapply the mask or something), it must have undone Split Hidden at the same time. To fix it, go inside Geometry and click Delete Hidden. This should solve the problem. Hope this helps, let me know how you go :)

      • avatar
        07/06/2013 at 1:35 pm

        i think was the “Delete Hidden” what i needed but i use another technique too, i use slide curve to create another lines to support the figure… i think that was right 😛 Thank you very much for your help 😀

  11. avatar
    15/04/2013 at 7:20 pm

    Just completed watching all parts of your tutorial and was amazed at ZB’s hard surface capabilities. I use Goz and Maya to get any hard surface shapes I need in my models, but you have shown how easy it is to achieve them without leaving ZBrush. Even although the workflow is completely different to what I am used to, I had no problem adapting to it.

    I haven’t built the model (gun), but I plan to model something similar using only ZB (I promise). I will then re-topoligize in Topogun, which I find very therapeutic and paint it up with DDO. Just as soon as I can clear my desk that is. :(

    Thanks for giving me another tool in my arsenal.

    Congrats on a great site that not only looks good, but delivers a much needed resource both for method and inspiration. Thanks again..

    Steve MacEwan

    • avatar
      15/04/2013 at 8:56 pm

      Hi Steve, Thanks so much for your kind words :) I’m really glad the tutorial helped. I’d love to know how you get on with the new workflow, keep me posted! Hard surface sculpting in Zbrush is alot of fun :)

  12. avatar
    14/04/2013 at 3:01 am

    Hi , was hoping for a tutorial on making say a power drill using photo displacements , using the photos to do the modelling? Thanks

  13. avatar
    12/03/2013 at 4:28 am

    Exellent series! Heres what I came up with at the end:
    http://bit.ly/YnPCxN

    It was real fun to do, you guys ROCK!

    • avatar
      12/03/2013 at 8:10 am

      Thanks :) It looks pretty damn good… looks identical. Cheers mate! 😉

  14. avatar
    16/01/2013 at 1:42 am

    I was wondering if you could do a tutorial on how to get this into another 3d program or how to get the poly count down so it can be imported into another 3d program for use.. I see there is not a whole lot of information out there that explains how to go about doing this.. Thx

    • avatar
      16/01/2013 at 6:58 pm

      What you’re talking about is retopology but if you’re interested in doing a quick job and not worried about clean topology for game or production assets, I recommend playing around with Decimation Master. Retopology is a huge topic…in the meantime maybe look into 3rd party applications like 3DCoat, Topogun and even 3DSMax which has retopology tools, I’m not sure about Maya though as it’s been a while since I’ve used it. I hope this helps :)

  15. avatar
    18/12/2012 at 6:04 am

    I am having a slight problem when using Insert Multi Brushes. When I draw an IMM and hold shift is generally does not stay straight. It locks to about 30 degrees off straight. This happens most of the time, but occasionally it does work as you would expect. Guess I am doing something daft, any ideas anyone? Cheers, Steve

    • avatar
      18/12/2012 at 11:03 am

      Hi Steve, I know exactly what you mean. So here’s what I’ve noticed…Insert Multi Mesh Brushes seem to retain the memory of the last angle you’ve applied. For example, if you’ve applied an IMM on a 30 degree angle and then applied another IMM and hit Shift, it snaps into the previous (30 degree) angle you’ve used.

      I hope this helps… Let me know if it doesn’t make sense 😉

      • avatar
        19/12/2012 at 6:49 am

        Thanks for that, yes that does make sense. I don’t know how to reset the snap angle though back to 0/90/180/270 – any ideas? Resetting Zbrush seems a little drastic – not even convinced that works either but I’d need to test that! Cheers again, Steve

        • avatar
          20/12/2012 at 7:23 pm

          The way I usually do it is to set it manually, I know it’s not 100% but it’s all I’ve got at this time. I’ll ask around though and see what comes up, it would be a great tip to share :) I’ll keep you posted if I find anything.

          • avatar
            21/12/2012 at 6:02 am

            Thanks mate :)

  16. avatar
    29/11/2012 at 8:06 pm

    Thanks For the great tutorial!!!

    Cant wait for the rest of the spider bot parts/bot itself.

    What was the thought process for the creation of the Cannon and spider bot? (if i may ask)

  17. avatar
    20/11/2012 at 12:19 pm

    Simple fantastic learning way … thanks teacher … 😉 …

  18. avatar
    19/11/2012 at 6:13 pm

    Great work on that tutorial. Working through these plus the two of Mike Jensen and you are good to go to create every hard surface object imaginable.

    • avatar
      20/11/2012 at 9:50 am

      Thanks :) I also like alot of Mike Jensen’s stuff, he’s really good.

  19. avatar
    15/11/2012 at 1:15 am

    I am having some trouble with some of the screws not dividing what would cause that? Thx

  20. avatar
    09/11/2012 at 1:15 am

    Superb! Looking forward to more tuts!!

  21. avatar
    19/10/2012 at 3:29 pm

    Really excellent tutorial! BadKing is truly a GenerousKing. This whole site rocks!

    • avatar
      19/10/2012 at 4:00 pm

      Thanks so much MrAugie :) I’ll keep pumping them out as quickly as I can.

  22. avatar
    04/10/2012 at 3:30 pm

    Definitely one of the best hard surface modelling tutorials out there. Thanks for all your hard work in helping us artists.

  23. avatar
    04/10/2012 at 2:04 pm

    I’m building my own game that I would like to sell eventually. Can I use this model in one of my games?
    Maybe just as a placeholder until I get the final style done

    • avatar
      04/10/2012 at 2:06 pm

      YES…. All models, brushes and alpha maps fall under a standard Royalty Free Licence… than means you are free to use the product:

      1) For personal or commercial use.
      2) For advertising or promotional use.
      3) For website or in any electronic devices.
      4) In broadcast, multimedia, video games or animation (as many applications as necessary).
      5) In books or magazines.
      6) The products may be modified for individual style and appearance.

      You are not permitted to:

      Sell or sub-license the products in any form with the exception of a compiled application such as a video game, a proprietary or native file format so that the users of your final product cannot access the model or product by itself.

      Hope this helps 😉

  24. avatar
    27/09/2012 at 9:32 am

    Thanks for the fantastic tutorials, they are the best out there!

  25. avatar
    26/09/2012 at 4:44 pm

    These tutorials are great… can’t wait for the next one.

Leave a Reply

You must be logged in to post a comment.

SpiderBot Building the Cannon Part 03

In Part 3 of this 3 part series, we complete our transition from Zbrush 4 R3 to R4, where we focus mainly on detailing and overall aesthetics. We explore many of the new Insert Multi Mesh brushes that Zbrush 4 R4 has to offer before finalizing our cannon.

In the introduction, we look at the overall scope of Part 3 and briefly examine some of the topics that will be covered including our focus on detailing, using the new Insert Multi Mesh brushes that Zbrush 4 R4 has to offer and the different parts we will be working on.

In Chapter 1, we start adding the detail to our armour plating. We utilise DynaMesh in order to create the holes within the plating before moving onto implementing an Insert Multi Mesh brush to create the bolts that fasten the armour to the cannon.

In Chapter 2, we finalize the detail to our armour plating. We utilise SliceCurve to cut out the outline for the piece we want to extrude prior to implementing again an Insert Multi Mesh brush to add small screw heads to the armour plating.

In Chapter 3, we start building our basic recoil system for the barrel. We use a plane as a base and cut out the outline of the shape we need using the SliceCurve and ClipCircleCenter, before implementing Morph Target to add volume to our pieces.

In Chapter 4, we finalize the recoil system for the barrel. We use a custom made Insert Multi Mesh Brush to add the recoil cylinders, as well as looking at a potential problem with one of the default Insert Multi Mesh brushes when subdividing.

In Chapter 5, we start building an additional heat shield for the barrel. We use a cylinder as a base and cut out the outline of the shape we need using the SelectRect together with the Alt key, before implementing Morph Target to add volume to our pieces.

In Chapter 6, we finalize the additional heat shield for the barrel. Again we use a custom made Insert Multi Mesh Brush to add the overall detail as well as looking at another potential problem with one of the default Insert Multi Mesh brushes.

In Chapter 7, we start adding additional detail to the centre cover plate. We use Masking together with Ctrl +Shift to create a clean border on the surface of our cover plate, before repeating the same steps to achieve a clean indentation.

In Chapter 8, we finalize the detail on the centre cover plate. Again we use an Insert Multi Mesh Brush to add the overall detail such as rivets and the main centre piece that we later place on its own layer before using Masking and Ctrl +Shift to modify its design.

In Chapter 9, we add additional detail to the large cover plate mount. We use masking together with Ctrl +Shift to create the overall detail on the surface of our cover plate, before implementing an Insert Multi Mesh Brush to finalize the design.

In Chapter 10, we finalize the SpiderBot Cannon. We start by loading in a .ZTL file that I’ve created to save on time before taking you through the process used to create it. In a addition we add a bit of piping that sits under the large cover plate mount.

One Response to SpiderBot Building the Cannon Part 03
  1. avatar
    10/11/2014 at 8:31 am

    Highly appreciated series of zBrush tutorials! Thank U so much!!!

  2. avatar
    25/04/2014 at 7:59 am

    just finished entire series and must say I learned a lot. thank you very much!

  3. avatar
    16/04/2014 at 1:15 pm

    I just finish this tutorial, I fill very happy, I have 52 year old and I just begin to learn zbrush with you, a lot of thanks man , ( excuse my English because I just begin to learn it) have a good time.

  4. avatar
    24/03/2014 at 6:22 am

    thank you very much BAD KING your Tutorials

  5. avatar
    13/11/2013 at 5:46 am

    bad kind how can i load certain brushes to my “brushes quick pick ” ?

    i mean .

    when i press the “B” to pick a brush , some of those brushes are not valid at the quick pick dialog.

    • avatar
      17/11/2013 at 7:47 pm

      There’s two ways you can do it.

      For Mac and Windows users:

      – Click on the Load Brush button.
      – Navigate to the Brush file you want to load.
      – Double click on the file.

      or Windows users only:

      – Navigate to your C Drive.
      – Go to Program Files (x86)> Pixologic > ZBrush 4R6 > ZData > BrushPresets
      – Copy and Paste your Brush into this Directory.
      – Restart ZBrush.

      Hope this helps :)

      • avatar
        20/11/2013 at 5:41 am

        that helped and help a lot .
        thank you so much for solving a challenging problem ,i got no answer
        not from youtube nor pixologic forum until now .

  6. avatar
    13/10/2013 at 7:43 pm

    Awesome tutorials! greatly helped me getting into zbrush modelling however I found I could not create the last object in zbrush without a hole host of problems don’t suppose you could do tutorials on how you made that final piece or Zbrush modelling concepts in general? I probably just need more practice, but I feel zbrush modelling has to many unilateral processes to make an object that would be basically straight forward in 3Dsmax or Maya.

    • avatar
      16/10/2013 at 10:02 am

      Thanks :) I used the same technique to create the last object as I did with the other parts…. I recommend not trying to build the whole thing, instead focus on making only one half first before using mirror and weld. Hope this helps :)

  7. avatar
    05/10/2013 at 7:40 am

    thank u badking..!! i’ve always loved mech modeling in maya..but its really helpful to know zbrush workflow to do those things even faster..!! very cool n lot of FUN!!

    • avatar
      05/10/2013 at 7:50 am

      Anytime mate :) So glad to hear that the tutorial is helping, would love to see what you come up with!

  8. avatar
    21/08/2013 at 10:41 am

    thanks a lot you are a great teacher, now i feel more comfortable in zbrush even though i still have a long way to go to be a proficient lol anyway best luck to you and sorry for my poor english

  9. avatar
    16/08/2013 at 1:55 am

    Excelent tutorial series . Really thanks for it ,I learnt a lot of usefull technics . Thank you .

    • avatar
      17/08/2013 at 8:53 am

      You’re more than welcome. I’m looking forward to getting back into recording some more this year :)

  10. avatar
    04/06/2013 at 2:07 pm

    Hello Badking hey great tutorial but i have problems with Chapter 8 when i want to make the step in on the round edge box do not go perfectly in like your, see this image

    http://www.subirimagenes.com/otros-sinttulo-8473805.html

    and i change the mask, i do others movements but can not fixed :(

    What can i do?

    thanks cheers again 😀

    • avatar
      04/06/2013 at 7:35 pm

      I think you might have hit Ctrl Z at some stage (maybe to reapply the mask or something), it must have undone Split Hidden at the same time. To fix it, go inside Geometry and click Delete Hidden. This should solve the problem. Hope this helps, let me know how you go :)

      • avatar
        07/06/2013 at 1:35 pm

        i think was the “Delete Hidden” what i needed but i use another technique too, i use slide curve to create another lines to support the figure… i think that was right 😛 Thank you very much for your help 😀

  11. avatar
    15/04/2013 at 7:20 pm

    Just completed watching all parts of your tutorial and was amazed at ZB’s hard surface capabilities. I use Goz and Maya to get any hard surface shapes I need in my models, but you have shown how easy it is to achieve them without leaving ZBrush. Even although the workflow is completely different to what I am used to, I had no problem adapting to it.

    I haven’t built the model (gun), but I plan to model something similar using only ZB (I promise). I will then re-topoligize in Topogun, which I find very therapeutic and paint it up with DDO. Just as soon as I can clear my desk that is. :(

    Thanks for giving me another tool in my arsenal.

    Congrats on a great site that not only looks good, but delivers a much needed resource both for method and inspiration. Thanks again..

    Steve MacEwan

    • avatar
      15/04/2013 at 8:56 pm

      Hi Steve, Thanks so much for your kind words :) I’m really glad the tutorial helped. I’d love to know how you get on with the new workflow, keep me posted! Hard surface sculpting in Zbrush is alot of fun :)

  12. avatar
    14/04/2013 at 3:01 am

    Hi , was hoping for a tutorial on making say a power drill using photo displacements , using the photos to do the modelling? Thanks

  13. avatar
    12/03/2013 at 4:28 am

    Exellent series! Heres what I came up with at the end:
    http://bit.ly/YnPCxN

    It was real fun to do, you guys ROCK!

    • avatar
      12/03/2013 at 8:10 am

      Thanks :) It looks pretty damn good… looks identical. Cheers mate! 😉

  14. avatar
    16/01/2013 at 1:42 am

    I was wondering if you could do a tutorial on how to get this into another 3d program or how to get the poly count down so it can be imported into another 3d program for use.. I see there is not a whole lot of information out there that explains how to go about doing this.. Thx

    • avatar
      16/01/2013 at 6:58 pm

      What you’re talking about is retopology but if you’re interested in doing a quick job and not worried about clean topology for game or production assets, I recommend playing around with Decimation Master. Retopology is a huge topic…in the meantime maybe look into 3rd party applications like 3DCoat, Topogun and even 3DSMax which has retopology tools, I’m not sure about Maya though as it’s been a while since I’ve used it. I hope this helps :)

  15. avatar
    18/12/2012 at 6:04 am

    I am having a slight problem when using Insert Multi Brushes. When I draw an IMM and hold shift is generally does not stay straight. It locks to about 30 degrees off straight. This happens most of the time, but occasionally it does work as you would expect. Guess I am doing something daft, any ideas anyone? Cheers, Steve

    • avatar
      18/12/2012 at 11:03 am

      Hi Steve, I know exactly what you mean. So here’s what I’ve noticed…Insert Multi Mesh Brushes seem to retain the memory of the last angle you’ve applied. For example, if you’ve applied an IMM on a 30 degree angle and then applied another IMM and hit Shift, it snaps into the previous (30 degree) angle you’ve used.

      I hope this helps… Let me know if it doesn’t make sense 😉

      • avatar
        19/12/2012 at 6:49 am

        Thanks for that, yes that does make sense. I don’t know how to reset the snap angle though back to 0/90/180/270 – any ideas? Resetting Zbrush seems a little drastic – not even convinced that works either but I’d need to test that! Cheers again, Steve

        • avatar
          20/12/2012 at 7:23 pm

          The way I usually do it is to set it manually, I know it’s not 100% but it’s all I’ve got at this time. I’ll ask around though and see what comes up, it would be a great tip to share :) I’ll keep you posted if I find anything.

          • avatar
            21/12/2012 at 6:02 am

            Thanks mate :)

  16. avatar
    29/11/2012 at 8:06 pm

    Thanks For the great tutorial!!!

    Cant wait for the rest of the spider bot parts/bot itself.

    What was the thought process for the creation of the Cannon and spider bot? (if i may ask)

  17. avatar
    20/11/2012 at 12:19 pm

    Simple fantastic learning way … thanks teacher … 😉 …

  18. avatar
    19/11/2012 at 6:13 pm

    Great work on that tutorial. Working through these plus the two of Mike Jensen and you are good to go to create every hard surface object imaginable.

    • avatar
      20/11/2012 at 9:50 am

      Thanks :) I also like alot of Mike Jensen’s stuff, he’s really good.

  19. avatar
    15/11/2012 at 1:15 am

    I am having some trouble with some of the screws not dividing what would cause that? Thx

  20. avatar
    09/11/2012 at 1:15 am

    Superb! Looking forward to more tuts!!

  21. avatar
    19/10/2012 at 3:29 pm

    Really excellent tutorial! BadKing is truly a GenerousKing. This whole site rocks!

    • avatar
      19/10/2012 at 4:00 pm

      Thanks so much MrAugie :) I’ll keep pumping them out as quickly as I can.

  22. avatar
    04/10/2012 at 3:30 pm

    Definitely one of the best hard surface modelling tutorials out there. Thanks for all your hard work in helping us artists.

  23. avatar
    04/10/2012 at 2:04 pm

    I’m building my own game that I would like to sell eventually. Can I use this model in one of my games?
    Maybe just as a placeholder until I get the final style done

    • avatar
      04/10/2012 at 2:06 pm

      YES…. All models, brushes and alpha maps fall under a standard Royalty Free Licence… than means you are free to use the product:

      1) For personal or commercial use.
      2) For advertising or promotional use.
      3) For website or in any electronic devices.
      4) In broadcast, multimedia, video games or animation (as many applications as necessary).
      5) In books or magazines.
      6) The products may be modified for individual style and appearance.

      You are not permitted to:

      Sell or sub-license the products in any form with the exception of a compiled application such as a video game, a proprietary or native file format so that the users of your final product cannot access the model or product by itself.

      Hope this helps 😉

  24. avatar
    27/09/2012 at 9:32 am

    Thanks for the fantastic tutorials, they are the best out there!

  25. avatar
    26/09/2012 at 4:44 pm

    These tutorials are great… can’t wait for the next one.

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ADDITIONAL INFORMATION
Introduction

00:01:11 Min – 1080p HD – (7.57 MB)

Chapter 01

00:12:43 Min – 1080p HD – (81.5MB)

Chapter 02

00:10:11 Min – 1080p HD – (66.6 MB)

Chapter 03

00:13:20 Min – 1080p HD – (89.1 MB)

Chapter 04

00:08:30 Min – 1080p HD – (56.2MB)

Chapter 05

00:06:48 Min – 1080p HD – (45.4MB)

Chapter 06

00:07:54 Min – 1080p HD – (52.1MB)

Chapter 07

00:05:47 Min – 1080p HD – (38.5MB)

Chapter 08

00:09:59 Min – 1080p HD – (66.0MB)

Chapter 09

00:06:34 Min – 1080p HD – (43.3MB)

Chapter 10

00:07:08 Min – 1080p HD – (47.2MB)

Building_the_Cannon_Part_03_ZIP_Files.zip

134 KB