In Part 2 of this 3 part series, we expand on the techniques we learned in Part 1. We continue to work within Zbrush 4R3 and take a brief look at one of the problems that you may encounter in if using Zbrush 4R4.
In the introduction, we look at the overall scope of Part 2 of this series and briefly examine some of the topics that will be covered including Hard Surface techniques, maintaining a low poly count and highlighting the differences between R3 and R4.
In Chapter 1, we create a butt stock that sits near the rear of the breech of our cannon. We utilise a standard Cube that we modify with ReMesh All in order to create a clean and symmetrical mesh. We use ClipCircleCenter together with BRadius and PolyGroup to create a circular indentation.
In Chapter 2, we create a mechanical gear that sits on the butt stock. We use our Initialize dropdown to adjust the overall look of our gear before turning it into a PolyMesh 3D. We then create a large screw that acts as a centrepiece.
In Chapter 3, we create a large cover plate mount that sits over the butt stock. We use a standard Cube that we modify with ReMesh All in order to create a clean and symmetrical mesh. We also discuss a unique problem that you may encounter.
In Chapter 4, we create clamps to hold our cannon in place. To get started we utilise a duplicate of our large cover plate mount that we previously designed. We utilise the Mirror and Weld on the Z axis to give us the overall shape and then carefully position all the pieces.
In Chapter 5, we create a several pop rivets for our butt stock. We use an Alpha to create our 3D model by using the Make 3D function inside the Alpha dropdown. We then make adjustments using a variety of options such as SliceCurve and Polish Crisp Edges.
In Chapter 6 (R3), we use an old School method of applying tubing to our cannon. This was available in Zbrush 4R3 prior to the release of R4 which includes the new Curve and Multi Mesh inserts.
In Chapter 6 (R4), we use the new method of applying tubing to our cannon. This is available in the new Zbrush 4R4 which includes the new Curve and Multi Mesh inserts and is a different technique to the one used in 4R3.
In Chapter 7, we create the side armor plating. We use a cylinder, reduce the side count to achieve a basic shape, Morph Target for thickness, Ctrl + Shift for a low res shape and Move Brush together with the ReplayLast shortcut for our desired results.
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jinjie518
this tutor is very good
BadKing
I wish I had the time to do more 🙁
Jul
Guys, yours lessons are fantastic. Dear lessons author – yours explanation in each detail is very very useful and I get real pleasure when I watch it. Your team are making very great deal by sharing yours knowledges with other peoples. I wish you unquenchable source of inspiration.
BadKing
Thanks 🙂
kjstarm
Thanks tutorials
BadKing
Cheers 🙂
arcaic
The problem of the morph target is solved by flipping the internal face of the mesh. If you disable the double face view you can find the problem.
PS: sorry for my bad english but i’m italian. 😀
BadKing
Awesome! Thanks for sharing your tip 🙂
surendiren
Can u plese post the entire spiderbot tutorial
BadKing
Still working on it unfortunately…it’s just me at the moment and heaps to do 😉 But it is definitely on the To Do List….
Drimakus
Really great tutorials! I’ve got the idea and the flow of literally hardsurface modeling within sculpting program(as its basically used to be).
And the mentor’s style (and a voice) is very similar to Andy Brown’s from luxology, which is a good sign 😉
Cheers!
BadKing
Thanks for the kind words 🙂
Torson
Hi there,
realy awesome site u have build and yery usefull tutorials so far i have take a look.
Give a good alternative workflow for hardsurface sculpting that give me personal a new point of view to some thing.
Added the site to my favorites for sure.
cheers from Germany
Torson
BadKing
Thanks Torson 🙂 Glad the site is helping and thanks so much for your support!
3dkIWI
Thanks for another excellent tutorial. I learnt a lot of new tricks with this one. Thanks for the tip about fixing up problems after creating depth using Morph targets. This was one I had been struggling with before and had to resort to using Dynamesh to remesh the object.
On to part 3 🙂
BadKing
I’m really glad to hear they are helping and can’t wait to release my latest tutorial 🙂
SteveR
Top tip here for anybody like me who thought you had to keep holding alt-shift or control when doing a clip or a curve or something. You don’t. Just hold say ctrl+shift and as long as you keep the mouse button/pen active you don’t need to hold down the ctrl and shift etc. No one told me this – makes moving, masking and so on much easier! Also, and this is how I discovered this, this is how you can get rid of the 5 degree snapping when using clip curve or whatever! 🙂 Maybe it was just me but my wrists are appreciating the discovery!!
BadKing
Awesome tips! Thanks for sharing with the BadKing community. This stuff is gold 🙂
Entropi
Another Great tutorial!!!(on to Part 3)
Chapter 6 is very informative for 4R4. it cleared a lot of curve brush issues i had.
Thanks
BadKing
Cheers mate! Glad the tutorials are working their magic 😉
gitch
I loved chapter 5 the rivet, I thought that was really cool and fun way to make a solid brush object, nice tutorial..
BadKing
I thought that technique may come in handy 🙂