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Tachikoma by Dipnusurf Tachikoma by Dipnusurf
I made this one entirely in ZBrush in order to test hard surface modeling tools and see how much it can replace traditional hard surface modeling in max, maya or any other 3d software.

So my answer about which is the best is ... both :)
Some pieces are a lot easier to do without focusing on topology and quads, others require more control and precison that Zbrush can't (still) provide.

By the way it was fun to do, it's not 100 % accurate compared to the original but still happy of the result.

Hope you enjoy :)
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:icontoxic-toad69:
toxic-toad69 Featured By Owner Nov 15, 2013  Student Digital Artist
thats awesome i had no idea ZBrush could do that  WELL DONE!! i gotta dive a little deeper in that ZBrush thing.
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:icondipnusurf:
Dipnusurf Featured By Owner Nov 16, 2013  Professional Digital Artist
Yep, it is possible to do things like that but a liitle pratice is neede to know how to do it, that' s the tricky part. The tutorials on the Pixologic website are very helpful, you should take a look ;)
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:icontoxic-toad69:
toxic-toad69 Featured By Owner Nov 18, 2013  Student Digital Artist
awesome thanks how much harder is it to use compared to say Maya? thats the only program i use .
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:icondipnusurf:
Dipnusurf Featured By Owner Nov 22, 2013  Professional Digital Artist
The most difficult thing is the UI ^^ but to talk about the piece, things like rounded shapes with holes or booleans are very easy to do in ZBrush as you don't have to deal with a good quad topology but your object is very heavy. You can't tweak shape with enough precision, chamfers for example are hard to deal with in Zbrush. In maya you can always change width once it is done.
Hard surface in Zbrush is good for concept or making high poly mesh for baking. In would recomand to block big shapes with simple primitives in maya before you go in zbrush.
If you have any other question, don't hesitate to ask ;)
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:icontoxic-toad69:
toxic-toad69 Featured By Owner Nov 22, 2013  Student Digital Artist
thank you . i love using maya. ive been using it for about three years. but i am looking for other programs to work with as well. is UV mapping a hard task in ZBrush.  not sure if you have seen any of my work. feel free to critique my gallery. i appreciate any tips i can get.
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:icondipnusurf:
Dipnusurf Featured By Owner Dec 2, 2013  Professional Digital Artist
Sorry for the late reply! ABout UVs in ZBrush, that' is a bad idea in general, the UVmaster in ZBrush is here only if you want to apply a texture map/alha map on parts of your sculpt. I do UVs in 3ds max but I think maya has pretty much the same tools I think. A good UV mapping software is UVLayout, but needs some time to get use to it's UI, it is very efficient anyway!

I've seen your work, it's pretty cool! But to me you should work on improving your materials and lighting. Your work looks very "computer made" if you could say that, just because of the shading. Most of what i've seen looks like it has only diffuse with specular reflections, no bump/normal. Details that "catch light" would be great, but don't do too much!
You should look to real photos references, even going into street and take pictures of anything that looks interesting to you, with different angles to see how light reacts. I don't know much about maya shading system tools but from what I saw you can go very far. To me you're modeling skills are good so try to push you're renders.
take a look in the Polycount forum, there are a lot of incredible works that would be interesting to you ;)
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:icontoxic-toad69:
toxic-toad69 Featured By Owner Dec 2, 2013  Student Digital Artist
awesome thanks for the tips !!  i was told that mudbox id good for normals and such
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:icondipnusurf:
Dipnusurf Featured By Owner Dec 5, 2013  Professional Digital Artist
Yeah it's good for that, like ZBrsuh but it is has great interctions witth other Autodesk software, that makes life easier :D
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