Monty Python's Black Knight helmet Part 3 of 3 ( Texturing )


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In this third and last video in the Monty Python Black Knight helmet series I will show you how to add detail in ZBrush and texture the helmet in Substance Painter.

Link to reference image : https://1drv.ms/u/s!AlkQh95cW2EviCaBK…

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10 Comments

  • Greyson Stalcup

    22 Tháng Mười, 2020 - 7:22 chiều

    Awesome!! Loved the detailed process from part 1 to 3. I have a question tho. On my own projects (student), I tend to get “stuck” when adding details and what not. You say to spend a couple hours on that step, but I tend to feel like I don’t know what else to do after 20-30 mins of surface imperfections, scratches etc. If I spend longer just to spend longer, I go overboard and have to go backwards to fix it. Any advice on that?

  • B Maxime

    22 Tháng Mười, 2020 - 7:22 chiều

    bad topology when smoothed there is lines that disturbs the shape

  • Supra Mayro

    22 Tháng Mười, 2020 - 7:22 chiều

    can you please do Bedevere's helmet?

  • Cody Jacobs

    22 Tháng Mười, 2020 - 7:22 chiều

    nice tutorial, I noticed that when you are smoothing your helmet in zbrush all of the hard edges are getting smoothed as well. What you can do in zbrush is click polyframe to see polygroups and then go into the polygroup tab and click group my normals. Then go back into geometry/crease and then crease pg. This will basically crease all hard edges you want to keep sharp and for the edges it doesnt get you can go to the zmodeler brush and manually crease them yourself. Uncreasing in certain sub levels controls the softness of the edge too.

  • Martin Diavolo

    22 Tháng Mười, 2020 - 7:22 chiều

    Nice job

  • rK 215

    22 Tháng Mười, 2020 - 7:22 chiều

    As I am learning modeling(beginners level) it's feel like to hard when I see hard surfaces modeling like gaming prop,gun modeling,air craft,spaceship modeling so my question is how to overcome this situation and do modeling fast as possible??.
    Thanks for reply in advanced.

  • rK 215

    22 Tháng Mười, 2020 - 7:22 chiều

    Is foundry mari is industrial standard texturing software?????

  • Shaan Saleem

    22 Tháng Mười, 2020 - 7:22 chiều

    Respect for u sir, amazingly done

  • Nestor Rios

    22 Tháng Mười, 2020 - 7:22 chiều

    excellent hate to do uvs, question what's new in substance painter?👍

  • Al Ani

    22 Tháng Mười, 2020 - 7:22 chiều

    Could please make a tutorial how to export both normal maps (from the high poly and from the texturing in substance ) or combine them together.

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