This is a Wheels Zbrush brush set and 3d models (obj's) for ZBrush, 3ds max, Blender, Maya, Cinema4d, 3Dcoat, Mudbox, etc.
55 IMM brushes and 55 3d models (obj) with professional quad topology, ready for subdividing.
55 Zbrush Brushes
55 3d Models
Let's keep in touch. Here you can find out first about my new brushes, tools, art, etc. – https://www.instagram.com/drf.tools/
Commercial use of the alphas is permitted but nothing can be included in an asset pack or sold at any sort of asset/resource marketplace and must be embedded components in media such as a video game, movies, or similar products.
All models are High Poly to make your renders of futuristic vehicles or mars rovers with cool close-up renders of wheels possible. You know - camera go near the vehicle from behind, and people can see the dust from the surface and part of the wheel. That's why. It is not possible to make that kind of close-up render shots when there are not enough polygons on models. I think it takes a lot of time to remodel every wheel object for users to make them high poly. So I decide to make them high poly. All models are quad topology and ready for subdividing. If you think that models have many polygons and you want to have fewer polygons on those wheels, then you have several options:
a) Zbrush. Find in the "Geometry" menu submenu "Reconstruct Subdiv". use it as many times as You want. For distant shots with many vehicles, it's better to press this button 2 or even 3 times in some models.
b) Blender. Select all edges. To do this press the "toggle x-ray" button (to select all of them). Otherwise, You will not select edges behind the camera view. Then in Edit mode go to the "Edge" menu and press the "Un-subdivide" button.
c) 3dsmax variants:
1) You can use the "ProOptimizer" modifier if you are using 3ds max or
2) You can use the third-party plugin "TurboReverse".
d) Maya variants:
1) Go to the mesh menu and press the "Reduce" button. Play with sliders, made all the settings as You need, and press the "Apply" button.
2) Use the retopology tool in Maya. Select the object and in the bottom left MEL Tab type polyRemesh; You will see triangulation across the surface.
Then type polyRetopo; in the bottom left MEL Tab. After that in polyRetopo settings, you can change the amount of "Target Face Count" and find the best quantity of polygons for your goals.
it's better to optimize the high poly model than increase the number of polygons in the low poly model.
If PC cannot handle all the models the decision can be to import models separately one by one. All models have preview images to choose one that you want to use.
Have an amazing week!