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IR Sculpts
United States
เข้าร่วมเมื่อ 13 ธ.ค. 2016
Lead ZBrush Trainer at Maxon.net | Training Manager | Digital and Traditional Sculptor |
About Me:
Ian Robinson is an Expert ZBrush Trainer at Maxon Software, the owners of C4D and ZBrush. Ian is responsible for creating digestible content to help ZBrush users of all experiences understand how to use the software effectively. From creating video tutorials, live streaming, hosting events and interviewing some of the top artists in the world, Ian is dedicated to helping others learn how to use the software to the best of their abilities. Covering topics from 3D printing and toy design to game assets and animation ready modeling, Ian helps you learn the skills you need to succeed while having fun in the process!
Zbrush Tips and Tutorials
Schooling:
3D Character Workshop - www.3dcharacterworkshop.com/
Vertex School - www.vertexschool.com/
Studio Arts - studioarts.com/
My Other Socials:
linktr.ee/irsculpts
About Me:
Ian Robinson is an Expert ZBrush Trainer at Maxon Software, the owners of C4D and ZBrush. Ian is responsible for creating digestible content to help ZBrush users of all experiences understand how to use the software effectively. From creating video tutorials, live streaming, hosting events and interviewing some of the top artists in the world, Ian is dedicated to helping others learn how to use the software to the best of their abilities. Covering topics from 3D printing and toy design to game assets and animation ready modeling, Ian helps you learn the skills you need to succeed while having fun in the process!
Zbrush Tips and Tutorials
Schooling:
3D Character Workshop - www.3dcharacterworkshop.com/
Vertex School - www.vertexschool.com/
Studio Arts - studioarts.com/
My Other Socials:
linktr.ee/irsculpts
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Didn’t this technique create a gap in the model, though?
Thanks you very much Friend
Nice video! thanks for share
oh man thanks for this and where have you beed since this video we miss you
th-cam.com/video/_Fjh6Dv6ONw/w-d-xo.html Thank me later!
thanks for the clear explanation
So if I do retoplogy and it’s clean I don’t have to manually edit UV’s and just follow this video? I’m new to uv mapping and and trying to understand it
é o melhor video q ja vi!
THX
Muito obrigado!!
Just what I needed
this is mad genius
can u plz tell me how to get this magnifier glass that u r doing in the video
THANK U BRO NEW SUSCRIBER HERE <3
not very beginner friendly
nice explain
May I ask, how did you get the high poly and the low poly retopo in the same file so you could transfer detail to the retopo. I ask, because when I press ZRemesh, I only have the retopo. The high poly is gone.
Thank you
Can we use this method to create id map ?
hi i dont see the colours on face, is this normal? or do i like select mode to see it?
OK SHIFT-F AND crtl_w
@@GameDevAraz Yes - Shift +F turns the polygroups on and off
@@IRSculpts yeah, i just used z remesher with the line paint technique to create the topology from paint poly, it works great
This is wrong. The alpha is too noisy.
The information is not wrong, however, ZBrush only allows 16-bit alphas, so you will be limited in your overall quality. If your image is too noisy, clean up the image in PS or add more resolution to your mesh. Cheers
Will this work on characters
what a goldmine! thanks a lot man!
Let me find the right word...ok...awesome. Now let me find the right tone...ok...AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Does the .002m thickness throw the placement off and leave a gap where it joins? Have not tried this but I'm seeing more and more video on zbrush. Might try this technique. Kind of tired of getting models that are already keyed but then you ho put it together there is gaps. I keyed one of them on mesh mix came out good no gaps.
Most of the time, when you cut up a model this way, the gap should close up nicely. And this is due to the fact that the dynamic thickness helps keep the cut between the key and the slice even all the way around. .002mm is super small, so you shouldn't see much of anything. Hope this helps and definitely give it a try
The issue I'm having is , the alpha image looks like it's under layers of my already textured model. So, the alpha image doesn't appear to look like it's on top of my model. I also wanted the alpha image to look like it was carved downward into my model. Please help
you saved my life bro!
Glad I could help!
Perfect video, was a ton of help thank you!
thank you. But for some reason, this method doesn't seem to work anymore. Using Zbrush 2024.01.17. I show the issue in this video: th-cam.com/video/NzYZ4dA4rMs/w-d-xo.htmlfeature=shared
Thank you. When I have my RGB Intensity set to 100% and I am using my Wacom Tablet with the Pen. The Paint is still not 100%. Any idea what I am missing here to get the intensity all the way up to 100% when using my Pen with my Wacom tablet?
you must press very well, Try going over the same line several times (or use the mouse)
This is amazing, thank you for sharing! Is that an updated method that you recommend? I see this video is from 3 years ago. Thank you!
my hands keep getting destroyed somehow when I polygrouped all the fingers
nice tutorial very accurate by far the best
No matter what I do, it will not change the paint to polygroups. I have tried everything. Even reinstalled.
very unfortunate voice
You can use Substance Sampler to extract height information from an image so it isn't quite as noisy too!
how
Inkscape- a filter -blur -feather or straight up fill stroke -blur slider[above opacity slider.
Just want you to know that you are a good teacher and appreciate your thoroughness.
hii.....this is awesome.... but can u plz tell me when to texture or paint the character...??? after zremeshing or before??/
Is there a way to show the measures while am i sculpting?
Can confirm Scalemaster in Zbrush sucks balls.
nice !so effective, thanks for sharing
This was so helpful...thanks!
2024 Still very usefull, thank you!
Absolutely - glad you found it useful! Cheers!
@@IRSculpts Is this still your preferred way of slicing ?
@@IGarrettI This is one of my preferred methods as you can really control the depth of the cut really well
Cool aproach!
Thank you. Absolutely stunning tutorial. I was looking for a guide to increase the subdivision of my model to add more tiny details. DynaMesh has its limitations and lacks proper topology loops, as well as the ability to switch to different levels of subdivision for editing the model faster. Now I'm ready to add pores to my Thanos head model's skin as well as wrinkles to the eyes. Needless to say, it will simplify the process of preparing UVs for a model =)
I'm so happy to hear this is very helpful for you! Thank you for the kind words!!
great video... how could you create a normal map form your model to take it to painter.?/ cheers
Question: Is it production-friendly? Everybody mentioning auto retopo as rough sketch, and then retopping it in maya or blender
The honest answer is it depends on the production team. A lot of productions I have worked on have very particular topology layouts they demand for the rigging team to produce the best outcome. So, I encourage to chat with the animation team and show them your results. They might like it and if so, then one less thing to do. But this method is designed for the sculpting process to be easier with edge loops that support the flow of capturing the details we want to achieve :) Hope that helps!
great tut. loved it!
You save my life dude. Well at least i didn't fail my university project thanks to this video hehe
You are very welcome! And yay to passing your project!