Never knew a Smooth Groups brush existed. Constantly learning new stuff from PavMike, even after years. Dunno what the zbrush world would look without you for me. You are my official ZBrush documentation.. its even beyond documentation. Its like waking up in the morning and meeting with Mr.Miagi for training.
This is such a great video with so many good tips! However, you're going through them a bit (very) fast. And I know I can slow down the speed, but just wanted to give that feedback anyway since a distorted voice when slowing down the playback speed isn't wonderful to listen to. Haha! Other than that I will definitely come back to this video.
I cannot believe this video doesnt have more views. This is by far the most comprehensive explaination of how zRemesher works that I have seen so far. Thanks so much for the great explaination and useful tricks.
Smooth groups!!! And other ways of working clean! Amazing, this video is incredibly informative, I’ve been searching for ways of doing the techniques shown in this video for quite some time. Thank you Michael, I’ve been watching all your videos sequentially and just reached this doozie! Thank you again.
Amazing!!! I've never actually used reproject....knowing this now definitely would have made a couple years ago easy to scuplt but overall greatful!! Thankyou!!
ZRemesher is not the best tool to do retopology as it tends to create spiral edge loops. Any ideas how to prevent those? Having said that, I still learned valuable tips from this video :)
I can't seem to find the "Smooth Groups" brush? I have smooth, smooth alt, smooth valleys, smooth cloth, but no smooth groups :0 Is there something im missing?
It won't be loaded in the default startup brushes; hit the comma key to get to lightbox, go to the brush tab, smooth, and it'll be in there. Alternatively, you can hold down your shift key to activate any current smooth brush, and under the brush menu > Smooth Brush Modifiers, change the weighted smooth mode to 6 (smooth border)
i have some problems with zremesher, i made an aircraft in maya and i want to use a high and low poly for baking, the high poly i would like to make it in zbrush with subdivs from the imported fbx and then make a zremesh to have a clean mesh, because i don't like the decimation master mesh results with all these triangles but the problem is that i can't keep the hard edges like the original mesh made in maya when i use zremesher, i make polygroups by normals, crease PG and then zremesher with detect edges, 0 smoothing and 0 adapt... 100 strength curve... but i don't like the results at edges and corners...
Im not sure if this will help as i dont use maya but maybe try using the original mesh (The sharp edged one) as a base then project the sharp details onto the remeshed object (The soft edged one) like he shows at 10:09 ....
@@thivolan3d thx, after a lot of methods i finally found a method that works fine, i import fbx with the sharp edges marked in blender and i make a polygtoups based on poly UV, then i make crease PG and i make zremesher with "keep groups", "keep crease" on and smooth groups to 0, and adapt on and size of adapt polis to 0 to make a nice mesh... then i make the subdivisions and i crease PG and then i click on mask by creases and reverse mask, click on polish with the circle open to make realistic edges... then i model on the edges imperfections and i finally use the decimation to export for the baking...
It will run ZRemesher with a slightly different algorithm, giving you (most noticeably) a different center line configuration. If regular ZRemesh gives you a subpar result, especially down the middle of your object, give the alt version a shot!
@@kevindung1785 YMMV, but for me, decimating the high res is just for reducing super high poly to manageably high poly, but that's about it. Remeshing to a low subdivision and then projecting your high res details back to multiple subdivisions unlocks, among other cool things, the ability to make changes on your lower subdivision and have it drive your higher subdivisions
does x symmetry on Zremesher only work if the Mesh is completely symmetrical? because im working on a head which has one eyebrow raised (so not symmetrical)
Im sure youve already figred this out by now but for anyone curious: it will still work on parts that are symmetrical but the moment it isnt the remesher will just mirror one side to next (from the right side to left side) so youll just end up with a perfectly symmetrical object on that axis.... I would personally recommend leaving symmetry off after the initial blockout; when it comes to portraiture as faces arent as symmetrical as they might first appear... But, of course, if youre still a beginner then no symmetry would just be a nightmare.
Never knew a Smooth Groups brush existed. Constantly learning new stuff from PavMike, even after years. Dunno what the zbrush world would look without you for me. You are my official ZBrush documentation.. its even beyond documentation. Its like waking up in the morning and meeting with Mr.Miagi for training.
pavlovich is the man, does he even get paid for this shit? hes truly the definitive guide
That honestly blew my mind. Had no idea it existed as well.
Yeah, that's such an awesome piece of info.
For some reason, Zremsher and projecting details always intimidated me. This video was straight to the point. Thanks, man.
For me, this is by far the most useful zbrush video I have ever seen. From start to finish. WOW. THANK YOU
This videos are a treasure trove! Didn’t now the gizmo UI had that re-mesh by union option. That is going to be so useful!
This is such a great video with so many good tips! However, you're going through them a bit (very) fast. And I know I can slow down the speed, but just wanted to give that feedback anyway since a distorted voice when slowing down the playback speed isn't wonderful to listen to. Haha! Other than that I will definitely come back to this video.
Welcome to my world, cursed to have to watch every TH-cam instructional video at 2x speed -.-
I cannot believe this video doesnt have more views. This is by far the most comprehensive explaination of how zRemesher works that I have seen so far. Thanks so much for the great explaination and useful tricks.
Smooth groups!!! And other ways of working clean! Amazing, this video is incredibly informative, I’ve been searching for ways of doing the techniques shown in this video for quite some time. Thank you Michael, I’ve been watching all your videos sequentially and just reached this doozie! Thank you again.
Aaaaaand this video goes directly in my ZBrush list. Sir you're a real ZBrush encyclopedia :D
Thanks so much for this. If I knew about it last week it would have saved me days of work.
Definitely..master. Best mesh union options here.
Wow. Wish I had known about this a couple days ago tryna weld parts together w dynamesh and manually fix them. Thank you Michael!
Insane ! Very clear explanations. I finally understand. THANK YOU SO MUCH !
This was a fantastic tutorial! I don’t even want to think about how many hours you just saved me from😊
I spent all day trying to get my model from ZBrusb to Substance Painter via retopo and UVs. This would’ve saved time but now I know.
You tutors amazing; thanks for your kindness
Amazing!!! I've never actually used reproject....knowing this now definitely would have made a couple years ago easy to scuplt but overall greatful!! Thankyou!!
Man, I wish we could have a brain chip for me do download your experience to my brain!! Thanks for such an amazing lecture :0)
A M A Z I N G... Wow... its so easy... thanks for sharing this.
ZRemesher is not the best tool to do retopology as it tends to create spiral edge loops. Any ideas how to prevent those? Having said that, I still learned valuable tips from this video :)
best video i have watched
You deserve more subs nice information
thanks
Awesome tutorial brotha
bring in new mesh, remesh by union , z remesh , is the bread and butter.
This is great, good job!
* *Jaw drops* *
Brilliant!
This is great!!! 😯
sculpt first or retopo first?
I can't seem to find the "Smooth Groups" brush? I have smooth, smooth alt, smooth valleys, smooth cloth, but no smooth groups :0 Is there something im missing?
It won't be loaded in the default startup brushes; hit the comma key to get to lightbox, go to the brush tab, smooth, and it'll be in there. Alternatively, you can hold down your shift key to activate any current smooth brush, and under the brush menu > Smooth Brush Modifiers, change the weighted smooth mode to 6 (smooth border)
@@MichaelPavlovich Oh!! Thanks so much :'D I really appreciate the help
i have some problems with zremesher, i made an aircraft in maya and i want to use a high and low poly for baking, the high poly i would like to make it in zbrush with subdivs from the imported fbx and then make a zremesh to have a clean mesh, because i don't like the decimation master mesh results with all these triangles but the problem is that i can't keep the hard edges like the original mesh made in maya when i use zremesher, i make polygroups by normals, crease PG and then zremesher with detect edges, 0 smoothing and 0 adapt... 100 strength curve... but i don't like the results at edges and corners...
Im not sure if this will help as i dont use maya but maybe try using the original mesh (The sharp edged one) as a base then project the sharp details onto the remeshed object (The soft edged one) like he shows at 10:09 ....
@@thivolan3d thx, after a lot of methods i finally found a method that works fine, i import fbx with the sharp edges marked in blender and i make a polygtoups based on poly UV, then i make crease PG and i make zremesher with "keep groups", "keep crease" on and smooth groups to 0, and adapt on and size of adapt polis to 0 to make a nice mesh... then i make the subdivisions and i crease PG and then i click on mask by creases and reverse mask, click on polish with the circle open to make realistic edges... then i model on the edges imperfections and i finally use the decimation to export for the baking...
@@Aldebaran80 Ah, ok cool... Still sounds like a lot of work though, haha. But at least it works...
@@thivolan3d explained here it seems complicated but is easier than it sounds, haha
whats with the holding down alt while Zremeshing now? I didnt get that at all, what does that do??
Also the Project-Divide workflow, does it make more sense to just decimate the high res Mesh?
It will run ZRemesher with a slightly different algorithm, giving you (most noticeably) a different center line configuration. If regular ZRemesh gives you a subpar result, especially down the middle of your object, give the alt version a shot!
@@kevindung1785 YMMV, but for me, decimating the high res is just for reducing super high poly to manageably high poly, but that's about it. Remeshing to a low subdivision and then projecting your high res details back to multiple subdivisions unlocks, among other cool things, the ability to make changes on your lower subdivision and have it drive your higher subdivisions
@@MichaelPavlovich thank you, you really are the king of Zbrush~ 💓
does x symmetry on Zremesher only work if the Mesh is completely symmetrical? because im working on a head which has one eyebrow raised (so not symmetrical)
Im sure youve already figred this out by now but for anyone curious: it will still work on parts that are symmetrical but the moment it isnt the remesher will just mirror one side to next (from the right side to left side) so youll just end up with a perfectly symmetrical object on that axis.... I would personally recommend leaving symmetry off after the initial blockout; when it comes to portraiture as faces arent as symmetrical as they might first appear... But, of course, if youre still a beginner then no symmetry would just be a nightmare.