Cleaner Topology with Poly Group It - Zbrush 2021

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  • เผยแพร่เมื่อ 7 มิ.ย. 2024
  • Find Me Here:
    linktr.ee/irsculpts
    Hello everyone. In today's video, I will show how I use Poly Group It to get better and cleaner topology within Zbrush
    #zbrush #zbrush2021 #pixologic #pixologiczbrush #polygroupit #zremesher
  • บันเทิง

ความคิดเห็น • 140

  • @extrathicc78
    @extrathicc78 2 ปีที่แล้ว +11

    I've been struggling so much with this process. Between this video and your UV video I think I've finally conquered the pipeline I've been attempting to achieve. Thank you so much

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว

      Nice man! That’s awesome to hear and so glad it working for you! 🙏🍻

  • @alyviaplummer8906
    @alyviaplummer8906 11 หลายเดือนก่อน +1

    Great job! I'm doing tons of high poly models for nanite and this process really helped me get some workable geometry to UV

    • @IRSculpts
      @IRSculpts  11 หลายเดือนก่อน

      That’s fantastic!! So glad it’s helping out !! 🤜🤛

  • @bataghast
    @bataghast 3 ปีที่แล้ว +2

    Thanks for making this awesome tutorials Ian!

    • @IRSculpts
      @IRSculpts  3 ปีที่แล้ว +1

      You are very welcome! Thank you for watching!

  • @hiredgunsg6178
    @hiredgunsg6178 2 ปีที่แล้ว

    Really nice video! Explained in very good detail and all the steps are clear. I'm a sub now. Thank you as this will help me from now on!

  • @jimpostier1113
    @jimpostier1113 2 ปีที่แล้ว +2

    This one is a keeper. Thank you!

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว

      You are very welcome! Glad you like it

  • @charlytutors
    @charlytutors ปีที่แล้ว

    Thank you! Awesome and helpful tutorial!

  • @arin-berd
    @arin-berd 9 หลายเดือนก่อน +1

    Great job!hank you as this will help me from now on!

  • @UncleJessy
    @UncleJessy 3 ปีที่แล้ว +8

    Jesus man this was awesome

    • @IRSculpts
      @IRSculpts  3 ปีที่แล้ว

      Thanks brotha!!!

  • @sandylam4238
    @sandylam4238 ปีที่แล้ว

    Really nice tutorial to tackle the hassle of re-topology. Thank you for sharing!

    • @IRSculpts
      @IRSculpts  ปีที่แล้ว

      You are welcome! :D

  • @dudex104
    @dudex104 2 ปีที่แล้ว

    Pretty cool tutorial, thanks!

  • @andrewstockton1137
    @andrewstockton1137 2 ปีที่แล้ว +1

    Wow this is a really really good walkthrough. Thanks, subbed for more.

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว

      Thank you so much! 🙏

  • @Zerchan
    @Zerchan 3 ปีที่แล้ว +2

    Very nice video, exactly what I was looking for, thanks Ian.

    • @IRSculpts
      @IRSculpts  3 ปีที่แล้ว

      Yay! Thank you! Glad I could help!

  • @achybog
    @achybog 3 ปีที่แล้ว +1

    Always enjoy your content.

    • @IRSculpts
      @IRSculpts  3 ปีที่แล้ว

      Thank you! More is to come!

  • @Zettaisenpai
    @Zettaisenpai 3 ปีที่แล้ว +1

    Very useful, thanks Ian!

    • @IRSculpts
      @IRSculpts  3 ปีที่แล้ว

      Thank you! Glad it’s useful!

  • @belvane
    @belvane 2 ปีที่แล้ว +2

    IAN! The beautiful nose prevails! And it's a wonderfully informative vid even for Blender users, thank you!

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว

      BELVANE!!! I’m glad it works for Blender users as well!!! 🙏🙏🙏

  • @alexinho2719
    @alexinho2719 2 ปีที่แล้ว +1

    that was dope. subcribed and liked

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว

      Thank you very much!

  • @user-zx6tn7nd5b
    @user-zx6tn7nd5b 5 หลายเดือนก่อน +1

    Thank you brother, you are the best.

    • @IRSculpts
      @IRSculpts  5 หลายเดือนก่อน

      You are very welcome!

  • @malcomarmstrong9207
    @malcomarmstrong9207 ปีที่แล้ว +2

    A great explantion and workflow. I usually use Maya retopo tools, but this will be very useful for some projects.

    • @IRSculpts
      @IRSculpts  ปีที่แล้ว

      Thank you! Glad it could help out!

  • @zeazevedoneto
    @zeazevedoneto 2 ปีที่แล้ว

    awesome! Thanks!

  • @deleondln7
    @deleondln7 2 ปีที่แล้ว +1

    Thank you! Great tutorial :)

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว

      You’re welcome! 😊

  • @JoshPurple
    @JoshPurple 3 ปีที่แล้ว +1

    Excellent, Thank You :) !

    • @IRSculpts
      @IRSculpts  3 ปีที่แล้ว +1

      Thank you! 🙏🙏

  • @madhaviraj749
    @madhaviraj749 ปีที่แล้ว

    That was great. Thank you.

    • @IRSculpts
      @IRSculpts  ปีที่แล้ว

      You’re welcome!

  • @Agherr08
    @Agherr08 2 ปีที่แล้ว +1

    very helpful. many thanks!!!

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว

      Absolutely! Glad it was helpful!

  • @karthickkarthi9620
    @karthickkarthi9620 2 ปีที่แล้ว

    Superb and clean tutorial, really fantastic

  • @vjalt5247
    @vjalt5247 2 ปีที่แล้ว +1

    Wow! Just liked and subscribed. Thanks, man! =D

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว

      Thanks man! 🙏

  • @oxidonitroso88
    @oxidonitroso88 8 หลายเดือนก่อน

    awesome tutorial

  • @adam551982
    @adam551982 3 ปีที่แล้ว +2

    Sweet video. Subbed.

    • @IRSculpts
      @IRSculpts  3 ปีที่แล้ว +1

      Thank you so much!!

  • @gokuprime7790
    @gokuprime7790 ปีที่แล้ว

    thanks my guy, that was so helpful! I also love the vegeta face in the corner XD

    • @IRSculpts
      @IRSculpts  ปีที่แล้ว

      Thanks my dude. Glad it helped out! :D

  • @chaimaharchi2486
    @chaimaharchi2486 2 ปีที่แล้ว +1

    Very helpful, thank you

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว

      Absolutely! Glad I could help

  • @sirius_black_usa
    @sirius_black_usa ปีที่แล้ว

    Awesom!

  • @karazzu1
    @karazzu1 ปีที่แล้ว +1

    GOD!!!My broo

  • @hieuLe-mz4nw
    @hieuLe-mz4nw 2 ปีที่แล้ว +1

    Nice tutorial, keep going, thanks a lot.

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว

      Thanks man! You're welcome

  • @DreamBubbleXD
    @DreamBubbleXD ปีที่แล้ว

    Thanks for a amazing content, you ar fantastic dude!!))))

    • @IRSculpts
      @IRSculpts  ปีที่แล้ว +1

      You're welcome my dude! Thank you for the kind words :D

  • @heavygiroker
    @heavygiroker 2 ปีที่แล้ว +1

    It's really helpful... thank you so much

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว

      I’m so glad!! Not a problem!

  • @lucianovitorio836
    @lucianovitorio836 2 ปีที่แล้ว

    greatttttttt!!

  • @SauloNT
    @SauloNT 2 ปีที่แล้ว +4

    So technically after this process, the character is READY to be animated? I've seen so many videos saying we have to use Maya to accomplish it but... Looks like it works from what you just showed us! Great video!

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว +9

      Thank you!
      Technically, this could be used for animation; however, when working in a studio or with a animation team, I highly recommend that you show them what you have and see if they can work with it. For personal projects, I have used it myself, but for professional work, I will typically retopo manually with topogun or zsphere retopo in zbrush.

  • @ingameswetrust9812
    @ingameswetrust9812 ปีที่แล้ว

    verry cool thanx

  • @koreanes2011
    @koreanes2011 ปีที่แล้ว

    great video!!!

  • @Haruyuki_Art
    @Haruyuki_Art 2 ปีที่แล้ว +1

    amazing thank you

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว

      You’re welcome!

  • @userdexter
    @userdexter ปีที่แล้ว

    Thanks so much!! 😀

    • @IRSculpts
      @IRSculpts  ปีที่แล้ว

      you are welcome

  • @GoGoGoGo313
    @GoGoGoGo313 ปีที่แล้ว

    Thank you

  • @baobao4349
    @baobao4349 ปีที่แล้ว

    Thank you, teacher! Such a helpfull video! How can you change the navigation head on the right top into Songoku head?? I wonder..

  • @traumwelt1975
    @traumwelt1975 ปีที่แล้ว

    thanks a lot

  • @vishnuvivin7755
    @vishnuvivin7755 ปีที่แล้ว

    It was really helpful..💯

    • @IRSculpts
      @IRSculpts  ปีที่แล้ว

      You are very welcome!

  • @null_design
    @null_design 4 หลายเดือนก่อน

    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 =)

    • @IRSculpts
      @IRSculpts  4 หลายเดือนก่อน

      I'm so happy to hear this is very helpful for you! Thank you for the kind words!!

  • @Lars_Ekstrom
    @Lars_Ekstrom ปีที่แล้ว

    Hello thanks for a great tutorial, i have som issues with my polyit, not all areas ive painted get a separate color, ive checked the lines but they are good, what could be wrong?

  • @user-im9ny5nl9c
    @user-im9ny5nl9c ปีที่แล้ว

    Best

  • @reysyevdarise6060
    @reysyevdarise6060 ปีที่แล้ว

    Im subscrabe,, thanks,, im from indonesia. I share to my frienda

  • @chiragverma2000
    @chiragverma2000 2 หลายเดือนก่อน

    hii.....this is awesome.... but can u plz tell me when to texture or paint the character...??? after zremeshing or before??/

  • @UncleJessy
    @UncleJessy 3 ปีที่แล้ว +4

    Quick tutorial request... vegeta head as your scene world identifier

    • @IRSculpts
      @IRSculpts  3 ปีที่แล้ว +2

      Consider it done!

  • @JoaoVictor-vd9fn
    @JoaoVictor-vd9fn 10 หลายเดือนก่อน +1

    0:30 Can you explain me why you think this method is not good for models that will be animated ? Cause the topology seems pretty good for me

  • @mahaali9292
    @mahaali9292 2 ปีที่แล้ว

    You are amazing😍

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว +1

      thanks so much!

  • @rayunited2010foryou
    @rayunited2010foryou 2 ปีที่แล้ว +1

    +IR Sculpts Great indepth tutorial. Could you also do the same concept for hard surfaces? LIke a a dynameshed hard surface with rounded edges being zremeshed to a lower counterpart so that the final normal maps could be baked for games?

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว +1

      Hey Los Kolkatos - I’m so glad you liked it and found it useful. When I get some time I can definitely do that.
      However, in the mean time, what I would recommend you try the same method for hard surfaces with a. Slight different approach. Try using groups by normals and adjust the slider angle from 45 to 25-30 for edges that are a steep plan change to get different polygroups on connected surfaces. Then crease poly groups, keep polygroups , then zremesh with smoothing turned off.
      I will definitely make a tutorial showcasing it, but hopefully that gets you started in the right direction. 🍻🙏

    • @rayunited2010foryou
      @rayunited2010foryou 2 ปีที่แล้ว +1

      @@IRSculpts Ty. Take care!

  • @WJACOTT
    @WJACOTT ปีที่แล้ว

    HI! been struggling for months,i need to make solid my hollow sculpts. on the inside its a mess so when printing it.
    can you make a "make your models solid (full) " video? PLEASE
    CHEERS

  • @Ptah1130
    @Ptah1130 2 ปีที่แล้ว

    Boomp!!

  • @Hobnockers
    @Hobnockers 19 วันที่ผ่านมา

    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?

  • @karthickkarthi9620
    @karthickkarthi9620 2 ปีที่แล้ว

    Please give the tips for facial blend shapes

  • @gabi_quintana
    @gabi_quintana 2 ปีที่แล้ว +1

    Good video! Question: Do you recommend to delete polygroups at the end? Should I use these for another thing in the future? Thanks!

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว +2

      Thank uou!
      I’d try to keep them in case if I want to break them up into UVs for any substance Painter or Marmoset action, you can use poly groups with UV Master for some quick unwrapping.
      Hope that helps!

    • @gabi_quintana
      @gabi_quintana 2 ปีที่แล้ว

      @@IRSculpts Thanks for the quick reply!

  • @CharlotteDrawings
    @CharlotteDrawings 2 ปีที่แล้ว +1

    hi, nice video thanks! the last thing of the nice topology in the dynamesh model too is not working for me, i don't know why it doesn't change the topology than before, do you know why? I went through all the steps you did

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว

      Hi there. I wouldn't be too sure without actually seeing the model, but from the sounds of it, you might want to make sure the polypaint lines you use are nice a dark. Sometimes if the polypaint is soft, the polygroupit feature will just ignore it. Also, sometimes it does work, but the polypaint is just a different shade of the same color and looks like it didn't work. Definitely try again with really dark lines and see if that works.
      Hope this helps :)

  • @hyungjang100
    @hyungjang100 3 ปีที่แล้ว +2

    Thanks a lot for your tutorial. I have a question, the reason why you don't recommend this method for rigged animations characters.

    • @IRSculpts
      @IRSculpts  3 ปีที่แล้ว +4

      You’re welcome. The reason why I don’t recommend this for animation ready models is because there are a lot of errors that can occur during the rigging and animation and render phase. Manual retopoing your models gives you complete control of your mesh so you can control the deformation and pole positioning in your mesh; making it as clean as possible to get the best results. Even though this helps to keep my mesh clean, zremesher is still unreliable for the reasons above.
      Hopefully that makes sense.

  • @Glitch-Gremlin
    @Glitch-Gremlin ปีที่แล้ว +2

    Can you explain why polygroupit is useful if not using it for retopology? Also is retopo still something i should worry about if im just looking to 3D print my models, and use them for pictures/illustations?

    • @IRSculpts
      @IRSculpts  ปีที่แล้ว

      Great question. If you’re just 3D printing, retopology is not something you have to concern yourself with that much. The reason why you would want to use a technique like this is because there will be moments when sculpting where the topology will not respond well to your geometry changes. It may get jagged, or real crunchy looking. So, having your topology cleaned up will benefit your sculpt; providing a clean and optimal experience.
      I don’t recommend this process for professional animation because there is a proper way to prep a model to be rigged; giving the animation team the best chance for success. Manual retopology gives full control of how your mesh will look and respond, where as this does not. You might get perfect results for one mesh and get ok results that are workable for sculpting on the next. At this time, ZBrush can’t give us guaranteed results, but it can get us most of the way there. 🙃

  • @ThinkerThunker
    @ThinkerThunker 2 ปีที่แล้ว

    At #8:42 you said "Hit Zremesher on the edge and maybe add a loop or two." Did you mean "ht Zremodelor?" Anyway, great vid. Thanks!

  • @kareenkk356
    @kareenkk356 3 ปีที่แล้ว +1

    great video thank you. can we use this method instead of manual retopology for creating characters and creatures without animation?

    • @IRSculpts
      @IRSculpts  3 ปีที่แล้ว +1

      It’s safe to say that if your model isn’t going to be animated, then yes this method is perfect for that. A lot of times, I’ll clean up my mesh like this to have a clean surface to work on.
      but of course, if the model is going to be animated, definitely check in with the animation team or just manual retopo just to be safe.

    • @kareenkk356
      @kareenkk356 3 ปีที่แล้ว +1

      @@IRSculpts thank you very much

    • @IRSculpts
      @IRSculpts  3 ปีที่แล้ว

      @@kareenkk356 not a problem!

  • @JackMartison
    @JackMartison 5 หลายเดือนก่อน +1

    Question: Is it production-friendly? Everybody mentioning auto retopo as rough sketch, and then retopping it in maya or blender

    • @IRSculpts
      @IRSculpts  5 หลายเดือนก่อน +1

      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!

  • @nikelombambo
    @nikelombambo ปีที่แล้ว +1

    HOOOOOOOLLLLLDDDDD UUUUUPPP!!! Are we just gonna pretend like we can't see Prince Vegeta's head as a reference point in the top right corner of the viewport??? DUDE amazing!! How can I get that on my Zbrush???
    Thanks for the tut..😂

    • @IRSculpts
      @IRSculpts  ปีที่แล้ว +1

      HAHAHA - yeah, kinda glossed over that a bit lol. But, I have released the file in my discord for anyone there to have. Feel free to pop over there and grab it
      discord.gg/Ht8BKBf3
      Glad you liked the tut - 🤣

    • @nikelombambo
      @nikelombambo ปีที่แล้ว

      @@IRSculpts Thank you so much.

  • @plaguedocphd
    @plaguedocphd 2 ปีที่แล้ว +1

    Is Polygrouping supposed to happen after the sculpting is finished? Because all layers and subdivisions will be gone after Re-mesh. So is this a method for finalizing a model? I get many artifacts on my Dynamesh's topology after I have finished sculpting. What is the correct workflow? Thanks!

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว +1

      Yes - this will be more towards finalizing your model. You can project history afterwards to get back all of your work.
      You’ll want to make sure your dynamesh work is cleaned up a bit because if your model has artifacts before, that will cause issues when doing this method.
      Hope that helps.

  • @frellinghazmot4443
    @frellinghazmot4443 2 ปีที่แล้ว

    MAN BUN!

  • @Ageofasa
    @Ageofasa 8 หลายเดือนก่อน +3

    Can someone tell me what im doing wrong? Im following all the steps but it doesn't polygroup it. Does the lines have to be very dark? Im using the newest version of zbrush and its frustrating that I can't get past the first step

    • @Vincent-lk6gr
      @Vincent-lk6gr 3 หลายเดือนก่อน +2

      Make sur you selected the pure black color (rgb 0:0:0) + Focal shift = -100; and, if you work with your tablet:
      Brush - Tablet pressure - rgb intensity -> flat high (each side must be on highest point).
      'should work!!

  • @yhlee94
    @yhlee94 ปีที่แล้ว +1

    Hello. I'm trying to divide the polygroups according to your tutorial, but there's a problem
    It is not divided into polypainted zones and other zones.
    A polygroup as thick as the polypaint is created, resulting in a total of 3.
    What's the problem?

    • @vikar-
      @vikar- ปีที่แล้ว +2

      dont know if ur still having this problem but i was having this same issue and changing to a bigger brush n making sure the Z intensity was at 100 made it start working! also if ur using a tablet with pen pressure that can cause issues, if you are then go into preferences-tablet and turn off 'use tablet' n that should fix it hopefully!

  • @brucechu1609
    @brucechu1609 ปีที่แล้ว

    fun

  • @mariang3319
    @mariang3319 2 ปีที่แล้ว +1

    If I am going to rig my character just for posing, and then rendering it, I can use this method??

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว +1

      Absolutely. I use this al the time for simple rigs for posing and such. I just wouldn't recommend for studio work.

    • @mariang3319
      @mariang3319 2 ปีที่แล้ว +1

      @@IRSculpts thanks for answering!! I did the topology manually tho, I did not came out very well in the flow on the vertices and edges, I guess I need to practice more

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว

      @@mariang3319 yeah, it can take a bit of time, but once you get it, it makes life a whole lot easier. Just make sure you have really clean paint lines. And sometimes the color of the polygroups might look the same, but they could be different. So you can shift + ctl click to see if they are different or not.

    • @mariang3319
      @mariang3319 2 ปีที่แล้ว +1

      @@IRSculpts Hi!! I just wanted to tell you that after my attempt to make the manual retopo (it didn’t turned out well), I did step by step what you explain in this video, and the result was fantastic! I am very grateful, this tutorial saved my final project!!

    • @IRSculpts
      @IRSculpts  2 ปีที่แล้ว

      @@mariang3319 That is so awesome and I am SO glad it helped you out! That's fantastic!!

  • @lordyrich
    @lordyrich 8 หลายเดือนก่อน +1

    I dont know why but i follow the extact process and polygroupit from paint does nothing

  • @bahaajamal8796
    @bahaajamal8796 ปีที่แล้ว +1

    i feel the result is very good so why not using it for animation

    • @IRSculpts
      @IRSculpts  ปีที่แล้ว +2

      Some studios my accept it if it works well for them, however there are other studios that have very specific topology that they want to adhere too. Always check with the team you are working with to see if it works for everyone :D

  • @glacierfox5237
    @glacierfox5237 21 วันที่ผ่านมา

    my hands keep getting destroyed somehow when I polygrouped all the fingers

  • @kristanbenson7688
    @kristanbenson7688 ปีที่แล้ว

    I have many questions lol

  • @JC-ov8ko
    @JC-ov8ko หลายเดือนก่อน

    No matter what I do, it will not change the paint to polygroups. I have tried everything. Even reinstalled.

  • @terrifyingvoid8444
    @terrifyingvoid8444 ปีที่แล้ว

    but why ? dont remplacing for a retopo

  • @botero01
    @botero01 หลายเดือนก่อน

    very unfortunate voice

  • @Sculpterio
    @Sculpterio ปีที่แล้ว +1

    Thanks

    • @IRSculpts
      @IRSculpts  ปีที่แล้ว

      You are welcome. 😁

  • @DestinyBreaker
    @DestinyBreaker 10 หลายเดือนก่อน

    does this better than using ZremesherGuide ? which one is much cleaner and why ?