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
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 =)
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!
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?
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. 🙃
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.
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!
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.
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
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 :)
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?
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
+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?
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. 🍻🙏
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!
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.
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..😂
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 - 🤣
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.
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
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!!
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!
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.
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?
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?
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!
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
@@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
@@marigrafito 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.
@@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!!
Jesus man this was awesome
Thanks brotha!!!
Thank you brother, you are the best.
You are very welcome!
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
Nice man! That’s awesome to hear and so glad it working for you! 🙏🍻
Great job! I'm doing tons of high poly models for nanite and this process really helped me get some workable geometry to UV
That’s fantastic!! So glad it’s helping out !! 🤜🤛
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!!
Quick tutorial request... vegeta head as your scene world identifier
Consider it done!
Thank you! Awesome and helpful tutorial!
Great job!hank you as this will help me from now on!
hii.....this is awesome.... but can u plz tell me when to texture or paint the character...??? after zremeshing or before??/
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!
Thank you, teacher! Such a helpfull video! How can you change the navigation head on the right top into Songoku head?? I wonder..
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
Really nice tutorial to tackle the hassle of re-topology. Thank you for sharing!
You are welcome! :D
A great explantion and workflow. I usually use Maya retopo tools, but this will be very useful for some projects.
Thank you! Glad it could help out!
This one is a keeper. Thank you!
You are very welcome! Glad you like it
IAN! The beautiful nose prevails! And it's a wonderfully informative vid even for Blender users, thank you!
BELVANE!!! I’m glad it works for Blender users as well!!! 🙏🙏🙏
Just what I needed
what a goldmine! thanks a lot man!
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?
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. 🙃
Thanks for making this awesome tutorials Ian!
You are very welcome! Thank you for watching!
Thanks a lot for your tutorial. I have a question, the reason why you don't recommend this method for rigged animations characters.
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.
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!
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.
thanks my guy, that was so helpful! I also love the vegeta face in the corner XD
Thanks my dude. Glad it helped out! :D
Always enjoy your content.
Thank you! More is to come!
that was dope. subcribed and liked
Thank you very much!
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
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 :)
Very nice video, exactly what I was looking for, thanks Ian.
Yay! Thank you! Glad I could help!
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?
Very useful, thanks Ian!
Thank you! Glad it’s useful!
Superb and clean tutorial, really fantastic
Thank you
Wow this is a really really good walkthrough. Thanks, subbed for more.
Thank you so much! 🙏
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
awesome tutorial
Please give the tips for facial blend shapes
+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?
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. 🍻🙏
@@IRSculpts Ty. Take care!
Good video! Question: Do you recommend to delete polygroups at the end? Should I use these for another thing in the future? Thanks!
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!
@@IRSculpts Thanks for the quick reply!
Sweet video. Subbed.
Thank you so much!!
great video thank you. can we use this method instead of manual retopology for creating characters and creatures without animation?
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.
@@IRSculpts thank you very much
@@kareenkk356 not a problem!
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..😂
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 - 🤣
@@IRSculpts Thank you so much.
Let me find the right word...ok...awesome.
Now let me find the right tone...ok...AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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.
Wow! Just liked and subscribed. Thanks, man! =D
Thanks man! 🙏
THANK U BRO NEW SUSCRIBER HERE
Nice tutorial, keep going, thanks a lot.
Thanks man! You're welcome
Thank you! Great tutorial :)
You’re welcome! 😊
It was really helpful..💯
You are very welcome!
It's really helpful... thank you so much
I’m so glad!! Not a problem!
can u plz tell me how to get this magnifier glass that u r doing in the video
Pretty cool tutorial, thanks!
very helpful. many thanks!!!
Absolutely! Glad it was helpful!
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
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!!
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!
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!
That was great. Thank you.
You’re welcome!
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!
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.
Excellent, Thank You :) !
Thank you! 🙏🙏
verry cool thanx
Very helpful, thank you
Absolutely! Glad I could help
Thanks for a amazing content, you ar fantastic dude!!))))
You're welcome my dude! Thank you for the kind words :D
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)
I dont know why but i follow the extact process and polygroupit from paint does nothing
same
You can do it with the mouse. I have the same problem.
awesome! Thanks!
GOD!!!My broo
amazing thank you
You’re welcome!
Thank you
Can we use this method to create id map ?
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?
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!
Thanks so much!! 😀
you are welcome
Best
great video!!!
Thank you!
Im subscrabe,, thanks,, im from indonesia. I share to my frienda
thanks a lot
You are amazing😍
thanks so much!
i feel the result is very good so why not using it for animation
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
my hands keep getting destroyed somehow when I polygrouped all the fingers
Awesom!
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
If I am going to rig my character just for posing, and then rendering it, I can use this method??
Absolutely. I use this al the time for simple rigs for posing and such. I just wouldn't recommend for studio work.
@@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
@@marigrafito 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.
@@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!!
@@marigrafito That is so awesome and I am SO glad it helped you out! That's fantastic!!
MAN BUN!
greatttttttt!!
Boomp!!
fun
No matter what I do, it will not change the paint to polygroups. I have tried everything. Even reinstalled.
I have many questions lol
but why ? dont remplacing for a retopo
not very beginner friendly
very unfortunate voice
Thanks
You are welcome. 😁
does this better than using ZremesherGuide ? which one is much cleaner and why ?
Thank you