If anyone is having the Small Circle problem then here is how to fix it: It happens because either you have low memory (RAM) or too high poly count so before running Zbrush make sure you've closed every unnecessary app cause Windows is just Awful with their task & Memory management, also make sure CHROME isn't running in the Background. Second thing is to make sure your Polycount is under 100Mill as Zbrush can only display 10mill poly at a time when using HD Geometry. I hope it helps!! Also Thanks J for making such a cool & awesome video, It really helped me & I learned a lot. And now I'm gonna hop onto the Skin Texturing Video!!
J you are such a great role model to have, your explanations are amazing, detailed, precise, fun to follow and you give so much for free so that beginners like me who have no idea what's going on can finally understand things in depth and have someone to look up to, thank you so much for this, can't even describe how grateful I am!
You were already killin it when you worked on Evolve (awesome work!) I noticed a huge jump in your work after you took Kris's class. You really are doing a wonderful job sharing your skills! Thanks again!
You were already killin it when you worked on Evolve (awesome work!) I noticed a huge jump in your work after you took Chris's class. You really are doing a wonderful job sharing your skills! Thanks again!
I took his class also he’s great. But I can work at 30-40 million without having to use HD so I haven’t found the benefit, it seems more complicated to me. Love the surface noise tip!
Hey J! Amazing tutorial, super easy to follow and giving really cool results. Your brushes are amazing too and the video that comes with it really adds lil complementary details to this one. I used the brushes without using HDG and now I’m kinda confused on how to create UV maps and export them to Substance so I can start painting the skin. Do you have any detailed tutorial on it or could you recommend some? Thanks for sharing your knowledge ✌🏽🫶🏽
Hey there, thanks. Maybe my texturing video covers that. I have some more demos available for channel members too but check the texturing video first. Gl!
Love your stuff, wondering if you can answer a question I'm having! I'm sculpting a face and finished blocking in primary forms for a 'neutral' facial expression; however, eventually I want a 'smiling' facial expression. Obviously this changes the secondary forms and wrinkles quite a bit. Would you recommend adding in pores/HD details BEFORE or AFTER changing the face to it's final 'smiling' facial expression? The model will not be used for animation or rigged.
If it’s not going to be rigged, could go either way but I think adding before is good because then when changing the expression you could get squashing and stretching of pores and details in a natural way
It shows the max polys it can show. So you’d need to do less subdivisions, start with a lighter base mesh, etc. maybe even computer specs factor but idk
Amazing insight! Is there any chance you can do (or maybe already did) a tutorial on how to export these high detail models as lower poly base meshes and have all the details be used in a material so that its easier to use on programs like c4d?
Hi J Hill. I am new to character art and learning from your videos. I got your brush pack. Following your steps I reached the stage where I am breaking up the skin pattern with stretch lines. With the fine wrinkles brush in the pack, I am not getting the desired result as per the video. With a low intensity and the same alpha applied with color spray strokes the result I am getting is similar to a standard brush which pushes/deepens the surface within the brush circle along with the line strokes. I am not able to simply apply the lines around the pores instead as you showed. Intensity is at around 6 and sdiv. 7 with 28mil polycount. My temporary workaround was to invert the alpha to only effect the lines. Could you please help me out on this? Thanks for the detailed guide.
Can you make video about export and import, this high polygon mesh import into maya from zbrush please explain each and every step how texture and skin details export, which is used for maya high polygon or low polygon and which hypershades you are used
Hi J! :) Amazing video! I have a question tho I hope you will answer. Why do you sculpt with closed eyes? How do you open them after? Arent you afraid that after you open them they wont look the way you wanted them to? If I sculpt with opened eyes for games (realistic) what will happen when the model is blinking? Thank you for your answer:)
Hi. I just closed the eyes for this demo to keep it focused on the skin and such and not the eyes which is another topic. I pretty much always make my characters with eyes open. blinks are so fast, it doesn't matter. The only time you'd create them closed and open them is if there was a planned shot/close up of the character with closed eyes. 99% of the time though you can just make them open.
@@artofjhill Thank you so much! Yeah that makes sense:D Just got confused when saw you applying details with closed eyes. Thought maybe there is special feature that allows to sculpt all details with closed eyes and then easily open them like you never closed it. Ooops! That sounds like a good idea for a new feature that everyone is going to use.. :O
Hey J, I bought your skin pack and I loved I will tell you another way to spread the seamless pores; I go to substance and load the mesh and your pore alpha, I apply the alpha in the Color and Height map, I use the Height just to visualize better inside Substance, but I export the Color map. Then I load it as a texture, flip V, make alpha and use to apply a Displacement map in a Mesh with more levels and no HD Geo,, I use the morph target too, then I project in a duplicated mesh with HD Geo, the pores will be applyed using the UVs and will not have streched areas.
Hey man im definitely missing something in the tutorial but im having trouble not being able to store morph targets multiple times? Thanks for this tutorial man super helpful and I highly recommend the skin packs to everyone!🤙
Thank you! You can only have a single morph target at a time. whenever you click it, it stores the current positions on that subdivisions level. In HD it just stores it inside there, as soon as you get out of the HD view, it goes away and is lost forever. Until you make a new one. Cheers
Hello, one question: how can I do so that once the resemblance and the shapes and relief of the features have been achieved, I can efficiently erase the traces of the brushstrokes at a level 5 of subdivision? since at that level of subdivision the smooth brush does not smooth so much
Hi J! Your work is amazing and thank you for sharing your knowledge, I always benefit from your tutorials and thank you again. I have a question, when I use HD, there is a line around the selected area that I can't remove, and when I work in the rest of the area, the line is visible, to remove it what should I do? Thank you for helping me
Thanks for the message. HD can only display to its limit so the edge is outside of the area. You have to go in and out of that mode and try not to sculpt over the border. It can be a pain for sure and isn’t worth it most of the time. Only for models needing the most details as possible
This video is really top high quality, thank you for sharing with us your knowledge 🙏🏽 I was wondering if it was possible to show us the best way to project all those details from high to a low poly? Like the best workflow? Blender didn't really appreciate all those polygons haha! Or do you have a course where you show it? Again, thank you 🙏🏽
I showed it in this video. You use the multi map exporter in Zbrush to export a normal map. You can’t export HD geometry so you can’t bake it outside of Zbrush
loved this vid. i always have issues on where to place alphas (always second guessing), and this really helps simplify the process. also on a side note, the hair thats in marmoset is it fiber mesh or realtime? if its fiber mesh how did you go about exporting? i remember i tried once and marmoset just wasnt having it
Thanks. The hair is XGen which I converted to geo then imported it. for Fibermesh you could just straight up export it as an OBJ and bring that it. Should be straight forward
Hey J... Thanks for the awesome and very informational video... Its coming really useful for my new likeness sculp project... i jst had a doubt and will be really helpful if u can help... I actually made my sculpt on a base mesh with no uvs and 1 am done with some details and have till sub.D. level 5... So is there any way by which i can swap the base mesh with the another mesh but uved in a diff software and still have the division levels preserved... No changes in shape or topology have been made in the new base, jst uv unwrapped.
So, just a question. Let's say I create high detailed normals using HD Geometry - this is for normal textures for the character on idle. What if I decide to create Facial Action System and I want to create dynamic wrinkles. Should I just stick with normal subdivision for that or still use HD Geometry to bake new textures? HD Geometry seems amazing for the purpose of creating high detailed displacement/normal maps but is it overkill for FACS purpose? Sorry for such a weird question, just super curious if people do it like this on professional level.
is the video on patreon the same as here? or the video on patreon explains more without skipping the process at all? I'm very interested in learning from you . thank you
j i have a question, faical cartography site can be useful for texture painting (stencil) i mean like xyz textures, or ur just using it as a reference?
@@PowerfullUs yeah i think we can do that but the problem is we need a same sculpture to fit with textures because it will be weird I don’t know it’s a little bet complicated i will try , and maybe j will help with thatXD
@@PowerfullUs yoo maybe ur right, maybe if we extract a normal map from the original picture then use the normal map as a stencil in zbrush i mean for geometry then it will solve the problem, i mean displacement same thing different vector
No, absolutely not, the cartography images are a hi res camera image, the stuff you get from xyz are real 3d scans, the displacement map you get from xyz has an alpha channel, similarly the albedo you get from xyz is a base color, the skin color without any SSS,roughness,specular, or lights to it, whereas the cartography you see you get a mix displacement, SSS, Skin color, roughness, and I dont think its good to use for a stencil.
If anyone is having the Small Circle problem then here is how to fix it: It happens because either you have low memory (RAM) or too high poly count so before running Zbrush make sure you've closed every unnecessary app cause Windows is just Awful with their task & Memory management, also make sure CHROME isn't running in the Background. Second thing is to make sure your Polycount is under 100Mill as Zbrush can only display 10mill poly at a time when using HD Geometry. I hope it helps!! Also Thanks J for making such a cool & awesome video, It really helped me & I learned a lot. And now I'm gonna hop onto the Skin Texturing Video!!
Good tips! Glad you liked it. Glhf with your project
Thanks!
Thank you!
❤️
You always been a Huge Inspiration J! Thanks for your tips to improve our art. 😁
J you are such a great role model to have, your explanations are amazing, detailed, precise, fun to follow and you give so much for free so that beginners like me who have no idea what's going on can finally understand things in depth and have someone to look up to, thank you so much for this, can't even describe how grateful I am!
Wow, thank you. Happy to help
Thank you. You have open my eyes. After all who will see this perfect shading
Looks amazing, just bought your skin kit and I am loving it!
glad to hear it!
I also bought it and it is wonderful...
Brazilian artists!!! ahhh
Thanks for doing this videos!! You are a huge guidance and inspiration to all the community that love this field.
Thank you! I hope it helps
@@artofjhill wonderfull work, thank you for your kind work,, i can ask, what settings do you reocmends for normal map export? thank you again
You were already killin it when you worked on Evolve (awesome work!) I noticed a huge jump in your work after you took Kris's class. You really are doing a wonderful job sharing your skills! Thanks again!
Thanks! Appreciate that
Chris's class? Please link to this magician :)
@@NikolasMan1 3:25 he talks about Kris
@@israeltheteenager oh! Thx:) it was necessary to watch everything in full! Sorry
You were already killin it when you worked on Evolve (awesome work!) I noticed a huge jump in your work after you took Chris's class. You really are doing a wonderful job sharing your skills! Thanks again!
Np. Thank you
That surface noise idea is legit genius, I remember Kris mentioned you had that idea in one of his classes. Helps a lot!
Glad to hear it helps
I’m in love with the process, can’t wait to start 3D sculpting
Have fun
Wow the result looks so amazing!. Cant wait to see the video.
I look forward to your tutorial on texturing😁
Is very rare to me , make a comment respect skills , but , ur job in Z Brush , is tha best bro ...
thank you
wow. this is actually very helpful. as novice i had really big problems with skin detailing and this solves must of them
great, glad to hear it
Díky!
🙏
Wonderful! Thank you!
¡Gracias!
thank you!
Amazing tutorials man I love the way you teach, love your technique
I appreciate that!
6:45 - hahaha, before you mention that i thought exactly the same! By the way, intimate cirurgies make use of that skin sometimes!
His videos and works are always inspiring!
🙏
Amazingly detailed breakdown. Subscribed and waiting for the next video in the series.
You're doing it sooo great! Thank you!
Thank you sooo much for your tutorials!❤❤❤
thank you for this, answered a lot of questions about skin detailing that will help so much in future projects. really appreciated
Glad to hear it
Awesome, thanks for the photo zoom refs as well - those look amazing.
I took his class also he’s great. But I can work at 30-40 million without having to use HD so I haven’t found the benefit, it seems more complicated to me. Love the surface noise tip!
I have a question, what's your graphics card?
@@vanilla6537 Zbrush isn't GPU intensive, its a CPU application
What a great video, thanks for sharing. Looking forward to the next ones after this.
Glad you liked it. The texturing one is the next one after this. I’ll make a playlist today so they’re easier to find
Perfect timing, thank you
Cool. I hope it helps
The digital sculpt of Dick Smith is amazing. I miss my Friend.
ur so awesome :) i am so gonna buy your skin kit when i get paid
Thanks I hope you enjoy it!
BEST VIDEO OF EVER!!!
Thanks a lot for sharing these valuable technics!
for sure, hope it helps
Hey J! Amazing tutorial, super easy to follow and giving really cool results. Your brushes are amazing too and the video that comes with it really adds lil complementary details to this one. I used the brushes without using HDG and now I’m kinda confused on how to create UV maps and export them to Substance so I can start painting the skin. Do you have any detailed tutorial on it or could you recommend some? Thanks for sharing your knowledge ✌🏽🫶🏽
Hey there, thanks. Maybe my texturing video covers that. I have some more demos available for channel members too but check the texturing video first. Gl!
Hey very instructive. Thank J!
hope it helps!
Waiting
Love your stuff, wondering if you can answer a question I'm having!
I'm sculpting a face and finished blocking in primary forms for a 'neutral' facial expression; however, eventually I want a 'smiling' facial expression. Obviously this changes the secondary forms and wrinkles quite a bit. Would you recommend adding in pores/HD details BEFORE or AFTER changing the face to it's final 'smiling' facial expression? The model will not be used for animation or rigged.
If it’s not going to be rigged, could go either way but I think adding before is good because then when changing the expression you could get squashing and stretching of pores and details in a natural way
Thank you man
Np, I hope it helps
Hey!! nice tutorial, just bought your skin kit and I love it, one question. How to increase de area for geomtry hd when you press A?
It shows the max polys it can show. So you’d need to do less subdivisions, start with a lighter base mesh, etc. maybe even computer specs factor but idk
this worth like gold to me , thanks man
Glad to hear that, I hope it helps in your projects
thank you for the tutorial!!! it's awesome!
Hi man! Thank you so much for your amazing tutorial! I saved it as my favorite video for learning likeness, thanks again!!
Love the tutorial.
Hey man. Great work! How did you split the head in half when you sculpted the lips? I saw you just clicked on it and then started sculpting?
Thank you so much for making this.
Np, hope it helps
this tutorial forcibly opened my third eye thank u
👁
Wow, simply top notch content
Glad you think so 🙏
We want texturing entire body tutorial. Please please make a video
Fantastic work sir
Amazing insight! Is there any chance you can do (or maybe already did) a tutorial on how to export these high detail models as lower poly base meshes and have all the details be used in a material so that its easier to use on programs like c4d?
You’d export a lower subdivision level and the details as a normal or displacement map. check my hyper realistic rendering video
Thanks for sharing! really useful techniques! do you have a tutorial for creating the skin brushes as well?
Happy to help. I don’t but not a bad idea
@@artofjhill So there is a chance :D
You can always like this guy's videos before you watch it because he's a nice guy
Thank you. You sound nice.
hi ! as non english speaker this part is not clear for me 14:00. Can you explain exactly why you do that ? thanks a lot for your video
да круто
Hi J Hill. I am new to character art and learning from your videos. I got your brush pack. Following your steps I reached the stage where I am breaking up the skin pattern with stretch lines. With the fine wrinkles brush in the pack, I am not getting the desired result as per the video. With a low intensity and the same alpha applied with color spray strokes the result I am getting is similar to a standard brush which pushes/deepens the surface within the brush circle along with the line strokes. I am not able to simply apply the lines around the pores instead as you showed. Intensity is at around 6 and sdiv. 7 with 28mil polycount.
My temporary workaround was to invert the alpha to only effect the lines.
Could you please help me out on this? Thanks for the detailed guide.
Great video, very informative and to the point. Thanks for sharing!
Np, glad you liked it
Thank you very much for this video.
Np. Hope it helps!
Great video.
recently I am trying to use your method for my personal project.
what to say thank you :)
Awesome, good luck!
thank you so much
thanks man....can u make a small video on how to make a marmosat setup where u can throw the models n see....it looks damn cool...
yea I'll write that down. Seems doable
Can you make video about export and import, this high polygon mesh import into maya from zbrush please explain each and every step how texture and skin details export, which is used for maya high polygon or low polygon and which hypershades you are used
This man is a legend
Hi J! :) Amazing video! I have a question tho I hope you will answer. Why do you sculpt with closed eyes? How do you open them after? Arent you afraid that after you open them they wont look the way you wanted them to? If I sculpt with opened eyes for games (realistic) what will happen when the model is blinking? Thank you for your answer:)
Hi. I just closed the eyes for this demo to keep it focused on the skin and such and not the eyes which is another topic. I pretty much always make my characters with eyes open. blinks are so fast, it doesn't matter. The only time you'd create them closed and open them is if there was a planned shot/close up of the character with closed eyes. 99% of the time though you can just make them open.
@@artofjhill Thank you so much! Yeah that makes sense:D Just got confused when saw you applying details with closed eyes. Thought maybe there is special feature that allows to sculpt all details with closed eyes and then easily open them like you never closed it. Ooops! That sounds like a good idea for a new feature that everyone is going to use.. :O
Fantastic as always!
🙏
Hey J, I bought your skin pack and I loved
I will tell you another way to spread the seamless pores;
I go to substance and load the mesh and your pore alpha, I apply the alpha in the Color and Height map, I use the Height just to visualize better inside Substance, but I export the Color map.
Then I load it as a texture, flip V, make alpha and use to apply a Displacement map in a Mesh with more levels and no HD Geo,, I use the morph target too, then I project in a duplicated mesh with HD Geo, the pores will be applyed using the UVs and will not have streched areas.
Glad you like it and are finding cool ways to use it!
@ 34:30 😂😂😂
Only few will understand that raytrace joke
wow, it's great!!!!!
Hey man im definitely missing something in the tutorial but im having trouble not being able to store morph targets multiple times? Thanks for this tutorial man super helpful and I highly recommend the skin packs to everyone!🤙
Thank you! You can only have a single morph target at a time. whenever you click it, it stores the current positions on that subdivisions level. In HD it just stores it inside there, as soon as you get out of the HD view, it goes away and is lost forever. Until you make a new one. Cheers
Excuse me, where is the hair imported into marmoset toolkit, and the display effect is so fine?
Hello, one question: how can I do so that once the resemblance and the shapes and relief of the features have been achieved, I can efficiently erase the traces of the brushstrokes at a level 5 of subdivision? since at that level of subdivision the smooth brush does not smooth so much
Great Video J!
Thank you!
AmazingTutorial!!!
THANKS!!!!
HeyJ, big Fan of you!!, can you please show how you made those light hair all ove the face on your cyberpunk girl character??
Hey, thanks! That’s the vellus hair/peach fuzz. I made a video of that process on my Patreon
amazing, thanks man!
For sure, glad you liked it
this is amazing, thank you
Thanks, I hope it helps
Hi J!
Your work is amazing and thank you for sharing your knowledge, I always benefit from your tutorials and thank you again.
I have a question, when I use HD, there is a line around the selected area that I can't remove, and when I work in the rest of the area, the line is visible, to remove it what should I do? Thank you for helping me
Thanks for the message. HD can only display to its limit so the edge is outside of the area. You have to go in and out of that mode and try not to sculpt over the border. It can be a pain for sure and isn’t worth it most of the time. Only for models needing the most details as possible
Hey is there a tutorial where you explained how to use your skin kit with substance painter ?
excuse me how did you remove the edge caused pas surface fonction?
This video is really top high quality, thank you for sharing with us your knowledge 🙏🏽 I was wondering if it was possible to show us the best way to project all those details from high to a low poly? Like the best workflow? Blender didn't really appreciate all those polygons haha! Or do you have a course where you show it?
Again, thank you 🙏🏽
I showed it in this video. You use the multi map exporter in Zbrush to export a normal map. You can’t export HD geometry so you can’t bake it outside of Zbrush
@@artofjhill Thank you for your answer 🙏
loved this vid. i always have issues on where to place alphas (always second guessing), and this really helps simplify the process. also on a side note, the hair thats in marmoset is it fiber mesh or realtime? if its fiber mesh how did you go about exporting? i remember i tried once and marmoset just wasnt having it
Thanks. The hair is XGen which I converted to geo then imported it. for Fibermesh you could just straight up export it as an OBJ and bring that it. Should be straight forward
I hope more videos can be added with Chinese subtitles
Thank u
Is that head being previously unwrapped?
Great vid man!
Thanks, glad you liked it
Hey J, looking forward to it. Will you be using your Artstation Skin Brushes pack on this video? Thx
Yes I will but I wouldn't say they are required
@@artofjhill Awesome, thanks man!! Looking forward the video to start!
you have head making tutorials with brush usage details?
not exactly. right now just things on detailing. Working on a course now that will go deeper into overall process
Hey J... Thanks for the awesome and very informational video... Its coming really useful for my new likeness sculp project... i jst had a doubt and will be really helpful if u can help... I actually made my sculpt on a base mesh with no uvs and 1 am done with some details and have till sub.D. level 5... So is there any way by which i can swap the base mesh with the another mesh but uved in a diff software and still have the division levels preserved... No changes in shape or topology have been made in the new base, jst uv unwrapped.
Yea just reimport the new mesh with UVs at the same subd level
thanks man
For sure
Please and Hairs? How did it? Thank you
Hi J! Can i have question? At 14:58 you importing poremap, these map you made in zbrush?
Yea. Did it on a plane and exported it as a height
@@artofjhill Thank you! And thank you for this video! :) it's very helpful :)
Thank you so much sir
Np I hope it helps
Who is tha mannn!!!? JH!
So, just a question. Let's say I create high detailed normals using HD Geometry - this is for normal textures for the character on idle. What if I decide to create Facial Action System and I want to create dynamic wrinkles. Should I just stick with normal subdivision for that or still use HD Geometry to bake new textures? HD Geometry seems amazing for the purpose of creating high detailed displacement/normal maps but is it overkill for FACS purpose? Sorry for such a weird question, just super curious if people do it like this on professional level.
In general I think it’s overkill.
is the video on patreon the same as here? or the video on patreon explains more without skipping the process at all? I'm very interested in learning from you . thank you
The Patreon has the full recording of the process but without audio
That's some nice skin
THAAAAAANKKKS YOUUUU BABEEEEEEEE! NOW LETS WOOOORK!
💪
gr8 video thx..btw is there a way to duplicate the subtool with its HD geometry? 🍻
thanks. good question, I'm not sure actually. I want to say no though but I'm not sure
@@artofjhill thx 4 the reply..yea unfortunately.. that would b very useful if u want a symetrical copy of the mesh ...🍻
j i have a question, faical cartography site can be useful for texture painting (stencil) i mean like xyz textures, or ur just using it as a reference?
I was thinking the same thing
@@PowerfullUs yeah i think we can do that but the problem is we need a same sculpture to fit with textures because it will be weird I don’t know it’s a little bet complicated i will try , and maybe j will help with thatXD
@@cgbaddour Yea :D, but at least I think it's possible to extract some maps from there
@@PowerfullUs yoo maybe ur right, maybe if we extract a normal map from the original picture then use the normal map as a stencil in zbrush i mean for geometry then it will solve the problem, i mean displacement same thing different vector
No, absolutely not, the cartography images are a hi res camera image, the stuff you get from xyz are real 3d scans, the displacement map you get from xyz has an alpha channel, similarly the albedo you get from xyz is a base color, the skin color without any SSS,roughness,specular, or lights to it, whereas the cartography you see you get a mix displacement, SSS, Skin color, roughness, and I dont think its good to use for a stencil.
Hey J! Can I detail a character from DAZ in ZBrush using this method? I’m completely new to this, so I wanted to ask before trying.
Yea for sure why not