Hi, can you please answer me these questions and I'd be more than thankful. 1. Can you make a list for a good basic workflow? 2. How do I push in geometry into another and have good topology ( like sculptris pro but I don't have it in 4r7) since I made a skull with dynamesh turned on all the time? 3. Why are some things higher resolution than others ( like my eyesockets on my model have less polys than say mouth, i had dynamesh on all the time)? 4. How do I isolate a part of the mesh and then have it as a seperate subtool ( for example take the mouth from my mesh then make it seperate subtool, not duplicate it, I had dynamesh all the time)?
It's infuriating to rewind constantly, and just as annoying to play videos slowed down. They have every right to be mad about that considering tutorials are supposed to be easy to follow, in both content and speed. Hell, I've been doing this for 5 years now and still find it annoying. If only there was a way to control your pacing while creating videos, oh wait... Props to anyone who makes tutorial videos, but attacking your audience, especially beginners, essentially calling them goldfis, or in more blunt terms, re***ded, its not cool dude. That is not how you address criticism.
Thank you Michael for excisting!! Im the type of person who always speeds the video up and gets fkng annoyed by slow explanations and stuff. But you are literally the first person I had to slow a bit down. I really enjoyed this tutorial! Amazing!! THANK YOU SOOO SOOO MUCH!!!
Awesome video- I've tried learning ZBrush several times and always overwhelmed- I need to understand how to "layer" various stages of the sculpt so that some versions or sculpting can be removed, so that there's always a previous version to go back to if needed
really cool tutorial, just a quick question, was the cat model UV mapped/retopologised before being brought into ZBrush? Or is this something that you do later and then bake the high-quality detail?
did you do anything special to get the mask to have that smooth gradient when you were fidgeting with the positioning of the fins near the end? around 34 min mark? thanks
How can you tell what the size is? For example like a 1 inch square. If I am to print something out, I would want it to be able to be scaled up without losing quality. thanks for the video!
That is a great question! As far as I know, Zbrush has no scale visualizer, so best thing to do is bring it into which ever 3d package you know and make a cube of whatever unit you would expect whatever you're sculpting to be. Then you can reimport it, or if it mess up your scene (eg. if you have a lot of subtools) just scale it afterwards. That said, Zbrush won't lose detail based on scale - I don't know much about 3d printing, I've done it a couple of times and I always just scale up in Maya before exporting it as an OBJ to print
Basically, you can't texture, rig or animate on 10 million polygons. When you've finished a model, you're probably going to want to do one of those things. By remeshing and baking the details onto clean topo and UVs you can then take your model to the next area of the asset creation pipeline.
@@MichaelWilde3d So one more question arose from this that then what's the point of detailing the sculpt when all the details are gone after Remeshing? But then I guess you answered it by saying that stuff after "Buy Remeshing....", which I don't understand. Guess has a long journey to cover. Thanks, BTW the answer was way fast than I had ever! thought of.
@@chainbreaker8909 So you can reproject all the details - I can't remember if I touched it in this (I don't think I did since it's an intro video), but that would be what you do - you project the details from the high mesh to the retopoed subdivided mesh and then you get all that detail back
I still don't get what is Make PolyMesh 3D for, because I imported the model and sculpted and there is no message pop up to say that!!! but I already started sculpting. I did a research but still, can't understand it, I need like body words to understand.
Make polymesh 3d is only needed to be pressed if you are starting with one of Mari's inbuilt shapes like the spheres or cubes. If you're importing there is no need to use it, you can sculpt straight away :)
@@MichaelWilde3d another question is wacom pad compatible in blender .. and which is the best drawing pen.. because I'm planning to buy one and I had 3 choice xp pen, wacom pad, VEIKK S640 Tablet... which do you think is better and kinda cheaper..? also compatible in blender, photoshop and zbrush?
@@ikoartiaga5971 A wacom works with any program a mouse does, it just takes the place of the mouse moving the cursor. I don't know if Blender has pressure sensitivity, I don't use it: That would be something you would need to research. As far as tablet models, again I really don't know much about that. I had a bamboo, and after 10 years upgraded to an intuos pro, which I love. I would google reviews of the ones you are considering and see what people say.
@@MichaelWilde3d thank for the reply Sir... Never expected this kind of reply .. because mostly people would just choose and be done and move on .. but you sir. will still try to search for it .. wow .. but tnx for the answering my first question ...
Helpful, but i think you jumped over very crucial stuff. For you it might seems very obvious but i am very sure ppl don't get it. Like project from one subtool to the other and how to go from dyna to subd. I guess this could be very interesting for beginners. Especially when it comes to when do i go from dyna to subd. Just my thoughts here when we talk for sculpting for beginners. :)
Holger Schulz hi there! Like I mention in the video, I think projecting one tool to another isn’t really beginner level so I don’t go over how to do it. If you’re brand new to the software then it probably won’t come up straight away but it is something I can make a separate video on. In regards to going from dynamesh to subdivs do you mean the theory of when to do so or how to actually do it? I touched on both very briefly but if you have any specific questions please fire away! :)
@@MichaelWilde3d But you did projecting during your video? Toward my question, I think its not very specific. When its about me i would never leave dyna, since i can rearrange shapes so easily and add parts to a mesh. But the step to subd becomes unavoidable, due to the fact it slows very down the workflow with high res dyna. You mentioned the strech problem of subd. Do you never come to the point during subd where you want to add something shapechanging to the model ? In that case dyna is the best way, but switching from subd to dyna is kind of bad.
It’s very dependant on what the model is for. If you’re in a production environment, you can’t pass a dynameshed asset to animation, it’s not useable. If you’re just doing sculpts at home to post on artstation, it’s not as much of an issue. Like a lot of things in VFX & 3D your process is contextual and will change based on the asset and what it is needed for. 9 time out of 10 I will want a clean mesh at work and so I would need to retopo, that can be by hand or zremesher. Like I said in the video, I only do that when I feel the shapes are very locked down. If I need to move them around a bit after the it doesn’t change much. But if I need to add an extra arm to a model after zremeshing chances are I will make one separately and sew it on by hand in maya to keep my clean topo. You could always redynamesh but would lose your topo and sculpt, so then projecting would help but that’s not the first thing you’re going to need to do in Zbrush when learning it which is why I didn’t cover it in what is already quite a long video. Again it all changes based on the situation and different approaches have different pros and cons.
@@MichaelWilde3d Yeah, lets say it differently, because i guess i cant express my self well. If you would be in the subd stage and figure out your model needs a shape changing next step, its very hard to do that in subd. And stiching this high poly together ( afaik is only possible in dyna ) you cant really do it other than in dyna. Attaching a arm or something big to a subd works only if it stays a separate subtool. You know what i want to point out ? So the questen is more like, what would i do if i am in the subd stage (no dyna), details are already on there and i figure out i want to make a bigger change now?
@@hoow963 If that were the case then you would need to either merge it in an external piece of software and bring it back in as one subtool (I would do this personally if I had locked down topo that I was happy with, as Zremesher is not always clean enough for production) or you would have to dynamesh two subtools into one then do zremeshing again. Either way, it could be a bit of a headache but Zbrush has processes for it. If you were to swap out the lowest subdiv model from a separate program then it would recognise the topo had changed and ask if you wanted to project the details to the new mesh and keep you subdivision levels. If you were to instead re-dynamesh but wanted to keep sculpted subdiv data then you would need to make a copy of the old model to then transfer those by hand when the new model was ready. I would store a morph target of the new model before doing a projection incase you get some areas that project a bit strange: the morph target can be used to easily clean them up.
Thanks so much Michael! I keep re learning this program every couple years as my main gig is Production/concept design for film without much need for VFX tools, but I love Zbrush and continue to try and add it to the tool box. Your videos and explanations are fantastic and easy to follow. I am again, so new., that even basic functions such as the noise maker or deformers are over my head as of this writing, but I'll get to that soon enough. I am classically trained in painting and illustration so the basic sculpting is enough for now. I just subscribed to your channel. If you can point out other super entry level or useful tutorials I will study them as we all have a bit of extra time at the moment. Hope you are staying safe and thanks again for the top quality education.
Cheers Samuel, very kind of you. Are you just after Zbrush or vfx in general? I have a playlist on my channel for Mari videos, including a multi part series for The Foundry to teach all the main features of the texturing software in bitesize chunks. I make video a bit randomly and the contents are all a bit over the place so maybe have a look through what I've uploaded and see if any of the titles grab your attention :)
I would find a freelancer who’s work you like and knows about 3D printing on ArtStation or wherever and then email them what you want doing and they will quote you a price.
I'm from Milton Keynes, we talk a lot and very quickly, youmayhavenoticed... No-one wants a waffley 2 hour youtube tut with long empty silences so if anything is going over your head you can just pause and rewatch bits!
Some people seem mad this video is quite fast. If only there was a way to stop, start and rewind bits on TH-cam 🐠
ZBrush Is it to show your manual commands in writing?
Hi, can you please answer me these questions and I'd be more than thankful.
1. Can you make a list for a good basic workflow?
2. How do I push in geometry into another and have good topology ( like sculptris pro but I don't have it in 4r7) since I made a skull with dynamesh turned on all the time?
3. Why are some things higher resolution than others ( like my eyesockets on my model have less polys than say mouth, i had dynamesh on all the time)?
4. How do I isolate a part of the mesh and then have it as a seperate subtool ( for example take the mouth from my mesh then make it seperate subtool, not duplicate it, I had dynamesh all the time)?
It's infuriating to rewind constantly, and just as annoying to play videos slowed down. They have every right to be mad about that considering tutorials are supposed to be easy to follow, in both content and speed. Hell, I've been doing this for 5 years now and still find it annoying. If only there was a way to control your pacing while creating videos, oh wait...
Props to anyone who makes tutorial videos, but attacking your audience, especially beginners, essentially calling them goldfis, or in more blunt terms, re***ded, its not cool dude. That is not how you address criticism.
Fish modeling starts at min 22:20. I just came for the fish never though I would be looking at a cat. Cheers! Great tut.
Did you feel catfished?
Kinda just loaded the fish in. Didn't learn anything from this...
Sorry babe, can’t all be winners can they? 🐟🍤
Really fantastic tutorial to get me caught up to speed with starting ZBrush, thanks for putting it together!
Thank you Michael for excisting!! Im the type of person who always speeds the video up and gets fkng annoyed by slow explanations and stuff. But you are literally the first person I had to slow a bit down. I really enjoyed this tutorial! Amazing!! THANK YOU SOOO SOOO MUCH!!!
Awesome video- I've tried learning ZBrush several times and always overwhelmed- I need to understand how to "layer" various stages of the sculpt so that some versions or sculpting can be removed, so that there's always a previous version to go back to if needed
cool tutorial, just im having OCD with your cat model facing backwards :D
Thanks for this! I hadn't used Zbrush in a few years and it brought me back up to speed super quickly!
Why aren’t more ppl watching this? It’s great!!
Thank you for this information about zbrush. It helps me to understand the program.
great video for beginners!....Thanks bro:)
really cool tutorial, just a quick question, was the cat model UV mapped/retopologised before being brought into ZBrush? Or is this something that you do later and then bake the high-quality detail?
It was sculpted in Zbrush then remeshed and UVed in Maya, I think brought that base mesh back in to project the details back onto
Can I lower the intensity of any brush in zbrush to sculpt details when sculpting a 3D model?
Good job mate
did you do anything special to get the mask to have that smooth gradient when you were fidgeting with the positioning of the fins near the end? around 34 min mark? thanks
also just curious how long this sculpt took you as an experienced user
How can you tell what the size is? For example like a 1 inch square. If I am to print something out, I would want it to be able to be scaled up without losing quality. thanks for the video!
That is a great question! As far as I know, Zbrush has no scale visualizer, so best thing to do is bring it into which ever 3d package you know and make a cube of whatever unit you would expect whatever you're sculpting to be. Then you can reimport it, or if it mess up your scene (eg. if you have a lot of subtools) just scale it afterwards.
That said, Zbrush won't lose detail based on scale - I don't know much about 3d printing, I've done it a couple of times and I always just scale up in Maya before exporting it as an OBJ to print
whats the keyboard command to switch between higher and lo subdivisions?
I believe it's D and Shift + D - docs.pixologic.com/wp-content/uploads/2015/01/CheatSheet4R7.pdf
learned a lot thanks
I'm new to Zbrush so couldn't understand a lot but may I ask:
Why we should Remesh?
When we should Remesh?
and Why it even matters to Remesh?
Basically, you can't texture, rig or animate on 10 million polygons. When you've finished a model, you're probably going to want to do one of those things. By remeshing and baking the details onto clean topo and UVs you can then take your model to the next area of the asset creation pipeline.
@@MichaelWilde3d So one more question arose from this that then what's the point of detailing the sculpt when all the details are gone after Remeshing?
But then I guess you answered it by saying that stuff after "Buy Remeshing....", which I don't understand. Guess has a long journey to cover.
Thanks, BTW the answer was way fast than I had ever! thought of.
@@chainbreaker8909 So you can reproject all the details - I can't remember if I touched it in this (I don't think I did since it's an intro video), but that would be what you do - you project the details from the high mesh to the retopoed subdivided mesh and then you get all that detail back
@@MichaelWilde3d OK, thanks very much, now its a bit more clear to me.
I still don't get what is Make PolyMesh 3D for, because I imported the model and sculpted and there is no message pop up to say that!!! but I already started sculpting. I did a research but still, can't understand it, I need like body words to understand.
Make polymesh 3d is only needed to be pressed if you are starting with one of Mari's inbuilt shapes like the spheres or cubes. If you're importing there is no need to use it, you can sculpt straight away :)
For ZBrush are you using a mouse or drawing tablet?
A tablet :) I have a Wacom intuos pro - I upgraded after 10 years with my trusty bamboo tablet.
ahh one question ... what are using while Sculpting in this video? is it mouse or drawing pen?
I'm using a wacom pad!
@@MichaelWilde3d another question is wacom pad compatible in blender .. and which is the best drawing pen.. because I'm planning to buy one and I had 3 choice xp pen, wacom pad, VEIKK S640 Tablet... which do you think is better and kinda cheaper..? also compatible in blender, photoshop and zbrush?
@@ikoartiaga5971 A wacom works with any program a mouse does, it just takes the place of the mouse moving the cursor. I don't know if Blender has pressure sensitivity, I don't use it: That would be something you would need to research.
As far as tablet models, again I really don't know much about that. I had a bamboo, and after 10 years upgraded to an intuos pro, which I love. I would google reviews of the ones you are considering and see what people say.
@@MichaelWilde3d thank for the reply Sir... Never expected this kind of reply .. because mostly people would just choose and be done and move on .. but you sir. will still try to search for it .. wow .. but tnx for the answering my first question ...
Thanks!
Thank you for sculpting not a face 🙏🏻
(because i can't do faces... don't tell my boss)
Helpful, but i think you jumped over very crucial stuff. For you it might seems very obvious but i am very sure ppl don't get it.
Like project from one subtool to the other and how to go from dyna to subd.
I guess this could be very interesting for beginners.
Especially when it comes to when do i go from dyna to subd.
Just my thoughts here when we talk for sculpting for beginners. :)
Holger Schulz hi there!
Like I mention in the video, I think projecting one tool to another isn’t really beginner level so I don’t go over how to do it. If you’re brand new to the software then it probably won’t come up straight away but it is something I can make a separate video on.
In regards to going from dynamesh to subdivs do you mean the theory of when to do so or how to actually do it? I touched on both very briefly but if you have any specific questions please fire away! :)
@@MichaelWilde3d But you did projecting during your video? Toward my question, I think its not very specific. When its about me i would never leave dyna, since i can rearrange shapes so easily and add parts to a mesh. But the step to subd becomes unavoidable, due to the fact it slows very down the workflow with high res dyna. You mentioned the strech problem of subd. Do you never come to the point during subd where you want to add something shapechanging to the model ? In that case dyna is the best way, but switching from subd to dyna is kind of bad.
It’s very dependant on what the model is for. If you’re in a production environment, you can’t pass a dynameshed asset to animation, it’s not useable. If you’re just doing sculpts at home to post on artstation, it’s not as much of an issue. Like a lot of things in VFX & 3D your process is contextual and will change based on the asset and what it is needed for. 9 time out of 10 I will want a clean mesh at work and so I would need to retopo, that can be by hand or zremesher. Like I said in the video, I only do that when I feel the shapes are very locked down. If I need to move them around a bit after the it doesn’t change much. But if I need to add an extra arm to a model after zremeshing chances are I will make one separately and sew it on by hand in maya to keep my clean topo. You could always redynamesh but would lose your topo and sculpt, so then projecting would help but that’s not the first thing you’re going to need to do in Zbrush when learning it which is why I didn’t cover it in what is already quite a long video. Again it all changes based on the situation and different approaches have different pros and cons.
@@MichaelWilde3d Yeah, lets say it differently, because i guess i cant express my self well.
If you would be in the subd stage and figure out your model needs a shape changing next step, its very hard to do that in subd. And stiching this high poly together ( afaik is only possible in dyna ) you cant really do it other than in dyna. Attaching a arm or something big to a subd works only if it stays a separate subtool. You know what i want to point out ? So the questen is more like, what would i do if i am in the subd stage (no dyna), details are already on there and i figure out i want to make a bigger change now?
@@hoow963 If that were the case then you would need to either merge it in an external piece of software and bring it back in as one subtool (I would do this personally if I had locked down topo that I was happy with, as Zremesher is not always clean enough for production) or you would have to dynamesh two subtools into one then do zremeshing again. Either way, it could be a bit of a headache but Zbrush has processes for it.
If you were to swap out the lowest subdiv model from a separate program then it would recognise the topo had changed and ask if you wanted to project the details to the new mesh and keep you subdivision levels.
If you were to instead re-dynamesh but wanted to keep sculpted subdiv data then you would need to make a copy of the old model to then transfer those by hand when the new model was ready. I would store a morph target of the new model before doing a projection incase you get some areas that project a bit strange: the morph target can be used to easily clean them up.
thank you very much
Philip watching from the California coronavirus maximum lockdown.
Thanks so much Michael! I keep re learning this program every couple years as my main gig is Production/concept design for film without much need for VFX tools, but I love Zbrush and continue to try and add it to the tool box. Your videos and explanations are fantastic and easy to follow. I am again, so new., that even basic functions such as the noise maker or deformers are over my head as of this writing, but I'll get to that soon enough. I am classically trained in painting and illustration so the basic sculpting is enough for now. I just subscribed to your channel. If you can point out other super entry level or useful tutorials I will study them as we all have a bit of extra time at the moment. Hope you are staying safe and thanks again for the top quality education.
Cheers Samuel, very kind of you. Are you just after Zbrush or vfx in general?
I have a playlist on my channel for Mari videos, including a multi part series for The Foundry to teach all the main features of the texturing software in bitesize chunks.
I make video a bit randomly and the contents are all a bit over the place so maybe have a look through what I've uploaded and see if any of the titles grab your attention :)
Hi Michael, hope you are good. Who can 3d sculpt a face on zbrush for me. Need for 3d printing....thanks
I would find a freelancer who’s work you like and knows about 3D printing on ArtStation or wherever and then email them what you want doing and they will quote you a price.
If i only use pc can run zbrush..?i dont have ipad..😔
Yer, this was done a PC - I can't imagine Zbrush running on an iPad
@@MichaelWilde3d thanks my friend..
where is this alpha you used for the fish?
also this isn't really fit for beginners to be honest...
Draw a sphere, and make polymesh 3d.
Lying Cat!!
Dag mam calm down ?! Isnt this suppose to be a slow start for beginners , geez ?!
I think you have me confused with someone else, I never claimed it would be a slow start ;)
Just saying if this is a beginners lesson whats with the speeding of things ?!
jesus christ, take a breath when you talk! If you are teaching you should give the audience time to catch what you say
I'm from Milton Keynes, we talk a lot and very quickly, youmayhavenoticed...
No-one wants a waffley 2 hour youtube tut with long empty silences so if anything is going over your head you can just pause and rewatch bits!
Sculpting for those with an adderall prescription jesus christ man take a breath
👁👄👁
how do you rotate part of your mesh !?