You should make a video called “Workflow” that takes this idea to another level more explicitly. Like, 1. Dynamesh 2. ZRemesher. 3. Add Detail & Sub-Divide
"Subdivision is for *surface details*, basically - sculpting up your muscles [detail], or even adding pores" "Dynamesh[+SculptrisPro] is for *creating new shapes* (that extend beyond the silhouette)" " In short: Dynamesh/SculptrisPro for *DESIGNING* Subdivision for *REFINING* "
If there's anything that I can confirm to have learned from your tutorials is that we should slowly build up our sculpt with dynamesh and then, when we are happy with the base.. we ZRemesh it and work with subdivisions Now, only the easy part is left.. to constantly learn and develop everything else xD
dude thank you. As a complete noob banging his head against the cintiq sometimes these dudes' descriptions are hard to follow. You simplified it perfectly :D
Not a question but i have to say that all of you guy's content has get me trough every problem i have encounter in my learning process and everytime i have a new question always find the answer in your channel... THANK YOU
Thank you, very useful tips for Zbrush workflow. When i found out about dynamesh, i used that almost exclusively, but now that i see it's benefits and it's problems, i can use it to a greater effect.
not understanding how to exactly use dynamesh, remesher and subdivs, in which order and which steps they're meant for has been the biggest gap in my foundation so far. thank you for clearing that up
I have spent the past 2 or so years looking for a good Blender/3D modelling channel on YT to learn on a comfortable pace. Hadn't found one before you guys! I'm very new to this channel but the way you guys do these videos and explain what you do is so easy to follow and the dynamic you two have make these videos very chill whilst learning. You've earned a sub. Thank you for your work!
That was so informative! I have been using dynamesh in general to do things. I always try to keep it low because the more I add detail the more it adds on in poly count. Mostly I am making models for 3d printing for table top wargaming, I dont need to worry about UV and the like, but I think its a good thing to know how and when to work in the proper format. Thank you for yet another great video! AR
I guess I would like to ask the workflow of like zbrush and substance painter because both can add normal and displacement maps. In what instance would it be better to add detail in substance painter/zbrush as opposed to the other.
The quality of the curvature from Zbrush will be much more nuanced than Painter...however, if the material detail aligns visually with the height detail, then using Painter will be faster as you are doing both material changes at the same time as height changes. Ex. if skin pores have both a roughness and color change in addition to height, it will be much easier to do them in painter. If the height change has a lot of depth and nuance, then Zbrush would make more sense.
you guys explained that pretty well. .I'm new to zbrush. you guys have awesome content thanks.. keep em comming.. have you guys mDe a tutorial on zbrush transpose line?
It's worth noting that you can add new features like horns to a subdivided model though it's not obvious. Freeze subdivisions then change topology, then unfreeze. No, it won't work flawlessly in every single case and yes, the newly inserted part can get a bit crazy when you unfreeze subdivisions... but it doesn't matter - it's the part you haven't sculpted yet and the rest is preserved as it was. Freeze Subdivisions is a criminally underused and a surprisingly reliable feature. It works best for deleting parts of the mesh or for cleaning up the topology.
Hi guys , I would love to see videos like all about zmodeler brush. Or everything you need to know about fibermesh nanomesh etc . I really don't know what else like this tools are good to learn but I believe zbrush have lots of those
Great video! Makes a lot of sense for organic shapes. But, how does this apply to hard surface stuff, and with dynamic subdivisions? I'm currently working on an axe: I have nice clean topology for my blade, was using dynamic subdivisions with creased edges to make it nice and smooth and want to add a groove detail on the blade. So I applied the subdivisons, set to the highest one, and with the dam standard brush tried to sculpt a line. But I'm seeing my polygons pinch and mash together at the corners. How would I best approach this, do I go back to dynamesh for that?
Can you do a tutorial, or whatever you call it in creating a furniture using zbrush? or achieving wrinkles and and zippers, stuff you usually see in a furniture. Thanks!
Where in this workflow should the dynamic subdivision be used? I assume during dynamesh phrase? I've been dabbling in 3D for a bit but I'm new to sculpting and your videos help a lot!
Can I say it like this: if I wouldn't change the overall looking, I could go straight to subdivision after dynamsh work. And if there is a possibility that I would adjust the overall looking, I need to zremesh after dynamesh and project from high res subject to avoid detail missing, then go to high level subdivision?
Never used Zbrush, barely know how to doodle/sculpt in Blender, so this might be obvious, but @7:34 how the hell did the remesher create such nice topology on this blob monster? It's got loops around the eyes and mouth, and generally nice flow. That's some fucking black magic right there...
😂 actually ,for production sculpts , where the character will be animated and stuff like that , it isn't that nice topology and also, this is just a blob , imagine a hi res sculpt zremeshed what would happen
Great explanation, what about the Geometry HD functionality? would you use that after subdivisions or just bring it into Substance Painter for that level of detail?
Could you not use the snake hook [to add new horns for example], and then the ZRemesher to generate new topology to the same effect that you would get with Dynamesh?
But sometime shit happens in actual work. Like your boss suddenly told you to add some horns to your already retopologized work. The only way i can think of to go about that is just to create the new horns as a separate subtool (with proper topo), and then finally just merge them both together. The area where the 2 subtool intersects may not have perfect topology, but at least there's a way around it. I'm not sure whether what i do here is right? Or there are other ways? Can someone share their opinion please?
Hi there! I'm having a project that involves sculpting ornaments so I was wondering how's the workflow for it. Since I tried to make it somehow it looks a bit mushy. Could you guys make a tutorial on how to sculpt metal ornament? Thank you so much !
Morten, so in your example, where you have a high res DynaMesh/Sculptris Pro version, then you create a low res/retopologized version using whatever method, is your workflow to move forward with traditional subdivision like Mike Pavlovich has shown, where you then start with the retopo clean version, project the high res on to it, subdivide, project again, and so forth until you have the same detail fidelity in the highest subdiv level as in the original hi res?
Well, are you saying you only take the initial sculpt to a profile + perhaps mid level detail, but no finer details? Then using traditional Subdivision as a phase 2 makes sense to me. A lot of sculptors seem to take the initial sculpt to a very high level of detail, and in those cases, it becomes less clear to me why they wouldn't just bake that to the low res and be done with it... In any case, a little more flushing out what your full production workflow steps are might be helpful.
Check out these two videos from them: - Retopology for Beginners in Blender 2.8 - Retopo the Correct Way - How To Retopo a Full Character Timelapse There are also two tutorials for each of those.. one for Maya and other for Blender, but generally you can use that knowledge for any other software
please do a video on sculpting using planes. I would love a face comprised solely of planes. I find it difficult to sculpt hard surfaces on organic forms
I have a question I've been using blender for years. I want to know the ways of making Zbrush mimic its controls? Switching alt's and cntrl's functions for example.
Could I ask, would you sculpt the model via dynamesh or sculptress then take it into maya and retopologies then send it back to zbrush for details on a subdivision??
If i just bought a KITBASH model of an angel, when i import it in Zbrush it got lots of topo...millions, how can i reduce it, to change the shape of some parts? cause when i do a dynamesh it lost too many polygons, it's like 50K even when i maxed out the dynamesh number?...thanks
I just need clarification? so you sculpt your model and DynaMesh it if you need to add more polys, then once it is ready with the concept you take it out to Maya and retopologize it manually, then bring it back into Zbrush and add details, and if you need more polys for those details you could just subdivide it, and once you have different subdivision levels you can have a low res and high res model ? Is this correct? Im just confused about the workflow (Zbrush) within production in games and films alike. So if you guys could do a video about that?
Hi Karen! In short: Dynamesh to get the design ready. Retopo to get clean topo. Reproject your dynamesh sculpt onto the retopo model. Subdivide the retopo model - you now have a model with nice topology and also all the subd levels. If you need more resolution from now on, you subdivide further :) Let me know if this helps!
I have been using Zbrush for 2 years now. I am wondering is it okay to get to a point where I dont start from a sphere anymore? I used to use shane Olson's primitive method and I liked it a lot, but now that I know anatomy, and have gotten more advanced I have started off my projects from a base mesh with accurate animation topology. Is it okay to do this? I know that If i did something like a creature i would start from scratch with primitives, but as for human characters is this fine after you've learned anatomy
I'm not nearly as experienced of a user yet, so don't take my word for it, but as far as I know that's pretty much what they do in production a lot of times - start with some base mesh and then just tweak it and add stuff to it. Probably mostly use it for humanoids since they're all essentially the same.
i normally started sculpting human face from sphare then when it comes in part like sculpting lips,nose,eyes part i cant give much smooth surface as my surface looks very steepy and then i apply smooth tools my all mesh lost away......should i subdivide before giving detail into eye,nose,lips??.......its been 3 days i cant go through this problem help me please..
I don't know if it's the right place but it's zbrush related so here I go So I just switched to the 2020 version and from time to time the brush goes crazy, it acts as if I had 100+ in Zadd while it's still at 25, maybe I've been hitting a hotkey but I don't know, I have to restart it often to fix the issue Another issue that I've had even on older version is the symetry, when I'm dynameshing the topology is different on each side, not much but still really annoying when working on low resolution, I changed the symetry hotkey to be sure not to hit it but the issue remains, a friend told me that maybe I moved my mesh on the X axis but I've been really cautious and it still happens I resym the mesh and when I hit dynamesh, the symetry goes away, I have to do some weird stuff to fix it halp
I tried in max, 5M+ vert models lag too much and took 5 minutes to load and save, whereas in ZBrush no lag and saves/loads almost instantly. If you have less verts or better PC so it might work.
Great tutorial! But is it just me or the cute laughing all the time from guy No2 (in every video) is annoying? I mean, just the tutor speaking is more than enough for these awesome turorials... Keep it up guys, its just my thoughts, your content is always great!
You should make a video called “Workflow” that takes this idea to another level more explicitly. Like, 1. Dynamesh 2. ZRemesher. 3. Add Detail & Sub-Divide
Very well said
"Subdivision is for *surface details*, basically - sculpting up your muscles [detail], or even adding pores"
"Dynamesh[+SculptrisPro] is for *creating new shapes* (that extend beyond the silhouette)"
" In short:
Dynamesh/SculptrisPro for *DESIGNING*
Subdivision for *REFINING* "
nice thanks
Thanks
Thanks, I'm incredibly slow at understanding the good workflow and it helped a bit
and remasher for topology
Finally. Someone online, clearly explaining the correct workflow, and how to choose the correct tool.
Thanks. a lot.
If there's anything that I can confirm to have learned from your tutorials is that we should slowly build up our sculpt with dynamesh and then, when we are happy with the base.. we ZRemesh it and work with subdivisions
Now, only the easy part is left.. to constantly learn and develop everything else xD
for almost 3 months I was struggling with all this dynamesh, subdivision and remesher tool. Finally I understood
Thank you
Wish I saw this long time ago.
It's very useful for begginers anyway. Thank you for your work!
Guys, thanks for the explanation. Helped a lot. Dynamesh / subdivision for sculpting, z-remesher for proper topology.
DynaMesh for blocking the shapes and creating low details
subdivisions for medium to high details
dude thank you. As a complete noob banging his head against the cintiq sometimes these dudes' descriptions are hard to follow. You simplified it perfectly :D
casual zbrush user, been wondering this for a long time, thanks
Not a question but i have to say that all of you guy's content has get me trough every problem i have encounter in my learning process and everytime i have a new question always find the answer in your channel... THANK YOU
I think pressing t
is the first zbrush essential
this is a great explanation for a lot of ppl
Thank you, very useful tips for Zbrush workflow. When i found out about dynamesh, i used that almost exclusively, but now that i see it's benefits and it's problems, i can use it to a greater effect.
not understanding how to exactly use dynamesh, remesher and subdivs, in which order and which steps they're meant for has been the biggest gap in my foundation so far. thank you for clearing that up
I just started Zbrush after sculpting in blender for a year. Thank’s for this video. Managing the poly count was very hard until now.
I have spent the past 2 or so years looking for a good Blender/3D modelling channel on YT to learn on a comfortable pace. Hadn't found one before you guys! I'm very new to this channel but the way you guys do these videos and explain what you do is so easy to follow and the dynamic you two have make these videos very chill whilst learning. You've earned a sub. Thank you for your work!
Same here bro, should check out the flippednormals.com for tutorials, alphas, base meshes etc. It's a very good place to check out and shop
Thanks for the clear and concise clarification guys, very helpful.
This was so informative for me as a new user to Zbrush. Thanks a lot
Wow, very elaborate and helpful explanation. Thank you.
New to zbrush, here from 2024. Thank you for this video as a former blender user
That was so informative! I have been using dynamesh in general to do things. I always try to keep it low because the more I add detail the more it adds on in poly count. Mostly I am making models for 3d printing for table top wargaming, I dont need to worry about UV and the like, but I think its a good thing to know how and when to work in the proper format. Thank you for yet another great video!
AR
Excellent breakdown! thank you for this
such a simple and logical concept but would took me quite some time to understand in practice, so thank you guys for saving my time :)
Best video EVER! Thank you for this!!!
Thanks guys. Important lesson for beginner Zbrushers.
I guess I would like to ask the workflow of like zbrush and substance painter because both can add normal and displacement maps. In what instance would it be better to add detail in substance painter/zbrush as opposed to the other.
The quality of the curvature from Zbrush will be much more nuanced than Painter...however, if the material detail aligns visually with the height detail, then using Painter will be faster as you are doing both material changes at the same time as height changes. Ex. if skin pores have both a roughness and color change in addition to height, it will be much easier to do them in painter. If the height change has a lot of depth and nuance, then Zbrush would make more sense.
5:03 is how my face looks like when i forget to save and ZBrush crashes
you guys explained that pretty well. .I'm new to zbrush. you guys have awesome content thanks.. keep em comming.. have you guys mDe a tutorial on zbrush transpose line?
It's worth noting that you can add new features like horns to a subdivided model though it's not obvious. Freeze subdivisions then change topology, then unfreeze. No, it won't work flawlessly in every single case and yes, the newly inserted part can get a bit crazy when you unfreeze subdivisions... but it doesn't matter - it's the part you haven't sculpted yet and the rest is preserved as it was.
Freeze Subdivisions is a criminally underused and a surprisingly reliable feature.
It works best for deleting parts of the mesh or for cleaning up the topology.
You still lose UVs and layers that way?
Can you imagine that abomination running after you?
Kinda terrifying
Yeah somehow the cute one is more terrifying than the goblin.
@@naumchomsky8840 Wouldn't go so far as calling that "thing" cute
Dynamesh and sculptris pro also remove morph target, layers and UVs.
Hi guys , I would love to see videos like all about zmodeler brush. Or everything you need to know about fibermesh nanomesh etc . I really don't know what else like this tools are good to learn but I believe zbrush have lots of those
Thank you!
Great video! Makes a lot of sense for organic shapes. But, how does this apply to hard surface stuff, and with dynamic subdivisions? I'm currently working on an axe: I have nice clean topology for my blade, was using dynamic subdivisions with creased edges to make it nice and smooth and want to add a groove detail on the blade. So I applied the subdivisons, set to the highest one, and with the dam standard brush tried to sculpt a line. But I'm seeing my polygons pinch and mash together at the corners. How would I best approach this, do I go back to dynamesh for that?
Can you do a tutorial, or whatever you call it in creating a furniture using zbrush? or achieving wrinkles and and zippers, stuff you usually see in a furniture. Thanks!
Good topic as always 👌🏻👌🏻
Wow thanks this was so helpful!!
Where in this workflow should the dynamic subdivision be used? I assume during dynamesh phrase? I've been dabbling in 3D for a bit but I'm new to sculpting and your videos help a lot!
And then you can export both and use the high poly to create a normal map once you have your UV's and stuff, yes?
Wow another great videos guy's. Thanks!!!
Can I say it like this: if I wouldn't change the overall looking, I could go straight to subdivision after dynamsh work. And if there is a possibility that I would adjust the overall looking, I need to zremesh after dynamesh and project from high res subject to avoid detail missing, then go to high level subdivision?
Never used Zbrush, barely know how to doodle/sculpt in Blender, so this might be obvious, but @7:34 how the hell did the remesher create such nice topology on this blob monster? It's got loops around the eyes and mouth, and generally nice flow.
That's some fucking black magic right there...
😂 actually ,for production sculpts , where the character will be animated and stuff like that , it isn't that nice topology and also, this is just a blob , imagine a hi res sculpt zremeshed what would happen
thankyou for the information
thank you
after applied SubD to an object, if I need to use dynamesh, the resolution of the object will be reduced , so how can I keep the detail ?
Working with Subdivisions is similar to the multi-resolution modifier in Blender, correct?
its the same feature essentially
Great explanation, what about the Geometry HD functionality? would you use that after subdivisions or just bring it into Substance Painter for that level of detail?
awesome video thank you!!
brand new user. you've helped aim my direction with this vid. I hope. thnx m8.
Could you not use the snake hook [to add new horns for example], and then the ZRemesher to generate new topology to the same effect that you would get with Dynamesh?
But sometime shit happens in actual work.
Like your boss suddenly told you to add some horns to your already retopologized work.
The only way i can think of to go about that is just to create the new horns as a separate subtool (with proper topo),
and then finally just merge them both together. The area where the 2 subtool intersects may not have perfect topology,
but at least there's a way around it.
I'm not sure whether what i do here is right? Or there are other ways?
Can someone share their opinion please?
Hi there!
I'm having a project that involves sculpting ornaments so I was wondering how's the workflow for it. Since I tried to make it somehow it looks a bit mushy. Could you guys make a tutorial on how to sculpt metal ornament?
Thank you so much !
who else flinched when he didn't reproject the details
Morten, so in your example, where you have a high res DynaMesh/Sculptris Pro version, then you create a low res/retopologized version using whatever method, is your workflow to move forward with traditional subdivision like Mike Pavlovich has shown, where you then start with the retopo clean version, project the high res on to it, subdivide, project again, and so forth until you have the same detail fidelity in the highest subdiv level as in the original hi res?
Well, are you saying you only take the initial sculpt to a profile + perhaps mid level detail, but no finer details? Then using traditional Subdivision as a phase 2 makes sense to me. A lot of sculptors seem to take the initial sculpt to a very high level of detail, and in those cases, it becomes less clear to me why they wouldn't just bake that to the low res and be done with it... In any case, a little more flushing out what your full production workflow steps are might be helpful.
can u make a video on like if u have a complete-ish model, how you get it ready like retopologizig in other apps and stuff
they already did this, at least for blender. not sure about other software
Check out these two videos from them:
- Retopology for Beginners in Blender 2.8 - Retopo the Correct Way
- How To Retopo a Full Character Timelapse
There are also two tutorials for each of those.. one for Maya and other for Blender, but generally you can use that knowledge for any other software
Could you pls make a video on baking normals within Zbrush based on the UVs from blender.! Thanks in advance..
I also think the smaller character was better, more interesting, than the big clichéd one.
please do a video on sculpting using planes. I would love a face comprised solely of planes. I find it difficult to sculpt hard surfaces on organic forms
how did you change the top left square to show the model instead of a silhouette?
Great..... this is great
I have a question
I've been using blender for years.
I want to know the ways of making Zbrush mimic its controls?
Switching alt's and cntrl's functions for example.
But what about Dynamesh vs. Sculptris Pro?
So basically what you say is that you need to UV the model after the Dynamesh thats it ?
Could I ask, would you sculpt the model via dynamesh or sculptress then take it into maya and retopologies then send it back to zbrush for details on a subdivision??
thx!!
After subdividing in zbrush and getting the finals details. Would you zremesh again to export into maya for the final retopo?
If i just bought a KITBASH model of an angel, when i import it in Zbrush it got lots of topo...millions, how can i reduce it, to change the shape of some parts? cause when i do a dynamesh it lost too many polygons, it's like 50K even when i maxed out the dynamesh number?...thanks
I like you both guyz !! you are luck for us thakx tho..
Appreciate it!
amazing thank you
I just need clarification? so you sculpt your model and DynaMesh it if you need to add more polys, then once it is ready with the concept you take it out to Maya and retopologize it manually, then bring it back into Zbrush and add details, and if you need more polys for those details you could just subdivide it, and once you have different subdivision levels you can have a low res and high res model ? Is this correct? Im just confused about the workflow (Zbrush) within production in games and films alike. So if you guys could do a video about that?
Hi Karen! In short: Dynamesh to get the design ready. Retopo to get clean topo. Reproject your dynamesh sculpt onto the retopo model. Subdivide the retopo model - you now have a model with nice topology and also all the subd levels. If you need more resolution from now on, you subdivide further :)
Let me know if this helps!
FlippedNormals yes thank you!! 🙏🏼
can you use dynamesh in zbrush core?
How much for the beautiful abomination?
I have been using Zbrush for 2 years now. I am wondering is it okay to get to a point where I dont start from a sphere anymore?
I used to use shane Olson's primitive method and I liked it a lot, but now that I know anatomy, and have gotten more advanced I have started off my projects from a base mesh with accurate animation topology.
Is it okay to do this? I know that If i did something like a creature i would start from scratch with primitives, but as for human characters is this fine after you've learned anatomy
I'm not nearly as experienced of a user yet, so don't take my word for it, but as far as I know that's pretty much what they do in production a lot of times - start with some base mesh and then just tweak it and add stuff to it. Probably mostly use it for humanoids since they're all essentially the same.
i normally started sculpting human face from sphare then when it comes in part like sculpting lips,nose,eyes part i cant give much smooth surface as my surface looks very steepy and then i apply smooth tools my all mesh lost away......should i subdivide before giving detail into eye,nose,lips??.......its been 3 days i cant go through this problem help me please..
nice video, thou you lost me at sculptris. :(
why you don't like sculptris pro? i saw a from software character designer workshop and he said he love sculptris pro
Why do we need to again RETOPO if we have zRemesh in Zbrush.... can't we use that for animation, rigging, or in game engine...???????
I don't know if it's the right place but it's zbrush related so here I go
So I just switched to the 2020 version and from time to time the brush goes crazy, it acts as if I had 100+ in Zadd while it's still at 25, maybe I've been hitting a hotkey but I don't know, I have to restart it often to fix the issue
Another issue that I've had even on older version is the symetry, when I'm dynameshing the topology is different on each side, not much but still really annoying when working on low resolution, I changed the symetry hotkey to be sure not to hit it but the issue remains, a friend told me that maybe I moved my mesh on the X axis but I've been really cautious and it still happens
I resym the mesh and when I hit dynamesh, the symetry goes away, I have to do some weird stuff to fix it
halp
how to get the small head on the right corner of the screen?
kuro zeitsuki Its CamView in zbrush 2020. In Preferences, CamView you can turn it on, off. Or assign custom model.
@@KarelChytilArt ohh okay thank you!
damn I wish I knew this before I detail sculpted my first model as a dynamesh.. :'[
Can I ask you, did you learn a language C++!
I want to see a full time lapse on that munchkin
Can we do this like make a final character with dynamesh and retopo it in maya without zremeshing it..
I tried in max, 5M+ vert models lag too much and took 5 minutes to load and save, whereas in ZBrush no lag and saves/loads almost instantly.
If you have less verts or better PC so it might work.
@@izvarzone we can decimate the mesh of dynamesh version so our pc can handle it better or we can import it as gpu cache.
These 2 things are not mutually exclusive. wtf.
Great tutorial! But is it just me or the cute laughing all the time from guy No2 (in every video) is annoying? I mean, just the tutor speaking is more than enough for these awesome turorials...
Keep it up guys, its just my thoughts, your content is always great!
Mmm
Hey guys today I got fired from Android games studio 😭
That's too bad
I was once fired from Windows drivers.
@@prezadent1 how did u crash?
@@s3ntry948 Like a stalwart thrashing in the arms of a lover whilst doing my swan song into infinity.
@@prezadent1 achievement unlocked! "heroic pigeon".
im early yay
...GODAMNIT...HE IS SOOO CUUUUUUUUTE...
Thank you