Realistic 3D Character Workflow Explained

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  • เผยแพร่เมื่อ 1 มิ.ย. 2024
  • Hey guys, in this video I explained the step by step workflow to create a realistic 3D character from scratch! I think this tutorial is going to be helpful for beginners and experienced artist.
    In this tutorial I explained the steps that involves Maya modeling, Zbrush sculpting, Mari realistic skin projection, and Arnold rendering.
    I hope this is helpful!!
    *PURCHASE MY REALISTIC CHARACTER PORTRAIT FULL COURSE*
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    *DOWNLOAD MY FREE ORGANIC WORKFLOW GUIDE*
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ความคิดเห็น • 176

  • @shastrakar1
    @shastrakar1 3 ปีที่แล้ว +64

    wow we are lucky that we are getting this knowledge for free ,, really appreciated

  • @n01z3
    @n01z3 3 ปีที่แล้ว +24

    I love how though the results look the same. everyone has a different work flow. great to see another's work flow on this subject. great vid

  • @MissyMona
    @MissyMona 3 ปีที่แล้ว +7

    Wow this is so excellent! It's just amazing having someone go through the steps in full. Thank you!

  • @ohheyvoid
    @ohheyvoid 2 ปีที่แล้ว

    I love seeing your workflow. This helped me understand displacement maps a lot more. Thanks for sharing your knowledge.

  • @junechevalier
    @junechevalier 3 ปีที่แล้ว +3

    Very comprehensive, thank you!
    Can't imagine how many pixels a full-bodied character model would have...

  • @perryburge8613
    @perryburge8613 2 ปีที่แล้ว +3

    Great video. I’m working on my first full character model (hopefully to animate) and I wasn’t sure how to project a texture on to it. Very useful information.

  • @NihonRebooted
    @NihonRebooted 3 ปีที่แล้ว +4

    Your channel is the goat! So glad I found it. Going to binge watch your other videos today

    • @abhishekpatra7954
      @abhishekpatra7954 3 ปีที่แล้ว

      you can never fucking become like her period you moron.She has ingrained and inbuilt artistic grasping genes in her brain.she is born to do this.It will take 10 years to become like her.you can copy her as per video but she is literally 15 years ahead of you.That's the bitter truth.Sorry for these words.I'm not being mean or rude but i have experienced this in my life.You can copy her step by step but you can never copy her artistic thinking which is her usp.

  • @artbyalii
    @artbyalii ปีที่แล้ว

    Just Amazing, I love the way you have taught.

  • @lucasklubb
    @lucasklubb 3 ปีที่แล้ว +8

    You have such a cool pipeline, awesome stuff :D

  • @amansingh-sg3ce
    @amansingh-sg3ce 3 ปีที่แล้ว +4

    God bless you mam I always search about that but no one make video of that procedure.
    Artstation secret revealed.

  • @nielsbugge3777
    @nielsbugge3777 3 ปีที่แล้ว

    Thanks for making this! Great insight into your process

  • @pclarkson85
    @pclarkson85 3 ปีที่แล้ว

    Love your workflow!

  • @brandonjacksoon
    @brandonjacksoon 3 ปีที่แล้ว +3

    Amazing! Thank you for tutorial! Iwant more)) liked and subscribed! You are really professional ;))
    Really appreciated!

  • @KAGARAKIS
    @KAGARAKIS 3 ปีที่แล้ว +1

    AWESOME WORK!!!

  • @Felipe3DArtist
    @Felipe3DArtist 3 ปีที่แล้ว

    Thanks for sharing this.. really awesome!

  • @user-he1ss4gz8v
    @user-he1ss4gz8v 3 ปีที่แล้ว

    Very helpful video, thank you!

  • @saileshparajuli797
    @saileshparajuli797 3 ปีที่แล้ว

    thanks for sharing your workflow .

  • @saketsinghgurjar6196
    @saketsinghgurjar6196 ปีที่แล้ว

    This is much much appreciated ☺️ One of the topics that is left untouched, workflows are a major confusion for newbie 3d guys

  • @peasant5983
    @peasant5983 3 ปีที่แล้ว +3

    very cool, very interesting, thank you

  • @shaquitaboyd9598
    @shaquitaboyd9598 3 ปีที่แล้ว

    I love this so much and I’m an amazing artist as well

  • @digitalmagic6651
    @digitalmagic6651 3 ปีที่แล้ว +1

    Thank you Great work and Video.

  • @milkbread5036
    @milkbread5036 ปีที่แล้ว

    thank you so much!

  • @kavindudilshan2402
    @kavindudilshan2402 3 ปีที่แล้ว +1

    This is Amazing!!!

  • @hez03
    @hez03 3 ปีที่แล้ว +6

    Amazing. Super straight-forward explanation. Thank you! Btw if you click UV Groups under Polygroups and then isolate the polygroup, you can apply the corresponding UDIM displacement map.

  • @cristiancortes7301
    @cristiancortes7301 3 ปีที่แล้ว

    Thaaaanks! Muito bem explicado!

  • @jassem500
    @jassem500 3 ปีที่แล้ว

    this is was so useful ,thank you

  • @taraskashuk1069
    @taraskashuk1069 3 ปีที่แล้ว

    Really appreciate your work! Thanks

  • @nilsonfaria6362
    @nilsonfaria6362 3 ปีที่แล้ว

    Great content! subscribed!! thank you!!

  • @mishainutr2118
    @mishainutr2118 3 ปีที่แล้ว

    Very impresive!

  • @guxiangguse
    @guxiangguse 3 ปีที่แล้ว

    You're doing great!

  • @monkeyrobotsinc.9875
    @monkeyrobotsinc.9875 3 ปีที่แล้ว +1

    well looks pretty real

  • @ahsankhan-nc6wd
    @ahsankhan-nc6wd 3 ปีที่แล้ว

    Super Cool.................... Awesome..

  • @skyrimods2357
    @skyrimods2357 3 ปีที่แล้ว

    Nada mejor que ver tus videos UuUr 😊❤️

  • @boyjak7205
    @boyjak7205 3 ปีที่แล้ว

    Amazing

  • @Jkikmi
    @Jkikmi 3 ปีที่แล้ว +1

    I would love to see longer form videos by you as I find myself going literally back a few frames quite a bit just to catch what you did.
    Also this is only because I have some zbrush experience, for those who aren't as versed I imagine it might be harder to follow. Otherwise though great vid and I look forward to your future uploads!!

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว +2

      I have a full course of how to create this character that is 18 hours.

  • @rohitsrivastava9471
    @rohitsrivastava9471 3 ปีที่แล้ว

    Wonderful 🤟🏻👍🏻

  • @pavinivfx
    @pavinivfx 3 ปีที่แล้ว +3

    Nice tutorial. My difficult is always to generate a good displacement and normalmaps
    Now I see that I need more than 6m point in zbrush to get this result. Going to update my character before post it on portfolio.
    Thanks so much!

  • @daleejohnson9094
    @daleejohnson9094 2 หลายเดือนก่อน

    ohhh I love her adornments and how the shoulder fabrics mimic butterflies! So pretty :D
    My ultimate goal and dream for my career, is to be able to do this. I want to take the classes, but my biggest concern right now is getting a setup that will make doing this kind of work feasible. I would absolutely love any advice on whether I should build a pc, or invest in a Wacom. I know both options are expensive, so I this decision is important to me. What is going to get me the farthest as a graphic designer and 3D artist?
    I'm a single mom in my last year of university. I study graphic design and fine arts. Deciding on the right setup is crucial, as I am not likely to have the opportunity to purchase any other one for a long time.
    PS, thank you for taking the time to read this

  • @drinnerd8532
    @drinnerd8532 3 ปีที่แล้ว +1

    Man... I just want to be as good as you are... at ANYTHING, really..

  • @MECHAGRADE
    @MECHAGRADE 3 ปีที่แล้ว

    its wonderful! Mam I always have a problem with the right amount of sss specially in food and skin, can we control the subdermal and epidermal values in the aistandard surface shader? Because in the light sometimes if we connect the diffuse map in the color of sss, it is a bit confusion to me that how can I generate the different skin layers

  • @anass155
    @anass155 ปีที่แล้ว

    Can you please say do you also show how to do this jewelry and helmet in your course ?

  • @vivvygipe9605
    @vivvygipe9605 3 ปีที่แล้ว +4

    I don't use ZBrush, but it's interesting to see the features for texturing. Thanks for the video!

  • @quantumchromatii3621
    @quantumchromatii3621 3 ปีที่แล้ว +1

    Great video, but what about the various sub surface maps, did you use mixed variants SSS maps ?
    I would really love to see your in-depth view on node setups in mari. Cheers.

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว

      with arnold shader, I didn't have to use those maps.

  • @mmoarchives2542
    @mmoarchives2542 3 ปีที่แล้ว

    love your japanese ascent

  • @kannan7223
    @kannan7223 ปีที่แล้ว

    I want Full realstic character workflows step by step tutorial.ur work awesome

    • @anass155
      @anass155 ปีที่แล้ว

      hello! did you buy it? i really wanted to know if she does helmet and jewelery in this course too? could you tell please

    • @kannan7223
      @kannan7223 ปีที่แล้ว

      @@anass155 no yaah. Still waiting correct full realstic need

  • @JC-ov8ko
    @JC-ov8ko 2 ปีที่แล้ว

    Thanks, I love your work. Question, are these high res characters able to be used in short film. I am not familiar with the polycount for film.

    • @perryburge8613
      @perryburge8613 2 ปีที่แล้ว

      Sure you’ve found an answer to this but my instructors have told me on numerous occasions polycount for film is whatever it needs to be for the model to look correct according to your director/ supervisor. Render times are longer but necessary.

  • @kaleemshaik7475
    @kaleemshaik7475 3 ปีที่แล้ว

    Thank you for the knowledge you have shared, It would be very helpful if you could do a video on skin pores details & skin texture painting, it would be really helpful..
    Thank you in advance.

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว +1

      quick answer is that the pores are from texture xyz projections, which I mentioned in the tutorial. Long answer is that this character is a full course I am releasing soon, so can look into that if you are interested!

    • @kaleemshaik7475
      @kaleemshaik7475 3 ปีที่แล้ว

      @@ArtruismDigital that will be very helpful, thank you

  • @nicopmvm
    @nicopmvm ปีที่แล้ว

    Does substance work well instead of using mari?

  • @momolovic3909
    @momolovic3909 3 ปีที่แล้ว

    Amazing work, thank you for sharing your process.
    Why don’t using the Zremesher brush or the Zwrap plugin to retopologise the face?

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว

      I don't have too much experience with those tools, all I need to change is a small area of the face, so just used Maya.

    • @momolovic3909
      @momolovic3909 3 ปีที่แล้ว

      Artruism Digital Ok, I understand. I’m not an expert but I guess you should have a look at this tools wich might be time saver in your process 😉

  • @Intervain
    @Intervain 3 ปีที่แล้ว +1

    you can have multiple udims on the face, you just need to apply each map to a separate polygroup for each udim, so make polygroups based on uvs and go one by one :) A bit tedious. Great stuff btw :)

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว

      Thanks for explaining!! ☺️

    • @GeoffieD
      @GeoffieD 3 ปีที่แล้ว +3

      @@ArtruismDigital Chun, give this plugin a look, should be what you're after: jakeharrell.co.uk/index.php?p=scripts&f=vc&c=zbrushUI

  • @SK-hj1xh
    @SK-hj1xh 3 ปีที่แล้ว

    Hello. Can you tell me if there is a possibility in Mari the following? If I use a multichannel texture pipeline from XYZ texturing, can I bind diffuse and displacement textures in one projection. For example, I specify an area with a brush that I want to project, for example, deform the texture and click project. After that, the color texture is projected into the color channel and the same area of ​​the displacement texture is projected into the displacement channel. Thus, we would get a perfectly accurate correspondence of texture and displacement, which would increase the realism of the result and also reduce the work by exactly 2 times. Maybe some plugin or script, maybe future feature of Mari?

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว +1

      I don't know if there is a script out there that can match diffuse and displacement. Maybe someone should look into writing one. There is perfect match ways in photoshop (puppet wrap) and in maya (shrink wrap).
      In this course I use a way that is more 80 to 90% match using projection, since I don't need a perfect match, the diffuse map needed to be worked on after anyways and there is a way to bring most of the displacement details back onto diffuse which I did in the course.
      I suggest you look into texture xyz tutorials. There are many ways introduced there.

  • @mickboy5846
    @mickboy5846 11 หลายเดือนก่อน

    Great tips here! some dead links in the description though?

  • @mauriciocasiraghi
    @mauriciocasiraghi 3 ปีที่แล้ว

    Hello! I'm fairly new to sculpting/texturing and your channel is mindblowing. How would you approach applying the xyz or other displacement map without mari? Would go the zbrush alpha morph target/layer route? Substance painter is no good for this part?

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว +1

      check out texturing.xyz/, in the tutorial section every artist has demonstrate a different way to apply the textures. I personally in terms of projection prefer Mari, when it come to accuracy, I don't feel like I can reach that with substance.

    • @mauriciocasiraghi
      @mauriciocasiraghi 3 ปีที่แล้ว

      Artruism Digital thanks so much for the reply! I was avoiding Mari for now, but in the long run i’ll have to dive into it. Your channel is great. Keep the good work.

  • @moira2707
    @moira2707 3 ปีที่แล้ว

    Such a great video ! When in this process can we put hair and how ?

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว +1

      Once you don't change the model anymore you can start to make hair with xgen, it comes with Maya.

  • @blackspirit9446
    @blackspirit9446 2 ปีที่แล้ว

    holy shit, i owe you

  • @avikvishwas5113
    @avikvishwas5113 3 ปีที่แล้ว +1

    Hello can you tell how did you painted specular map and roughness map in mari and where can i find about those 3 types of displacement maps?? Thankyou love your work

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว +1

      Normally I convert diffuse into roughness and spec. Those three displacement are from texture xyz.

    • @avikvishwas5113
      @avikvishwas5113 3 ปีที่แล้ว

      @@ArtruismDigital Thankyou for replying and i also bought textures from xyz texture but i only got 1 displacement map i dont know why

    • @sun_beams
      @sun_beams 3 ปีที่แล้ว

      @@avikvishwas5113 If you got one of their multichannel maps, it's actually three displacements in one. Each channel, Red, Blue, and Green has a different displacement map in it. You can isolate them in maya or with a shuffle node in Mari.

  • @filmdon2475
    @filmdon2475 3 ปีที่แล้ว

    Hi Artruism! I wanted to know if you could give me some advice on how you would update the textures of an old 3d character model. I have this model that I would love to add more detail and realism to but don't know what wold be the proper workflow. Thanks!

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว

      Maybe make sure your modeling and UV are hi resolution enough to have have hi resolution textures.

  • @richardreyes1928
    @richardreyes1928 3 ปีที่แล้ว +12

    Love the tutorials. Zbrush supports multi UDIM but you can only apple textures to 1 UDIM at a time since zbrush stacks all the UDIM on top of each other in one UDIM space. So to apply a multi UDIM texture, you'd have to isolate the part of the mesh that corresponds to a specific texture and apply the displacement and repeat the process for the rest of the mesh. Really annoying.

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว +1

      Thanks for the explanation!

    • @richardreyes1928
      @richardreyes1928 3 ปีที่แล้ว

      @@ArtruismDigital You're welcome! Thank you for creating very informative tutorials!

    • @tejakur
      @tejakur 3 ปีที่แล้ว

      so how do you cleanly separate/isolate the part of the mesh that corresponds to a specific texture ? and stilll you can't call that zbrush support udim if you must separate mesh, isnt udim basicallly is one mesh with multiple UV tiles

    • @richardreyes1928
      @richardreyes1928 3 ปีที่แล้ว +1

      Itagaki by isolate, I don’t mean separate it out as a different sub tool. So for example let’s say you have a face. Half of the face is in the u0v0 space and the other half is in the u1v0 space. The mesh you’re gnna be working with in zbrush is still the whole face but the zbrush will stack the uvs . So you have a multi udim texture that you want to apply, you’re gnna have to load up both textures. Then mask half of the face, then apple the corresponding texture to that face and then the same with the other half.
      When you bake out maps via the Multimap exporter plugin, zbrush will spit out multi udim textures.

    • @vimalrajravichandran4422
      @vimalrajravichandran4422 3 ปีที่แล้ว

      @@tejakur Check this video th-cam.com/video/wNYW350XVPQ/w-d-xo.html. hope it helps!!

  • @racereview1679
    @racereview1679 3 ปีที่แล้ว

    Do you accept freelance projects?? Great work!!!

  • @aceaquascapes
    @aceaquascapes 3 ปีที่แล้ว +1

    Thanks for the explanation and workflow pipeline... would it be possible to see a complete tutorial ???

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว +2

      I made this for a full course, that will be available soon.

    • @Enz1612
      @Enz1612 3 ปีที่แล้ว

      @@ArtruismDigital Definitely looking forward to buying it!!! Is it all real-time going through the entire process, or do you do timelapses/skip through some steps?
      Thanks!

    • @anass155
      @anass155 ปีที่แล้ว

      @@Enz1612 hello! did you buy it? i really wanted to know if she does helmet and jewelery in this course too?

  • @oliverchoreno6412
    @oliverchoreno6412 3 ปีที่แล้ว

    Hi! Great workflow tutorial 🙌 where and how did you connect the AO map

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว +1

      I didn't use AO map directly in my textures.

  • @dastaun
    @dastaun 3 ปีที่แล้ว +1

    Great stuff ! can you share your skin shading proces in arnold ? it woul be rly helpfull :D

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว

      this character will be released as a full course, check it out if you are intersted. I will announce on my channel. Or if you search arnold skin on youtube, there are plenty info on it that is pretty close to what I did.

  • @phemz_ino2431
    @phemz_ino2431 2 ปีที่แล้ว

    What program are you designing on?

  • @kpbelshaw
    @kpbelshaw 3 ปีที่แล้ว

    can you give more details on how you get the details from the higer res version of the face model onto the lower res one?

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว +1

      I exported a displacement from zbrush for the high res details and render the map in Arnold using low res geometry.

    • @kpbelshaw
      @kpbelshaw 3 ปีที่แล้ว

      @@ArtruismDigital cool, thanks! :)

  • @CarbineHeroes
    @CarbineHeroes 3 ปีที่แล้ว

    Why do you use zbrush here and not substance painter? Can you do the same in substance?

  • @dannys_85
    @dannys_85 3 ปีที่แล้ว

    Great video how to project multi channel on mari any video? Thanks

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว +1

      Will be releasing a course with this character soon!

  • @bhosaleshubham301
    @bhosaleshubham301 2 ปีที่แล้ว

    Hello, I have a question, If my model have mouth, not teeth and tongue that attach one that covers teeth and tongue, then what is the workflow, should I have to sculpt mouth from inside of the model or should I have to model mouth and then sculpt, I have sculpted only lips, and also I retopology till lips only and I have project my details on my model, now I want mouth attached with my model, so can I model mouth now is it right way. I really get confused. please reply

    • @ArtruismDigital
      @ArtruismDigital  2 ปีที่แล้ว

      To add teeth and tongue, you need to have a mouth bag, that is the one you need to attach to you current model. Teeth and tongue itself should be separate geometry. Attach a month bag to your low resolution and reprojection the details again.

    • @bhosaleshubham301
      @bhosaleshubham301 2 ปีที่แล้ว

      @@ArtruismDigital Okay I'll try this, Thank you 🙏🏼☺️

  • @07bieke10
    @07bieke10 3 ปีที่แล้ว

    Hello, where can I watch the complete tutorial. I am studying

  • @sci_worlds
    @sci_worlds 2 ปีที่แล้ว

    Can blender do this level of sculpting??

  • @noniko96
    @noniko96 3 ปีที่แล้ว

    Hi, Im not familiar with Mari but I am with Substance Painter. Would the workflow change if Painter is used intead of Mari? I know that you can stamp base color information on Painter but I am not sure if you can project normal details/ displacement information :S

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว +1

      I had an article about doing the projection in SP: 80.lv/articles/001agt-tutorial-skin-texturing-for-real-time-characters/

    • @1MOLNH3
      @1MOLNH3 3 ปีที่แล้ว

      You can project in Substance too but as far as ı know main difference between them is Mari allowing more resolution and being able to warp the image as you desire like the spotlight tool in ZBrush.

  • @cansam2905
    @cansam2905 3 ปีที่แล้ว

    hi did you model accessories in maya like the neck garment and headdress??

  • @ramonlopez2044
    @ramonlopez2044 3 ปีที่แล้ว

    BABYMETAL!!

  • @ncks8655
    @ncks8655 3 ปีที่แล้ว

    Could you create an entire tutorial of a realistic character (modeling, texturing, rendering)? I'll buy it!

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว +1

      This character is a course I'm releasing next week! Will announce it on the channel!

    • @ncks8655
      @ncks8655 3 ปีที่แล้ว

      @@ArtruismDigital Perfect!

  • @brobocops
    @brobocops 3 ปีที่แล้ว

    Are the brush textures from texturing.xyz?

  • @mafdyehab4640
    @mafdyehab4640 3 ปีที่แล้ว

    Please what is the programme that you are using in scuplting

  • @CodeWithRaihan
    @CodeWithRaihan 3 ปีที่แล้ว

    WHICH SOFTWARE USED

  • @fn4957
    @fn4957 3 ปีที่แล้ว

    Does the full course also include modelling the face from scratch? Because I struggle more in modelling rather than the other areas....

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว +1

      No the face is not from scratch. Maybe purchase a modeling focused tutorial is more beneficial.

    • @fn4957
      @fn4957 3 ปีที่แล้ว

      @@ArtruismDigital thanks for the honest reply. I am considering buying this because of the variety of programs you include for worflow. Keep it up!🤩

  • @ceyhuncifci2260
    @ceyhuncifci2260 3 ปีที่แล้ว +1

    3:34
    what is the name of the program?

  • @kayots
    @kayots 2 ปีที่แล้ว

    How do we animate it

  • @qeraycodm1
    @qeraycodm1 2 ปีที่แล้ว +1

    What's the name of the program?

  • @rackerman2004
    @rackerman2004 3 ปีที่แล้ว

    Do you use mouse for everything or you have a graphic tablet? also can you please tell me the duration of your courses?

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว +1

      I use a tablet. This course is around 18 hours.

  • @TheOssie98
    @TheOssie98 3 ปีที่แล้ว +4

    Step 1 have the skills to even sculpt a face

    • @innerguardianXIII
      @innerguardianXIII 3 ปีที่แล้ว +1

      That's Step 4.
      Step 1. Be rich.
      Step 2. Buy a powerful computer with the latest Ray Tracing, NVidia graphics card + 10 TB space.
      Step 3. Buy Maya, Houdini, Texture XYZ, ZBrush, Professional Motion capture suit, Substance Painter, Marvelous Designer and a whole studio with Camera rigs just for fun.
      THEN it's your step.

    • @randomnickify
      @randomnickify 3 ปีที่แล้ว +2

      @@innerguardianXIII Step 1: Have a computer, minimum 32MB of ram and semi decent procesor, rest is irrelevant
      Step 2: Buy a Zbrush, its cheap and its running on old computers since it cares only about memory and procesor, doesn't use gfcard at all
      Step 3 : Sculpt a face, render it to layers, composite in any 2d program
      - thats my workflow from last ten years, as old as mu PC :)

    • @g4fly4ever8
      @g4fly4ever8 3 ปีที่แล้ว

      @@innerguardianXIII1. Have a budget pc
      2. Download blender and maybe just buy ZBrush
      3. Start creating

  • @oankarsingh5810
    @oankarsingh5810 3 ปีที่แล้ว +9

    Thought it was blender tutorial since I'm watching many blender tutorials

  • @dinhtuan8559
    @dinhtuan8559 3 ปีที่แล้ว

    Do you use blender ? :3

  • @NovaaGrind
    @NovaaGrind 10 หลายเดือนก่อน

    Damn nice, with AI now things should be easier right?

  • @pritammukherjee1630
    @pritammukherjee1630 3 ปีที่แล้ว

    How long it took you to do it ??

  • @wizarkychiston4380
    @wizarkychiston4380 3 ปีที่แล้ว

    aha,brilliant work flow,what i also want to know is which creenshot software you are using with?
    拜托啦!!!

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว

      Camtasia

    • @wizarkychiston4380
      @wizarkychiston4380 3 ปีที่แล้ว

      ops,sorry(ahha)i apologize for my mistake on the expression(.^.),i mean the printscreen software(:*)(i'm a chinese boy who can not use English words correctly( ;>))
      what is more,i highly recommend the textureing software named Xnormal which i use in my play flow(haha)
      which can bring you great experience and high quality maps
      wish you work happily!!!

  • @reginaldarmah2381
    @reginaldarmah2381 3 ปีที่แล้ว

    Is this workflow good for game characters?

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว

      No, this is a rendered character.

    • @reginaldarmah2381
      @reginaldarmah2381 3 ปีที่แล้ว

      @@ArtruismDigital Can you please do one for game characters?

  • @mehmetbaspinar25
    @mehmetbaspinar25 2 ปีที่แล้ว

  • @officialthixo8838
    @officialthixo8838 3 ปีที่แล้ว

    Holy shit, this is stunning :o sorry that im asking here cause you dont have a business mail ^^ would you sculpt and texture someone for money?

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว

      I sculpt and texture for money everyday, it's my full time job ;)

    • @officialthixo8838
      @officialthixo8838 3 ปีที่แล้ว +1

      @@ArtruismDigital So deserved ur Work is outstanding :o where can i contact you? ^^

  • @renanezichiello7295
    @renanezichiello7295 3 ปีที่แล้ว +1

    Hey! You can have 2 or even more UDIMS for the face to project the Displacement inside Zbrush. But you'll have to polygroup by UV before Apply the displacement. Then you'll ISOLATE per UVTILE and import your displacement for each udim. Let's supose that you have two Udims, you'll have to isolate one side, apply the Displace in one side, then isolate the other side and do the same. It's pretty this. Some times it will create a seam in the middle, if that happens, you after isolate one side of the Udim, you'll have to SHRINK one time and then apply, because some times it bleeds IDK why. I hope you could understand and try it.
    My artstation: www.artstation.com/ezichiello
    I hope I could help you some way.

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว +1

      Thanks for the explanation! Very helpful!

    • @renanezichiello7295
      @renanezichiello7295 3 ปีที่แล้ว

      @@ArtruismDigital You're welcome. I found a video that explains what you have to do. Take a look later.
      th-cam.com/video/wNYW350XVPQ/w-d-xo.html

    • @boomnuke35
      @boomnuke35 3 ปีที่แล้ว

      @@ArtruismDigital I've done it with a few UDIMs, it's definitely doable, but it can get kinda messy going back and forth. The multimap exporter for Zbrush is kinda delicate also, it has a tendency to break and also break the UVs, so I'd recommend to make sure you save before using it.

  • @axetor3764
    @axetor3764 3 ปีที่แล้ว

    OMG! 0:16 how did you do that!?!?!?!?!?!?!?!?!?!!??!?!?!?!

  • @lynnel1831
    @lynnel1831 3 ปีที่แล้ว

    little correction - character head, not character.

  • @rodge2843
    @rodge2843 3 ปีที่แล้ว

    4:00 whats the name software

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว

      Mari

    • @rodge2843
      @rodge2843 3 ปีที่แล้ว

      @@ArtruismDigital love your workflow 😊😻

  • @maurobaldissera
    @maurobaldissera 3 ปีที่แล้ว +1

    Zb support multi udim

    • @sun_beams
      @sun_beams 3 ปีที่แล้ว

      it supports exporting them, but bringing the displacements back in and applying them back onto the mesh is only doable through a kind of hacky method, bringing each one in one by one and applying by masks, and it's a pain to deal with.

  • @hyperface2050
    @hyperface2050 2 ปีที่แล้ว

    8:16 you really made this face with no base color? Explain. I didn't know that was possible.

  • @Sunnny851
    @Sunnny851 3 ปีที่แล้ว +1

    zbrush support UDIM

  • @zino7935
    @zino7935 3 ปีที่แล้ว

    could you make me some characters to my game

  • @uuuuuu2242
    @uuuuuu2242 3 ปีที่แล้ว

    babymetal sumetal?

    • @ArtruismDigital
      @ArtruismDigital  3 ปีที่แล้ว +1

      My outfit inspiration!

    • @uuuuuu2242
      @uuuuuu2242 3 ปีที่แล้ว

      Artruism Digital good good!

  • @OCanalDeVideoGames
    @OCanalDeVideoGames 3 ปีที่แล้ว

    I think they should stop using actors and start doing realistic 3D, CGI, everything CGI, so they wouldn't have to be looking for an actor when one leaves, or any other reason