ZBrush Tutorial: Arraymesh for tiling sculpts

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  • เผยแพร่เมื่อ 29 มิ.ย. 2019
  • Free mini-tutorial on how to make a tiling setup in Zbrush using Arraymesh. Also includes timelapse.

ความคิดเห็น • 92

  • @terryperehinec
    @terryperehinec 5 ปีที่แล้ว +3

    Great Tutorial! Can't wait to try this! Looking forward to some more tutorials!

  • @protanomania7284
    @protanomania7284 3 ปีที่แล้ว +2

    one of the best sculpting videos i've found on yt. thanks, i really enjoyed this. technique + great advice.

  • @jahandarwerewolf8480
    @jahandarwerewolf8480 2 ปีที่แล้ว

    Thank you for tutorial and wonderful golden advices!!

  • @hyperdrone7478
    @hyperdrone7478 2 ปีที่แล้ว

    Wow! Thanks a lot. That was a superb tutorial from a pro.

  • @Sprn3t
    @Sprn3t 3 ปีที่แล้ว

    Wonderful video, it is exactly what I needed!

  • @iiyaman69
    @iiyaman69 3 ปีที่แล้ว +2

    And you have a subscriber. A very healthy approach to modelling and life in general, definitely I need to watch other videos on your channel !! All the best Rad.

    • @casperwermuth
      @casperwermuth  3 ปีที่แล้ว +1

      Thanks for the kind words, Iiyaman69

  • @zombifying
    @zombifying 3 ปีที่แล้ว +1

    Perfect tutorial, thank you so much! 🙏

  • @adamplechaty
    @adamplechaty 4 ปีที่แล้ว +3

    Such a great tutorial, thank you! It is a small miracle to find a material like this from someone who actually works on a top position in the industry. Again, much appreciated and here is hoping you find some time and energy for another!

    • @casperwermuth
      @casperwermuth  4 ปีที่แล้ว

      Glad you find it useful, Adam!

  • @ezekielprophet6016
    @ezekielprophet6016 4 ปีที่แล้ว +1

    Thank you for such an important video !

  • @seagull5864
    @seagull5864 หลายเดือนก่อน

    Amazing tutorial, thanks!

  • @johnw3194
    @johnw3194 4 ปีที่แล้ว

    Thank you so , so much for the tiling method!

  • @joshhatfield1320
    @joshhatfield1320 ปีที่แล้ว

    Definitely a great tutorial

  • @user-nm4gt9zx7k
    @user-nm4gt9zx7k 3 ปีที่แล้ว

    Very nice tutorial and a lot really useful advices in general. Thanks!

  • @kbkim1694
    @kbkim1694 3 ปีที่แล้ว

    thank you! such a good tutorial

  • @tomasla9345
    @tomasla9345 3 ปีที่แล้ว

    great great tuturial.. much better than offseting each piece... thanks for sharing!

  • @GrowingObsession
    @GrowingObsession 4 ปีที่แล้ว

    fantastic tutorial dude

    • @casperwermuth
      @casperwermuth  4 ปีที่แล้ว

      Im glad you like it, Obsession

  • @TomvGraf
    @TomvGraf 2 ปีที่แล้ว

    This was awsome.

  • @garthtravis2902
    @garthtravis2902 4 ปีที่แล้ว +1

    omg m8 this is amazing thanks so much:)

  • @ice-sugar.
    @ice-sugar. 4 ปีที่แล้ว +1

    AMAZING

  • @bjornmansson5641
    @bjornmansson5641 5 ปีที่แล้ว +1

    Thx for sharing !

  • @MikeJohnson-zb5rs
    @MikeJohnson-zb5rs 3 ปีที่แล้ว +1

    Wow, what a great trove of information! The last half of just talking over broad concepts is soooorely lacking in 99% of all tutorials, where they only focus on what they are doing at the moment. This model is fantastic, watch you work, while also getting the overview of the *why*
    MOAR PLEASE!

    • @casperwermuth
      @casperwermuth  3 ปีที่แล้ว

      Thanks for such a positive comment, Mike!
      I'm really glad you appreciate this type of tutorials, as I find them much more fun to make.

    • @MikeJohnson-zb5rs
      @MikeJohnson-zb5rs 3 ปีที่แล้ว

      @@casperwermuth And a response in 20 mins! Whoa! Well let me ask then, I've been working on learning substance designer for a few months, using simple meshes and trying to add detail through height maps, but never really happy with the result. Playing now with UE5 EA and wondering, can I just abuse nanite with zbrush to make a killer stone wall (and a few tileable variants) with some procedural world based shaders to get a really organic look to something like a castle wall?
      Compared to block out mesh, substance texturing, then decals/vertex painting to break up repetition (my current workflow)?

    • @MikeJohnson-zb5rs
      @MikeJohnson-zb5rs 3 ปีที่แล้ว

      ie... Can I make my own version of megascans? :)

    • @casperwermuth
      @casperwermuth  3 ปีที่แล้ว

      @@MikeJohnson-zb5rs I don't know enough about UE5 to give you such a broad answer, but. Yes, I'd say so. At least, it's the exact approach I have wanted to try out for my next person project. it has its own drawbacks and limitations, but sounds like a fun way to work on stuff, for sure

  • @nickzucc
    @nickzucc 4 ปีที่แล้ว

    Great video!!! Thank you!!

    • @casperwermuth
      @casperwermuth  4 ปีที่แล้ว

      Thank you, Nickzucc! Just released a new one, in case you are interested :)
      th-cam.com/video/nBAGAJb6HCA/w-d-xo.html

  • @7sungcider228
    @7sungcider228 2 ปีที่แล้ว

    WOW THANK YOU!!!

  • @pedrotenoriomendes
    @pedrotenoriomendes 3 ปีที่แล้ว

    Thank you!

  • @pawpotsRS
    @pawpotsRS 3 ปีที่แล้ว

    I think I need to try that morph.

  • @ixionthechopper
    @ixionthechopper 4 ปีที่แล้ว +1

    Thank you! I was still stuck with the brush WrapMode which is a pain in the butt, the 2.5 D with screenwrap mode doesn't work for me either, but this is a smooth and easy clean workflow that makes textures fun again

    • @casperwermuth
      @casperwermuth  4 ปีที่แล้ว

      I'm glad it helped you. Art is supposed to be fun, but a lot of people are stuck in very unfun workflows :)

  • @stuartbunkell1337
    @stuartbunkell1337 4 ปีที่แล้ว +1

    you da man

  • @aaronvillarreal3d
    @aaronvillarreal3d 5 ปีที่แล้ว +8

    This is an awesome tutorial! Would you ever consider making a tutorial going over your texturing process for something like this?

    • @casperwermuth
      @casperwermuth  5 ปีที่แล้ว +17

      Glad you like it, Aaron. Yes, I have considered it :) If the demand is high enough, i might make it one day.

    • @prestonwilson196
      @prestonwilson196 4 ปีที่แล้ว

      @@casperwermuth Please do it. The demand is real! You are so good at communicating and Im sure could make a great texturing video!

  • @therealKrak
    @therealKrak 10 หลายเดือนก่อน

    Beginner here, I am still missing out on how to export or render this into a texture. Are there tutorials you recommend for rendering out normal maps? Also should I invest in substance painter or can I stick with zBrush and Blender?

  • @rancheraosborne
    @rancheraosborne 5 ปีที่แล้ว

    what is that last brush you used called trimfront? comes with zbrush or is it custom?
    Awesome tutorial, thanks dude

    • @casperwermuth
      @casperwermuth  5 ปีที่แล้ว

      Glad you liked it, Ranchera. It's a standard one. Just open Lightbox, go to Brushes, Trim and TrimFront. Same way you can get any other standard brush, that isnt loaded on launch, like MalletFast etc

  • @MurderHoboRPG
    @MurderHoboRPG 3 ปีที่แล้ว

    how do you make those alpha stamps?

  • @m.g.frosty5935
    @m.g.frosty5935 3 ปีที่แล้ว

    Really nice tutorial but I would like to ask did you made material (texture) in ZBrush too? The modeling you show really nice but I would like to see how did you made final show with texture. Thank you very much for answer.

    • @casperwermuth
      @casperwermuth  3 ปีที่แล้ว

      I have made a bundle of stone smart materials, and simply click and dragged one of them on it in Substance Painter, I believe. It's been a while, so perhaps I also tweaked it a tad? Not sure.

  • @spirittia8204
    @spirittia8204 4 ปีที่แล้ว

    hi, im a beginner, where can i find the 3d plane?

  • @ZeroCartin
    @ZeroCartin 3 ปีที่แล้ว +1

    Thank you for the tutorial @Casper Wermuth ! I got to the last step, ​ but I still dont know what the best way to export is. I think I screwed up since I created the meshes to high res meshes before exporting a low poly version. What should I do? Also, the finished result you show appears to be a tile already cut as a square, which im not sure if it has geometry or its just a plane. How can I continue to the next step? Thanks!

    • @casperwermuth
      @casperwermuth  3 ปีที่แล้ว +1

      The "lowpoly" is just a plane. Simply export both. The plane (lowpoly) and your sculpt (highpoly). Bake them.

    • @jay7488
      @jay7488 3 ปีที่แล้ว

      @@casperwermuth Is there a workflow to put it in substance designer at all?

  • @user-zv7vr9lr4y
    @user-zv7vr9lr4y 4 ปีที่แล้ว

    Thank you! very useful tutorials! 2:20 What is the shortcut to hide the Arraymesh?

    • @casperwermuth
      @casperwermuth  4 ปีที่แล้ว +1

      I just made one. Hold Ctrl and Alt, click any menu item, and then the hotkey you want. That's it!

    • @user-zv7vr9lr4y
      @user-zv7vr9lr4y 4 ปีที่แล้ว

      ​@@casperwermuth Thank you! I understand.

  • @assasssin5328
    @assasssin5328 2 ปีที่แล้ว

    Thanks for the tutorial Casper! Got one question tho not related to the actual sculpting. I wondered how did you make this smart material from your video thumbnail? Is it possible to purchase it from somewhere like Gumroad if you have one?

    • @casperwermuth
      @casperwermuth  2 ปีที่แล้ว

      Hey Assassin! Yes, it's part of a package on Gumroad here (casperwermuth.gumroad.com/l/eyJi ). Since they are all made with native Painter tools, it's also a good way to see how they are made, so you can apply this knowledge to your own materials.

    • @assasssin5328
      @assasssin5328 2 ปีที่แล้ว

      @@casperwermuth Just purchased the pack and I love it! Thank you for sharing it with us, have a nice day!

    • @casperwermuth
      @casperwermuth  2 ปีที่แล้ว

      @@assasssin5328 Glad you like it! Thank you!

  • @FattyBull
    @FattyBull 2 ปีที่แล้ว

    it's suer cool Casper, appreciate it. But what I didn't get. How can you make it tileable?

    • @casperwermuth
      @casperwermuth  2 ปีที่แล้ว

      Thanks, Fatty! It is. You just bake the sculpt to the low poly plane, and you are done.

  • @user-or3zv4kw8b
    @user-or3zv4kw8b 3 หลายเดือนก่อน

    Great tutorial. At 2:56 you hide 3/4 of your original plane for the array mesh, im confused as to how/why you do this? thanks :)

    • @casperwermuth
      @casperwermuth  3 หลายเดือนก่อน

      I've hotkeyed the Array Mesh toggle, so I can toggle it on and off with a button.
      When sculpting, the mesh can eventually become slow, but you still want to check the tiling. Toggling comes in handy there.
      Why I do it for this plane right here, is probably just habit. There's no objective reason for it :) same as I usually save every minute or so out of habit

  • @Heroickittens
    @Heroickittens 4 ปีที่แล้ว

    Hi any chance you could do a tutorial on how to make your stone alphas?

    • @casperwermuth
      @casperwermuth  4 ปีที่แล้ว

      Good idea, will consider that :)

  • @artronova8224
    @artronova8224 3 ปีที่แล้ว

    Where did you get the alpha cracks?

  • @LordYodel
    @LordYodel 13 วันที่ผ่านมา

    Thank you so much. Hmm, but how do you create the tileable texture map? Once you have this setup, and let's say you want to have a 2048x2048 tileable texture map, depth map and normal map, how can you export those?

    • @casperwermuth
      @casperwermuth  13 วันที่ผ่านมา +1

      You just export these 2. The simple plane is the one you bake to.
      The array mesh has to be combined, or made real, which is at the bottom of the array mesh menu.

    • @LordYodel
      @LordYodel 9 วันที่ผ่านมา

      @@casperwermuth thank you so much. I got it. I am wondering if someone ever did a tiling geometry? Instead of just the texture, a low-poly geo that can be tiled. I guess we just have to cut or slice the final geo with the plane. But not sure what option would be best suited to make that tileable cut or slice pixel perfect.

    • @casperwermuth
      @casperwermuth  9 วันที่ผ่านมา

      @@LordYodel That has definitely been done before :) You can do the exact same approach and just .. not bake it. Create a lowpoly of it, instead of baking the highpoly to a plane. That's just one of several ways to do it.

    • @LordYodel
      @LordYodel 8 วันที่ผ่านมา

      @@casperwermuth yes, sure. The only tricky part is the seamless tiling. I have seen plenty of tutorials showing the way to bake it on a tiling plane. But never seen a tutorial to create a tillable mesh that is literally pixel perfect and using Zbrush.

  • @vladimirandronov3193
    @vladimirandronov3193 ปีที่แล้ว

    Hi!
    How can I export array mesh?When I try to do that it exports just one tile of all array mesh.

    • @casperwermuth
      @casperwermuth  ปีที่แล้ว

      Under the Array settings, Make Mesh.

  • @naaffax6700
    @naaffax6700 4 ปีที่แล้ว

    So how do you export it out as a tillable mesh or texture or displacement map?

    • @ChristopherLeBlancArtAndDesign
      @ChristopherLeBlancArtAndDesign 4 ปีที่แล้ว +1

      Select your Plane3d mesh subtool and hit "F" to frame it in the canvas. When you do this, make sure you have your Plane3d selected and your tiling mesh subtools are visible. Then go to the alpha panel on the left side of the interface and hit "GrabDoc" at the bottom. This captures everything in the canvas as height data as an alpha. Just export out that alpha as a 16-bit tif and you have your ground work for a nice tilable texture.
      Great tutorial by the way.

    • @casperwermuth
      @casperwermuth  4 ปีที่แล้ว

      I'd export whats on screen at 3:50.
      The arraymesh is the highpoly.
      The base place is the lowpoly. You can also do what christopher mentions, but I prefer the workflow im showing in the tutorial.

  • @SVisionary
    @SVisionary ปีที่แล้ว

    When is it better to use this method in the game industry vs substance designer? Does it matter?

    • @casperwermuth
      @casperwermuth  ปีที่แล้ว

      Doesn't matter. You get a texture in the end. Designer and Zbrush each have pros and cons, but one is not strictly better than the other. Use what you feel most comfortable with. Some textures I can create much faster in designer, and other textures i create much faster in zbrush.

  • @razor191919
    @razor191919 3 ปีที่แล้ว +1

    I wish this explained how to turn this into a texture...

    • @ulus2109
      @ulus2109 3 ปีที่แล้ว

      export the normal map into substance painter and add any material of your choice on top, or just paint over it. and then export it out again from substance as a texture file

  • @theenviornmentartist2475
    @theenviornmentartist2475 ปีที่แล้ว

    There's an issue with this method, it doesn't seem to tile perfectly without seams when you bake it on the LP. In fact your thumbnail picture doesn't tile perfectly either. I followed this tutorial all the way through and realized it isn't tiling perfectly in unreal engine. I tried to find a solution but i think its the borders blocks that need to be perfectly mirrored. So would arraymesh still work in that case?

    • @casperwermuth
      @casperwermuth  ปีที่แล้ว

      What do you mean that the thumbnail doesn't tile perfectly? I've used this for several years in production, and it tiles.
      Am I misunderstanding you?

    • @theenviornmentartist2475
      @theenviornmentartist2475 ปีที่แล้ว

      @@casperwermuth Is there anywhere I can send you images? It's easier to show it.

    • @casperwermuth
      @casperwermuth  ปีที่แล้ว

      @@theenviornmentartist2475 Yes, my email is on my artstation. www.artstation.com/wermuth/profile

    • @jonathanteodoro4156
      @jonathanteodoro4156 ปีที่แล้ว

      this is what I noticed too. On this workflow for example, if you draw on the middle of the 4 tiles, it only affects the original tile you made. It won't draw continuously to the other tiles. You can only work on the first original tile you made.

    • @jonathanteodoro4156
      @jonathanteodoro4156 ปีที่แล้ว +1

      Okay. I just figured it out how to make this array workflow better. Just go to Brush > Curve> then set the Wrap Mode to 1. Then you can just seamlessly sculpt on the other planes. Thank me later :)

  • @Grumbledookvid
    @Grumbledookvid ปีที่แล้ว

    I dont get it. Some tutorials say just use 'wrap' for brush, there is no mention of arraymesh, what's the point of arraymesh?

    • @casperwermuth
      @casperwermuth  ปีที่แล้ว

      Yeah, you can also use wrap. It's just much more performance intensive, so you can't work on as complex/heavy meshes as otherwise. There's also brushes that don't use wrap, if i remember correctly.
      Imo, array is strictly better, in every way. However, you should use exactly what you feel best with, and it might be something very different than my workflows.

  • @Ponk_80
    @Ponk_80 3 ปีที่แล้ว

    You sound Danish

  • @Psikais
    @Psikais 5 ปีที่แล้ว

    Thank you! Great tutorial!