033 ZBrush Dynamic SmoothSubdiv

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let's switch over to a primitive here so I'm going to grab a cylinder 3d and let's go ahead and do them out here let's go to our options we're gonna go to initialize our V device we're going to drop all the way down to the lowest number I can and our H divides we're gonna drop this down to like 12 and then I'm gonna hit make polymesh3d so just a few more examples here and go back to our poly groopman menu we're gonna go to group by normals so we get a nice poly group for all these different caps here now I'm gonna hover over this face hit spacebar with our zmodeler brush bzm we're gonna go to inset polygroup all region we're gonna in set these we're in set them again then I'm gonna do qmesh polygroup ball I'm gonna cue mash these up but I can hold down shift just so I can push those along the surface normal we can go back to inset region we'll do it twice will do qmesh polygroup ball again I'll hold down shift and pull these in and then we'll do a cue mesh polygroup ball I'll hold down control will pop out a copy like so let's go to the side here we'll do insert multiple edge loops we'll just pull this up and then on each one of these will do qmesh polygroup ball and we'll pull these in go ahead and hit X to turn X symmetry on and let's do queue mesh a single poly and we'll queue mesh some Polly's out this way and this way or we can queue mesh a poly out this way and then just tap to get the exact same distance if you want we can do that all the way down and just for fun let's hover over a face well go ahead and do delete a single poly will delete all these ones I'll hover over an edge and if you're ever having a hard time selecting like going from one edge to the other cuz it disappeared go all the way down the bottom of your tool menu go to display properties turn on double temporarily not be a lot easier to select those back edges so then go to bridge two holes we have interactive resolution turned on so we can kind of dial that in and then we can just do tap tap and if you're using zmodeler it's a little bit easier sometimes to use your mouse one of the few rare instances where I'd say using a mouse and ZBrush is beneficial is when you're using zmodeler gives you a little bit more accuracy so we've kind of made a weirdo shape like so and the reason I'm doing this so we can talk about dynamic subdivision so if we go back here to our geometry you're gonna see we have dynamic sub deve if we want to we can put real dynamic subdivision on two organs to divide this up and that's what it's gonna look like however if I ever decide you know what I want to keep Z modelling I'm gonna go through here with my zmodeler brush I'm gonna like polygroup this and it's gonna tell me you have multiple subdivision levels zmodeler is not gonna work real nice you can do three subdivision levels we'll get to that later but not ideal so what I prefer to do is instead of doing multiple subdivisions I'll hit D to activate dynamic and then shift D to turn it off so what I can see is I can preview what its gonna look like when I subdivide but if I ever want to make a change all I gotta do is hit shift D or I can just actually make changes in here I can for instance go to insert single edge loop and I can insert edge loops all I want now but I can do shift D if I want to and I can put in edge loops and change this up or if I want to I can even do Q mesh single poly and I can go ahead and make it so these top ones don't connect anymore then I'm gonna die again and see how that updates now when I'm doing dynamic subdivisions here you're gonna see it's basically doing the exact same thing as if I divided this with the smooth modifier turned on which means it's averaging the vertices like what we talked about before where as its subdividing it's averaging the vertices between the faces the new faces it's making so it's giving it a nice soft look but it's also kind of melting my object here one thing I can do is I can use creasing in order to combat that so if I go here to crease you're gonna see I have a crease tolerance at the 45 so just like and this is more of a visual representation of that if I go to poly groups here and we do group by normals and then I go up to my crease menu and I go crease PG which is crease my poly groups now when I hit dynamic you're gonna see it's gonna get smooth but it's also going to keep my edges nice and crispy so if I want to my dynamic is set to smooth so division of two let's see what it looks like if I subdivide it three times or four times pretty cool it's very very smooth and if I ever want to get rid of that I can just turn dynamic off and then I'll toggle that on and off or I can change that back down to a subdivision level of two or three or whatever I'll go ahead and keep that at five now this isn't super realistic looking because usually when surface is are sharp they're not razor computer-graphics sharp there's a little bit of a bevel to the edge to catch the light there's a couple different ways we can achieve this but one easy way is to balance the smoothsub div with this crease level so essentially if I drop this crease down to like crease level down to two and keep my smooth sub div at five it's not gonna update in here sometimes if you do shift D and then D again it will update and now you're gonna see we're getting a nice bevel along those edges essentially what it's doing if I turn off dynamic and I turn on polyframe here you're gonna see when I hit peace crease PG it gave me a little dotted and hard to see gave me a little dotted line around my polygroups here that's creasing and you can manually go through your increase so if I turn on dynamic and you're gonna say okay that looks nice you can also hover over an edge you can do crease as you loop complete and you can crease an entire edge loop and if you turn on polyframe again you're gonna see it put a crease line down that entire edge loop here or increase individual edges and go crease edge and you can like crease this edge here let it go ahead and crease it for you however if I turn off dynamic and I go and I hit divide you're gonna see it's keeping my creases very very sharp so I hit the Buy It Again it's really sharp hit divide again it's all of a sudden it's not sharp anymore that's because my crease level is set to two so let's do that again crease levels set to two I can divide once twice and on the third time it on creases everything that's what that crease level does if I set that to crease level of four I can divide divide divide and then when I divide again it increases everything so the bad thing is if I do real subdivisions it's a lot of geometry you can see I got all the way up you know I'm in thirty thousand points right here instead of doing that what I like to do is turn on dynamic so now I'm staying at four and 68 points a very lightweight file it looks like it's a lot of polygons but it's really not because it's just a preview but I can still dial in the crease level so as long as my smooth subdiv level is higher than my crease level I'm still gonna get a bevel on my edges now as soon as these are the same crease level of five smooth out of a five it's gonna go back to razor sharp but if I drop that crease level down to like three it will subdivide up one two three times and then smooth subdivide two more time and I'll get a nice fall off now if I change that the light crease level of one that could work it gets pretty soft here though and it especially looks pretty nasty on top of that cylinder and the reason is we need control loops in order to control that shape because you can see that polarized edge there that polarized the cap is kind of causing this to wrinkle a little bit so what you can do is hover over an edge you can do insert single edge loop you can insert an edge loop along that top there and then I'll get rid of that kind of wrinkly top cap there and you can also if you wanted to it's too shifty to turn off some of the dynamic queue we can do inset polygroup all region and then you can just inset to put an edge loop or again you can insert a single edge loop doesn't really matter and then even on this side you can insert a single edge you look and then you hit D you'll get a nice smooth as opposed to let's go ahead an isolate this hold and ctrl shift switch back to select rectangle and part of the problem is dynamics not gonna work if any part of your mesh is hidden so let's deactivated this I mean it's still on but it's not working so what I'm gonna do I'm skipping ahead a little bit I'm gonna go to split hidden and now this is its own sub tool this is his own sub tool so now I can go into solo mode here and your solo button is probably way down here if you're on a monitor where you can't see it go to the transform menu and the solo buttons right in there so now you can see the difference we get a nice result up top and then down down below it's still lumpy now if I do shifty what you can do is you can hover over this edge insert single edge loop hold down alt and delete these hit D and now you can manually go through and add an edge and see how it changes they fall off of your edge as well as how nice it makes the surface but because it's dynamic and you always go back into these settings and say you know what crease level of two smoothsub dip of five and that gives me the result I want and you can still go back through and update this on the fly so you can do queue mesh a single poly and we can detach this one now now again this is going to kind of do some wacky things to your crease groups here because we creased polygroup so what I instead of creasing polygroups what I tend to want to do is I'm going to do under my crease menu here I'm going to do increase all and then I use my crease tolerance to dictate where my creases go and it's the same thing as the polygroup with a tolerance level it'll polygroup based on normal angle or angle between your edges there your faces the same thing is a creasing it looks at your angles and either creases or increases them if you want to soften any of these out you can hover over an edge you can do crease edge hold down alt and that'll increase an edge you can round these edges off if you want to get a little bit of a different look a lot of different non-destructive really lightweight ways to make nice subdivided geometry without paying the cost of real subdivisions as well as having more flexibility to go through and continue updating your model without having to deal with a ton of polygons or subdivision history
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Channel: Michael Pavlovich
Views: 24,181
Rating: undefined out of 5
Keywords: ZBrush dynamic subd, dynamic subd, dynamic subdivisions, zbrush zmodeler, dynamic subdivision tutorial, zbrush hard surface tutorial, subdivision surfaces zbrush, zbrush subdivisions, dynamic subdivision, zbrush dynamic subdivisions, zbrush dynamic subdivision, zbrush dynamic subdiv, zbrush zmodeler tutorials, zbrush hard surface tutorials, zbrush smooth subdivisions
Id: Utj7ztVxrXs
Channel Id: undefined
Length: 9min 34sec (574 seconds)
Published: Mon Dec 03 2018
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