09/01/20 Scan cleanup in Zbrush

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and scan cleanup we want to start importing objs at least the old school way of doing it i still think it's a good idea is to start with some kind of primitive i don't care which one a gear for example is fine or poly mesh star believe it or not is the software default obj and it sounds weird but it is for importing uh other objs so like if you delete something here's a weird if i delete this gear see what happens let me delete it delete uh won't work oh well point is if you delete enough sub tools out of something um it used to be that the star is all that was left behind i'm really kind of gonna be insistent about this and just be like yes make the star ah i told you anyway yeah so really useless knowledge there of course but the point is is you can import an obj into any primitive i know silly right um but obj preferably oh looks like fbx2 look at that that's nice so either an obj cool i didn't know that you could just import fbx directly through the import button i just learned something that's nice so i know this is funky pay no attention to the bad modeling um the point is you can import anything into a primitive you can even import stuff into your current sub tool whatever that happens to be by the way but let's just keep it simple so from here i'll import my scan data which you guys should have already exported as obj oh i hope i don't actually have to go over this with you but uh and when i say that i i don't mean to be i guess what i'm saying is hopefully you've already gone to file export in agisoft i don't know if you want me to do that for you but i can totally do that for you if you feel like that's something that's um that you want me to go over i just i feel like uh i feel like it should be obvious that you should have a obj exported from your scanning software but maybe i'm jumping the gun maybe we should first go over exporting i i don't know it's just literally out of agisoft file export obj you need an obj right once you get the obj out of agisoft then click tool import again you can have anything on the screen i repeat but it's usually like the star that zbrush will import the obj into by default sorry i know i'm rambling here but there's my obj i usually name the objs by like what alignment i'm using knowing that high might be a little higher than i need or want it might create more holes than i need or want a medium tends to be the sweet spot but this is kind of good because if we have holes that's part of the scan cleanup process that's kind of what i want to talk about so yeah this is my high alignment and high mesh again the point point count is 1.4 million you can see the hair is super freaking noisy i think this was covered in the previous video but i'm going to go over a lot of it again and hopefully some new stuff as well so i don't want to go over too much that was in the other video but it is a workflow it's really important this is where you guys should be so let's talk about it let's talk about the workflow and i mean if you want to go back and watch the first video like i said it should be a lot of the same material but here we go and there's a little bit of this in the jeffrey ian wilson video that i pointed you to mostly i would say this is covered in the 10 24 scan workflow youtube time lapse which goes over all of this really fast like probably i don't know 10 or 20 hours worth of work in a matter of minutes but let's do it the slow way right now so i've duplicated my scan data if you're like one of those people that has to see color and you're like no i'm not going to be happy until i see the color on my mesh you can certainly do that by going to texture import you should have also exported your texture it should export with your obj when you export it out of agisoft i'm not sure about meshroom i'm sorry i just don't use mushroom enough to know i've exported the jpeg as a 4k file you could also export a tiff or even an exr for best results but as long as you can see it in zbrush zbrush is sometimes picky about jpegs but it appears to be coming in pay no attention to the completely nonsensical color data right now all you've got to worry about is flipping it vertical because for some reason zbrush loves to flip everything upon import or export don't don't ask i don't know why it's just the way it is i didn't make the software it's a feature not a bug whatever you got to flip it all right that's just all you need to know next go to texture map and if as long as you flipped it you can now select the same thing and there it is and now we've got some nice color looks nice i personally find this distracting for scan cleanup i'm just showing this to you because i feel like it's important for you to understand how to apply the scanned data texture onto the scan data obviously the texture button on and off and if you really want to see this without any kind of lighting well first of all basic material allows you to move the light across your model that's why i use the basic one of the reason reasons why i use basic white material but let's just say if we go back to the flat color then there's your color data without any lighting or shading right so and if we turn the texture off it's going to be blinding white all right point is work with basic material on make sure the lights somewhere on the front of your model turn the texture off and now we can start with scan cleanup here we go oh actually before we duplicate this sorry jumping ahead a little bit don't duplicate just yet there's a small problem that you're going to have these floating bits of geometry and it's really hard to tell how many you have they're really a pain in the butt there are a few ways to get rid of them but this is where you should be taking notes because really this is the fastest and easiest way i've ever found to get rid of all these floaty bits do not try to delete them one by one it will take forever do not try to mask them and polly split them and oh god no see i've done all that i'm i'm telling you the best way to do it is to only have the one scanned object selected go to split and say split to similar parts this is going to take all of the smaller smallish parts and hopefully keep them together as one sub tool but since there's so many fragments floating out here it's going to make a ton of subtools i mean we're talking 150 100 200 i don't know it could take a while and you might be at this point saying wtf no you're probably not saying that because you don't speak in acronyms or maybe you do um you can avoid this or a lot of this by deleting the fragments and adjust first so use your lasso selection in adja soft and delete it there if you're an idiot like i am and didn't do that then this is what you have to do right you say split the similar parts and now i have all these sub tools and i mean a lot of subtools how many sub tools oh just a 101 subtools so quite a few so what do i do um i make sure that only my head is selected so this is important don't select any of these fragments obviously only have the head selected and then you can click delete other and oh my god they all go away now we have gotten rid of all those fragments all at once and it was super fast and super easy as opposed to doing it any other way which takes me forever um give me color or give me death yes i like to see the color still on here and look even with the fragments deleted the texture should still work yep so we're good even with even after deleting the fragments if we break these uvs you can't break evs by deleting faces by the way or deleting fragments so that's not going to be the way that you you break this thankfully but it can get broken it will get broken if you dynamesh it which which is what i'm about to do so fair warning don't dynamesh this guy duplicate for insurance purposes always keep in fact if you want to rename the bottom layer scan data just so we know this is our pure data we want to keep this intact don't touch it it's good the way it is i mean delete the fragments but don't don't do anything else just leave it the way it is now this guy this is this guy we're gonna solve some problems with by converting it to a dynamesh and by converting it to a dynamesh we're gonna close all the holes that you can see in the back of the head if i zoom in we can kind of see what's going to happen topologically turn on your wire frame just for funsies and get really close to your scan data and this actually looks very much like sculptris pro data because both scan data and sculptures pro deal in triangles not quads so you can really see all the triangles here in the eye and cheek area but we're going to dynamesh this and we want to dynamesh this so that we keep this data and i know it's noisy but don't worry about that for now um so we want to dynamesh this at a level which is not too high and not too low it's arbitrary but so here we are under geometry dynamesh but again not too high not too low so what is what the heck does that mean if i switch to 128 let's say 256 even let's try it and click dynamesh watch how the wireframe changes this is kind of going to sort of give you an idea of what i mean so if i hide the other subtool that's probably too low because we're not we are like solving the problem of the holes but oh my god look look what it did tried to solve the problem but wow like drawing these crazy almost triangular looking shapes although all the holes are closed and it's pretty easy to smooth at this point but i've also lost a lot of the um detail so i usually do this at 1k to try to get some of the detail back but ultimately you're gonna also z-remesh this we're using dynamesh to close the holes and then we're using z-remesher to give us better topology so obviously 500 100 to 500 to 800 is maybe a little too low like i like to do 1024 1k and then we'll dynamesh it this should keep most of the detail from the scan data and the triangles are mostly going to turn into quads weirdly it's still not the best topology because of course we want to use z-remesher to create much better topology here we go so at 10 24 that looks pretty similar to the scan data if i zoom in i actually have quads believe it or not mostly quads they're not all quads and this is pretty sculptable you could even like if i went to the damn standard brush bds and even if i were to turn on sculptures pro with a damn standard brush like we can do this and it works um we can make a small brush and you can see how sculpturous pro again makes triangles but like allows us to just draw this line because dynamesh doesn't have any subdivision levels and it's mostly quads so that's pretty cool if we look around the back yeah i'm still seeing that funky um weird triangle stuff back here but the holes are closed i mean we can see the bottom two holes closed all right now then um and if your computer can't handle this by the way then it's not like you can't go to a lower level so if you've got to do the 512 for example you can and the way you do this to reactivate it say we wanted to to go lower maybe your computer isn't quite like good enough so touch the mesh that sounds weird but sculpt on the mesh a little bit it doesn't have to be a lot all you got to do is just click on it basically to to reactivate dynamesh it hasn't changed the topology yet it hasn't really been remeshed but you got to touch the mesh and then command drag off the mesh release and you're going to see that now we're going to go down to 512. hopefully you saw that change so if you have a slower computer and you can't handle 1024 dynamesh 512 is probably okay actually turn off dynamesh and you're probably wondering well what the heck are you talking about which one is it 512 1024 i mean i don't know i don't know how fast your computer is or how long you're willing to wait um and you're going to capture all this detail back anyway from the original scanned object so don't worry if you need to go a little bit low on the dynamesh as long as you get most of the features hell you could probably go as low as four or five hundred for dynamesh if your computer needs to go that low that's fine turn dynamesh off now at this point um if you are at a low enough sort of resolution you could actually start sculpting some of this bad stuff out if you if it really bothers you like it's okay to use even sculptures at this point sculptor's pro mode you know i've got the s button on maybe your clay build up have the s burn s button on excuse me so in a large obviously a large brush does a lot of destruction here if you really want to start cleaning the stuff up from the back which you know you're going to have to deal with this at some point anyway and you can see the insane amount of destruction that the large sculptures probe brush is just capable of doing like a lot of crazy destruction as you can see pretty crazy the the super erase button just make a huge brush turn on sculptures pro and melt now here you're starting to see a problem which is that i've got like holes that are being created and this is a big issue right we don't want that so be aware that you know you can create holes in your mesh dynamesh believe it or not can also create holes but also keep in mind that dynamesh will close holes when you reactivate if you turn the button back on you can actually see that the holes were just immediately closed so see there were holes right here you saw that right and i can even make it larger big massive hole really obnoxious you don't want that that's going to really give you a bad time right so if you start to get holes in your mesh you might freak out a little bit i mean it's definitely a problem oftentimes to create holes like this not good right but dynamesh note the resolution is 512 turn it on it immediately closes those holes so don't panic not a big deal i still have a lot of the major features intact but you can see here i'm starting to sort of fix um the parts i want to fix or get rid of maybe i just want to get rid of the hair completely maybe i want his the shape of his head uh the skull hopefully you had a skull cap hopefully you did your homework hopefully you did the right thing and had your your friend or family member wear some some kind of tight fitting skull cap or bandana because this is crazy town this is craziness this is what am i doing here this is a lot of work i don't i don't really want to do this but because i didn't make him wear that i'm kind of forced to sort of melt away these huge chunks of dreadlocks with the sculptures pro brush and it's interesting to note that i can do this very easily again with a huge sculptures pro brush again the smaller the brush the smaller the triangles that are being created but what i really want to make sure you're doing more than anything else right is whoa you can really see it there like you can see you can totally see how it just melts away the topology what i'm mostly concerned about at this point is getting all your holes out note that there's no holes at the bottom here and no holes anywhere and i mean the hair is something i'm going to add later anyway so this is probably all going to go away anyway okay what do we do next well next if we have no more holes like i said you could do a lot of sculpting here if you wanted to in this sort of dynamesh mode and before we had sculptures pro we had dynamesh remember if i hit ctrl drag that's going to reactivate dynamesh and you can actually see how the topology changes it's pretty cool so sculptor's pro mode is going to make topology based on the size of the brush there are no subdivisions here guys i repeat no subdivisions don't even think about subdivisions at all because dynamesh doesn't really play with subdivision so you're not hitting command d or shift d or whatever don't mess with subdivisions what i want you to notice is i can like just melt away my topology with a large brush and kind of erase it and again the larger the brush the more effective it is in doing this but the minute that i command drag command drag off my model as long as i have this button on watch the topology change that's dynamesh doing its thing now it's been dynameshed again okay so like i said if you wanted to do some work right now using a combination of dynamesh as long as you didn't obliterate the large facial features and you were just concentrating on secondary forms like i don't know erasing out this crazy hair for example like i really at this point kind of just want the shape of his skull and i i really wish that i um well he's got so much hair this this guy's got dreadlocks for days so it's sort of hard to get a bandana on somebody like this so i'm faced with this problem of getting his skull in the shape of his skull when i don't really have the ability to do that very easily because he wasn't wearing well he just has a huge amount of hair let's be honest so what the heck am i supposed to do now um huh well again when you activate dynamesh you can see the topology change so once you're at this point you'd like to be able to erase stuff faster you like to be able to yes you have sculptures pro mode yes absolutely you can use sculptures pro mode to you know makes it make sure this s is on and and make a large brush s for brush size hold down shift and yeah that's definitely a way that we can clean up but it's also pretty destructive as you might notice it's fairly destructive so what's a way that we can maybe clean up our scan data that doesn't quite obliterate the topology according to brush size is there any other way to do this well there's an older way to do it that doesn't involve the sculptures pro mode or sculptures at all the older way to do it is to basically shift or smooth out lower subdivision levels so we'd like to get our subdivision levels back and in the previous video i went over this so i want to go over this again it's really useful turn dynamesh off and turn z remesher on to to give us better topology so turn click the z-remesher button if you feel like you're you're a little nervous and you want to just sort of have a little insurance you can always duplicate your sub tool very easily i always keep the original scan data intact at the bottom no matter what this is just important keep this guy untouched at the bottom then this might be your dynamesh with the holes closed and then now i'm gonna z-remesh this guy on the top zero mesh this guy let's say ten for ten thousand because he's got all the dreadlock stuff in the back um i clicked theory mesher um no no no no no no no no no no no [Music] is that oh wait what's that that's theme song it's for uh is it oh it's jeopardy oh yeah that's the jeopardy theme song anyway um yeah we're waiting for the um for the yellow bar here at the top to go all the way across and when we see that we're squeezing down whatever poly count this currently is to 10 for 10 000 or at least it's trying to um hopefully i didn't interrupt it because i don't see the the bar going oh there goes boom there's my new topology anybody have questions with this questions comments concern hey an anime girl ponytail hey hey those were dreadlocks once upon a time i'll have you know i will put the dreadlocks back but i have to i have to take the dreadlocks off first to put the dreadlocks back so this is for everybody guys you gotta have a bald head first to add hair later as a hair piece or as fiber mesh but you got to start with a bald head i hate to break it to you so you got to get to that bald head somehow so you got to get the hair off first to put the hair back on i know it sounds nuts but that's what i'm going to do here so how do i do it i gotta get rid of all this stuff right so then um here we go if i wanna recapture the detail remember from the previous lesson from the previous video command d to divide up make sure only the two are visible and then project this is at the bottom of the subtool palette again so at the bottom of the subtool palette we have a project button you should only really do this with two sub tools active it'll project anything that's visible that's really important so only project from what's underneath it i click project and i can get the detail back so it's like command d project and you should see that it begins to match so command d project so i'm getting the detail back from actually the dynamesh in this case taking a second for this projection i may have gone a little a little too high yeah let's check the poly count yeah we're at a million for right now i i think i'm good with that so i'll turn off the one underneath it that's the dynamesh one this is now the z-remeshed one so why why did i do that what was the big deal because now instead of using sculptris pro to to smooth out stuff the old school way of doing it is to use multiple subdivisions so shift d again will go down and d will go up and this is really valuable because if i want to get rid of larger forms as opposed to finer detail i can go down to a lower subdivision level by hitting shift d shift d takes me down here turn off sculptures pro mode because this does not work with subdivision levels so please do not do not turn this on by accident because that will break your subdivisions but now at a lower subdivision level like down here i can like smooth all this stuff out and you can already see it moves faster i hit d to go back up and then continue smoothing right so the point i'm getting at is if you really want to make major changes very quickly to your forms and really get rid of this stuff fast then you can do it at a lower subdivision level and it happens it happens much faster at these lower subdivision levels you know it's like oh that's just gonna really quickly erase or smooth right out and then i can hit d to go back to the next one and then continue working until i'm starting to get the shape of the top of his head and you're like saying well yeah yeah that's nice and everything but what about the back of his head where you have all that all that volume and now oh my god you're right it is definitely problematic i'm not gonna lie so if you need to get rid of that much he's looking kind of like the elephant man it's not a tuma it's not a tuma no he's not looking like the elephant man but but elephantitis is a thing and that would be very unfortunate we want to get the back of his head back how do we do it we got to trim this off somehow so our options either hitting shift d to go down to a lower subdivision level make a larger brush resist the urge to use sculptures pro and hold down smooth hold down shift smooth this guy back you don't have to make a perfect skull shape this way it would take a while go down to your lowest subdivision level hold down shift to smooth back if you need to hold down alt by the way oh here's a good tip if you need to hold down alt of course with the move brush that'll push in but here's a really good one if you're going to inflate that's bin for inflate you know logically that's going to inflate out the head that's not what we want we want the opposite right so holding down alt will deflate right and don't worry if oh god that's nasty hold down shift smooth that out and just get the majority of the mass just back here smooth it out wherever you need to but like you don't have to have the perfect shape of the head of course not i just kind of want to just push all the stuff back smooth out wherever you need to you know i feel like this is even more time consuming than it needs to be like maybe i should just just trim this off somehow perhaps you know looks like he's wearing a stocking cap or something but this is again why why having a skull cap or a bandana when you scan the person would have been oh god so much easier right i think everybody can agree with that instead of trying to do this but i'm stuck with this problem so what do i do um other than like continuing to sculpt at lower subdivision levels using inflate deflate this is going to take a little while to fix the head this way this way i'm holding again down alt with my inflate brush and that's going to deflate but you can already see that i mean it's it's a frustrating process to go this way but it does work in the sense that in the sense that at lower subdivision levels i can do a lot more sculpting and moving around and inflating deflating all that stuff so i just wanted to give you uh it's starting to look a little bit like a human head a little bit get all that hair out geez all the hair oh geez um so yeah i could spend a while doing this but there's another way there's a better way what i'm gonna do because i don't really have the shape of his head as reference now the d button right takes me back up and you can see where the messy areas are like around the ear like holy crap and all this is still a big mess but at least like a lot of the volume is gone at the very least from the back of his head and i just wanted to share again that the old way of doing it which is still really valid is to make new subdivisions using z remesher hit shift d and then that way you can either use inflate deflate smooth for example smooth come on or even the move brush and note that this is going to move around a lot faster and easier and alt of course pushes right so alt is going to push or pull along the normal so whenever you want to push or pull move brush plus alt shift for smooth okay so i'm kind of just trying to guess it what the back of his head looks like but this hopefully is really driving home the point as to why i kept telling you guys you need something that fits the skull it's important so what do we what can we do instead is actually we can take an existing base mesh which is built into zbrush and then we can take that existing base mesh and basically use the existing base mesh to try to get alt again push and pull use an existing base mesh to get a better sense of what the back of his head should look like because without him wearing a bandana or without him wearing a skull cap i'm kind of really guessing at what the back of his head looks like i don't think i'm doing a terrible job here obviously this ear i don't want to talk about that here right now um but i'm again guessing at the masses and forms for the back of his head you don't have to do this you can import a male human head and line it up and then use one of the base meshes built into zbrush so do we have a bald base mesh that i can look at in zbrush click uh the comma button to bring up your light box there's a female head but it's bald at least um here under tool i have some other built-in base meshes so switch to another tool notice i switched to the star and don't switch the demo head because that has hair it doesn't really help you very much because the volume of the hair is already there but you could switch to something else like the demo soldier i think he's bald and then yep he's definitely bald and then i could just sort of steal his head because i want to steal the back of the head little man that's a crazy crazy like uh neck muscle there but anyway if this is what we want to use for the back of the head we can grab it if we want watch this select this subtool click make polymesh 3d now i've separated it out that was easy fast right then if i want to separate this guy out i can hit command shift tap that polygroup is isolated right then we can say split hidden down here split hidden now my head is again separate and steal this head really quick not to say they look anything alike but again shape of the head right that's what i'm after so now same thing click make poly mesh 3d and now it's a separate tool and click this large icon to get back to what i was working on where'd you go there we go scan data and now i can import or append or insert that head and we just want the head pm3d demo soldier head so where the heck is it oh my god it's all the way over there this becomes the big problem with this technique but again if you didn't have a skull cap or bandana didn't follow instructions then this becomes a big problem doesn't it so w to move hit the map marker or go to unmasked mesh center and then move scale and rotate you're probably thinking man there's no align function you got to be kidding me and yeah i know it's uh it's kind of a pain and yeah it's not there's not really an align function sorry i mean yeah they're used there's kind of sure under deformation you have unify i think i talked about this the other day under deformation this unify button will actually match them somewhat but i've had such bad luck with that method i just gave up on it because inevitably i just want it to move one head and it wants to move both of them ah it's just a pain so i just end up doing it by hand because as long as i get relatively close well obviously the scale should be close and yeah i'm eyeballing this and yes sometimes that's just what you got to do now what might help you here when you're eyeballing this is to turn on transparency and you're probably like why on earth we go are you going through this much trouble and you don't have to for those of you guys that have good scan data seriously you have the back of your head like it's already there it looks good you don't have to go through all this stupidness right i'm doing this because i'm kind of comparing the two heads a little bit and comparing the volumes of the heads and so i'm trying to basically get them close so i can look at what the difference is you know um you can turn perspective off but the scan data is not going to have a perfect like alignment kind of thing or when you hold down shift it's not going to be front and back and top and bottom because scan data has its own space you know anyway move this in try to get it close see already i can see whoa scale is a little crazy so i'll scale this guy down transparency there's a transparency button right here helps a lot and with the transparency button then i can really kind of move one head into the other and really just try to line them up as much as i can and if you need to scan excuse me if you need to scale move rotate like look at the ears what are the ears doing try to line up the ears try to line up the eyes and if you're saying i have great scan data uh what do you why is this uh yeah okay fine then you maybe probably don't have to do what i'm doing right now but if you have a hat or if you have a character with hair or if you have skin data with hair you got to get rid of then this is actually pretty useful i would say that's pretty close it's interesting how much wider the head is there but that's pretty close turn on perspective again and so now let's take a look at josh's head up here turn on transparency hit q to sculpt and it's a little unfortunate but look you can use your arrow keys to go up and down and i know it's not a perfect match or anything but that's not really the point actually let's go back to this guy at least move the front of the nose out that i feel like is pretty important so at least the front of the nose like match the profile and eyes as much as possible and when i do this i can see the volume on josh's head i'm pretty sure is way too big like see how much i've got too much volume on josh's head definitely this is exactly where the problem is see how i've identified that by basically trying to lay them on top of each other as much as i can and then once i lay them on top of each other i turn on transparency and i can see the difference in skull size and skull shape and head shape and head size and so if you followed instructions and you have like a bandana or skull cap this is probably not even an issue for you so you're probably wondering or this is a waste of my time but let's just pretend that you have a similar problem right shifty go down to the lowest subdivision turn off wireframe because that's just distracting and note that your move topo brush will push or pull right along the see so use your move topo brush basically to start pushing and pulling the other skull gently and so again the way i'm doing this i'm making a pretty large brush move brush holding down alt which basically just lets me push you probably use deflate if you prefer and you know smoothing is also not a bad idea in this case you might also gently pull it back out if you need to but basically i'm just trying to match some smoothing i'm just trying to match the head shape and don't be afraid to smooth back you're gonna probably end up covering this anyway with a hair piece some hair some hair sculpting so don't worry if uh if it's not perfect as long as it has roughly the head shape then that's all that really matters so it's okay to use a base mesh like an existing base mesh in zbrush it's totally cool to do that just to get something like the back of the head looking closer you know i don't know why i'm saying you know you know like there's a classroom here in front of me or something i don't know it's a force of habit maybe but in this way with the lower poly you know lower uh lower poly count thanks to z z remesher let's take a look now i'll hide the one on the bottom turn off transparency hit the d button to go back up what do you guys think is the head looking better does that look more like oop looks like down here in the bottom i got some issues let's turn this guy back on oh well he's just got a super thick neck i think holy crap maybe that's why move topo push this in push this in push this in turn off the reference smooth i still feel like got some weird stuff going back here going on back here oh no strange but yeah okay questions who's got questions note again that at lower subdivision levels i know i keep saying this but it's easier to smooth and it's also easier to move masses around at lower subdivision levels so that's why z-remeshing is super useful okay and then d will take me back up boy i have a lot of repair on that year oh boy that's gonna be fun um what do you guys think how are you feeling about this is it making sense check my twitch decapitate him let the blood spill yeah i mean i could use the clipping brush you guys want me to do that you really want me to go there you want me to to get to get mad with the clipping brush a little bit of a decapitation command shift select the clip curve and then just just just decide you know bow bam clipped it's gone no more head easy fixed so simple all right okay okay um actually it is useful for the shoulders and stuff here i was joking a minute ago but i'm not really joking now you could actually use the clipping brush by to clean up the stuff down here clip curve command shift switch to the clip curve right and then try to tilt your head so that he's facing you forward excuse me then hold down command and shift activate clip curve excuse me sorry spacebar will move it try to make it vertical and then clip cleans that up nicely do it to the other side command and shift note that um once you activate it by holding down command and shift you can just again move it around and it's always going to clip against the gradient no matter what no matter where you are right like that so depending on where you start this command shift the gradient could be in a different place so just be aware if you start from the top to the bottom you can see the gradients in the wrong place you can just go flip up space bar down give them equal distance on the shoulders cool now got something that looks pretty nice um we can do one more clip down here command shift to activate again here's the cool part tap the alt button tap the alt button tap the alt button to make curvature space bar to move it around release yeah oh god that's a big mess back there and we have the problem of flash which is something that the clipping brush creates um yeah so i'll undo that last one talk a little bit about flash flash or well some people call it flash some people call it like clipping overhang or clipping lip or something like that so that is an issue let's see if i can make force it to happen again if i were to clip something crazy like that it's like whoa i got rid of the whole head right it's gone that's amazing right right oh my god that's not no that's just you just smushed it you just smushed it down to the gradient so it has its limitations i guess you could say you can't just clean this up perfectly not expect some of that flash or overhang um so what do we do about it um well it does it does work better with dynamesh than it does with these subdivisions so nice thing about the subdivisions it's great for cleaning up stuff like this back here this is freaking awful so if i go down to my lower subdivisions i hit shift d and make a small brush or smallish medium size brush and hold down shift and you can see how like really nicely smooths away and erases and sort of fixes a lot of problems um it doesn't fix everything clearly shifty got like some crazy stuff happening down here but we can actually whoa that's that's terrifying man i don't even know what happened there man terrifying all right so what do we do because man the back of this is just crazy crazy uh bad this is not good topology this is bad for so many reasons we've got holes it's spiking out it won't smooth back which is super annoying so what do we do what do we do what do we do um let's since this has subdivision levels intact let's hit the d button the d button will take us back i'm in about a million right now roughly yeah so if i can still keep this uh this detail or most of it again by dynameshing then that would be a good way to get to a point where this is more solvable right now it's not super solvable i mean i i go down to a lower subdivision level you know i try to smooth this out at every different subdivision level like shifty i go down to the lowest one it just doesn't doesn't want to want to smooth out so that's definitely not working for me i've got to find another solution that method is definitely bad busted doesn't work so then let's dynamesh it again i know we we can get rid of this guy most likely if we got the back of the head fairly happy with the back of the head right now so we still have this first guy that we dynamesh but i'm going to ignore that for a second and i know that i have subdivision levels i hit shift d i can go down i hit d i can go back up but i want to delete these subdivision levels in order to dynamesh um click delete now it's relatively dense as you can see that's okay i'm going to dynamesh this again because i want to this cut or actually you know what before i dynamesh even better even better before i dynamesh this is what i'm going to just get rid of this problem area just driving me nuts right now this is how i'm going to do it hold down command and shift before i mention the clip this actually will fix the problem kind of i mean we have holes but it's just smooshing it isn't it so if i clip this it's basically just pushing that geometry you can kind of see in the wire frame i still have all the problem area i have that hole so what the heck do i do about this instead of clipping which usually solves a lot of problems we're going to hold down command and shift and we're going to instead go to trim there's even a trim or excuse me there's even a option instead of trim curve there's trim lasso it's a little more dangerous but i feel like living dangerously i lasso around and what does it do whoa just removes it it's gone cool thing is it replaced it with a new poly group and this crazy like topology that looks like the inside of a brain but that's super cool right that just fixed all my problems and that's again command and shift you can either use trim lasso or trim curve i always get more control out of the trim curve so if we use trim curve pay attention to where your gradient is spacebar will let me move it if i use trim curve then i have the option of tapping the alt button and again spacebar moves it i release oh my god i think i cut the head off oops well you're getting the general gist of it i think let's do that again let's try not to cut the head off tap the old button to get curvature there spacebar don't cut off the back of the head that would be bad i just spent all this time restoring the back of the head oh i still sniffed it if i mask hold down control mask out what you want to protect it's easy enough to fix that problem just mask the back of the head command and shift reactivate clipping oh i'm not clipping this is trimming right reactivate trimming and now it doesn't matter now the back of the head is protected by a mask so i'm good see all right i feel like i should have trimmed it this way but i still can if you want alt to bend the curve you can see why you get a little bit more control out of the the curve brushes i think in the lasso but some people get really fast with the lasso so they prefer it i've definitely seen a lot of artists that are like lasso for life and that's fine i'm just that guy that likes the curve because i can move it with the space bar and i can tap alt and now i'm actually trimming the topology that means i'm removing it it leaves a hole behind and then fills the hole with a new poly group which if you look closely is a different color and some funky topology i don't care so now i've used either the clip brush or the trim brush to kind of fix up the shoulders a little bit you can get pretty like um specific with this especially with the curve brush again spacebar moves it and alt gives me that nice curvature and then release are you bored yet are you bored yet are you bored yet no um i just want to go over clipping and trimming with you guys and uh you know you can use this as much or a little as you want because the shoulders are not as important really as the rest of the features i just felt like taking this opportunity to review or talk about these clipping brushes and trim brushes which uh could be very useful very useful for hard surface modeling planar stuff there we go oh no don't know what happened there i must have clipped it a little much i'm going to leave the shoulders alone at this point but i think you get the idea who's got questions for me before i continue to move on with the cleanup does anybody have questions oh my god crit what time is it somebody should have maybe stopped me uh you can add shoulders to your scan and holy crap we have very little time for crit you guys are supposed to speak up because i can't just check all the time man i didn't even get to do very much with you know like the rest but i guess i gotta stop here and pick the scan cleanup up a little later oh my god i'm so sorry so save the stl file call it scan cleanup scan cleanup one for god's sakes don't use the don't lose that first subtool because that's your raw scan data just always keep that but we're gonna have to get to this again next class because i gotta talk about your work a little bit
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Channel: Grey Hash
Views: 4,140
Rating: undefined out of 5
Keywords: twitch, games
Id: RyvwFQVvllk
Channel Id: undefined
Length: 54min 54sec (3294 seconds)
Published: Fri Sep 11 2020
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