Create a Baseball Cap in Minutes: How It’s Made – Pixologic Paul Gaboury - ZBrush 2021.6

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hello everybody how are we doing let me just verify from costa rica oh from china we got some people around the world today india of course happy to do this so we're happy to do this so we're just gonna give it a minute here because uh it's not quite 11 o'clock uh my time yet so we're just giving some time for people to join us and give some time for this to get in here to the uh stream so bear with us hello so it looks like we've got good sound good video okay um and then let me verify on my other computer it's hard for me to get the other computer i'm just going to look in on my side and see how the stream's looking as well um sorry i gotta be able to get to my other computer and it needs me to log in now of course of course okay let's see what we got here for a stream play draw some draft daft punk oh man i wish i wish we could just play any music that we wanted right it'd be so much more fun uh don't have to worry about all that copyright infringement stuff but it's completely understandable i would be i would have like movies playing in the background probably and music playing and everything else like that right that's probably how i would be going so okay we seem to be getting good sound let's double check the video before we really start diving into this of course uh bangladesh you guys are from all over the world from mars good one chef curry beef i like it everyone's putting where they're from and i like from mars we got some people from spain we got people from india we got people from bangladesh uh well all over the place wow this is great fantastic great to see so many people uh coming to the stream this is kind of a little bonus stream right you want to print the cap mr samson yes yes oh we got in india what up big joe mena thanks for coming mr samson from brazil australia very crisp how late is it there are you guys were i don't know the timer that was it 17 hours ukraine france i love that there's no no one from the united states except for so far joe uh everyone's from everywhere else you got jamaica i got married in jamaica love it russia no one from the us no one has time in the u.s for this right um so um yeah so we're gonna be covering today is obviously we've been putting out some videos uh it's 2 a.m there wow okay well this stream's only going to be an hour that's it right because the only thing we're talking about is this hat and the reason why we're talking about it is we've been putting up videos uh throughout these last couple weeks obviously since the release of the most recent version which is 2021.6 okay so the hot one and we're gonna maybe look at doing this more the hat a lot of people were asking i need a tutorial i need a tutorial how did you do this how did you do that how did you do this so we thought it'd be fun let's just do it let's just do it live let's do a live stream right on how we can make this hat so in essence i'm going to do everything from beginning to end in this stream and walk you guys through that and then of course this is recorded so you guys will have this to go back and watch again at any point in time that you want to okay so our goal is to kind of remake this hat for you guys and i'll walk you through what's up in vichar through everything um that i've done and of course i'm wearing are the hat that's a little bit of my inspiration uh was this hat so you can see uh got the mesh in the back okay so this is where kind of that why and then i went a little bit my own way on this okay so i'm excited to have you all here with me thank you for joining me as a bonus stream uh again i usually stream on fridays at 11 a.m i'm doing a little project trying to make a miniature with maniac so tune in on friday same same bat channel same bad time okay so um this is going to be a lot of fun for you guys okay so i'm going to walk you guys through some of this stuff so let's start with just if we're making anything right we got to start with the basics okay and where to go so this is not since mr samson's asking this is not surface noise there's no surface noise on this right now none at all okay um actually i'm using micro polys so i'm going to walk you guys through all of this and show you guys what i've done to do this okay and i'm going to keep these images up here so that we all just have a reference reference of what we're trying to kind of recreate again and make okay so here we go it's now 11 o'clock let's do this okay uh right when i said oh mr sand you're on my audio is a little saturated you mean it's it's getting too high before everybody else right when i want to start up it never fails for me here how about let me i'll dial back my decimals a little bit is that better because i've got a loud voice anyways as it is and it'll carry right so you can see the majority of this this ball cap it's made up of 18 sub tools so i'm going to walk you through this we're going to show how we did the logo i'm going to show you how i did the stitching i'm going to show you a lot of people asked about how the meshing i'm going to show you how i made an insert mesh brush for in here as well and then just the general cap and the bill itself okay so well thanks for coming to see me live i appreciate that okay um so now you can by all means far away questions i'm not going to go on a lot of tangents in this stream because we only got an hour and my tangents tend to take longer and i want to make sure we get through the entire hat so i might not be answering as many questions in this stream as i normally do on my friday streams but go ahead and throw it up and maybe i can bring it in or we can depending on our time we can fill some stuff in at the end as well all right let's do this let's go okay so for me the fastest way to kind of create the base mesh was just grabbing the sphere all right so i'm just going to grab this sphere 3d shape that we have already inside a zbrush okay and i'm going to take advantage of the ability to change this topology right now and fast uh so i want to make something kind of low topology so i'm going to go into my initialize state down here at the bottom okay and then i have two here let me make sure my face is not covering that there you go okay you have these two right here okay so i'm going to change these up i'm going to change these divisions i'm going to go 12 so i've got 12 spans going around the sphere and then i'm going to go 11 this way and there's there's a reason why i picked these two numbers especially number 11 okay i want to have a center point here within the sphere so i'm going to come out of perspective so you guys can just see an orthographic okay so this is what i want nice and low let's go ahead now and let's make that a poly mesh okay now that we have this i only need the bottom half i mean sorry the top half i don't need the bottom half so i'm going to hide that bottom half and i'm going to delete it okay so i'm going to go to my geometry and modify topology and i'm going to hit delete hidden okay and so now i only have just this okay so now i'm going to kind of reform this this is really spherical right and this is kind of why i wanted these images obviously we need something a little more oval like i'm going to turn off the floor we don't need the floor oval like right there right so me i'm a big fan of deformers especially the deformer deformer voldemort okay so now i'm going to tell this to be symmetrical so i'm going to grab on this blue cone right here and so now the only dots that are available are these and i'm going to do this which is control and i'm clicking and dragging out and then holding the alt key so whatever's in the white box is going to actually keep the white dots available and the other white dots are not available so in essence i've masked off the middle dots through here this okay so when i pull on this you can see we start tweaking that a little bit and just giving a little bit of a stretch just enough that obviously would fit on a human right and then now if i want to go this way because i stretched it right i stretch it i don't have i don't have this as as well so i'm going to now say all right let's just take these top dots and let's just stretch it up a little bit more give it a little bit more volume right because i'm a little more like this and maybe even let's do these right and then i don't know i don't know if we maybe not maybe not i might be all right with looking at what we have here oh maybe man let's let's keep that like the way it is all right so then one part is going to obviously be the front and one part is going to be the back okay so this is where this comes in handy i know what way is the front right especially since i don't have a head in here okay um and so it's important for me again i had also a middle line through here that's why i made the segments that i did where i did the 12 and 11 because i wanted to have a dead center here and then i wanted to have a dead center here okay so what before i do anything i'm going to switch to z modeler and i'm going to come in here and i'm going to insert an edge loop right right through here right maybe something something like that that's good enough okay and i'm actually going to get rid of these triangles so these triangles right here i'm going to get rid of them i actually don't want them they're going to be better for me not to have them when i start doing some things down the road so i'm going to get rid of those as well so we'll delete hidden on that right and then now i need the front and the back okay so let's go ahead and say i only want now the polygons that are going to be making up say the front of the hat right so i select those out i'm going to split hidden those so now we've got i'm going to say rename front okay and they're just so i'm staying rename back okay and so now we have this okay i'm actually going to do another thing here i'm going to duplicate um the front i'm going to rename this front just so i have it because there's something else down the road that i'll i i'm going to want to do with this and it's best to just have this as well right rocking and rolling here we go okay so i'm going to turn that one off because i only want to focus now on this okay so now we need we need the bill right easy way to do this is the easiest way for me was using this so i'm going to switch um this too i'm going to do nothing on the face okay all right so uh well actually well i'll stay with q mesh we'll do this q mesh and then on the edge i'm going to switch to extrude okay and then i'm going to say in here i'm going to say edge and edge loop so i'm going to keep that action there right and then i'm going to do perpendicular okay there is shortcuts to get to this as well but i'm i'm not going to do that so i'm going to temporarily hold the alt key and then just paint on these faces right here okay so again i'm holding the alt key and just painting them white what that's going to do is when i go now and grab an edge you'll see it's actually extruding the edges along here even though i've only got single edge selected so i do want to show this that you can actually paint what faces you want the brush to interact with and then the edge because i'm now switching to the edge and hovering over the edge and dragging on it it's only going to happen to these faces right here okay so now that i have this right we got even we're making a new polygroups as well right here right so what i'm going to do is i'm going to make the bill its own polygroup so because what i did this also changed these so i'm just going to quickly reassign the green to the house part because i only want this to be a different polygroup and doing that again just so everyone is aware i'm holding the alt key okay clicking on the green letting go of the alt key and switching to the shift so my pen never came off my tablet okay and never came off so now i hold the old key click and get white and if i let go of the alt key we're going to paint the polygroup that was stored which in that case was the green because i don't want those to be yellow anymore okay what's up more 3u5 what's going on morph 3s through five doing well thank you hope you're doing well as well okay so now i'm just gonna reshape this okay so there's many ways we could do this we can just do deformers i'm just gonna do old school you know grab the move brush and kind of just reshape my bill and start to make it look like actually a hat right so i'm going to keep this this goes lower this will go lower come a lot lower right through here turned off right just start shaping this up a little bit more right getting a little bit more what i want something like that something like this let's bring these a lot more forward okay so this over here all right i'm going to change this up okay a little bit okay i want to actually have this not be way out here like that right so again i'm going to use i'm going to use um our z modeler again so let me switch to the z modeler brush okay and i'm going to insert an edge loop first okay because i want to have a little bit of control here of what i'm doing so i'm going to put an edge loop i don't know right about right about there i guess somewhere in there okay and then from this point here okay we're going to switch from here and we're going to we're going to stitch okay stitch okay end points okay actually i'm going to bridge two points i'm going to go from here to here and create that and then that way i can now get rid of these faces here right and kind of make a triangular shape more of what i would want is something like this so that when i'm looking from this angle i can pretty much frame that up a lot better so get a little bit more that's something going to look like a ball cap right so i'm just bridged across those vertex and then deleted those faces give me something a little bit more and that's why i put that extra edge loop in all right so let's see where we're at so i'm going to turn on dynamic subdiv okay which is the same thing is coming over here in dynamic and hitting dynamic i'm just turning it on okay hello from london okay and right now i'm smoothing it two times as you can see right here i'm smoothing twice okay and what i can do also is throw some thickness on here if you guys want to see kind of what is this going to start looking like if we threw some thickness on here right something like that right just having some general thickness because a ball cap should you know it's got to have some volume in it this way that when i'm reshaping things right i can look at this and see kind of the shape that i'm getting with some actual volume right so you can really see what i'm starting to put together and what i want to start looking like a little bit in here okay i'm going to turn off dynamic so you can see really what we're messing with is this right we're messing with this low low low topology is really i'm gonna smooth these out a little bit more i'm gonna round that out a little bit more okay something like that looks good okay i'm gonna now also going back to my z modeler i'm gonna put a crease um through the bottom half right here so that when i do this we get that defining difference which would be important right i want that difference in there so i'm going to just reshape a little bit more this is my me kicking going oh i gotta have this look like this okay so now that we have this i can clearly see we got a good we got a ball cap going here it's starting to happen we're starting to form we're starting to make something we're making art now people there there it's art it's art there okay so what i'm going to do now is i'm going to tell zbrush i want the thickness okay but i don't want the smoothing to happen right now okay because i kind of want to still keep the ball cap kind of low low polygon right now okay it's just going to make things easier down the road so i'm going to turn dynamic back on but what i'm going to do is i'm going to turn off this smoothness so the only thing i get is this right so i'm getting some thickness now to my ball cap it's still very low low low polygon right which is what i'm looking for i'm just going to reshape some more of this i can't help myself i got to really stop because i'm just going to keep reshaping all night yeah and the man that nft stuff is just blown up eh i wish it could be an nft all right so what i'm gonna now tell zbrush is to apply the dynamic sub right so i'm gonna hit apply and what that's done is actually giving me the topology now that i want and the reason why i didn't want to have any smoothing on is here let's solo this out let's just look at this i want to now start using this to start doing some more creasing okay so one quick way would be because i'm getting poly groups i'm going to crease by polygroup and so now i'm going to increasing all around where there's a polygroup difference and so now if i turn on dynamic right and we don't want any thickness this time and let's now put some smoothing in you can see i got a little bit more what i'm looking for okay because i want this corner right here to stay a lot more sharp and that topology didn't exist micah bgsu what's up how's ohio you're at bgsu wow that that's my that's why i went to college for those that don't know so mike's mike's going to school there it sounds like or or you're an instructor maybe okay so i'm also going to put a crease up here i want to put a crease there right so this is kind of where i wanted to go right and again i didn't want to have this smoothing on when i went and converted because of this i wanted to put kind of more creasing without having all that topology because i'm going to use this topology down the road here in a little bit okay so now that we're seeing this smooth the other thing that i like to do especially since i like to use creasing so when my dynamic is on i like to put my smooth dividing at 4 and i like to drop my crease level to something like 2 and see that'll just give me the right nice softness happening through there and then right there and then again here at the top and then also along the bill you see i'm getting a little bit of a nicer i'll zoom in closer getting a little bit of a little beveling right there right so that's what that crease level is helping me with okay so there we go so now we're starting to make a ball cap i'm going to duplicate this too just because i want to have another one to have just for us to mess around with and have as well okay so the next thing i want to do now is start placing things for my stitching okay that's what's going to be coming my next important item to do okay so to do that we're going to need more topology all right so looking at this i would say probably i would say maybe level three okay so what i'm going to tell zbrush to do is i want to now create that topology so i'm sitting at smooth level 3 i'm going to hit apply and what that did is actually created the topology right so now i've got subdivision levels okay so there's level one level two level three is probably not level four actually we'll go we'll stick with level four so now that i got level four here i'm actually going to delete the lower because the only thing i care about right now is this yellow bill right here this is the only thing that i'm really concerned myself with okay so i'm going to select this yellow part with a poly grouping holding down ctrl shift and clicking on that then i'm going to split a room so now this is why again this is why i made a copy because i knew i was going to cut this hat up because there's certain things now that i'm going to want to do here all right so now i want something for my i want some stitching okay so i'm gonna go from let's go i think this will look good let's go here so we're gonna switch to cue mesh okay and again using the poly grouping i'm going to go all the way out to here and i'm just going to use the existing topology right this is why i wanted to apply my dynamic subdivisions and actually delete the higher because i want to use this topology to help drive my stitching okay right and then now i'm just going to go different polygroups so i'm just again holding the alt key okay and then starting to drag white if i let go of the alt key it gives me the polygroup that's stored i want to have alternating polygroups here so you can tap the alt key okay and then that will give you a different polygroup so let's make a couple let's make a beautiful rainbow as my daughter says oops uh let's go here let's yeah right so i just want to have some alternating polygroups here let's go one more i guess we'll go one more why not okay so something like that there yeah that's what we're talking about that's what i like okay okay so here we go so now i want the stitching okay i'm going to want it to kind of round out through here okay you guys are going to see where i'm going with this so i'm going to now go back to again i'm going to go to this point and i'm going to use my bridging again okay and i'm just gonna go from here to here here to here and now i want that to be blue and now i want that to be purple here to here okay now i want that color there then i want from here to here okay and then now i want that reddish tone then i'm going to go from there to there okay and then this needs to be there so you can see it's just a same process right it's not anything exciting but what i've done is i made topology that's actually turning right here right okay and that's that's really what i'm looking for is having that topology that turns through there now something else that i did on the hat that you guys saw is i decided i don't think this is 100 necessary but i decided to delete um these faces through here as well right so i actually did this as well in my bridging this was just i think this is just something i wanted to have a little bit better topology through here okay so i'm bridging between those points okay because i want to turn these right into a quad right so now i can use something like bridge you could use extrude either one i'm old school i like to use my bridge so now i'm just deleting a face bridging and copying polygroups it just i i'm i don't i i tend if i can right stay stay as much away from triangles as i can okay it's just a personal preference of mine uh i don't think this is this step is actually necessary okay but you'll get the idea of what i'm doing here right and then again i'm just copying once again polygroup so i'm highlighting the faces so they're deleted bridging across making sure those polygroups all match up because i want us those poly groups to stay consistent okay and there's going to be a reason for that for the next step that we're going to do oops let me bridge bridge and then there okay so now that we have topology that looks like that okay so when i look at this smooth this is what we're going to get okay again i've turned on dynamic subdiv which i'm just hitting shift d and d to kind of do that right okay so let's turn on dynamic i don't think i need as many i think i only need maybe one we'll go with i'm gonna apply that and give me something even that looks like this okay maybe maybe we'll go one more subdivision up one more i guess we'll do that yeah we'll go there all right now one thing that you guys can do since i got a little more topology i can also smooth this out a little bit i can either do it by hand with a smoothing brush so i can smooth out this instead of just smoothing like this i can actually tell zbrush in the brush palette our smooth modifiers i can say here with my weighting i'm going to go all the way to nine intersecting and then i can kind of see it's just smooth this is kind of why i made those quads and why i did i just i want to have a little bit more roundness in there okay and then now for me this is all i'm really concerned about is this right here this part now it's it's a it is a rainbow but daughter would be so proud of me all right and now i'm gonna grab i saw this a lot of people were asking where i got the stitch brush it's actually in zbrush it's been shipped with zbrush for i don't even know how many years now maybe eight years so i'm going to open up lightbox with the kama kama kamakamakama the comma key all right and then i'm going to go in here into the brush menu then i'm going to go in here to this folder right here beta tester uh brush there's a bunch more there's there's barbed wire in here there's other stitching there's a bunch of other things and i don't know if you guys knew that this existed but it does and then there you go you know i had to you know i had to bring some 80s involved in this right so right here here's the stitch brush that i want this one right here so i'm going to just double click that and now that we have it and what this is brush is doing is it's along a curve okay and then there's my stitches now the other thing that became important to me is where those stitches are sitting in on the surface do i want them sitting right there like that or do i want them to sit a little bit more inside the surface so to do that i'm going to go to my brush palette here and then there's a depth right here so if i knock this down a little bit let's just even put it at zero you'll see you see the stitches are now penetrating more of the hat right so it'll look more like they're actually in the hat a little bit more so i'm gonna go with that so now that we back to our rainbow right again we're trying to now do the white stitching right here is what we're working on i'm gonna come up here i gotta hold on let me move my in the way okay i'm going to come here to my stroke i'm going to go to my curve functions here i want to turn on magnifier so you guys can see okay i'm going to go to polygroups and i'm going to hit frame mesh and you can see this is why i took the time to do what i did i got a bunch of curves wherever the rainbow is right see that rainbow that's where that curve is so now if i just tap i get stitches right and then now it's how big of stitching do you want right so to change that i just change my draw size when it's red maybe i want to go a little bit bigger and i tap and then i'll get bigger stitches go a little bit bigger tap right every time you tap you can see you get bigger stitches okay i think that's probably a good size so i'm at 20 brush size is 25 for this particular hat right now and then i can tap and then now i've got nothing here but those stitches okay and i like to keep myself organized as much as i can so i'm going to split these off since i know what it's doing the stitches are right now the only thing available to edit and everything else is masked off okay so now i'm just going to hit split on mass points and then here's my stitches i'm going to name rename these stitches okay and someone's asking why do they go all the way to the end right it's a great question i want to take the minute here to answer that so for those the default is like this okay so if you hit frame mesh so you're going to get curve also all the way around the ends as well okay because i told to look at the border i totally look actually we're going to use the border too i told her to look at the polygroups and i told a look at crease edging so what i did is i turned off this and then only showed the rainbow polygroups right so there's a border here but i told this button to ignore the border by only having that option where it says polygroup's turned on so that's why okay it doesn't do that right that's why it doesn't go all the way the end okay um cinna you got to leave the question to the end that's a big tangent and i got to make sure i get through the whole hat so you're going to please stay to the end and i'll answer your question about the spot the snapshot okay so that's why that's happening and i'm taking advantage of that right so now that i have some stitches for my hat right so then that's for the that's for the bill right so we got our bill taken care of and now we need to take care of the top part in here right so this if you look right this is what i have from here so i don't really need this anymore i could keep this if i wanted to i'm just going to i'm going to go ahead and delete it just i don't need it anymore okay and now this one i want to use now this to create some stitches and some other things for the top front part of the hat okay so i'm only looking at the green portion now all right and let's go ahead and let's let's make a nice little accent piece around here so this little orange rim part here that i put in my hat right through here right through this area so here if we we make this a little bit bigger here we go right so this orange part right through here let's do that part next okay so let me just size this back down i don't need it to be massive and we'll put it right there so i'm using spotlight to give me these those floating images that's what i'm doing okay so this is the only one i'm gonna do i'm gonna go ahead and split that off because i only want this part of the hat i'm gonna switch to a different brush now i'm gonna switch to my curved tube right here tubular dude okay so i'm going to click on that and i'm going to do the same thing now we just did okay so i'm going to click on my stroke right i'm going to come over here in this frame mesh again i'm gonna use this but i'm gonna use it now just for the border so this is really answering the question so now when i hit frame mesh you can see i only get a curve around the border now right and so when i tap i get that now going around the border right so i got that part now going around perfect that's what i want right i'm looking for that little rim right through there right travel going across the brow maybe you know that's gonna just give us a little bit more weight to the hat i say or a little more strength so i'm going to go ahead and uh split those uh we'll call this uh ram uh we'll just call it a rim right now right and then now we're back to this one and now i want to use this one to give me some stitches okay because i want to have some stitching come through here and be used okay so i'm going to tap on the green portion which will delete the curve that's already there so you guys can see there's a curve still there right because we can reuse this curve okay so now i'm going to just tap and then it'll delete the curve there's of course i can come here in the stroke palette as well okay and i can go in here to curve functions and then there's a delete button right there okay so see there's a delete button right there right now what i want to do now is let's have some stitches so this topology has kind of got mov in essence it's rounded right and i've stretched it a little bit for the ball cap so i want to have some stitching okay this one this looks good along here right through here right so i'm gonna switch to z modeler and i'm gonna say let's go polygroup poly loop and let's make a new polygroup there so now i've got a polygroup coming around there so let's go ahead and grab my stitch brush once again okay i know my brush size needs to be at 25 to stay consistent with the other stitches that are on my around the the brim of the hat right so now that i have that go back to the handy dandy look how much we're using this it's just crazy how much we can use this there we go and now i've got stitches going along the bottom right let's turn on solo mode make sure that that's not going to be missing okay that looks good i'm in a good spot i don't mind that at all here and i can even we can even uh tweak these a little bit because it's a curve so i'm going to make them go down on each side a little bit there we go we'll bring the front up just a bit now it shouldn't be too perfect actually right even though it should be pretty perfect but if you look at even the head i'm wearing i can look at the stitching and there's spots where it could have a little bit of waviness okay so again now looking at this we've got these stitches happening like this so again i'm going to go ahead and unmask points okay so i've got the front stitches and now i've got the scissors going around the hat i'm gonna move those up and let's just let's just put them together why i'm gonna merge down now and then now there's those stitches so they're all one okay so i got all those let's go back to this piece again i'm going to delete that curve okay i'm going to go ahead and re-poly groups so we have one poly group again and i want to put some stitches down here okay so i'm going to now switch to a different brush i'm going to do a sli slicing curve and i'm going to do something more i want them to kind of be more a straight angle more like that so then that creates a polygroup for me so once again okay you guys know this routine now frame it tap it there's our stitches split it i feel like i'm playing the game bop it now pop it twist it for those that know the game that's what i feel like i'm just playing right now it's it's rinse and repeat rinse and repeat right and there's all my stitching okay so now we turn this off this is what we're starting to make through here okay pretty simple right i'm not getting crazy in here okay so now we've got we've got our hat right we've got the front of our hat okay and then you also have this one we don't need this one we can delete this one just to keep myself clean okay we have that front that's a low polygon we got our back we really don't need this one anymore i'll just leave it just so we have it okay so we got the front and now what i want to do is put a logo on this right i need a logo on the front of the bill okay so let's go ahead and do a logo now so this is how easy it is there are multiple ways to do this in zbrush in all honesty there is now five different ways you could probably make a logo what's going on lexter lopez how are you doing okay so i'm going to grab a plane it's just a plane that ships with zbrush it's not anything crazy i'm going to make that a poly mesh let's divide this up to about a million okay so i'm just control d control d control d when i do that it feels robot come on okay so now that i have this divided up again i'm sitting at level six it's one million it's like one million fifty thousand right bop it stitch it brian i like it we could probably have some kind of video that does this for sure right okay and now that i got this i've got some topology there what i'm going to do now is go this actual planes already got uv set on it so i'm going to take advantage of the uving okay so i'm gonna grab this okay and i'm gonna import an image and what i'm gonna import is a logo let me grab that it's on my other let me get to it it's on my other monitor right now give me a second i'm going to bring in the zbrush logo okay there we go right so it's just pure black pure white image there's a reason why i'm doing this technique okay so for comics legends bring up something too that comes in handy is the mesh extract brush i wouldn't use it for this because it's going to lose my text too much that's why i wouldn't use that actual technique comics legend because the text is going to get too rounded on me all right so now that i have this i'm going to now go to my masking i'm going to go into mask by color and i'm going to say mask by intensity let me make sure okay there we go so now that i have that masked by intensity i'm just pressing that button right there okay and now we're going to come back to the texture map and you see right here there's a texture on and off i'm just going to turn that off and you can see what has happened here is the mask right has been applied based upon a painting so the pure black in essence 100 pure black is the mask in white pure 100 white is ignored okay it's ignored okay and i don't want the little registered trademark i don't need that so i'm going to unmask that okay so now we've got this mass i'm going to actually probably blur it once and then i'm going to sharpen it again and then maybe blur one more time just one more time something like this okay so now i've got this mask on this and what i'm going to tell zbrush to do okay is let's get rid of our subdivision levels so we don't have any and let's take that mask and make a new polygroup from it not only make a new poly group okay but slice right along the logo right so where that mask is i in essence now have that right where that mask lived is where this is happening now okay so again let me let me go work backwards on this so you guys can let me start where we were at okay so again i applied an image as a mask right this has got subdivision levels right now the feature i want to use can't have subdivision levels how are you doing mr spicer thank you for coming in you're too kind all right so i'm going to delete lower okay so i get rid of it and then what i'm going to tell zbrush to do is i want you to look at the mask i want you to make a new polygroup but not only do i want to make a new polygraph so i don't want to just use ctrl w i want to actually i also at the same time i want a slicing to happen as if i had the slice brush in my hand and going through it okay so this is going to allow me to do this right it's going to give me a new polygroup with the slicing so again app portions bringing up snapshot camera which i'm assuming you're referring to the spotlight again that could work but i also like this way for me because it's just something in particular i want to do and this was just the workflow that i felt better that's what i'm saying there's more than one way to do this inside of zbrush okay so now that i have this okay how am i getting to this point is i'm holding down a shortcut but really what i'm pressing is right here in edge loop i'm pressing this i'm pressing this edge loop mass border which the shortcut is ctrl shift e so i just know what the shortcut is okay so i just use the shortcut right you can see my polygroup's changed brad nice nickname i like it okay and then now i only need this poly this one i only need the logo now so i'm gonna i'm gonna delete those okay and then now i want to get lower polygon this is 231 thousand so we're going to use our handy dandy zero measure i'm just you know in fact here i'm gonna give it a little bit more i'm gonna give it ten thousand polygons and then just hit zero mesh okay now sit back and let the remesher do its work so again recapping here i'm just bringing an image in right and the pure black is going to be masked pure white's no mask guys now but don't forget you can use any color now inside of zbrush it doesn't even have to be black and white anymore we have the masking ability to match by color now in zbrush right so it doesn't matter what it is you're all good right so there we go we've got we've got our logo we're off and running now and now it's only 10 000 polygons okay so 10 215 to be exact and let's go ahead and now switch to our z modeler brush and let's give this some thickness now okay so uh i'm going to go ahead and say let's qmesh all polygons because i want to pull them out so i'm going to click on that and say let's pull those out and give it some let's give it some good thickness okay in there all right i like that so now i've got a polygroup in the back polygroup in the front polygroup in the middle business in the front party in the back people john a wooden panel looper because it's going to smooth it too much wouldn't work it's going to smooth my text way too much okay so now that i have this i'm going to look from the side here right and i'm going to now say let's go to the gizmo i'm going to center that okay can't have symmetry on and i'm going to click the gear and i said it already i love my d i love me some deformers okay i'm going to use slice and what i'm going to do is i'm going to symmetrically slice this so this blue cone right here i'm going to turn it all the way up so i'm going to pull it all the way to the right because that's my z-axis right and then this blue dot i'm just going to now start moving it towards the z and see i get two edge loops like how many times you guys wanted to do this where you just want to get certain edge loops from a certain distance i use this a lot i'm a big fan of this because maybe i want a certain right little distance and and it doesn't just stop there you're going to be able to do other things with this as well right it's got inflating ability too if i want to inflate okay which then i can also add creasing and increasing i don't want any inflation so i'm going to just keep it just like this there you go the slicing gave me this okay i'm going to look at just this polygroup okay which is now that this is the middle portion but now i've got some edge loops in there i'm going to shrink my selection which is ctrl shift s control shift s again the way you find that is here let me show you in the ui so you're aware of that and here's where all the visibility is where you can grow and shrink so you can see right here there's the shrink control shift s as in superman superman right and then you gotta grow all grow outer ring you gotta grow which is ctrl shift x i can't tell you how many times i use this okay and then now i'm going to tell z brush again going back to this geometry edge loop menu i'm going to use this edge loop right here let's do a crisp okay here i'm going to just put this on an angle here let me just turn on double so you guys can really see this and put it on an angle so let me just look at my screen to make sure okay so i'm going to turn on crisp here and i'm going to say i want i want to push out okay so i'm going to just turn this displacement up and hit edge loop and that's creating an edge loop so what you're seeing is that now see i want to put a little a little lip in the logo so i'm just adding this again this is not something we have to do i'm just wanting to do it yeah see i like that that looks good i'm happy with that there i'm having that we're good to go now what now we need to put this on the hat again there's more than one way to do this 100 there's so many ways that we can go about doing this people okay but the way i chose to do it is this i'm going to say b for brush uh hold on and then let me in fact i'm going to go up in here since you guys probably don't see it so in the create menu all right i'm going to say i want to turn this into an insert mesh brush so i want the logo to look straight at the camera okay i want to boom just like my hands starting to work extreme close-up on the hand right and now what i want to do is insert right i want to create an insert mesh brush right so i'm just going to brush create create insert mesh brush and it's asking me hey what you're doing man what's going on do you want me to add it to the existing brush or do you want me to make a new i'm going to make a new i'm going to i'm going to make a new okay i'm going to make a new and now what we have here is this we've got our logo that i can draw out so let's go back right to our hat we got the hat here right so this is pretty much the front of the hat and then this is like that piece of the hat that we had right i'm going to use this to my benefit right so of course we can now just i can turn on symmetry so i can see where the center of the hat's going to be so i'm hitting x okay boom right and then turning x off and when i draw this out i get that right but it's not taking the form of the hat okay so what i want to do is in the brush palette somebody already somebody beat me to it in the modifiers here let me make sure you guys can see that right here the projection strength this is this is people right this people is a lisa needs braces moment right for sure lisa needs braces lisa needs braces lisa needs braces lisa needs braces okay so i'm going to go ahead and turn this projection all the way up to 100 okay and then now when i draw this out we get a logo that's conforming to the hat okay and i want that logo to sit inside just a little bit okay so now i'm going to come over here i'm going to go into again the brush i'm going to go to the depth then i'm gonna say okay let's have a depth of zero okay and then now again symmetry ax boom let them meet in the middle so let's make it one they come together they're married right and then i'm turning x off so that way i'm just getting only that and then there you go we've got a logo it's sitting somewhat in the surface i'm good to go now let's go ahead and split this off again and now let's rename this because again people you really should be like that i would recommend this like as i'm sure all of you as you're working you're seeing your your sub tools can start getting a little crazy so it's best to really name things so you're not i don't know what this is okay all right dental plan dental plan okay uh abram what is your what are your questions put them there and i'll look at them as i go on they could be called dental plan moments you're right okay so there we go we've got we're getting more of the front of the hat done something else now i also want to do is this part of the hat up here let's do something else also with this okay so i'm going to say there's let's go back to let's go back to our cue meshing so we're going to select our z modeler hold the space bar i'm going to say qmesh polygroup all okay and then now what i'm going to do is this but instead i want to kind of rip it off the surface okay so it's actually no longer attached so i'm using the existing depaul you guys so many times i'm using the existing topology right that's why my base mesh was so important so i'm clicking this and then i'm holding the control key so this comes kind of off the surface and it's automatically going to make a new polygroup okay what i want now is just only this portion here okay so i'm gonna split this off split hidden okay and let's call let's rename this under rim okay and then now what i'm going to do is i want to tell zbrush all right then let's go ahead and qmesh polygroup all let's do that i'm going to make a new polygroups on the fly like that let's just look at this and let's also make it a little bit thicker something like that and i definitely want just like on the top i'm going to crease these edges here i'm going to crease that edge right there and same thing on the other side right so when i do this right it's going to give me that right so now let's put our hat in dynamic so we have something like that all right i'm going to now say this needs some softness needs some love if you're doing anything nothing should be completely hard surface hard surface okay make believe tv it's up to you we'll make it a snapback if you want when we get to that point we're going to head to the back here in a second so again this is just too harsh so i got dynamic subdivs at 4 but i need my crease level drop down to two so it just softens up a little bit in here right and then okay this also needs to be set to level two right and then this is in essence so i can assign different colors and things like that right i can change the sizing a little bit move it up a little bit just so there's another additional little rim portion in here so i can make that be a different color than the top that's kind of why i did that right if you look in the render see there's a little bit of orange inside right so here let me let me make these bigger again so you guys can see it let's go with this one whoops right so you can see that orange rim right here and that orange right in there that's what i'm doing right here right now okay that's i just kind of want to add that element into the hat right that's just what i was going for right so now let's move to the back a lot of people are asking about how the heck i did the back portion okay here we go okay now let's do this i want to make something that's repeating along the back okay again there's more more than one way to do this in all honesty all right i'm going to do this in a particular way i want to create a pattern because i'm going to want topology okay at the end of this because maybe i need to get it out and maybe there's something else i want to do with that topology i.e maybe doing some other things with that all right so let's go ahead and now select the back i'm going to duplicate this just so i have another one of these okay and let's say let's rename this one i'm going to call this one the back mesh oops just so i know which one's just the back and which one's actually mesh we don't need the back one on now all right and i'm going to want to make this a mesh so this is all i did i'm going to grab again our handy dandy plane okay i'm actually going to tell zbrush to make the plane have absolutely no spans through the parts that i i don't want any spans through there okay right so i've got this i'm gonna make that a poly mesh okay so now we just got this one singular plane i'm going to go ahead now let's make a pattern so i'm going to use a raymesh raymesh is one of the best things for patterns i'm going to turn that on okay i want repeating four of them let me make sure you guys can see okay good so i got i'm turning on my array mesh and i'm changing my repeat pattern to four okay then i'm going to tell zbrush let's go to rotate and i'm going to rotate along the z 360 degrees okay and voila nothing happens okay nothing's happening because this is a perfect square right there's four of them and rotating them they're all just perfect squares okay so what i'm going to do next now is i'm going to turn on this lock position so i'm going to lock the position down and i'm going to switch to my gizmo and start doing this and you'll see they pull apart right so now i'm going to do this and maybe make a pattern you know i don't know we'll go like there that's good enough okay so now i've got four faces sitting right there okay which is important for me okay and then now all i gotta do is say let's make this a mesh so i'm gonna come down here to make mesh let's say hold on my face is covering that for you guys see this make mesh click it and now we've got real topology so all there's no longer instancing they're all there for us okay and then now i'm going to again switch back to my bridging in z modeler and i'm just going to bridge across so i can create this pattern and i'll make it a new polygroup like this okay i'm gonna go ahead and say let's go ahead and crease all so that everything's creased okay so now that i have this okay this is now a a little pattern okay to where did i click for what part what part did you get lost in i forget i don't know where your question array mesh what about it where did i click so i clicked here in a raymesh right so here let me go backwards okay so i've got a raymesh i've turned on lock position i'm repeating four times okay and then i'm rotating 360 degrees along the z that's it that's all i'm doing with array mesh and then i moved with the gizmo away and they they became all four corners in essence right and then to make it real topology i'm clicking on this make mesh button and then now it converts the instancing into real topology now i'm just bridging with zmodeler so it can be a completed piece in essence the pattern that i want right this is what i want for the pattern okay now that's my pattern watch let's go back now because there's other things they're going to be able to do well that's the finished hat let's go back to this now okay so now that i have this i want to tell zbrush to dynamically look at this right so when i turn dynamic on we're getting the smooth version of this hat okay number one you see how it's moving so much i'm going to stop some of that movement by using creasing so i'm just going to crease the border okay so now the border is creased up okay so you see there's not so much movement now it's not it's not pulling away as much so i'm just hitting that crease button with a 45 oh hold on hitting a crease button right here right with a 45 degree angle i'm getting increased all along the edging right and now all i'm going to tell zbrush to do is let's not actually do any smoothing okay which really doesn't matter because when i go now to use micro poly it's just going to have it so now i'm going to go ahead and say turn micro poly on okay this allows me to grab things from what we've already pre-made for you guys but i made something so how the heck do i get what i made and apply to that right she said if i grab this you see it's now applied to the hat so now i've got this twill applied to the hat that's not what i want i want i want the design that i made okay so you're going to control tap on this and then now i can see there's my shape and i swap it out okay and you see what happens here do you see how big like this is craziness going on there's a reason for this the shape that i've added it's really big like shape-wise it's massive so if you're going to make micro polys okay this shape actually needs to be changed added just one thing because if you look this piece right it's really big in the grand scheme of things i turn on the floor look how big it is it's ginormous right so i need this to be smaller [Music] okay sorry i just need some water so to do this the easiest thing that guys are going to do this i'm going to go to deformation i'm going to hit unify so this unifies it down creates it to be just one size it's just a simple simple thing now we're going back to this and again i'm going to go back into my geometry hold the control key tap on the icon load this up and then there we go okay now something else to think about this for people i can also let's go back to this okay let's clone this let's make another version of this with a raymesh okay i'm going to turn array mesh back on here and i'm going to say let's repeat two okay so i'm going to repeat two across here and then i'm gonna append i'm gonna append or insert a new one and then i'm gonna move and say make this a quadrant of four something like that right and then now i'll make this into a mesh so now there's four the reason why i want to highlight this is this one's just one right so we go back to our hat you can see what we're getting there okay if i now hold ctrl and tap on the other one you can see the pattern's a little different again i didn't unify this so we need to unify this once again i'm going to unify that back okay hold ctrl tap we get this so you can see i'm already getting that mesh pattern you don't have to do this but i need you guys to understand that there is something we can do so i prefer using this okay where it's just the one okay the reason being people is right now i'm not telling this mesh to be divided up at all so what's happening here is every single polygon is getting this pattern and so all i got to do is tells you well give me more polygons so instead of doing the quad one right where there's four right again already like this see it's looking more probably what i would want in this sense okay this one is going to open up more possibilities for me okay so now all i need to do is add more divisions here and you can see i start getting a mesh okay and then now there is a meshed hat it's that simple okay and you can see this is allowing me to go to three subdivision levels and every time it divides another one of those being copy and then the beauty about micro poly is when we convert this to topology we automatically weld everything for you as well okay so welding is going to happen that's why there's a weld button right here okay so what i mean is now we're sitting at subdivision level right three if i now hold down control and click and i tap on the four one you see that that gets you know it's a smaller mesh and it's only because there's just four within the one shape and compared to the two so i can get to the same thing right with the singular pattern and all i need to do is just up it's see if there's the same thing it just opens up more freedom if you guys can make micropolis where you've got more flexibility it's probably for the better okay in all honesty all right so something else i want to do here this should also have some other things going on along the bottom so i'm going to turn this off right and again once again i'm going to do this paint just those bottom okay and i'm going to come through here and say extrude again i got perpendicular going okay and so i'm just going to click on this and extrude inward like that okay and then now these faces here let's paint these temporarily i actually don't need to do the painting let's actually do this one without the painting so i can pull out here a single edge right or i can switch it to an edge loop so i can tap the alt key and say what i want so there okay and i'm going to probably want to have let's say some creasing now through there i don't want any creasing there there i need this to round in the back right it just make sense for that to round along the back and then now when i turn on you know some dynamics i'm getting a little bit of this so see how this is still turning in here right what would have been better for me to do going back to this is just taking this shape and let's just say again extrude but poly loop instead and then now what this is going to do is create a loop right going all the way around and then i'll go again poly loop in right so that way when i go to divide right i've got some more topology here to work with right in here in this corner right so these edges right you're going to make sure these are creased all through here right so that when you're dividing right you got i don't i definitely don't want those creased i don't want that creased i don't want that creased i want that crease though okay and i don't want those crease in there so we'll just do so it's faster i don't want any of those creased parts in there right so giving me something like this just gives me some volume in here right it's all i want it's some nice volume in here okay i don't want that creased there perfect don't want that creased either okay there and then now what's happening is you see it's not going to pull away from the front of the hat so much and then i can reposition this now make this be maybe more in there and then now turn on my micro polys right and then that way it it's going in the hat and then it's also doing what the hat really does the micropolis are turning around in the corner and coming through to the other side as well right so this is what i start to get there's my mesh okay and i've turned off my logo okay so there's how i did the back of the mesh just using micro polys and then i just made my own version okay how do i create the angles in the back part that's what we're going to get to next now okay so we got a little bit more time right so i want to create some kind of nice repeating part in the hackers obviously this shouldn't be just only a mesh right there should be some other items there so let's go ahead and let's grab a cube i'm going to grab one from here because i'm going to go a little bit faster and explain less just because we're running out of time right and then i'm going to kind of just make a quick little shape in here let's now add some inserting some edge loops let's go all the way up into there let's do something like that all right boom boom boom okay and qmesh this and let's actually i'm going to need another edge oops let's put some actually another edge right in here and then now pull this out give me something like that okay that looks good i'm going to ctrl w that make a new polygroup i'm going to now insert so i get this and then now i'm going to do make that a new polygroup and then make that a new polygroup right so i got a purple red and green we're gonna turn the floor off so i got these apollo groups okay um what's going to be important for me now is looking at it smooth okay so i'm going to say let's go ahead and crease so i'm going to crease that edge increase that edge let's crease that edge that edge why not let's crease those edges there and those edges there and those whoops and those edges there so really every edge but those two i'm going to crease right and again i'm looking at it smooth and i want to see a crease level of two all right that's that's what i'm looking for that looks nice okay so if you hold the alt key and click on a crease you can remove creasing that's it so if you have creasing selecting just hold the alt key and then tap on the edge and it'll uncrease chase okay so now i'm going to use something else here i'm going to go back to a brush we've already used right which is this stitching brush okay i'm just going to get out i don't want that many let's go a lot bigger okay and i've got it sitting a little bit inside let's put it back so it's sitting on the surface again okay and then i want to use in essence this brush right to give me some stitches right so you see i want i want some stitches okay so let's go a lot bigger okay let's go about that big and it looks good okay and let's go ahead and split those off split on mass points okay and then i'm going to only show these two i only really want those two stitches okay and i'm gonna angle them a little bit more let me like that okay then i'm gonna say let's pick this up brush create create an insert mesh okay i'm going to go ahead and say new this time in fact you know what i also i don't want the back so let's hide the back part we don't want those might help if i turn symmetry off let me make my color again let me turn some there and i don't want i don't want those i just want these g the only two i want so let's go ahead and create an inserm mesh brush i'll go ahead and append it this time so we've got two of them okay this one's just drawing out like that right what i'm going to do now is go to create in the brush palette i'm going to turn it into a nano nano nano come back to this in here okay we don't need this stroke anymore and what i want to do is create some stitching through here so let's go ahead and do a mirror and weld just so i have a middle port here right we're going to need to go mir and weld along not along that along that z i mean the y i keep clicking on my colors and let's go ahead and let's insert a single edge loop and i'm along the wire right now let's do an edge loop right there okay and then now i'm gonna say here here and here i want these stitches okay and now what this is is actual nano okay and so i can size this up to the size that i want say something like that you can see the other side's not aligning right that's why we have alignments and then now it's aligning correct so now i have that for my stitching right and then i can tweak this to get the sizing that i want there we go okay so i'm using nano to create hello from russia okay those okay so now i'm gonna say all right i like those let's turn these into real topology so i'm gonna come into my inventory and say one to mesh okay and what i have here now is i got a mesh with this okay and i've changed my polygroups again so let's go back now and say okay this and we don't need the yellow this needs to be one poly group there okay then we need in here we need this we don't need the yellow control in there and then now i need in essence the middle portion right this portion in here to be its own polygroup and it looks like i have put some yellow so let's get rid of those inner portions the geometry delete hidden okay so what i have here now is this brush in essence because what i'm going to do now is convert this into a brush so i'm going to turn it into an insert i'm going to say curve mode so i'm going to turn on my curve mode i already know in the brush section i'm going to need to change the mesh how it's working along the curve so the curve is how something's being applied and then in the brush is the actual mesh itself this is why we call our meshes tools i'm using the mesh as a tool right so then i'm going to say let's weld the points and let's add some a lot of curve resolution okay what that's going to allow me to do people is when i go now to draw this out right this is what i'm getting that's what i want right and then looking at it this way is what i want to look at it right so if i did not weld my points when i draw it out right you would get breaking through here so the welding of the points becomes important for us and what's also important is there's three polygroups you need one right two three right you can only have three polygroups and what's happening is i've set this brush up so that the one polygon is repeating in the middle and then the ends are actually capped this is why i did that i want a closing at the end right i want that to be closed at the end there that's why i did this i don't want to have opening ends at either side okay and now let's go back to this and again right like i said we're going to keep you reusing stuff so i'm going to keep reusing this back portion now over again and again and again and again and again so let's go ahead and let's let's copy this again let's duplicate the back okay and then i'll just call this framing just keep it simple and i'm going to do this now i'm going to switch back to the modeler for now right for a second and i'm going to make some new poly grouping actually yeah i'm going to go like that and let's make the middle section all right so i got three new polygroups here right so again i'm holding the alt key and then letting go and then it paints that polygroup every time i tap the alt key it'll change the polygroup if i want to get back these polygroups alt key press let go shift key and then boom okay so this is what i want all right i'm going to go ahead and divide this up some just give me some more topology and that's probably enough and now we're going to go back to that brush i just made and we're not doing anything new here we're doing the same same little trick i'm actually going to have this in the depth sit in a little bit more so i'm gonna push in that embed a little bit more okay i'm gonna go to my stroke again once again popular function frame based upon poly grouping and then when i tap i get this right and now i just got to find the size that i want i got something that size right and then now this is what we're getting we're getting this repeated section through here right so i'll split these off again right and now if we look at this see i'm getting these to go along through there right that's how i started to do that okay it's pretty it's quite simple right pretty easy it's not it's not craziness here right it's just giving me this right and then this is just shrunk too much so the framing actually would have been better to use what i'm using for the back mesh because i have topology there right so it would have been better probably to use this one not have any micro poly so i don't have any of the when i divide divided up right it doesn't have the shrinking that's happening as much because the only only thing i care about right let's go back to z modeler again making these new polygroups right here like so that's a new one and then this needs to be a different polygroup there right and then now turn on dynamic and really again i only care about that and this one right oh i didn't change this last one i need might help if i changed this last one down here let's change this this also needs to be a new one there okay and i'm putting the topology i'm giving myself topology so that i know when i frame it i'm framing along something right that is going to be useful for me okay right as far as the smoothness i don't want to be doing on such low low low low low topology and then now we're going here stroke frame it tap and then there you go and then now split these off and then there you go and then now you're just repeating rinse and repeat rinse and repeat rinse and repeat rinse and repeat right that's all we need to do now right so this is the mesh okay we got those so now you have this right the mesh back i'm going to actually size this up a little bit now it needs to be sitting over top of those right and then there so again now you just do the same thing on the bottom seeing the top because we're low on time people i'm gonna i'm gonna talk about the back portion now and then we'll be we'll be done pretty much oh and then this top part up here was easy this i just did this i just grabbed the model kit here and i just grabbed one like that right there is good enough for me and i just there there's the top part and then just sized it where i wanted it there pretty simple nothing too complicated there right okay so now in the back here honestly the easiest way to do this this the one the simplest way to do this is we're looking okay let's let's move all the stuff we're looking at so we got the rim okay we've got the back mesh and now we've got this pattern through here right and then there's the logo so what i want to do is the mesh the back mesh is something that i want to edit or change okay so i'm going to click on this and i'm just going to go ahead and this time i'm just going to duplicate it and i'm going to rename this back mesh sub okay and i'm going to turn on my gizmo so i'm going to solo this out so you guys are seeing what i'm doing and let's not have a micro poly okay so let's just have this here we can turn let's just turn michael probably completely off okay so now that i have this i'm actually going to click the gear and replace it with a cube because this is actually what i want okay i want this cube and i'm going to position that there if i want to something like that size that up there maybe size it up a little bit more there okay and brush the modeler we're going to d uncrease there increase there and let's give it a mirror and welding just so it's a little bit more to it and this is how i made the hole in the back it's this is the fastest way to do it for me right turn on that there you go and i have live booleans turned on right and i've turned this into a subtractive over here so my icon's right here this is a union so i'm going to click here and turn it into subtractive and then now i have that right okay and then i reused this mesh right to get the arch way that i need through here right so what i mean by that is just reusing this mesh i can duplicate this mesh right duplicate it now i have a duplicated version of this i can say insert right something like this it's going to be good enough and let's go polygroup poly loop make that different make that different okay and i'm going to go ahead and again i'm going to apply and i'm applying people because really what we're playing with is this it's really just some kind of cube it's nothing really dense okay so now when i hit the d key that turns on dynamics we're looking at the smooth version what i want is the smooth version with that amount of topology great so i actually also don't want here we don't i don't want that to be the same polygon let's make those i only want these two polygroups okay and i'm going to hit apply and then i'm going to delete and it gives me just topology but what it's doing is giving me the silhouette which then opens up my ability again once again with the curve brushes right and then having this going to stroke once again poly grouping right and then tapping seeing it's going to follow okay but what i'm going to do is one other step i'm going to tell zbrush let's also let's add one more thing to this so let's get back to the the dynamic subdivs right in here i'm going to put another edge loop through here do something like that and then i'm going to cue mesh poly loop let's do a poly loop in there right okay and i'm just adding another row i'm tapping the alt key to change my polygrouping okay and now i'm going to add an edge loop through here it's good let's do poly looping here new polygroup there new polygroup there right and i don't need this so now i have this and once again frame it right if you now have a brush like this selected right so you see how low this curve is that's not going to work for me i need something like that right so let's get our creasing to match right now so we don't need this this is what i'm saying you need to get some divisions right i need some okay divisions through here okay so i'm gonna now just crease let's crease by polygroups to make it faster so now we get something like that and let's go ahead and crease this here so we're going to crease i'm going to do a partial this time because i only want the bottom boom there okay because this is more or less what i want okay so we're going to go ahead and apply that delete the lower right and then now all i care about is this portion okay and then we can get rid of all this if we want to i don't really need that topology and i didn't have symmetry on that right so this now becomes gives me the topology for the back to frame and then do that right and then that's too big let's go a lot smaller something like that right and then that right is making up this so now i can just put it in place wherever i want all right so that's how i kind of got that pattern i reused the shape okay so there you go that's how i got that right i'm just using that shape again to give me there and then now i just position this where i want it to be positioned that's it that's it's that simple right obviously when i was doing this i was going a lot faster because i wasn't sitting here explaining everything of course right and let's go stay alone here and then now you guys can do stuff like this or i can let's also be symmetrical so i can move this around do a lot of different stuff with this there you go okay that's how i started to manipulate and give that in the back okay there you have it there's making that hat okay so our final result that i got to was more like this okay and then this this stuff back here is super easy just again reuse the topology right so coming back to here we've already got topology that supports the brimming of the hat right which is the back mesh part right this is already supporting it so we've already got a copy of that right here right so all i did is said okay oops i want the topology let's get rid of the curve i'm just going to reuse this blue topology right here right to create the snaps okay so then i don't need any of this i just need that right and then split it or in this case i can just delete it i don't need any of this so i'm going to delete hidden and then now i just did okay i don't want one row of topology right so i'm going to come in here and go to delete and polyloop and delete that right turn on dynamic and again let's add now some thickness to this like this i'm going to turn off post subdivs and then this is what i got i'm going to add another couple segments in there there there that's it like it's not it's not difficult right that's it that's all you need to do and then if you want a little bit more shape in here right this is just you now just quickly right coming in here and then just if you want this to be more round just do this and then see you can there it's more round done and then now of course you put one over top of the other okay so that's kind of how i started doing that back portion there as well okay if that makes sense so that's how i got let's go back to this one that's how i got that part right in there there you have it and then of course you can see the front remember i said i wanted to keep the front part okay the front was easy to do to make that look a little bit more like cloth okay i grabbed the front piece again right remember i said i'm going to want to reuse that front piece specifically like see something like this right or here's the front original one all i need to do now is turn this on right to what i want it to turn into right so i'm going to head let's crease it dynamic sub disk let's turn on micro poly i'm going to turn this weave in here pattern i'm actually going to let's move this now up all right let's turn this on so this is the one that i'm on and then this is going to be the very front of my hat now now it's just getting something like that and then and then now i probably need some more and some more right and then this in essence is now going to become right instead of having this instead of having this right this portion in here right this is what's going to happen that does that make sense okay hopefully that makes sense for everybody i can even just keep this and all i would need to do is just push this back a little bit more something like that there there you go so we got a mesh in the front we've got our stitching we've got now a pattern that looks kind of more like a hat in there right so and then i've got a logo with and now you're just coloring it off all right so what was the question again someone remind me what that last question was that somebody said hey don't forget about my question i don't remember what your question was again remind me what your question once again mr sunsen you could use that for surface noise too though uh what was the question someone was asking a question again can someone reiterate again what that question was so this is oh this is my my kind of final piece again there's probably more i would do to this then i would start hitting it with some of the cloth brushes to make this actually look like you know it's a little bit more not so perfect especially this portion of a hat right like if you look this one's actually pretty perfect right it's not crazy there's a little dipping in here right it's not too nuts this is stain keeping its form pretty much in the front right but okay there you go so micro polys are very powerful in fact i found a great way to use them with surface noise okay well uh alex i already have the low polygon version to change this into a game asset right so i built it from a low polygon version so all i would need to do is bring it into your program all this would be one mesh right and then you can either just put it all in a normal map because you'll have the arbitrary low polygon version because that's where i started and then this version with all the details in it right or you you can take this and then just make a lower polygon version by like i would probably decimate it in zbrush yes this will be saved um hold on i gotta see let me see where your other question is unfortunately i don't have really much time left because there's another streamer coming up after me um hold on i'm going up where your question was i got there's a lot of chat i don't know if i'm able to find it give me a second see you community hey wait you have several stocking mentions of that wait and you're having like a multi-part okay one question can i make a back stocking part how does one use for games like how to does something need to be done beforehand in zbrush i'm not actually understanding your question are you what do you mean by stalking back part i don't know what you're asking okay so make believe found one that you're also asking can flower designs or some kind of interactive design be added with the stocking mesh yeah any chance you'll get more cartoon um hired gun i don't i'll have to see if we have any more the of the swell bottles i'll have to ask so um abraham you're asking can flower designs or some kind of interactive design be added with the stocking mesh are you referring to the back because anything can be done there that's whatever you want it's anything you want yeah you can add flowers either with nano mash you can have flowers and insert mesh brushes again unfortunately i don't really have time to break down how to turn it into a game-ready mesh because i got to get going because again there's streamers coming up um but it wouldn't be that difficult to turn this into a game-ready mesh this the reason why i'm using micro polys is it's so it's ready to go right for for the geometry so depending on also what game engine i'm trying to get into or even what company i work for it's also going to depend upon where i maybe even go with this how many triangles do i even get to turn this into a game ready mesh okay unfortunately i just don't have time to walk you guys through all that um but mostly for me if i was turning this in a game ready mesh i would have the whole main part of the hat in essence what we started with very beginning right the very very very beginning of this the hat right i know now i'm in i'm in my finished version so this portion of the hat right where it even had still the back part that would probably be the mesh i would start with being my game ready mesh okay and then all i'm going to do now is use normal maps to give the pattern that i did here and the logo right and the stitching all the stitching would be in a normal map all the pattern would be in a normal map the logo itself i would put in the normal map itself the only other thing maybe i wouldn't put in the real map is the tubing that's going around here might just be easy to keep that as real topology and then the back right this mesh part that would all be an alpha so in essence the only thing that's going to go into my engine right is going to be the the low low low lower version of the back portion right just this right this is all it's going to end up being and then there'll be an alpha from the pattern and then that's it and then i would use that alpha in my engine to do just like i did in zbrush i'm using pure black and pure white and then that would give me my pattern that's that's the route i would start going and then everything else would be topology i would just drop into place there too that's it so in essence me personally i'd probably have one and then two three maybe four pieces of geometry for the hat that's it and then all the patterns will be driven by normal mapping or in the case in the back it's going to be used i'm going to use it to create an alpha channel and save on topology so i would probably do an alpha tile in essence i just you just take this really you guys can take this that i made and bring that in and tile that right okay there you go um yeah our next streamer hold on let me adjust because this is all in the way we got another streamer coming up right right after me so we are looking at this was just looking at me seeing about what we could do about that video you guys asked a lot of questions on how we made the hat so there you go that's how i did most of that obviously walking through it yes this is now recorded and this will stay up on our youtube forever so you guys can re-watch over and over and over again if you really want to it's there for you so um and coming up next let me get the calendar so because i don't remember who is coming up again after me no paul deezy's up next paul dz's up in 25 minutes okay so there you go right there is making the hat from our video inside of zbrush and i used a lot of different features right to get to this point okay but it's a lot of fun to manipulate and try some different experiments right i made the stitchings really big on mine because i knew it was going to be put in a video that's going to be going really fast so obviously you guys probably won't want your stitching that bay or what it's your world it's your world okay and then there you have it there is how it's made making the baseball cap that you guys saw in that video i think last week okay okay so uh fabio i already showed how to do the stitching so i'd recommend because i gotta go unfortunately go back and rewatch this video in the beginning part was showing how we did the stitching okay that would be my recommendation because unfortunately i have to go so i really appreciate you guys all tuning in hopefully took a lot away from that so that's how you saw making the hat video for when you've seen our little instagramming and social media thank you for watching i'm paul gabry with pixel logic this once again was how it's made making a baseball cap and have a great day and
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Channel: Pixologic ZBrush
Views: 26,094
Rating: undefined out of 5
Keywords: zbrush, zbrush tutorial, zbrush beginner tutorial, zbrush 2019, zbrush 2020, pixologic, zbrush free, z brush, sculptris, zbrush live, zbrush download, zbrush core, zbrush trial, zbrush brushes, blender, 3d coat, 3d modeling, digital sculpting, zbrush student, etsy, zbrush character modeling, zbrush character, zbrush sculpting, zbrush realistic face, 3d printing software, 3d modeling software, zbrushcoremini, zbrushcore mini, zbrush mini, figurine, zbrush 2021
Id: qTau3xhsSWY
Channel Id: undefined
Length: 102min 58sec (6178 seconds)
Published: Wed Mar 24 2021
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