Create a No. 2 Pencil in 3D #withme! with a Star Wars Twist! - Michael Pavlovich - ZBrush 2021

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but i'm working this should be firing up now i want to say this month's challenge was carving something but i don't remember if that was true or not but we can kind of do something like that so what i'm gonna do and it's also may the fourth so let's carve something may the fourth e um i'm gonna start out doing something like this let's go into images here maybe just as a just kind of a little warm up here oh we are oh look at that we already got some may the fourth carving stuff to do so let's go ahead and make a pencil real quick how many sizes a pencil have let's think about that so we got a cylinder here going to edit mode don't make it a polymesh 3d just yet because i want to knock down these axes hey everybody how's it going um trying to figure out how many sides a pencil has right now you know what that's what google's for how many sides i remember studying that in school six all right so let's go down here to h divides let's type in six and uh v divides go ahead and knock that down so we got the start of a pencil we'll go ahead and say make polymesh3d and now we can stretch this out into our pencil shape i'm not going to do the whole pencil necessarily oh you know we can we're going to do a pencil carving to start out with but let me see number two number two pencil something i haven't used since i was a wee lad but i'm just kind of looking at the other end of a pencil so there we go we've got a pencil going and uh let's take this middle point right here so i'm gonna do is i'm gonna go to the model brush bzm hover over a point and we're gonna say transpose point and just go there we go so now we've got a pencil-ish now this six-sided thing is going to go into a cylinder and that cylinder is going to be a little bit more fancy so what we're going to do now is we're going to sub tool here and we'll just go ahead and append do i want to get super fancy with that i think this will work just fine okay so we're going to go ahead and append a cylinder 3d and this one's just going to have the default cylinders we don't need all of these lines in there just yet and go down here to geometry edge loop and just say delete loops and then we'll move this one down and uh yeah we'll have those overlapping just a little bit uh sure shout them out lee struggling with some personal character practice some questions for you later i you know if i can if i can answer them while i'm struggling to make a pencil i'm more than happy to do that uh you know what else might actually help too if i want to match oh perfect i want to match something so i'm going to go ahead and say save image as throw it onto my desktop here and go in here to texture import i'm going to bring in some reference real quick a lot of different ways to do that in zbrush but my favorite is just literally throwing it in here so i'm going to um bring this in here and if i want to rotate this i can always you know rotate it so the pencil is going up and then i can go in here and say add the spotlight that little plus minus sign and now i've got a perfect little baby pencil right there so i'm going to go ahead and knock this down so we'll go ahead and scale it down a little bit drop that opacity down go ahead and hit z and now i've got a representation of how this thing should look so that way i don't have to eyeball something and be like well how long does the metal piece need to be i already know how long it needs to be because it's right there and then on top of this we're going to have an eraser this eraser i might actually do a simpler cylinder than this this cylinder i put in a bunch of spans because i want to do those kind of ridges along the side but what i'm going to do here now is go in here i got my custom cylinder thing i'm just going to grab cylinders maybe a cylinder 12 and then just knock this one in then we're going to do a quick uh split mass points there that's under your split menu so that way when i want to go in here and do an eraser that has like a little bent uh you know a little fall off on here we're gonna say you know put in a nice fall off in fact we can even go back in here with the model brush insert multiple edge loops interactive elevation and just pull there we go and uh to keep this one nice and tidy up here we can a couple different ways we can do that we can go over here to crease and we can say just run a crease tolerance on there that'll leave these alone increase this one so now when i hit d for dynamic subdivisions which is right up here it'll go ahead and dynamically subdivide that let's go ahead and crank up that maybe to three and uh that should be fine i don't need to worry about this because it's going to be buried inside the metal part so we've got an eraser of sorts if you want to tighten up this transition you can see it kind of starts fading in there quick uh you can literally go in here and just say you know what insert single edge loop we'll go ahead and put a control loop on the top here and then another control loop here so we can control that fall off a little bit more good enough and then right here in the middle metal part let's go ahead and hit shift z now i didn't store a camera position here but that's okay we can just move this right back into place i'm gonna go ahead and say you know what this point let's alt tap the pencil here so i can grab that point and go pull that up and i'll tap the metal part here okay we're good so i'm gonna go in here to movie timeline show click in there and then same thing movie timeline show turn that off so now when i want to move this back just forward and back arrow and i'm snap it right back hey morpheus have ram uh yeah oh man watching my videos non-stop for two months you already got to be real tired of my voice hey john you yeah we'll start with a number two pencil you know what we'll even do the text maybe i don't know feeling sassy this morning um but you know what this this challenge might actually knock me down a peg we'll see how it goes so now i'm gonna go through here and i'm gonna add some of these spans that we were talking about so i'm gonna turn on polyframe so i can see what i'm doing let's hit ctrl w trying to get something that's a little a little brighter there so i'm going to go in here and say insert multiple edge loops and we're just going to pull through a little bit and divide up these different sections i mean i guess we could do that you know we're going to do i need to see this a little bit better there we go so disregard my original here so let's go ahead and make this about right this pencil eraser is a little bit long okay here we go and then back here into the movie timeline show we'll go ahead and drag this one off and then pop a new one back in there so that we can now snap to this so now i'm going to go in here insert instead of multiple substitutions single and i'm literally just going to go through here and be like and again you don't have to be that fancy with this you can go through here and you can just sculpt it which i may end up doing in just a minute but i'm going to block off these ridges here because i'm going to have to go through and inset all of these and then pull them out and then for these ridges i'm going to go through here and i think i'm going to start with a center here here here and here and same thing for this one here all right got everything i need and then again through these ones let's go ahead and just do a polygroup poly loop tap alt to go ahead and mark these ones and i'm going to go in here and i'm going to say inset polygroup all each poly and we'll just go ahead do legacy i don't need anything fancy there we'll go ahead and scale these out so now um when you when you make enter when you go in here and you make a cylinder based on the defaults here you're going to see the h divide is 32. so if i want to use a radial symmetry on this one i need to go in here to transform activate symmetry and by default symmetry is going to be just in the x-axis but if we turn on the floor you're going to see the y-axis the green one that goes straight up from the floor is the axis we need to be in with radial symmetry at 32 so now we're in radial symmetry through here so at this point i can literally go in here you know let's just do a transpose polygroup ball and that'll mask off everything and put a transpose line there so now we can go through here and we can um kind of scale if i could i didn't think this was going to be the challenging part um going through here and trying to grab here it is okay and let's also turn on lsim for local symmetry here so now we can scale along this individual axis for this kind of thing here and we pull these out that'll maybe kind of give us those ridges we were looking for another a little bit extreme i'll go ahead and use our arrows to snap this back i don't know that's going to be super successful i may actually end up doing that as a separate piece but we'll see how that works so for the rest of these i'm going to go ahead and turn off x symmetry and for this one we're going to go ahead and say bevel as loop complete i'm going to pull this out along unmask sorry pull this out along here and now i'm just going to tap through here so that's going to leave those corners alone and then we'll go through here and we'll say insert multiple edge loops zero elevation keep polygroup so now i can just go through here and just put a line right through the middle of all these problems a lot of work to make a pencil so now i want to go through here you know what i want to scale all of these but i want to scale them at the exact same amount so let's see if we can do that let's go in here to transpose now let's go in here to mask exit complete i'm going to go ahead and grab so this would be the same thing as like an edge loop selection in any other program we're going to mask these edge loops control tap control tap to uh invert that and then we go in here i'm going to go to unmash my center and see if we can't so if i scale this way we can scale in that direction but we're not scaling that direction same thing but if i hold down alt and scale in the y direction it will just pop everything out of the same amounts and now we can put those out here so now let's hit d for dynamic and then i'll go ahead and start smoothing this thing out does it look vaguely correct a little bit i need to put in a few control curves in here though so like we did before i'm going to hover go over this well we can crease as well um let's do that manually shift d which is turning off dynamic go in here say crease edge loop complete here and here that'll keep these a little bit tighter up top and it looks i mean these things are pretty sharp as far as like you know i don't need a beautiful edge fall off on that metal but i kind of like to have that so what i like to do is i'll do a crease level i'm just doing my custom increased level 2 smooth set of three let me decrease level of three some sub number four and then if i need to do that i can go through here if i need to do um you know get rid of any scalping i can just insert a control loop there but um i think that's actually okay-ish okay so that's what we got looking there i think that's close let's back that off a little bit let's go ahead and scale this and on this one i'm going to go to unmash my center and we're going to scale this down just a tiny bit let's try and get this to match up we got metal and then we got our eraser again unmatched my center there we go something like that close enough okay um so question for side effects you make hair cards now with the new uh curse snap brushes i haven't made anything since the newsie brush came out this is um that's the first thing i've made but uh absolutely sure i could seems like it seems like it'd be okay oh and if you guys are wondering what that's all about um did i put it in here zebras 20 21.6 what's new i can link you to this one well you know here's here's the what's new for everything so anything new in zbrush you want to check out you can jump in here and then here's the zebras 20 21.6 so you can go through here you can pop it over into youtube and then right here on the side scroll all the way to the bottom here's 2120 1.6.3 and four right here and then this one here is the curved flat brushes so this one allows you it's basically the curved strap brush but it allows you to actually just do a single sided flat and they should um i saw a comment that was like it didn't weld but um it should oops so if we go in here to brush curve flat you know you've got this capability now let's go ahead and do shift d so you can see it just you know single sided mesh just a plane here and you can treat it just like any other curve that you're using and uh if you were to tap off to delete that and then say split mass points um if i hold down shift and smooth actually i think about a smooth brush modifier has been connected to one um it should should weld all these if it ever doesn't for some reason you can always go in here to geometry modified topology and just do weld points and that'll weld all the points that are close to each other so go ahead and delete that out of there so now we got this all set up so now i'm gonna go back to my original google search and here we go so we can do a little carving on the top of this graphite here but that's going to be a different material so what i'm going to do is i'm going to turn this into three different layers so that we have wood graphite and paint i think that'll work so we'll go back to our trusty um side view here i'm going to say duplicate this pencil off go in here with my z model brush insert single edge loop and right around here is where i'll start that lead happening so we'll go ahead and go into solo mode on this duplicate and then take this top off and then say delete hidden for the bottom i'm just going to say close holes near and weld across the x-axis there's no poke face in here is there i don't think so let's also figure out where my axes are so z forward here we have x symmetry turned on and now i can go through here and i can say you know what we can do this we can do slide to the middle here and then we can say spin edge there we go spin edge and now we can slide this into the middle so okay so we've got this and i think that'll be fine we're gonna end up dynameshing that i believe and now uh for this one this is gonna be the wood wood i think i'm just gonna end up maybe dynameshing and sculpting as well and then the paint will be something similar so let's go ahead and do this as that paint transitions to the wood it kind of starts to do this like a bevel kind of comes in just a little bit so this is my wood let's go ahead and name it so we know what we're looking at and then the paint on top of here is just going to be a duplicate of that i'm going to duplicate this off and we're going to give this a very thin layer um and i might just inflate it and sculpt it in let's see let's go into solo mode here and hold down alt this is one of those problem solving things where i'm like um i don't know if i have a real good attack plan for let's say a judge modified holiday delete hidden a real good attack plan for this one also these have a little bit of a softer falloff than what i have there so what i'm gonna do is how do i wanna do like the raised i don't wanna over complicate this geo and this is six sided so let's do this let's go in here to transform activate symmetry in the y radial count of six so now we have this so we can go through here every single one of these and we just do a quick bevel and that'll allow us also to say maybe let's go ahead and say delete a single poly here and then we can take these ones and just kind of move them in it might even be safer to say see modeler slide by brush radius and we'll just slide right along there close enough maybe and that can be our kind of our outside pencil here and then if we want to put you know let's try this let's sorry insert multiple edge loops we'll put one again right down the middle of this edge and then i'm going to say transpose edge and again we're working on radial symmetry so it's going to do it on all sides and we're going to just pull that out just a little bit here so now i can see what this will look like on smooth subdiv will go ahead and leave up i'm going to turn up the thickness and you know it smooths it down i'm going to turn up turn up a little bit of thickness on here and see if that will be like that painted and fall off there i think that'll work okay hmm okay and if that's looking okay we can go through here and we can say you know what let's go ahead and apply that dynamic thickness and again we're still working in radial symmetry so i'm just going to my move brush here and we can kind of just move this around a little bit can make this look a little bit more irregular but i don't want to move those bevels around okay so now let's go through here let's just run a crease tolerance at 45 that'll go ahead and increase these angles in here and now if i hit d for dynamic we'll turn off thickness here turn up smooth subdiv and now we can go through here and say you know what no this should be fine if i'm going to be sculpting on this i suppose that'll be all right so we've kind of got that now on the pencil wood here let's go ahead and say do i want to crease this yeah i think i do we'll run a crease tolerance we'll do a crease level of one smooth subdiv of three i'm gonna put some control loops in here insert single edge loop so we'll control loop this one and maybe even control loop this one let's see if that needs it yeah it does here here and here good enough and then you know what smooths up the before increase level of two we'll go ahead and build in a little bit of that hex there a little bit more and then for this graphite this one's just gonna be we're gonna just start sculpting on this one so we'll just run a crease turn on dynamic oops and this crease should actually be let's uh increase all let's drop that increase that crease tolerance so it just creases the bottom here and now we've got a round cylinder okay it was a bit it was a bit hairy i thought i was going to be so again this one increased level of three smooths up to the four number two pencil ish let's go ahead and okay it looks about right um let's see my character is near finalize with surface noise applied for textures clothing accessories 40 million polys when i t postmaster i can't pose without ruining the mesh did i post too late um no as long as you have uh subdivision history if you have like a 40 million polygon character with no subdivision history and then you try to go pose 40 million polygons um it's a lot easier to go through and do like uh you know bend an arm with like okay i bend an arm with clothing on it and everything's attached to his wrist and stuff but if it's just a 40 million polygon dynamesh of all those pieces and you bend an arm you're just gonna have to do a lot of cleanup you're gonna have to clean up 40 million polygons as opposed to dropping out of subday level 2 cleaning up 20 000 polygons and then subdividing back up to put your detail back in um but that would be yeah it shouldn't be ruined it would just be in a worst case scenario if you do need subdivisions you can z remesh and then project your details back give it time my voice will become grading i promise can you tell how to merge similar subtools without disturbing uvs um yeah you should be able to well yeah basically when you go in here to sub tool and you merge just make sure you have that uv option turned on then it should work uh have you checked uv4's metahumans what are your thoughts it's great ship it whenever i'm able to say hey you know what i can pull some sliders around and it's done uh all in never write myself right out of a job pencils but usually the metal part is slightly smaller than the wooden eraser because it's crushing them slightly as opposed to being bigger yeah let me see it is it's like it's slightly bigger here but then this is like pinched in so what we can do good call so here's what we're gonna do the wood on this one we're actually going to say you know what you are up here and that's where the metal is going to be kind of bigger and then right in the middle here we're going to pinch this easy way to do that is to hit w and go to unmash my center again and we're going to go in here to our that would be a good one we can do a taper but i want a little more control of that so i'm going to go in here to my deformer because i want to lock the start in the end and then in this resolution we want to kind of bump up a little bit so these ones we're going to leave alone we're going to hold down ctrl alt and just grab these middle points here and then again you can scale out this way you can scale out this way you can or vice versa you can scale it inwards but we're going to hold down alt and scale these in all at the same time so we can kind of just pinch that in just a little bit here so that way it kind of goes through and kind of pinches in another thing we can do if that's just not quite there if we want a little bit more control too we can go through here we can do a transform activate symmetry in the y radial count 32 still probably fine and just literally just use our move brush to kind of it's not super accurate but you know what i'm a character artist not a pencil artist so deal with it all right so there we go it kind of looks like it's kind of cranked in there a little bit as opposed to like being big and blobby on the outside thank you um that looks a lot better i appreciate that um hey how's it going loser snake uh night i'm that's his name i'm not calling him that um hey michael do you have any thoughts on how to make cinematic quality characters or any websites to look at or tutorials oh god there's got to be so many right i will say cinematic characters um speaking of um we have a we have a guy at certain affinity where i work who does the most insano ue4 uh i'll go ahead and get his website or his uh our station here um like oh my god if you see this stuff and these things don't really do it justice i'm trying to see if there's a i guess there's a video in here somewhere maybe at the top where basically it's like when you're in unreal and you're going through here and it's like this is in ue4 you know and it's got the hair and it's got the eyes and you know the little goopy eye and stuff like that so you know he's real good at that so uh you know what maybe one day i'll be as good as him that's austin martin but uh yeah cinematic characters he's got it i not so much but luckily he can do all the cinematic characters we need and he can teach me how to do it maybe cool i'm doing good alex so we're just making a pencil and we have our this part here so we're going to go through here i'm going to go ahead and say d for dynamic and kind of smooth that out that's looking okay this isn't looking great but we can fix that and then same thing for the wood we're going to go through here and kind of hammer that out a little bit and then same thing you know what do i want a dynamesh or do i want to actually just have well-distributed geometry for this one i think let's go ahead and distribute this geometry a little bit better so i'm going to go in here to insert multiple edge loops keep poly groups and we're just going to go through here and go bring and just kind of dial in some edge loops in either direction so that way we just get some nice even quads to sculpt on however we are going to have to say uncrease all and then just do a re just recreate this stuff so now when i hit d for dynamic as a result getting to start sculpting on that result uh crease level of two smooth set of three maybe that'll work and then as far as the wood goes this one i'm going to hit d for dynamic just to get that smooth look and then i'm going to go down here to apply and then we're just going to go right in here and just hit dynamesh no we don't rarely do i ever want to freeze my resolution on there now since we're not going to see a whole bunch of this underneath we can literally go through here let's do a trim curve and just trim that right up that's basically going to slice close holes and then fill that hole re-dynamesh and there we go so now we do have some pencil lead some graphite underneath here so if i turn this one on and turn on transparency that's about how much wiggle room we have to play with so same thing here we're going to go ahead and just say trim this top here there's our graphite let's say you know what we'll go ahead and crease this let's say crease all crease all there we go and then increase level one let's move up two so that'll kind of give us this result let's smooth subdiv of three maybe and then i can go through here and just to go insert single edge loop and we'll put in a control loop down here at the bottom and you know what maybe one at the top too so there's our pencil lead this will be a little bit smaller let's turn off x symmetry so we can go through here and just kind of put that right in there and then again we'll kind of wiggle up that wood at the top there alrighty so this one too we'll go ahead and just immediately say apply and then just dynamesh by the way all this functionality is over here the geometry menu but i like to do my own custom menu a couple different areas to see that so you guys you all may have um seen this one this is a new intro to zbrush series i made it for something else and then forgot about it and then well here it is so you can if you're just getting started on zbrush you can go here and it's got some good stuff i've also got another series that's similar uh we go in here to my playlists there's my intro to zebras for ideation first 55 videos or so you can check this one out but in here if we do a search for cust switch windows here do a search for custom control f there we go custom startup project no there we go uh custom interface and menus video number 45 or on this one here because saving custom brushes no custom interface video 42 that'll walk you through how to make your own custom editing stuff like that's actually surprisingly easy i don't know why it's surprising but it's not that difficult to do is there a way to let's make sure i didn't miss anything um oh no well i mean i guess the plus side would be you can watch these streams but sorry to hear about that shonik um oh cool yeah excellent yeah i'm glad i was able to find that i had a lot of stuff my hard drive was able to find his file um cool is there a way to put two or more different imm curves and i bifurcated curves that are okay hold on let me let me let me see what that is divide into two branches or forks gotcha so you want to put two different imm curves on something that branches generated by curve helper so you did it in what's new zebras 20 21 videos um oh yeah curve helper well we can try it so if we wanted to wrap something around here now i wasn't able to do it all in one fill swoop i have to do one and then do another one but if we go in here and we say append to z sphere we've got our z sphere here we're going to go into transparency mode so now we can see the z sphere so we hit w move it out of the way we're going to go ahead and scale this down a little bit and let's say we want to wrap this pencil in something so we can go through here it's like i want to wrap this pencil and then q w w q let's move it over here q w so q is drawing and then w is moving essentially so we have this kind of wrapped around and now if we want this to continue i need to hold down shift to make these all the same size so we've got this right and then we're going to say q and we're going to go off into another section over here and that split will have a curve attached but it's going to be you know you have one curve that goes through and then another curve i think that's how it's going to treat it so if we go in here to transform no stroke you have curved silver down here so if we go through here and we say append new create a curve oops copy the z-series chain first and then create a curve on here and then we'll go ahead hide our z sphere so now we have a curve wrapping around this object so i'm going here to b i brush inserts army curve sure hit m bike chain and then if we tap to update this one oh it does do both so this one would go down this way one way to maybe get around that is we have this generated it was like okay i want to do another section of this with another imm curve i seem to remember the other one that i did the demo on it did keep this one separate and then i had to go through but it looks like it did both on this one so if i want to keep this but update it what i'm going to do is underneath stroke you have some curve options in here let's see if we can try to do a snapshot of this curve and then like the ibrush insert um this will stay in there what else we got here bullets we'll go ahead and tap to update this curve with bullets is that affecting it is it is it overwriting let's let's do this when we did this can we split that splits this off trying to see let me see the eye brush insert let's grab something simple so i can see if it's working or not bracelet link okay it is working but then yeah you're getting these twists in here um not ideal you can try going through here and now we can do another snapshot of the snapshot of six i think five snapshot is five so you just hit five on your keyboard and then now we have let's see if it even puts it in separate polygroups here let's say delete curve ctrl shift ctrl shift maybe just be easier to do the bike chain okay so we do have bike chain in there oh and okay and the split and the fork is separate so if you're like you know what i wanted a bike chain up here and a bracelet down here that's fine just go ahead and say giant modified topology delete hidden on the bike chain and then on the bracelet here we can say get rid of these ones here we're going to keep those ones and then get rid of these ones here now part of the problem that i should have done while i was in there was untwisting this i don't know if you'll have a really good opportunity to do that at any point let's go back to this one and see if we get our curve back there we go we've got this here so if we wanted to go through and say wait the eye brush insert curve and bracelet update this one let's uh so that's already auto mask let's go ahead and say um split unmask points oh that gets rid of my curve i was going to say you can maybe go through here and like hold down control and that that allows you to curve but then you have snap turned on so maybe turn that off so now you can kind of go through and untwist by holding down control and untwisting but boy that gets messy um and maybe easier just to do two separate curves that seem like kind of a nightmare um maybe give that a shot cool i just got 64 gig of ram but can't set zbrush to handle more than 25 million points where can i change this um preferences where is that um preferences performance no somewhere in here anybody out there know i don't mess with this i don't sculpt anything more than four million points if i can help it um somewhere in here is uh you can you can set your memory max goes polygons oh maximum polygons per mesh so did today millions polygons value of two 2 million so mine's set to 100 million maybe in here um really i thought i just i did a i did a um before i started all right all right tablet morgan sounds okay on my machine that's me literally recording as we as we started cool and actually yeah let me see testing testing i mean i'm hitting pretty high up here almost into the red so i don't know let me see maybe check the volume levels on your end okay so we got this pencil let's start actually making something on the end of that pencil so it's again it's may the fourth so let's say um what do we got in star wars land we got this we got that um you know something really simple we could do is we could go through here and so here's the thing it's supposed to be a carving right so i'm gonna go through here and i'm gonna start carving something but in this particular instance what i may end up doing is just go through here and just um maybe cheat a little bit so we're going to go through and i'm going to go grab a sphere real quick let's do a quick save um i'm going to knock this down just a little so i'm going to say initialize we're going to say h divides of maybe 16 and 16 and then say now we can say make polymesh3d and what does a death star look like perfect images we got this right at me oh crap i'm just gonna say save image as right on my desktop and one more time like we did before texture import the image select it add it to spotlight and this one this is a feature too where it doesn't destroy what you're working on now you're gonna see the pure black pixels uh kind of disappear so i'm gonna go in here to intensity and i'm gonna crank that to the right a little bit so that they're not pure black so i can see the whole image and now we can just go through here and determine how big should this little thing be so there's actually maybe i'll boolean that it might be a little bit easier to say okay this one should have a oh you know what let's try this let's let's use this to our advantage first so i'm going to go through here i'm going to say slide edge loop complete i'll go ahead and slide this out and that'll give us the profile of that open hole there however this is going to be scooped in right so we're going to do is we're going to hold down alt and we're going to say delete a single poly and then if we go through here we do an insert multiple edge loops interactive elevation it's going to want to pop delete hidden really really you're not going to do the hole you're going to do oh we don't insert multiple edges we want to close convex hole and now if we do this it's going to want to kind of bump out a little bit but we can't bump in that's where we need to go to display properties flip and now we can pop this in so how much how deep does it go pretty deep so we'll take this in and we'll pull it in this way and then we'll flip it back so now we've got a little divot on here and then towards the middle it seems to flatten out a little bit so i'm going to say again slide edge loop complete like so let me slide this one in and then maybe transpose point and move this up just a tad okay and that's all let's hold the ctrl w or ctrl shift tap that polygon control w make that one polygroup so now we've got this here and if that's a little bit let's do this let's hold down control and tap this polygroup and then move this up so we can actually make this a little more shallow okay so now the problem is this thing you know we've got this but then we want to put a slice like a dividing line right below it and uh our geometry doesn't really support that so we could go through and slice here and try to get that to resolve that might get a little bit ugly so what i'm gonna do instead what i'm going to do instead is we're going to duplicate this off we're going to say crease polygroup crease level and i'll keep that up turn on dynamic and smooth subdiv and on this one we're going to say crease level of three smooth div of four and then crease pg so this is our real dead star and this we're gonna use for um where how we're gonna slice so on the sliced version let's go ahead and say you know what let's apply that let's hit ctrl w make it all one polygroup hit shift z to bring our thing back and we're going to say ctrl shift slice geometry delete lower and i'm just going to slice right about where that point should be so we've got a nice clean slice through here uh let's go ahead and ziri mesh i'm just going to simplify this geometry now we're going to geometry zero measure keep groups smooth groups down to zero it's already smooth we sliced it depth size down to zero and target polygon count of 5k should be okay and we'll go ahead and zero mesh this oof there we go however control shift keep groups downsized down to zero zero measure it's weird it's not giving me the number one it's not giving me the countdown there we go okay so now we have a simplified line if we want to try to push our luck we can say half and go ahead and again i'm really more mostly just interested in this midline right here so we're going to say polygroup poly loop let's go ahead and make this brighter so you can see it here just tap alt so we can grab both of these geometry modified apology delete hidden and now we can use booleans to just put something right down along here um maybe best way to do that would be brush extrude profile and i'm just going to steal one of these profiles in here to kind of dig in so we'll see how this works so we're going to go ahead and say back in the stroke menu we have we can do our frame our mesh and that polygroup border go ahead and tap to update this and now boy that's not the right one maybe this one and also we don't need intensity or size on so i basically just want something to kind of carve out of this mesh if i turn this to subtractive go out of solo mode and then turn on my booleans turn off polyframe you can see what i'm trying to get at here is essentially just a way to kind of use booleans to kinda now we don't have to worry about the geometry you just go through here and boolean that out although it does seem to be i mean i guess that'll work let me see it's kind of giving me a little bit of a iffy result there another thing we do so we're going to make this extra small and let's turn on poly frame if it's like twisting around or something like that you know what else we could do that'd be a little bit more controllable a little bit easier let's do this i'm just going to manually let's go ahead and delete that curve function on here so let's do this let's say bevel edge loop complete i just want nice even lines here i'm going to go ahead and get rid of these say delete hidden and then now we can say cue mesh polygroup ball we're going to pull out a little bit and then go ahead and pull in but when we pull in we want to say maybe insert multiple edges we'll put one right down the middle and then run a quick bevel here and then we'll say qmesh polygroup i'll hold down shift and this will allow us to kind of punch that in let's go ahead and do a crease pg grease level of three let's move so to the four there we go so now we can go through here and let's you know let's reset this pivot so this pivot i want to be you know right in the middle of my object and follow the direction my objects i'm gonna hold down alt and tap on that surface normal then go to unmash my center so now when i go through here turn this back on i should be able to scale it let's do shift d kind of wants to wobble though that's not great let me set up mash center w alt here you know what when i sliced it i wonder if i didn't do it yeah that's fine anyway there's a death star so now i want to go ahead and put this on the edge of my pencil here and if i want to make this come in a little bit more make it more pronounced i would just have to go through here and kind of use qmesh to kind of draw this in but i think it'll work okay so now this end result quote unquote we're going to say let's go down here to boolean dynamic subdivision make boolean mesh here's our boolean you mesh outside of here so we'll go back to our pencil we'll go ahead and say append our umesh take this one again i'm not carving just yet but we'll get to that maybe and then now we have our little pencil carving unmash mesh center on this thing looks like it's like i mean i guess it's not super tilted there we go now there may have absolutely been a better way to go about that but you know what you get what you paid for i haven't got my check in the mail yet so uh let's see oh no i'm way behind uh if i miss anything i apologize the usual spiel i'm gonna give you cool excellent about the creative custom yeah i'm feeling about to end up putting a whole whole bunch of things i'm not really going to use i want to see what michael chose but his uis has been z for something long he's been able to rework his ui many times and again this is kind of my workflow and this maybe might even be hampering my workflow because it's like well this is how i do things so you know if i don't put anything new in here i may be disinclined to use it so what you can do is put in too much stuff and then use it and then reevaluate every week or every month and be like how do i really use this and then if you don't all it is is it preferences config enable customize and then you're good to go you just pop those things out you're not using or think about like oh you know or while you're working maybe keep a little tabs of you know what i'm constantly over here using this and then just write that down and you can put it in there sometimes cool um excellent and again i apologize i think it looks like i missed a bunch of stuff here cool sorry about your crash yeah i i agree with uh uh crackle and uh rhizuan just put in there what you what you end up using and you're good to go yeah so also yeah that's another good one so uh mirror deformation mirror and then geometry modified topology mirror and wild putting those together has helped me a bunch and then also down here in dynamic smooth crease level and then smooth subdiv next to each other as opposed to far apart because like things i use next to each other are used a lot together putting them next to each other in the interface um show how you can model a warhammer 40k space marine helmet almost exactly like this those things are not complicated so so essentially and probably if i'm going to do it if i'm going to do something really quick hold on how it defaults to like buying it at the top and it's like no i just want images this type of look so a lot of super simple shapes that you can boolean in and then probably even this is simple enough to where you could probably zero mesh the end result and have it work pretty well um i think again yeah these are these are a bunch of simple shapes so it'd essentially be like yeah make your make your simple primitives stick them together and then use booleans um to go through i mean here's another option you go through and you could sculpt it fairly quickly and then just re-topologize the pieces you need so if you get stuck in a spot where it's like oh this boolean shape is weird just dynamesh it sculpt it rebuild it um yeah stream every week month at the same time when this uh first tuesday of the month on this channel first thursday of the month on my channel i'm going to try to stream more but i've been saying that for the last five years and i've never done it so don't hold your breath on that maybe someday anyway to make imn's retain uvs from their source mesh just trying to set hair cards up like this it's really not that much noticed they lost all you views in the source mesh um imm brushes i do curved brushes i'm not sure i remember dress did like how can i make my imm brushes retain my uvs and that's a pretty easy process uh curved brushes and it's on sub tool no insert mesh brush that contains uv coordinates no um crap curved brushes i'm not sure um anybody watching that wants to know about the imm brushes that maintain uvs i mean when it comes to if it's just a strip of cards hair cards um i would imagine i mean it's been a while since i've had to do it but like if you put your hair cards in there and then you say okay go ahead and unite my uvs some by now some uv program should be smart enough to go oh you know this is longer than it is wide let me rotate them all in the same and then you can go root to tip this pick which one is top and bottom i mean geo to my hair is how i was doing that but that's why it's been a long time i wish i had wish i had a better answer on that one but i don't know that i do because again an imm even an imm strip card it's not going to maintain uvs because you're adding new geometry so it doesn't know what the uvs are going to be at any point but as far as like oh an imm that duplicates an object over and over again i mean in maya you can or any program you can go through and you can do like hey here's my source object with the uvs i want and then shift select and go transfer those uv coordinates to these objects sometimes it works production not even once be a concept artist yes oh yeah the exhaust port [Laughter] where'd they fly to get that i gotta go dig in those trenches now supposedly this is a very small carving so we're gonna go lean into you know what i just couldn't do all that detail um but a real one you would go through and you would do like nano meshes and stuff so you can populate this thing with a bunch of cool stuff um quick star wars fighter of your choice yeah we can throw one on top uh cool thank you pigman trade part curve that's great um basic i am in one yeah i'm not sure i would yeah i wish i had a better answer for you cool all righty so let's finish this thing off uh we've got it this is basically the block out and now we got to do the real thing so this wood up here is a little bit gross so we're going to go through here and we're going to say we're going to turn off x symmetry we've already let's go ahead and hit apply so this is all real geometry and really quickly we're just going to go through here these are smooth and you know it's real geometry now so we can go through here with our trim dynamic and we can just kind of make it look like these edges have been worn in irregular ways and stuff like that let's also change this back to my startup material so i can see what i'm doing something like this we're going to break up these regular shapes and again we're just using trim dynamic so you could get fancy if you wanted to and like do this with poly modeling but man a zbrush we did enough poly modeling now it's time to actually have fun so here we go and if we want to just push these through we can also just hold down like go to our standard brush and just kind of push in get my reference back just kind of go through and just kind of push these in and let's also go through here maybe use our move brush and again we're just gonna break up these regularities just a bit they're a little bit different and then trim dynamic again trim dynamic brush so now we've got this let's talk about the wood um just above here this one has been dynameshed so we can go through here i'm gonna again i think you can try trim dynamic let's go ahead and throw on a a square alpha so we get a nice um a little bit more of a nice line there we're going to go through here like it went through a sharpener it's got the different planes that kind of go in a kind of in a slight circular pattern here and then up towards the top we're going to do the exact same thing and we can maybe even if you wanted to go nuts i don't know why this is going nuts but underneath the brush here we have trim smooth border so it's like these are the rock the brushes i use to make rocks elemental pqrs trim smooth border same deal square brush alpha and then now you can go through here and really kind of kind of gives you like like somebody went through with a um x-acto knife and then we can clean this up or a uh i'm having a hard time with words this morning a box cutter or something like that so you can go through here and you can kind of start carving that up and then again same thing on the top here i want this to look a little bit more irregular so we'll kind of pull these up and then down actually i'm just going to pull up so we don't show our hand there that this is actually all fake here and then one more time with our trim dynamic right up in here and if you need more resolution this is actually kind of low res you can go through here and just crank up that resolution oh on your dynamesh which i had turned off so again just really minimizing that transition between the wood it should be really close graphite there and then we'll go back in here with our trim smooth border bts um nope brush trims btt now oh boy that's going to take me a while now we can go through there and we can again just kind of make it look like we carve this out you can maybe go in here to even have lazy radius on no yeah that's fine i don't i don't actually mind the stepping through here i can always clean it up with my trim smooth brush as needed but i kind of like the look it gives me so there's my pencil lead wood and then again down through here if i was if i was really doing this actually having these carved pieces meet up with the carved pieces on the paint would actually be a pretty cool thing to do all right now what's next uh we got the metal there i think that is what it is and then now we just need to do a little bit of text so this is going to be number two do we want to put that in well let me do it right it looks like it's embossed just a bit so let's go ahead and do that quick save and we're gonna go into let's turn off live boolean here let's go out of edit mode switch hit control n go to polymesh 3d go into edit mode let's go in here to our z plugin and we're going to go in here to text 3d we're going to say new text and we're going to say no dot space 2 yeah i think that's about right so good enough a couple things we could do here number one we can go in here turn off adaptive so that we get nice even uh geometry all the way around which i think i do want and then i can thin this out manually if we want but i think it'll be good enough so i think we're good excellent so let's go through here i'm going to hit b create insert mesh new let's go down here to our pencil and we want to you know what i can rotate that around let's look for a good angle good enough now this one has uh dynamite our subdivisions on it so what i'm going to do is i'm going to take this this wood i'll tap the wood one here and then bi brush insert oh b insert mesh and then we're just going to turn it to the side here and number two should be actually almost touches the top and bottom here it's actually pretty big something like this this one we don't really need anymore let's rotate this around can't really change the kerning at this point but we can manually do that so if i go in here to polyframe we're going to go ahead and say split mass points let's go through here and do i'm going to do an auto group so we can always get our front and back poly groups back not a big deal but i'm going to say first of all w let's go ahead and move it over here and we can do a little bit of a scale this direction to kind of thin those out and then if i need to move something oops let's turn off dynamesh i can you know what we just master they're far apart enough where you don't need to like use auto masking or anything like that and i think that is about good enough for government work so now we have this so if we ever want to punch this in simply move this below this one here so that we can make this subtractive so now when we turn on light boolean and we push in number two look at that in boston now uh it is a little bit more chewed up than this this is a very very nice machined emboss so we may need to fix that a little bit so let's go into solo mode here switch out our shaded material and i want to again i want to chew this up a little bit one thing we can maybe try is down here under the formation you can run a noise kind of just wobble these lines a little bit but before we do that let's go back and get our polygroups back so i'm going to go through here actually one easy way to do it is just to grab all these facts faces here hit control m if you want to move them all at the same time ctrl w sorry so front back and side i'll have their own same polygroup so this is basically how we started um if you go through here and you do a where is it a bevel you hold down control you can put a bevel in between all of your polygroups here i don't know if that's what i want to do in this point maybe what all i need to do is go down here to crease run a crease tolerance on here crease level of one smooth subdiv what am i doing over there smooth subdiv of two or three and then now if you run that noise um you know just a little bit of noise just to kind of dig it up just a little bit and in fact if you want to dial that in we can go down here and we can say you know what give me a morph target so we're going to store a morph target here we're going to run a little bit of noise through this again just kind of wobble it up and then if any any areas are a little too much um okay yay bm it's not anymore it is b m g remembering all that new new waze stuff now you can go through here and you can morph out any noise that's not working um or you can skip all that and you can literally just manually go through here you know and do whatever you need to do use your move brush or anything like that or use the pinch brush to kind of go through here and just kind of nudge things a little bit so it's not so perfect does that emboss a little too much in boy there was more involved than i thought was going to be um oh yeah so this is actually well that's another thing too where it's like i guess it is i guess yeah this has to go straight up and be within the bounding box of that graphite so you know what let's go ahead and let's make this as wide as we can w unmash mesh center let's go back here to startup material let's do this go in here and let's just do a taper so i can actually really kind of let's also take this exponent out so we can as we're tapering it it's just getting wider like so so if i can go through here and i can say you know what give me a little more leeway here and then this let me see it's finder trim so technically this should be no larger than the width of lead i'm gonna fudge it just a bit something like this okay so now we have our little pencil here with our little carving and now let's see is there anything else we need to do before we toss this into a key shot real quick i think we're okay now the boolean isn't going to show up like that so what we need to do is apply that boolean i like to keep these things handy so i'm going to duplicate this one i don't even need to do that i'm going to make a u-mesh anyway so i'm going to hide everything except for what i want a boolean just to make this easier on myself this seems to be working okay so i'm going to say give me a dynamic subdivision boolean mesh so i can append this back go ahead and hide these both now this is all real geometry let's go through here i don't necessarily want to let's do shifty d dynamic off let's hit ctrl d one time here so i can go through i'm just going to use shift smooth to kind of make this not so razor and the color i think i can control elsewhere so let's do this off all right let's say z bring this back i'm going to get some local color going so i'm going to say bpa is my paintbrush we're going to have rgb turned on and we're literally just going to alt tap here and just paint this yellow i'll tap here paint this whatever color that needs to be this is going to be metal and this is going to be wood and then graphite so i think that's all we need so here i'll tap here c alt control f which is color fill object that's my own hotkey i think and then for the black part let's go ahead and see we have polygroups here so ctrl shift ctrl shift x to expand out you know what we can just grab both of these i want both of these here and then fill with pretty dark i'll hit c you know what let's undo that let's do this let's do i'm on both of these polygroups but i want to back it off just a tiny bit so both of these then control shift s to shrink that back just a bit and then phil oh lord control shift s to shrink a little bit fill no these ones are a little bit different both of these i didn't grab all these sorry so here's what i want don't care about this one anymore ctrl shift s to shrink a little bit fill close enough like i said before this will be whatever it needs to be this would be whatever it needs to be this will be what it needs to be this one down here let's go ahead and say apply so that's real geometry and then we'll set c to inherit that color and then fill something like this cool now save as get to these comments in just a second if i missed any streaming carving pencil okay um catch back up here uvs hey neat squid thanks for showing up star wars fighter we'll maybe get two this is taking longer i thought it would um cool cool ah death star yes cool got that taken care of um yeah and uh for andrew you can just make your whatever interface you want literally you can change it so if you don't like the ui layout then making your own depending on your workflow is probably the best way to go um oh yeah thick skin would be another good option to kind of limit the amount of sculpting just to kind of go through and chew some of that stuff up as well cool alrighty so let's take this let's go in here to render external renderer key shot throw that on over and we'll throw some quick materials on this um and if you're into if you wanted to take this into like a marmoset 4 or substance painter we can also i can show you this one here you guys might get a kick out of this or you know maybe we can even maybe we'll do this um this one no uv look dev uh the no uv look dev uh series right there is really really fun one maybe we'll we'll use that as kind of a supplementary here so go ahead and put this so you all can see it there we go so now uh first things first edit preferences and let's get my usual thing back here the second thing i like to do is go in here to environments and just throw on an environment that's not just a studio environment let's see if we can get some more poppy lighting here let's go in here to our environment i'm going to turn off that back just to make it easier to look at so here's our object here now this is looking a little bit dull so you can go in here to the material graph and you can say uh over here upgrade to new node and then turn off apply matte cap because i'm really just looking for the vertex color um in here and this can be whatever material you want if you wanted to change it from advanced to um like just plastic or paint uh you can do that and then we'll go in here and we'll crank up that roughness just a bit here and uh looking better although now that i look at this color we may need to go in here to our utilities and say color adjust and i'm going to pop this color right through here so i can change that hue to be a little more yellow cool all right so we got that there let's go over here to materials and let's say wood is there a very light you know anything and crazy i think this will be fine is the right graphite or is our graphite in the cloud library not that it's a huge deal it's not the material properties on this aren't nuts but hmm we'll try it go ahead and download that here and same material here and then for this one what is that on the bottom maybe aluminum one thing i didn't know about aluminum was it actually used to be pretty expensive before they found out cheaper ways to make it uh i'd say aluminum shiny and then we'll go over here to the roughness and thaw that in a little bit and then for this one down here again we have vertex color on it it's just a little bit dull because it's applying that matte cap so i'm gonna upgrade this to the new node here we can delete that one out of there and then we'll go and say apply mat cap off and then now we've got a little rubber here so in this one whenever you're doing this you may need to go in here and like you know crank up the specular and play around with that and the overall roughness to kind of dial in the look that you're going for or you can literally just throw a plastic on there this one should be pretty pretty rough i think number two pencil this maple wood is that really doing it for me let's try something a little more i don't mind the color of it but it just seems a little plain jane let's go in here to textures and we can i wonder if we can just modify these all at once i don't want to have to mess around with a bunch of this stuff so uh color to number so that's the gradient and that's going to go this color goes directly into the fuse so if we can go in here to add a color adjust on this one again i can do it hopefully all in one fell swoop so if i want to overall change the hue or the saturation or the value i can do that all right so the graphite's getting a little bit lost in there let's go back to our environment here and we'll go ahead and crank that up or we may have to put a light right on it but let's play around with this environment a little bit too let's go through here kind of dial in this is going to control our reflections but we can always go in here to edit add light let's do an area light and let's go ahead to our scene and let's drag this area light here we can say move and i'm going to help pop out this little pencil lid here so we'll go ahead and scale this up now it's area light not real bright uh so let's double click that and we're going here to just turn on the watts maybe i don't have to make that visible to camera either so kind of use that to carve that out of the background a little bit and there you go you have a pencil with a little graphite let's go in here to our environments here it's a bit much just looking for something that and this aluminum it's a little too shiny come on give me i don't know something like that um let's see here it's your general workflow for cleaning up after your boolean i guess multiple geo again i struggle with the zero measure works but it's never as crystal as a boolean mesh uh if you can if it's a simple boolean you should be able to do like a zero mesh with keep groups turned on may or may not work depending on how complex your mesh is but you know what this wood also needs to be duller i think that's part of the problem here you know what i'm going to kill that there and we're just going to go in here to roughness so i can just crank that up um anyway uh you can also just dynamesh it and that'll re-mesh or you can zero-mesh it at a lower um polycount and then you can project your details back so i'll set divide protects the divide project um maybe not great but um ski shot your render of choice it is when i need to do something super quick and i can hit a button and get in there as opposed to oof that eraser looks a little small let's go ahead and select this and let's go ahead and say move part and let's scale this up just a tad hmm i'm trying to see part of the problem is there's no marking there's no real marking lines in there it's too perfect same thing for the pencil lead i completely forgot about that so let's go ahead and pause this go back in here and on this one what i'm going to do so this one this is new so we can go down here to dynamesh where we at geometry dynamesh and then over here there's an open circle now so if you just turn off blur and then you dynamesh this it's going to dynamesh at whatever resolution however if you do hit control w if we do open circle and then dynamesh it's going to look at the bounding box of this object in this case it didn't seem to do that much but it's there if you need it i'm going to crank up this resolution quite a bit and then hit dynamesh here so now we've got a bunch of polygons in here and then now i can make it look like this is carb the same thing with this so i need to go through here i need to crank up this resolution a little bit and then maybe dynamesh this result go back in here to our trim dynamic or trim smooth border there we go if you're ever working in zbrush and you're like oh my god this this dynamesh let's go through here to do a polish by feature sorry this dynamesh seems to be really laggy probably it's because um you have dynamic turned on accidentally like i did so we're going to go through here and then again trim smooth border and this will allow us to kind of carve this pencil up i'm hoping when we go back into keyshot we don't lose everything we just did it's not once you've gone through it once it's not that difficult to get it back but still i'd rather not have to do it again so here's this so now this one this should look a little bit more like it was card and then this up here really needs to get warmed a little bit so like we were talking about um do we go in here to thick skin and you can say as you're knocking this down or making it look carved you can go through here and you can say turn on thick skin dial in just however much you want that surface to be messed up and then go through here as you're kind of going through and saying okay trim dynamic it'll only allow you to trim down so far also another maybe smart thing to do would be to turn on morph target for this so if we do go a little if we get a little heavy handed we can always dial back in what we need to so now again btb and this is for any brush you know string smooth border is only going to allow us to do so much damage to the underlying mesh here so so if i was microscopic and i had i was doing this with actual tools you know i probably wouldn't be super precise or you know precise enough we're gonna give it some chewed up wear markings and again we still have thick skin turned on so it's only allowing us to mess it up so much eventually i'm going to turn that off we still have our morph target stored with our pristine copy and then uh let's go ahead turn thick skin off and then now we can go through here and again i'm trying to treat this like i went through and use my carving tools to kind of get this carved first you know knocking in the volumes and then might have actually behooved me to actually make this line by hand so i didn't have to go through and fight it that much let's go ahead and knock off those corners there because that's a little that's a little too sharp especially at the scale oh awesome thank you coffee delivery just what i needed and then back here and then for the final render what i might do is take a picture of a hand and put it behind it again you're selling the scale of the object do a little tilt shift or a little bit of depth of field to kind of make it look super tiny because if you're going to take a picture of something super tiny the focal length of the camera if you guys that close you know you're doing a macro shot like this again if you needed to bring anything back bm what is it now bmg you can go through here and you can morph it back to its original shape but i think in this case i think we're okay btb oops it's not btb anymore btt trim smooth border again i'm just going to kind of go through here give myself some really sharp transitions in here trim smooth border to clean it up and not everything is super blocky or jag or anything like that they've got some actually smooth parts if you wanted to you can hold down shift and you can smooth those out or go in here to like h polish and that'll give you you can even do h polish with the square alpha i don't think it'll be it'll still be pretty soft let's go in here with h polish and use this to kind of smooth out some of these portions here all right everybody cross your fingers send that back over ski shot a full texturing program never tried it uh well spit on normal maps etc no it's like it's like a product render um you can use it in conjunction with stuff that'll do that you can actually uh just has a thing where you can actually paint a bunch of different material properties and use that but i've never i've never done that let's see what did we retain here materials we got this we got this we need to material graph it up again no big deal oops upgrade a new node delete the old one get rid of this matte cap and then change this from advanced just to paint and then bump up that roughness a little bit maybe not even that much seems like it's pretty shiny uh one thing we did need to do is throw in that utility again for our color adjust just so we can go through here and adjust that hue to be a little more yellowy is that right yeah just a touch just a tiny bit and i think we're back where we started ish material graph here this right advanced material graph here yeah my cap's not applied okay i just looked a little dull okay so back to where we started now like i was saying before um we can do a little bit of we can do this in post or we can go in here to camera let's go down here to depth of field and we want to put our focus distance right there on that and then crank down the f-stop so this way you know we have the the focus up here so again you know one thing we could also try to do let's go in here into environment drop that brightness down quite a bit we're just going to use the environment for the reflections and then we can overplay maybe the area light here then you can just light our scene like that but anyway something like that let's see camera let's go ahead and put that back on here done in fact we can make a new camera we can go ahead and lock that one off let's go back here to environment and let's put that back up to now i spend more time in here just kind of playing around with environments than anything else probably and then one other thing too is um there's not a whole lot of ambient occlusion in this particular one but when i go through and do my final i'll add that as part of my render here so if i'm ready to go ahead and render this out one thing i can do is go up here to our let's just click render so it's gonna be my real one here we'll go ahead and make it pretty man we don't need to make it that big good enough and then we'll say whatever whatever and then our render passes i'm going to add i mean occlusion in here let's go ahead and render that out and while that is running i'll get caught up aluminum aluminium aluminum aluminium how do you guys say it ah cool yeah this is the z brush centric version of the z brush here so yeah it doesn't bake or create normal or anything like that yeah we're done so we'll go ahead and check that off here cool let's go ahead and pause our render and we'll hop into photoshop real quick and yeah we'll hop into maybe marmoset and or substance uh detail tubes oops thanks photoshop and let's go through here also you know what let's hide this so i can see okay something like this also when i'm going to be dragging this stuff in i'm going to go to my renderings and at the very top here you're going to see i have a psd and an exr for the psd it's easy just drag it right on in there for the exr i don't need that just yet i can go through here and drag this in as well but i have a 3dio exr reader so i can go through here and this will be my very light ambient occlusion uh no big deal image mode eight bits per channel don't merge copy this right into here so that now i have just again a little bit of that ao kind of in there and then on this ao then go ahead and do a uh hue saturation and or a levels hold down alt so those just go to the ambient occlusion so if i wanted to i could colorize this to make it you know whatever red or bluer as well as the overall levels and stuff like this so i don't really need to do too much and if there's anything in here i don't like i can just add a mask brush let's go in here to our general brushes here we can just oops that i want to keep this not so much all right so uh we've got this you know we did have uh i accidentally closed the window but let's say let's throw curves in here how do we get that plug-in back um call it back call it back all right that's what we're gonna do we're gonna say file save as throw that right into my ring streaming carving pencil okay getting caught up again um biggest pet peeve with nails and charcoal is a racing with hardly an eraser left metal scraping sound yes it makes your teeth tingle that's a good one that's a terrible one but uh i agree uh all by hannah i can't help but thinking how fast super protected mike would have used um super detailed tubes like skin and a guy figure i do have um i don't know if this is related or not but i can open up hmm would this be under recording gosh mechy tube 2b mech twisted guts images mech variants mech refine trying to remember how many of these things i have if you're talking about something like this i did this for a thing at work to kind of just talk about functionality but doing all these different tubes and stuff like this for the body um yeah that can be that can be tricky you know what i do i do have this recorded let me um gosh let me publish this i have the about eight hours of video on this all i gotta do is really just put it up so um yeah i'm trying to remember how i did it i want to say i want to just say imm curve like i did have i had an envelope of a mesh and i would just go through here and drag on uh bit by bit and now what you can actually do it make it even easier as you have the functionality in zebras 20 21.6 i think where they've added the um you could use a duplicate or whatever you have stored in history where you hold down control and tap your point in history and you can deflate the mesh if you wanted to even but as you're dragging these out it'll disregard the other tubes and only pay attention to your underlying mesh so that would actually make this a lot easier but anyway yeah we're talking about that i'll see if i get that published cool um ryan tools easy measure oh that's another thing too under the z plug-in if you want a lot of you can use it it used to be called dynamesh master now it's called dynamesh utility if you want a bunch of control you can use that too cool uh watch one of your destroys today you said you were going to do a venom with sculptures pro and a bunch of gooey spit did you ever do that i need to see it if so oh yeah i can do that real quick um since this went longer than i thought it was we can go through here and we can do intro sample files example reptile anybody watching the new mortal kombat i sure did i basically i was basically raised by mortal kombat 2. so uh oh wrong one delete all come on mike this is one we want i'm going to turn all this off so like this gui spit right here um if you want control i would maybe use these spheres to get your placement especially if you're doing very complex placement but uh we can recreate that um see if we can use sculptures pro for that let's go ahead and delete this out of our scene here moving right along is this pencil tutorial going to be somewhere in case you want to watch it yes it'll be in two places it'll be i'll upload it as soon as we're done here i'll upload it on my channel so under playlist look for the big blue genie here and this is all the plas past playlists and then also where we're at now is streaming on the michael palos workshop so i'll go ahead and link you here all the videos from my scene will be here on pixel logics and for me on my full episodes there cool no problem crackle i'm happy to answer what i can i don't know that i always have the best answer but yeah z spheres i think um the much ornament designs in zbrush no but um zbrush free this version of zbrush isn't free however we did do in the playlist here we did use zbrushcore mini to create uh this kind of what's his name bib fortuna um we did we did him in zbrush mini and then zbrushcore is a cheaper version of zbrush and we did this kind of this is a really weird one but we ended up doing using zbrushcore for kind of sculpting some stuff out so check those out if you want to use reduced functionality zbrush or zebra score mini which is free here but uh yeah i think it was like if i wanted to recreate it how i had it it would basically just be like a pen a z sphere grab the z sphere hit e to scale it down go in here to transparency and it's a little bit tedious it's not real uh super quick but it does give you enough control so that while you're making this bit here you can get at least control like okay i want this one to go called q and then shift and then we'll just pull this one apart so i want this strand to go to this tooth and then i want another strand let's see what would make sense this one here and then we want one maybe um let's see cue here hey you know what let's make them all the same size it's going to look a little bit weird but when we go in and sculpt it'll make a little bit more sense and even in here you can be like you know what this one's going to kind of hang a little bit from here to here and then this one's going to be straighter maybe i don't know it's in the in the process of doing this um and then once you have that you can hit a for adaptive skin by default it's going to give you a what is that dynamesh but you can go down here to adaptive skin and say you know what dynamical resolution is zero density of one and then you just have regular geometry so you can make an adaptive skin you can go ahead and say insert that skin z sphere turn off your z sphere so now when you're doing your spit you can go you know what it's going to be bigger but smaller in the connect let's turn down hold down shift and turn down intensity so it's not quite that crazy so to go bigger to smaller and then of course bigger to smaller and then now you can go use your move brush or whatever and kind of move these like so and at this point if you decide you know what this is going to be like you know you can go through there and do that um again you can use sculpture pro for this it would be like bsh for snake hook turn on sculptures pro and you can like you know just drag out spit strands but and even if you wanted to make the end globular bigger hold down shift to start smoothing then let go of shift oh boy and that'll kind of inflate it out as you're doing that and then you can go back in here to like move or move at you and put this where it needs to be but um even this one you know i may be inclined to just use geometry instead of sculptures pro i don't know it just seems like i what i don't want to do is end up just fighting the geo you know so at this point maybe i just do zero measure half that size down to zero and see if that gives me a little bit more even geo something a little more controllable or at least predictable i should say there we go so we can go ahead and thin this out and then glob this up at the end and then when we go through and we do our d for dynamic uh even in here if you wanted to do like a display properties bpr settings transparent oh shoot i forgot we had um let's go back in here turn off render keyshot so now we have like a little translucent spit thing in zbrush now it's not going to be there all the time just when you hit bpr render it'll do bpr transparency cool uh jared says perimeter shape for immense fear dynameshney could brush move and inflate yeah absolutely that'll work too so in fact if you're going to use maybe just a simple cylinder maybe start here and then when you pull out on the cylinder and then pull back in that'll stretch it out for you so that'll kind of be just a little bit of a quicker start so now we've got these two in place and then now i don't have a tremendous amount let's go ahead and say split mass points here um i don't have a whole lot of geometry on this particular one you know what else we could use okay let's do this so two things you can do sketch shaded we're going to go in here and okay we just use an insert cylinder insert multiple edge loops non-interactive elevation oh interactive elevation thin it out while you're doing it even better um that's a cool thing so you can do that and you're kind of you're kind of good to go another thing uh bc brush curve tube and then go in here and say as line on your stroke so if we do as line i guess we turn on snap too now you can just go from like you know this tooth here to this tooth here and that'll give you this you can say tap off say split mass points go through here you can say smooth it out i wish the death star needed spit so i could add this to my final product that's okay and then to it you know it's gonna kind of if it just if it's had its mouth the longer it's had its mouth open if it just opened its mouth and it's the spit's going from there okay but if it's sitting there screaming at you eventually this is gonna go [Music] you know so keep that in mind and then again even if you wanted to you know go back into you want to put two together so curve two it's like okay this one's actually gonna have a little strand from here to here let's go ahead and make our brush size smaller and these two i'll end up wanting to put together eventually but for now i'm just going to kind of mush them and then thin this middle part out you can always inflate the ends out too if you want but now we can do this let's go ahead and crank up that resolution we'll dynamesh this result and then we'll zero mesh that so that'll give us again decent geometry stick them together and then we can hit d for dynamic and now we've got these spit lines again maybe we can if it's a yelling at us it's going to be like pushing breath through then again vpr render those [Laughter] yeah we could uh yeah i'll put that in front of him put the he's gonna chomp on a number two pencil alrighty um gosh i wonder if i could so we can also clean out our scene here so for example we say delete all on this one skinzi's fair maybe i'll keep that around just in case i need it for whatever screenshots i want to make we've got this one here we got our render we have our oh yeah i was going to go back in here let's open up that uh pencil here and then i'm going to use this nik collection let's play around with this it'll be fun let's do analog effects go ahead and click this it'll open it up and uh oh did i not buy it yet i guess i'm still on try well we'll keep trialing it out unless i need to go through my emails and see if i i could have sworn i bought it but maybe not there we go so we'll do a little bit of a little filtering here uh let's looks good classic camera it's a number two pencil it's old school so we can again blazer are these that big and realize these are this big now we may do i needed to go that crazy image size that's not that big uh there's that there's analog effects and then color effects and there's a bunch of other stuff in there too but that's the ones i play around with the most yeah he was uh he's got a little bit of uh this is uh if you want to make this thing it's on my gumroad cube brush page creature production he's it's an old one though it's fairly old i don't know that would be all that relevant anymore i guess the regular techniques don't really change that much but yeah get a little bit of a different look here focus in and you got some other gut stuff up here so you can um where is that like the shape and the filter and you can do oh what's it called let's get okay you can do um vignettes and stuff like this so just make stuff pop but i want to do analog effects it just seems to be a little bit slow wait for it yeah maybe i'll skip this one then anyways maybe it's because i'm streaming uh so again you have the vignette down here you can control the amount of the vignette you can do negative or just like a little fade at the side you can change from circle to more rectangle you can change the size pretty quickly dirt and scratches you can kind of mess around with here give you some cool looks i'm just looking for something that just pops a little bit more i wish i would have spent more time on that wood it's kind of bugging me now you can always clean it up in post i suppose but um yeah number two pencil boom there we go um i'm not sure good you know what actually we should we should save this as pencil and in fact this is something i didn't cover but if i go in here to file open when we did the zbrushcore and i added fur to it go ahead and start closing some of these windows down for this to open up this is the setup for that and that was just fiber mesh fur basically just populate fiber mesh go through and paint it and then go through and groom that so this is the again this is all just fiber mesh and you know what might be easier this is a 40 million polygon plus thing so let's go ahead and just do a little region render and then i'll get you that little fur look from fiber mesh in there when you use alpha brushes for stitching seams i know you need very high polygon out but can you zero mesh project to reduce poly count but keep the seams stitches i feel like my models always stay in the millions um yeah and it especially comes with stitches and details and stuff um let's go ahead and shut this down what i tend to do again if i if my if if this thing is you know however many polygons it is and then okay i want to put some stitches on here number one it's pretty it's easy but it's destructive to go through and do what would we find those things stitches to go through and do something like because now what i have to do is i have to keep track of oh i need this to be a different material and i need this to be a different material well i can turn on rgb and i can do like a material mask for this you know but then again it's like oh it's kind of faded it just it's kind of more trouble than it's worth however instead of doing that actually shoot i got this so speaking of this let me see do am i even able to find this on their channel somewhere on their channel is yay creating stitches along a curve so something like this g-rush top tips 13 minutes of me going through and explaining you know putting these in creating your own custom stitches and then um you know dialing those in that's just a little bit more it's less destructive and you have more access to the stitches and here's the other thing too if your stitches aren't going to change your silhouette speaking of substance actually let's do that um real quick hold on how much time i got a couple minutes left i'm going to do stitches as a kind of a sculpt however oh come on every single time i swear to god error contacting our server um come on man this stuff gets re-upped every month why do i have to fight it um next back uh license file next select downloads yeah okay i got the you have to manually go in and get a new license file because i can't log into their damn thing but essentially again if you're going to use this type of methodology you can throw it right into substance painter or marmoset and you can go through and you can do just do it in a in the texture because again it's not going to break the silhouette it's going to end up being a normal map so that way you have complete control over the mask you have concrete you have your slider depth so if you want to go through and make it you know punch it in punch it out or more or less and change the color change the material properties and you don't have to worry about like bumping this up to 20 million to get the resolution that you want you know if it's on a if it's on something cheap or something with subdivision you can just you know do it in the texture but unfortunately i can't show you that because i need to go to get a new license file or something uh how did you make the armor plates for the robot with the tubes you showed before um a couple different methods er let me see if i got something in here so if i wanted to do probably if i'm if i'm just guessing i may have done something like you know i'm going to do a quick merge visible append and i'm just going to do like an armor pass on this guy so i'm going to go down here to this i'm going to say you know what let's go ahead and just dynamesh this result here so here's my let's also turn on sculptures pro so we can get rid of some of this in here so this is just going to be my rough sculpt on here i'm in fact i'm going to deflate this like negative two so now if i want to go through here and kind of put on some armor and go through here and be like what's his arm are going to look like you know and i can kind of just start determining where his armor is going to be what it's going to look like it's going to give him a turtle mr rogers turtleneck let's do a quick mirror mirror and well turn on x symmetry and then go back in here with our h polish and this will be like the the shell of the armor going here with damian standard punch this in and hold down alt and punch this out clay brush here so again i'm just kind of sculpting where i want my armor to be and since i'm doing armor i can go ahead and turn off the trim dynamic square alpha stuff so here again just going through and just determining really quickly where i want these armor bounds to be and then at this point i can use ziri mesh or i can use just topology brush or z sphere topology to go through and starts i want this to cut off here and then i want the you know panel line through here and then i've got this chunk right in here that i want to deal with maybe so now if i want to refine this just go in here oh mesh project's already selected huh let's go in here to mask pin and i'm going to just pop this off and just continue to refine it just makes it a little bit easier to work on this separately another thing too because i'm working across axis symmetry that i might consider say control w isolate this go ahead and split hidden um i'm going to just work on one side so get rid of the side here delete hidden close holes w control tap this let's pull out a little bit of thickness there give me a little wiggle room and then re-dynamesh however go down here to uh array mesh block position lock size reset mirror across the x-axis and now i can work on this side and have it show up so that way if i'm going through here and i'm like let's clean this up a little bit we'll do clip curve i can clip through the object and not have it like you know doing that thing where it goes across you know i can have a little more freedom to kind of go through here and clean up as needed without having to worry too much so anyway i'm going through here i'm cleaning up this mesh i can raise up the resolution just a tad and again and then i'm just figuring out base shape you know i'm not worried too much about like oh what kind of alphas and booleans i want to put in here it's literally just what shape am i looking to make go through here and push the stuff around a little bit smooth trim dynamics solo mode go in here and a little bit of h polish you know whatever that shape you're looking to make is going to be and then once you're done with this again feel free to like rebuild it uh really quickly you know and that way you have like a subd mesh you can play around with or if this is good enough you know just continue to refine this and then you can drop your alphas in here so if i'm if i was going to rebuild this i would keep the shape simple at first and then i would put on all these bevels after i subbing modeled it but if i'm not planning on doing that let's put them in now go through here and give this little upturn look here or if i want to go through here and be like you know what this needs to cut into some other geo down here or a little latch or something or i want to put a belt across here that's what topology brush is kind of good for as you can very quickly go through here and just be like let's connect these bad boys oops tap off here why is that so slow let's go ahead and split this off let's turn off dynamesh shift d and then in fact if we want to redo this so zsphere topology or insert mesh would not have to deal with this but you can also go through here and it's like you know i just wanted to stretch flat from one point to another and then you can go back and insert multiple edge loops and you can dial back in your resolution let's go ahead and uncrease all and then this is a little thick so all you got to do is go back in here cube mesh polygroup ball you know what may be slow because i had um i have this is an array mesh or something like that so anyway we've got the strap across here and then if i want the strap to go in here or to loop around i can just dial this in a little bit and then we can flop this over let's hold down alt and then q mesh poly group i'll hold down control and we'll pop up a little section here so we can go through and we can say delete here and here and then bridge two holes loop this around and you know let's make this a little easier on ourselves let's hold down control shift let's grab all these middle ones here auto groups and then oops invert this control w so now we can do crease pg dynamic and have this so let's say crease level of two mix it to the three and then detail these things out however you need to but or if you want to keep this part pointy go through here and you can say crease edge here here keep that part loopy and if you want to push this in a little bit uh w control drag around here maybe kind of or you can literally just go in here to move brush or move topological i usually just drop down here real quick to auto masking turn on topological crank that range down let's go through here and punch this in bi brush insert clothing m snap we don't need the whole assembly we just need the top and then say control make those both the same size go back to our select rectangle here split those off something weird was going on there go ahead and drop those in just a little bit more now since you've done this this might need some actual geometry so you can sell it a little bit more that's where i might go in here to insert single edge loop and get some slightly nicer divisions in here so i'm going to hit d we can go ahead and say you know what let's apply those subdivisions and then now you can kind of sell it a little bit better with you know looking like it's actually a piece of leather or something like that all right we hit eight o'clock how about that um uh you know what it's probably just me it's probably like if i go here to array mesh i always work on the positive ac that positive x-axis if i was smarter i would just work on the negative x so that all i have to do is just do mirror and weld and it'll automatically populate on the side that i want you know if i'm modifying this side and i forget i can just do mirron weld and it'll just do it i just for some reason 15 years worth of working in the positive x-axis has ruined me so yeah mirror mirror and weld geometry modified topology delete hidden those are both going on my tombstone yes uh trim and clip some other make cuts cleaner cool all righty well right on cool alrighty thanks everybody i'm a head out uh like i said before i'll be streaming thursday on my channel here um i mean it'll be here it'll be on twitch as well have mike what does it have might twitch tv pav mike yeah so twitch youtube thursday we'll hit it back up we'll maybe do some other stuff but in the meantime cool thanks everybody right on oh yeah and space fighter we'll see how far we can get with that or um if i even remember but cool excellent thanks everybody i will see you
Info
Channel: Pixologic ZBrush
Views: 7,102
Rating: 5 out of 5
Keywords: Star Wars, Pencils, No 2 Pencil, Elementary School, Death Star, Bib Fortuna, Jabba the Hutt, Return of the Jedi, The Phantom Menace, A New Hope, Sith, George Lucas, Disney, zbrush, zbrush tutorial, zbrush beginner tutorial, pixologic, zbrush free, zbrush live, zbrush download, zbrush core, zbrush trial, zbrush brushes, 3d modeling, digital sculpting, zbrush student, zbrush character, zbrush sculpting, zbrush realistic face, zbrushcoremini, zbrush mini, figurine, zbrush 2021
Id: G6WZKAWcosI
Channel Id: undefined
Length: 123min 23sec (7403 seconds)
Published: Tue May 04 2021
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