Creating frayed cloth in ZBrush - quick 'n easy!

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so i thought we'd take the previous hood model that we made and just show you how we can create a frayed cloth look to that it's not going to be perfect but for the purposes of what we're doing here it's going to be good enough i hope i'm going to press shift f to see our poly frames and shift d to turn off dynamic at this button here and look at what we have the one thing that we don't want right now is thickness to this so to get rid of that thickness you notice we have an exterior and an interior group the green split divided by the orange here so i'm just going to hold down ctrl and shift and click on one of the red verts here and that will hide that entire interior from there we can go down to modify topology and hit delete hidden and that will get rid of that geometry for us so right now this is still slightly problematic there's still some areas that i'd like to clean up so for example i know if i do a zero mesh on this zero mesh respects 90 degree edges so it will try and keep this so what i'm going to do is make my brush nice and small hover over an edge press b z m and hovering over that edge i'm going to make sure stitch is turned on and to end point i'm just going to take this point and just stitch it all right take this point and stitch it to there just to get rid of that little kink that we had in our model now there are some triangles and stuff on this model and not too concerned about that at the moment but what i'm going to do is i'm going to go to zero mesh the bigger concern for me is that we have some small polygons and some large polygons and we want to even the distribution of this out a little bit more in order for the micro poly to work that little bit better so the way we're going to do that is we're going to make sure adaptive is turned off and i'm just going to choose i don't know three or four thousand polygons let's say three and turn everything off basically and just say z remesh this so you can see now the polygon distribution is a lot more even than it was before it's still not perfect but it's a lot more even than it was before and so i'm going to take this as a start point you see it has introduced some some triangles and that does happen and if that happens we can just turn on the same and hit zero measure again and often it will give you a better result the next time around you see that that's already got rid of that and we can do this multiple times if you want and what you will find is that it starts losing some shape so while we had some of this shape as i went forward with the zero mesh we started getting softer and softer so be careful you don't go too far on that but yeah it you can keep on zero meshing until you get rid of most of your problems [Music] so from here we're now ready to start creating cloth um and the way we do that is to turn on dynamics so i'm gonna press d to turn on dynamic that's got that turned on and then we basically use we have two subdivisions here so if i turn this down to zero for the moment just so we can see what we're looking at dynamic turned on with with zeros uh smoothing won't actually show you a difference in your model because we haven't smoothed it but if we turn on micro poly these are the the cloth materials that we can actually use so each one of these little objects here will basically replace each of the polygons that we see here and this is this is why we wanted the polygons to be roughly the same size where we could even though they're still quite a way off here we're going to go ahead anyway so i'll click micro poly and we can basically choose which one we want i'll just choose twill for example and as i do that you can see the twill this object had the original object had multiple polygroups on each of the threads within this particular object here so if i press shift f we can see what this looks like it's it's not bad you know it's got some problems and it merges here for example and the reason it does that and reacts weirdly here if i turn it off for a second is that basically we've got a point with three edges here rather than four edges so ideally you'd like four edges everywhere but three will cause some problems this one has five edges so if you look at that you'll see that it will react a little strangely there but these are things you have to live with and you can either go in and fix them with the z model brush one by one or ignore them and just go with it you can see here where our polygons were nice and tight together it's very tight and where they are slightly larger like here then there's their slightly looser so we could again we could you know we could move these and try and even that out a little bit if that's what we want but being aware that this is also changing the shape that you had and that's kind of up to you to decide uh which is more important so from here i'll turn this back on i'll press shift f so we turn this off we can manipulate this all we're we're manipulating at the moment is is the pawn is at these polygons that's all we're doing when we're moving here we're just moving these if i press shift to smooth i'm just moving smoothing these out and so we're basically we're still in in control here we can still that's all we're actually moving is those polygons so that's why this is going to react fairly quickly in our viewport here so because this is still very few polygons it's effectively just this amount of polygons we can still use our cloth brushes on this so if we go to our dynamics menu here i'm just going to open this up here for a second i'll close down the brushes i'll take our dynamics and drop this over here if we say collision volume so it will recalculate and what that collision volume is we can turn on our micro poly while we have a look at the results i'll press shift f to turn this off and press b t and c to choose our transpose cloth brush and from here we can actually we're still moving the cloth around but you can see it's moving around with that kind of uh with that micro mesh or micro poly rather on the material here and even if we do a simulation here i'll increase the amount so it's slightly more accurate and i'll say run simulation we can do that as soon as i click again it will turn it off so we're still working with effectively a cloth we could be using our cloth brushes here as well but let's say we're actually happy with the results and we've relaxed that a little bit and it seems to be working for us first thing i would do is always hit the align button you'll see that it will actually do a slightly better job of aligning these these polygons for us and if you rotate zed sometimes you'll see the results of this if you hit a couple of times it may give you a slightly different look to it so especially here on the cheek for example when i rotate this time if you want that kind of look that's one way to go about it um so i would i prefer this one so i'm going to stay with this and now we have to look at the scale of our model here so the scale of our twill right now is based on this object here filling each of those polygons in 3d space if you imagine any given one of these polygons is filled with this object so if we were to turn on smoothing here to say to one for example press shift f to turn that on shift f to toggle our frame you can see that these polygons are now actually a quarter of the size here so this micro poly is obviously going to be a lot smaller on our model so as i like this uh put since back down to zero or to one it's going to make it a lot smaller two is going to make it a lot smaller again so you don't want to go too small on this but we do want enough polygons to be able to fray these edges here a little bit to make it look like cloth so i'm going to go with this one even though it is starting to give us some some moire patterns and i'll go with this for the moment once you're happy with it and whatever that might be and that's a combination of whatever you zero meshed plus your subdivision levels uh once you're happy with that and also with your actual uh micro poly i mean if we had chosen something that was even more uh detailed you're going to get much smaller so you kind of have to play between all of them and find the result that you're looking for i'm just going to choose 12 again so from here all we need to do now is actually apply this and that will convert this 2000 polygons that we currently have even though it looks like more into real geometry so when i hit apply you can see it's now become 1.1 million polygons so now when i'm moving i'm actually moving each individual polygon within this so that's fine but how can we use this to get that frayed look so what we can do is we can delete we can create a group and then delete some of these so i'm going to press ctrl to go into the mask brush i'm going to make sure lasso is turned on i'm just going to kind of draw some shapes from here so i want to cut this bit out and maybe i want to cut out a bit here and if i want to get rid of that control and alt we'll get that back for me maybe i'll cut out a little bit here so i'm going to cut out these pieces here for example and from that all the only thing i need to do if i press shift f is to press control w because control w will take any masked object and basically make it one polygroup so from there to delete that we need to hit control and shift and click on that new polygroup and then click on it again to hide it that's now hidden that and now we can go down to our modify topology and hit delete hidden now that's gone so with that gone we now have a tattered piece of cloth but it doesn't look very tattered so what we can do now is start using the poly groups that we have to our advantage so a normal move brush bmv will just take a big area and just start moving that whole area which isn't very helpful to us what we want to do is be able to pull on each of these threads at any given stage so the way we do that is to press b m t and that will change to the move topological what this will do is it will look underneath your your cursor and whatever polygroup it finds whichever one you clicked on at that point that's the only one it will move it won't move any other one so that allows us now to start pulling out these threads and making this look a little bit more tattered than it was i actually don't need to see the polygroups here i can turn that off because i know it's just going to pick whatever thread i happen to have underneath my cursor and make that a the one that it's going to select so now we can start picking random ones here the scale of our brush is going to define how much of that thread we we start moving around so we can start breaking up that surface now by just clicking around and deciding which ones to pull and which ones to leave and how much we do that is up to us at any given stage we decide we want to delete something we can again just do the same thing either hold ctrl and make a selection and then convert that to a polygroup and delete it or if we hold down control and shift we can actually choose the lasso button and from there we can actually lasso an area out and just hold down the alt button along with control and shift and that will delete that now we can go selectively through and start to leading areas that we don't like or edges that are too clean for what we're looking for but we know we want to mess up a little bit [Music] and then if you have a shortcut for it which i would advise doing control d or something like that you can delete those hidden polygons and then go back to your move topological brush bmt and start moving some of those extra threads that you now have to create that kind of threadbare look that you're looking for again if you want to move a large area bmv take your move brush just move the whole thing and if that's what you're looking for if you just want to close an area up and you can do anything from here you can use a pinch bush um if you want to pinch areas together but it's it's going to squash stuff so yeah maybe not so much we can create thickness on this if you want to you can go to edge loop turn off turn your poly loops down to one your polish down to zero define the thickness make sure your bevel is turned off and basically hit panel loops and that will actually give you thickness to your cloth now and if you're going to be 3d printing or something like that and you want to dynamesh this afterwards and that will work uh it's worth considering doing but um otherwise you know if it's just for a render this is often good enough another alternative is to turn dynamic back on turn your your simulations back to zero turn your micro poly off and then we just use the thickness that's in dynamic that will allow us to preview a thickness to this without actually having thickness in the model so we still have one million polygons we haven't actually divided it at all but we do we are getting a preview of thickness which we can even render to see what that would look like and it's a little bit thick here but you get the idea i just make that a little bit thinner here so how good this ends up looking is really on you how much time you spend on doing it and where you do it i did this very quickly just by way of demonstration but if you do want to make sure that your loops are going the right way you're going to need straighter loops and polygons with with four sides rather than three if possible and kind of pay more attention to that kind of detail but definitely this is a very workable solution and if it's just for a render that you're going to paint over or whatever then this is perfect well hope this helps and as usual consider subscribing alright bye
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Channel: Sean Forsyth
Views: 6,175
Rating: undefined out of 5
Keywords: zbrush, zbrush tutorial, zbrush 2021 cloth tutorial, zbrush cloth tutorial, zbrush 2021 cloth simulation tutorial, frayed cloth tutorial, frayed cloth zbrush, worn cloth zbrush, worn cloth tutorial, damaged cloth tutorial, digital sculpting, digital cloth, digital cloth tutorial, old cloth tutorial, frayed edges tutorial, zbrush 2021 tutorial beginner
Id: gPoA9MDssdA
Channel Id: undefined
Length: 14min 3sec (843 seconds)
Published: Wed Feb 03 2021
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