LIVE Look Into ZBrush 2022! How It’s Made: Medieval Helmet - Pixologic Paul Gaboury

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bye uh hello everybody it's been a while since i've been able to do one of these streams so i'm looking forward to this it should be a lot of fun today uh as we've been talking about here this is what i'm going to be working on today is what you guys see in front of you how to streams once again okay so uh i'm gonna be walking you through the steps i did to make this helmet okay you guys can recreate something like this this or this helmet or you know go off and do your own okay so uh i'm excited to show you guys hello everybody uh wow early in the morning on a saturday so i'm just waiting for letting more people to join real quick before i start diving into this again i'm going to be walking through you guys all the steps that i did to make this so i want to make sure number one my audio is good uh number two that we have video okay so on my side i am seeing everything fine on my side looking at my other system just making sure uh that we're good so uh it should be good now the buffering so it should be clearing up now for you so it i'm it looks like it's good now so let me know before i obviously start really going at this with you guys and showing you everything so i'm gonna i'm gonna keep the image up um on the left hey daisuke on the left there so you guys can always see what we're striving uh to go to all right um and i'm just hold on i'm just reading your guys's comments about [Music] so is the buffering better now okay buffering's gone now okay i figured okay good it sounds good all right just wanted to make sure okay so as i always say let's buckle up and let's get into this and as we go along here i will be watching the chat and trying to answer as many questions that pop up as i'm doing this piece so that way i can uh make sure you guys are getting all the information out of this stream that you possibly can okay because that's what's also important for me is that you guys are getting all the information about recreating something like this for yourselves all right so i'm just going to turn off the floor for now and i'm going to start with a project to just go at this again i started with something pretty simple and when i'm doing this i start with just a base mesh since i'm making a helmet for a character i might as well start with the character right it just it makes sense to do that so there are multiple characters that you guys can start with now with inside of zbrush so opening up the light box with is the kama kama kama kama kamakamaki that's been a while i gotta get going so you got this female character here you got a male character here you've got the demo soldier you've got characters throughout here i'm going to start with today i'm going to go with just because i also want to make sure this is highlighted um nick zuckerella actually updated his male model for zbrush so in the version a couple of versions ago we gave you guys his update so it's gotten like new poly grouping new sculpt it's got hair now so he updated a bunch of things so i'm going to use this just because i want to kind of highlight that that this is also something that's new for us inside of zbrush okay so i want to make sure you guys are aware of that this has got excuse me it's got eyes and the skull and some teeth he also has put layers on this so you guys can do like open mouth right so now there's a layer that's opening the mouth and of course he's got that same thing on the teeth and then arms down if you want to have the arms down so he's got layers here that he's already using okay so i'm i'm going to delete them i don't i don't need them all right and then i'm going to switch my material i've set up a lighting that i like to have for this so i'm going to select my basic material because i want to have this rim light that i've i put in there all right and i'm i like having a little bit more darker okay uh color so we're gonna turn off just the material so something like this um i this is just me a personal preference it's just what i like to sculpt and i usually sculpt in this i know a lot of us will sculpt and say something like a matte cap gray which is great definitely sculpting that i prefer using one of the basic materials just because the lighting then will update because what you've got to remember is madcap materials have the lighting baked into it and i prefer like if i was sculpting in real life clay we're always moving lights around right to take a look at our sculpt so i want to kind of replicate that again in zbrush okay so that's why i've done that and if you want to see my lighting so i'll open this up so i just got two lights so i've got the main just key light that's sitting above the character and then i made a rim light over here and i've got like a color and in fact i'm making it pretty hot what i mean by hot having an intensity higher than one okay is really going to be you know a little bit hotter or brighter than what really should be like one is in essence 100 brightness right would be the way to look at this i just like playing with this and then you've got this light here and then to turn that in just so you all know how to turn that into oops turn that into a rim light is you just click on this little orange circle so if i click see now the light's in front of the model again if i click now it's in the back of the model so i i just prefer to have that okay so um this is the lighting i like to do because then we're going to start making and making this this helmet and i want to have that also that little bit of lighting it'll create a little more drama if you will okay um to get the one question about maxin out of the way that you're asking look i'm super excited about this there's there's so much there's a lot of stuff honestly that we cannot comment on due to regulations and laws that are in place right now so but i'm telling you this is going to be an exciting time these next decades of coming of what we're going to be able to do inside of zbrush it's going to be pretty awesome until i i've got things going through my head that i wish i could share with you all but at this point i can't because of regulations that are going through right now the process so we obviously will be updating you guys as we go along here don't worry we're always going to be i'm going to be moving along and working so and then i'm still streaming here so we'll have a lot of fun so unfortunately i can't say too much okay so at this time that's about all i can say based upon also what we've already released in our announcement okay so i wish i could give you guys more information but at this time due to regulations i can't actually give you more information but i just want to let you know i'm pretty excited okay i like i see your code coming through with the blinks i like that okay all right but keep an eye we'll definitely be sharing more i can't comment anything about licensing or anything like that at this point in time okay so i would just buckle up and let's just you know let's go at this let's i'm here with you we're still here we're moving along i want to show you this project that i did specifically for this stream and make sure you guys are getting as much out of this as you can when you're with me all right so again i've got some simple lighting in here i just like to have this i don't need i don't need for this what i'm doing i'm just making a helmet right so i'm i'm gonna go with no hair right now let's delete the hair i don't need that i'll keep the eyes um he also put in right he's got i'm gonna get rid of the outer portion i don't need that i don't need that and i don't need his teeth well he can keep his teeth i guess i'm gonna ungroup it so unstart it so now we have something like this so i want to create a helmet so it just makes sense to take the character that i'm creating the element for and let's use this person to create the helmet so i'm going to duplicate this all right and now i'm going to move this down in here and right out the gate i'm going to folder this up i want to create a folder so i'm just going to say helmet parts okay so then i already have this and i'm going to rename this instead of nick cicarello i'm going to say i'm going to name this main helmet okay we'll just keep it short and simple main helmet now first thing i'm going to do here is i'm actually going to only look at them so i'm going to turn on solo mode so i'm looking at this let's check and see obviously one thing i want to look at is if there's any subdivision levels there's not any subdivision levels okay so you can now use this existing character right if you look he's got some geometry that's following the head and what i'm kind of starting to look at is this geometry up here this is where where i care about in fact since he's got poly grouping we can just grab the polygroups and then this portion is starting to look like what i need and then maybe a little bit of this okay and having something like this i want to create a helmet for me that's sitting a little bit around where the ear is okay i want to go maybe just right around above the ear you got to think about this because then that's also going to change my proportions because obviously they need to get this thing on the head right so i need to have that and i'm going to show how i did the celtic part don't worry i'm going to show you guys all of that stuff okay so i have this piece so i might as well even start looking well when i just use this and start building off of this maybe to quickly start going after creating the helmet so i'm going to say let's delete hidden now i don't need anything else for this i'm even going to say let's go through and start making some new polygroups as an example so i'm going to switch to z modeler i'm going to come to this face right here i'm going to say let's go polygroup polyloop it's always fun to say that polygroup polyloop polygroup allele you got to say the p's that way polyloop okay so now i'm going to make a new polygroup there okay so in essence i'm looking now from this point up as my base for the helmet so i don't need any of this down here now right this is there's no need for any of this so i can start getting rid of even that portion and then i'm going to grow out twice and for those that don't know how to grow or shrink like i'm doing again the thing to remember is you're when you're selecting okay when you are going to select you're using control and shift to select okay oh nice for dolphin i like it so you hold down control and shift hit the x key as an expand you'll grow if you're holding down control and shift and you tap on the s as in shrink you're going to shrink i use this a lot so that's why i'm kind of sharing this with you for sure right so i'm just going to now ctrl w this so it's all one polygroup i just need it to be one polygroup right so this is all i'm really caring about for the start of starting to map out what i want to do for this helmet all right so and again i've deleted everything that we've started with so now what i have is like the dome of this character it almost looks like a swimmer's ki he's wearing a swimmer's cap or like if you're in the film industry you got to put the bald cap on so you can do all the makeup looks funny so i'm going to start now mapping out and say okay how big do i want this helmet to be proportionalized what do i want to do with this uh you wanted the material brighter sure i can make it brighter let me know uh okay is that better let me know if that's better for you and here maybe i can find here i can find a brighter color for polygroup for you too let me know dougie if that's better for you okay so now i want to start kind of just let's start putting this together now you can clearly just we can jump into something right which i can say i just want to start using the gizmo and start changing stuff like this okay i personally also like using the deformer i just i like using this deformer okay because i can also turn symmetry on and then now i'm just dealing with one side of this and i'm going to say now i'm going to take perspective off so you guys can just look straight ahead on this right now and again i'm just going to move these points and again this is also another big one that i use all the time i love this this is also going to work with masking i'm going to hold ctrl click and drag but as you can see my hand look here my hand is not on the keyboard so i'm going to hold the alt key and now it's a white box so whatever white of points are within that box those are the ones that are staying to be it and then the other ones are gone and the deformer i'm using is the deformer say that one with me again the former deformer we should say that with an arnold wood [Music] the former the okay really bad impression but go for it so you can start kind of changing this a little bit right and at any time like i'd probably want to have a little bit more on the front coming off his head a little bit more in the back let's also make the top part maybe have a little bit more of like a dome look let's make and this is kind of why i like using the deformer i'm just kind of shaping now a little bit more and then you can see the shape that i'm starting to get here and then i can say at any point in time okay i like where i'm at let's accept that deformer and then now you know what i'm going to make the deformer again and in this time i want to add a couple more control points so i'm going to grab this little orange cone and go this way because i want some more control points like right in here i want to just kind of just do a little more tweaking to kind of a shape that i want to go for right and depending on what kind of helmet you you want to do right i went more like i looked at a lot of medieval stuff that's kind of what i started to go for then it became a little bit you know my own design messing around okay so we got okay from that angle we're good i don't like this angle very much it was like right so i'm gonna go ahead and say let's do this and let's pop this side out a little bit more and let's even bring this out a little bit more just have it come off his head just a bit more okay because don't forget i'm gonna start adding some thickness to this as well right so this is now just a single plane okay so that you're gonna have so i'm gonna say all right i'm gonna accept that okay the next thing i need to do is well this is a helmet all right so it needs to be flat along the bottom right so i'm looking i'm talking about this along here needs to be flat and because i've taken this just from him all right i need to fix this a little bit again i could have also just grabbed the sphere and just threw a sphere on this i'm just showing different ways to go about stuff as well so i'm going to go and switch to z modeler i'm going to hover over an edge down here and i'm going to switch to mask and i'm going to say complete edge loop and so i'm just going to click that so those are all masked out and i'm going to inverse that by control tapping in my document to inverse that and now let's switch to our gizmo i'm going to hold the alt key and reset this to make sure my gizmo is aligned along the world axis right because if the gizmo is off-centered a little bit like this you hold the alt key and click on the rewind then you've got this okay where it's resetting everything for you then i'm going to hit the little map it totally reminds me of the map quests from like the 90s like when we were first able to like on the internet and go oh my gosh we can look up stuff online and like just that's what it reminds me of anyways so i'm going to click on this that puts it where the gizmo is going to move based upon the unmasked points now okay so this is now looking at all of these vertex points so i'm actually going to use the gizmo to kind of fix this i'm just going to grab this green square now and just start pulling on this and you can see all the points are following this and they're starting to flatten out right so they are flat now okay this is one way you guys could go about doing this now there's another way that i think is i just want to show this because i think it's i'm going to turn off live booleans for now because we don't need it uh i'm there's another way and i i this brush is more people use it more obviously for more dense pieces of geometry okay so i want to hold down ctrl shift and i want to use the clipping brush i actually use the clip curve to do low polygon items a lot and what i mean by that is you guys could also just draw out a curve and let go and that's also going to move those points and it's low low polygon right for me so the beautiful thing is i'm just moving all those points so i'm not using the clip in essence to use it like we would where we're flattening the surfaces of making hard surface planes i'm using it just to flatten that out so there's two ways for you guys to go about this so what i don't like about this now is like the topology i'm going to just remesh this now so i'm going to throw symmetry on right and i'm just going to get a more equally distributed in fact i'm gonna knock it down to like a thousand and i'm gonna remesh this because i just want something a little bit lower and even that now i probably let's go even lower let's go like down to like 200 and remesh that let's just get that yes just something really simple low polygon right that we're going to have now i need to start establishing my helmet and creating as we have on the image over here right got to have some thickness to it and we're going to start creating all this fun stuff now okay uh transfer the troll i can't say unfortunately at this point in time anything that's happening with this i can only comment on what's already been released to the public there are some regulations in play right now so i can't make any comments on all that stuff unfortunately all right so i'm going to throw on dynamic subdiv i love it i use it especially when i'm talking a little polygon and now we have there's the start of my helmet starting to make something happen here okay but obviously we need some thickness to this okay so in the dynamic subdiv this was a big one we have thickness ability so i can just start turning this on and start seeing what kind of thickness do i really want to have on this helmet and this is another reason why i was pulling it away from his head and obviously this character could have like hair right does he have hair like me or does he have hair like what he started with okay so now i'm gonna say i pretty much like that i'm good with that i like that but here's what i now do this is looking at the helmet in a smooth way okay in fact i'm going to even edit looking at this now from above you know i didn't take the time to look from above let's edit this i i don't like this is falling a little bit too much to his dome let's let's do a little bit more to this up top and this is this is the kind of stuff i think you ever we all should be doing as we're working look at those other views just to get enough going on okay i'm i'm happier with that all right so now instead of smoothing this helmet out i'm gonna knock down my smoothing so the only thing i'm looking at is thickness and the other thing that i want you to know because i'm bringing up the hair thing so when we do this thickness by default right so if we turn this off you can see that it's kind of it's moving it's shifting right so what's happening is we're having thickness going two ways on us so what's controlling that is my offset so you got to think about if you're making a character let's say it's already got hair you might want to make the offset instead of going 50 in and 50 out maybe you want the whole offset out okay so now where the mesh started ie here everything's going to extrude outward only okay by default we're doing a 50 50. and then obviously going in negative is everything is getting pushed inward inward inward okay so now i'm just i'm going to stick with the default i'm fine with the default what i'm doing i'm getting rid of the smoothness okay this is on purpose i don't want this smoothness and i'm now going to apply because i actually want now the topology so i've got two poly groups here we're good to go and now i'm going to turn my dynamic back on turn my thickness off and i personally like to have my smoothness at four this is just my personal preference and then in the crease menu because i'm going to start using creasing here in a second i will want this crease level here to be set to two this is just my personal preference having this slider at four and this slider at two so that way if i do a crease pg which is for polygroups see now i get that that creasing back so if i uncrease let's see increase all do i want that or do i want that and this this beveling or chamfering that's happening right here is because crease levels at two and this smoothing is at four all right so i'm gonna now let's make a little ridge for this so and then now i'm at the point two or do i really need his whole body for this i don't so let's get rid of let's get rid of the body for what we're doing today i don't i don't need everything so again the beauty here is he made polygrouping so i'm just going to do something like that and then we'll add that and then this is all i really need is just the head i don't need anything else so let's go ahead and delete that because this is going to be a distraction for myself i don't i don't want the body distracting me as i'm working on this okay so now we've got something like this all right let's get back to that helmet i'm going to switch back to my z modeler qmesh poly loop right and i'm going to do is i'm going to pull out a loop here i'm going to change the polygon by tapping on the alt key then i'm going to pull another one out here something like that because i want to create a little lip i want a little lip right there okay and that little lip i also don't want all these creased i want them to start rounding a little bit right so i want some roundness to happening there so i'm going to say crease complete edge loop i'm going to hold the alt key and then tap so becomes this just becomes a little round more round i don't want the crease i want something more like that happening and in fact i've right now got another edge loop right in here okay so we can use that to our benefit if we want to right so we can move we can slide complete edge loop and start changing in essence to look so if we turn this off see changing the look of this but i think also would be nice is let's go ahead and mask that inverse it and let's go and play a little bit with this and then now here's something else that i like to do i've got a mask on it's hard to see some maybe sometimes because it's so dark okay so if i hit ctrl h it hides the mask but then i'm still only moving those those edges that i've masked out right so the mask is still there but i'm not looking at it okay so this is going to allow me to just quickly pull on that edge loop i want a little bit more of a round lip there for me and then now also using the poly groups in the poly loop okay we're going to clear my mask i'm going to pull and i'm just going to hold the shift key as i pull that out a little bit and then that's just creating a nicer nice little lip right there okay and then there's the we're getting the base start of a helmet that we're looking to create here so just something similar is what i got over here right that's really what our goal is so let's now start putting some other elements in here let's start having some other fun with this and putting the elements that i put on my helmet in here and again there's this is the time now okay here's a stressful there's not stressful here's something i want to stress right now if you don't like the shape of your helmet the way it's looking on them this is the time that you want to start changing it and making sure looking at every spot every position that this helmet's sitting on the character and start figuring out if this is what you want to do so what i like to do we're going to be using this again is i like to use this move infinite hold on my head is blocking us there we go this move infinite right here depth i want that okay so i'm going to go with a big brush size and from this angle i can say i want to change just a little bit start touching so this is infinitely going through the whole model and maybe because remember i got thickness so be be mindful that if you start just smoothing out the top surface you're changing your thickness so keep in mind this is even something that maybe it would be worth doing while you're on a single plane before we even added the thickness right because i'm i'm going to go more that route i want a little bit profile change not much all right so good to go i like it i'm going to go ahead now and i'm going to duplicate this and i'm going to call this helmet band right i i'm telling you right now this you guys got to make this a habit of creating a folder you got to make this habit if you can renaming as you go along okay so that is going to also make a change and again there's big changes if you want to make big changes then you use your deformer okay just use a little bit of that deformer so let's start adding some elements in here so i duplicated the helmet all right i'm just going to look at just this and i'm going to say okay i need a row of topology here so i'm just going to look at only the yellow let's delete the rest i don't really actually need the rest and i'm going to say z modeler let's take this this loop right here okay i can poly group it and then do something like this okay and then now we're only looking at that loop once again okay and then i'm going to say delete hidden i'm going to turn off my dynamic so that it's not doing this i don't need dynamic on right now right and then once again i'm just going to tweak these edges here right along the top and the bottom so i'm going to do this let's straighten this out a little bit i'm going to straighten that out inverse it go down to the top and straighten that out and bring that up a little bit more so we got something that's a little bit more straight along something like that so now i've got this piece happening okay i'm even going to go a little bit lower with this i'm going to put this let's do this let's go a little bit lower okay something like this all right and then i'm just going to tweak it just a little bit just to have it intersecting just like that that's enough i don't need much more than intersecting than that okay and then now once again i'm going to turn on dynamic this time and i'm going to throw that thickness on and this is again where it's important understanding okay is i'm going to turn down my smooth and i'm going to make my offset this time 100 so this is coming off that okay and we're going to go at a little bit more thicker point in here something a little bit more like this okay and then i'm going to say yeah i'm happy with that thickness i'm good so i'm going to apply that and then now i'm going to come in here let's do an insert let's do multiple edge loops let's let's do a little bit more with this band that's going to start going around so i'm going to insert multiple edges and i'm going to go yeah right about there i think would be good i'm now going to cue mesh polygroup all and i'm going to pull that out so we get a little bit of a little bit of ridge and again i'm tapping the alt key to change that up so now when i hit the d key to turn on dynamic if you remember i've got thickness okay and so i'm going to get rid of the thickness and now again once again turn my smoothing back on so i get some band that looks like this and now i got to make a decision do i want to add creasing like this to it right and then i've got smoothness four increase level two maybe i won't even go to crease level one to soften that out even more so now i got this band going around the helmet right and i'm gonna i'm gonna keep adding to this here okay yeah i know it's starting to look a little it was looking a little bit like um like a world war ii helmet but as we keep adding all these other elements we're gonna lose that look a little bit too okay so i'm going to now switch to an insert mesh brush uh i'm a big fan of this model kit brush here okay and then now i've got a whole bunch of things up here that i can use um i like this one this little circular one and i want to start using that okay along now this i want i want a repeating element along there okay so looking at this we've got some poly grouping happening in here so i'm going to switch back to z modeler first and i'm going to say let's go ahead and let's delete this single edge like let's just get rid of that and now the other thing you might want to do depending on how often do i actually want to repeat maybe this maybe i want this element that i'm about to put on this i want little screws going around i wouldn't say screws there's little little um rivets going around this thing and i wanted to go every other okay so i'm gonna now look hovering over this face i'm gonna switch to polygroup and i'm gonna say polyloop but i'm gonna come down here and say checker and so when i click and i'm just going to tap the alt key a couple times so you guys can visually see what's happening so what zbrush is doing for me is alternating the polygroups for me as we go along this okay and then now going back to this insert mesh brush what i'm going to do now is say you know instead of an insert i'm going to tell zbrush to turn this into a nano nano nano okay so you're not going to see it with my banner so i'm going to come up here all right and in the create i'm just looking to make sure the helmet's in the way right now so in here there's create nano mesh brush right there so i'm going to go ahead and click on that and what that's done now is turn this insert mesh brush into a nano nano nano okay everything's fine i'm all good i'm all good thank you though i appreciate the concern though so now i'm gonna say all right let's go and select that piece i want so we can come through here or you guys can hit the m key for multiple and you can see all the pieces in one big menu and i'm going again going with this circular 11. i'm gonna grab that and then this is got insert nanomesh turned on and then i'm just going to say polygroup all and now i'm just going to say i want right here those little rivets being repeated along that right so now we've got those rivets being repeated all along there so this is now this is where it's going to stay you're going to slowly start breaking away looking like that military helmet okay so now i want to add another again some i want to add a little bit more design to this too right so let's now go to the top all right and i'm looking at this and i've got some edges right along here right i'm going to so this is again why i like doing this right because then i can unmask everything really quickly this way and because i'm low low low low low polygon if i switch now to the move z this one right the move infinite depth i can say let's start just pulling on then make this kind of like some kind of fin that goes kind of to the top up a little bit and starts coming down the back i'm not going to go extreme we can go extreme but no need because you know we're going to put something else up here right and again this is where i like to turn off my masking right and that way i can really whoop i can really see what's going on right and then turn off even this so i can start seeing what is that starting to look like okay so that's starting to create that have a little bit of element in there let's not forget you guys could also take that mask and blend it this is a reason why i also see remastered there's there's a reason why i did that i want to have the topology i knew it was relatively pretty low because i knew down the pipeline i was going to be doing pulling this little part off on the helmet on the head okay very good all right looks like okay i'm just catching up okay good good good good i'm gonna take a swig of water so now let's continue moving along this path of making stuff here so let's do this little fin element now on the top right this part right here this part right in here okay let's let's do that next so that way i can really start to see my silhouette because this is this is going to become important watching this up here for me this is where i'll start looking at this my eye will carry up to that a lot and see what's what's going on okay now let's continue and say all right for me to do this this is something that this is something i think is pretty cool okay i'm just going to now let's insert a cube all right so we got the cube let's rename it again i'm going to rename this top fin okay and i got to learn to stop saying okay and write so much if you guys notice how often i say that i gotta learn to take that out when i'm talking to you all all right so i don't want this cube i want the cube that's in here is what i'm looking for i want this cube what i want is actually a little bit fewer topology and i want to make sure my topology looks like this all around the cube not looking like this where there's a pole so i'm going to replace the top thing cube i started with with this cube and now i'm just going to position this somewhere right about let's go right here and i'm going to say let's go a little bit bigger here and now from the front let's squeeze this in and say this can only be about let's go about that thick that's about as thick as i want it to be okay and then and then i'm going to divide this but before i divide i'm going to once again i am thinking about the next steps down the road the best analogy again that i can use this is playing chess that's how i like to work especially especially for hard surface i'm always looking at i'm thinking about what i'm going to do as i go along here right and when i'm looking at um references i'm even picking features out of my head that i'm going to use here right so i know i'm going to want to put some nice little design on right so this in essence this part around here that's a little element i added i know what i did to do that so i'm going to prep myself for that and i'm going to use this in here and let's again switch to z modeler and i'm going to go ahead and say let's polygroup polyloop and let's do one group id again and i'm just going to do a new polygroup right here so i have all this going around so that when i divide this this is what's going to start happening okay and i just i don't need a lot i'd say 24 000 is probably more than enough for me so the other thing that you might want to start doing when you divide is maybe use a little bit of creasing here might be a good idea as well so because i made a new polygroup i can just crease pg and again i'm going to knock this down to two and if you want to this is why we have dynamic sub-disk preview this start to see what this is going to look like what if i did divide it the number of times i'm saying i want a division what's this going to start looking like i'm also going to look through here okay and let's go back to z mother i'm going to throw also right in here i'm going to throw a crease on this one you're going to see in a minute here why we're i'm going to do this okay i'm going to turn on dynamic again so we've got this and what i'm going to do is i'm going to apply it so see i've got my five subdivision levels so then this is what i have right and now i want to start creating a design something similar like to what i was doing on my helmet that we have here in the image like this part right this this top portion fin portion over here okay so here i'm actually going to for the sake let me even move the helmet so that it's not up so high i'll move more towards our the logo where's my mouse i gotta i gotta get it so hold on let me i'm gonna move it down a little bit more for us something more in there just so it it's not blocking uh my uh thumbnail since i like to use that and every time i look at it i'm looking at you guys and like for me it's not bothering me but for you guys it might all right so i'm now going to go i need to start creating this fin this is the easiest way to do it let's grab this move infinite depth once again okay i'm going to go with a big draw size first and i'm just going to start manipulating this and saying okay i'm just going to let kind of happy mistakes start to happen for me right and just start coming up with some kind of design element okay i kind of like now with that i like what's happening here and then i can smooth stuff out if i want to okay and this is why i took the time to make poly groups increasing then i can go slower okay and then maybe make start making this a little bit more flat and now if i want to now start okay i like where this is going now i want to add a little bit more a little bit more sharpness to it per se maybe so in the brush palette okay once again i'm going to go into curve i'm going to turn on accu-curve and then this is going to allow me to kind of just more do a little bit more of a sharpness to what i want i'm going to bring this a little bit more forward like here we'll do a little bit more like that right so i want maybe some kind of design so the accu curve is an accurate pentacu curve of the brush it's just making a more accurate brush stroke and then because i'm doing the move we're doing this like okay so i'm i'm pretty happy with this i'm going to smooth that out a little bit more i'm good i like this one where it's going good right the beauty of this is why i'm using the move infinite depth is that no matter what i know i'm good to go no matter now where i'm looking at this what i mean by that is i didn't just start moving one side and the other side was just staying stationary right i want i don't want this hand moving and changing the shape let's go pro like i don't want profile change on one side and then the other side's doing nothing like i don't want this to start happening if you look at my webcam with my hands so that's why i'm using this movement depth really simple grab a cube go all right now don't don't worry i know some people might be thinking well when you do something like that this is you're just grabbing a cube and if we turn off the head right that's inside the helm don't worry about it okay don't you worry about it we're going to solve that down the pipeline don't worry all right so i like this we're good to go i'm a fan of it i'm going to go ahead and duplicate this again put that in the folder i'm going to rename this top fin design element okay and i'm gonna say now let's just look at this this is what we have all right and i'm gonna say all right this poly grouping and this creasing that i've used let's let's take advantage of it i'm going to now delete the subdivision levels so that i don't have any subdivision levels in here okay i'm going to looking at this this is why i made this crease in the middle here i'm going to look at just this polygroup this is the only polygroup i even care about right now so i'm going to delete the rest because i actually don't need it let me make sure nothing's covering i'm going to delete this and i'm even going to shrink this up right because i don't need everything okay so i'm going to say let's let's even shrink this up so actually before i even here before i even do that we can even shrink and i can all i really need is this so i'm going to shrink it actually before i even delete let's just go with this i just need that profile and delete hidden so now i've got the profile so i'm going to turn on my display double property so see i just got that profile of what i just made okay and what i'm going to do is switch now to one of my favorite brushes that i use a lot i'm going to use this extrude profile brush so i'm going to click on that and have that brush to do another little element here okay sorry hold on there's in my obs the selection bothering me so i'm going to say now all right we've got this i'm going to say this brush i'm going to select the first one i kind of like the first one and what this is doing is something like this right so you can see how big that is that's pretty large so i'm gonna go with a smaller brush size i'm gonna say maybe around two yeah i think two looks good i'm gonna go with two and then now i'm gonna go up to the stroke and some of you probably know where this is going and i'm gonna frame my mesh but i'm gonna frame it only by the creased edge this is why i creased that middle edge loop before i divided and applied i knew i wanted to add this element down the middle of this profile that i was going to make i had no idea what the profile was until i made it so now that i have this profile it's a simple frame mesh and then now there's one curve going straight down the middle so let's turn everything on and now you can see what that is so now if i just touch i get that profile going all the way around okay and now the one thing you want to be making sure when you're going to do this do not do not lisa needs braces moment lisa needs braces moment i know you've missed them do not have symmetry on if you have symmetry on you're going to make two overlapping each other there there's no need to have symmetry on at all for this and how do i know if symmetry is on like what if you're like this and you have no idea this symmetry is off i know that because symmetry is on now so i'll turn on the magnifier okay so symmetry's on symmetries off symmetry on symmetry off i know that because again if you're paying attention to the big bigger circle see when symmetry is on you get two circles right and then now one circle on the outside that means symmetry off so now and even if to what dougie you're bringing up right even i didn't know i wanted to do that in design i'm gonna still be able to add that creasing edge even after i've made the profile okay so that is also possible so again let's go ahead and apply this boom and now i'm going to delete the curve by just tapping anywhere and the only thing i care about in fact i think i had did i turn no i had creasing off okay and then i'm going to take only this this is the only thing i care about and then what i'm doing here if we go solo mode i'm seeing him hiding that little portion i don't need it anymore so i'm going to delete it i'm going to do a delete hidden and now turn on my dynamic subdiv and then boom we've got that top portion starting so now i've got this is where i'm going so let's continue moving on now let's go ahead and start sculpting the details in here but honestly before doing that i might want to do the little cross element in the front because i might end up wanting to change this profile a little bit right which would be still possible to do right let's not forget if you even know that these are two separate sub tools well once i got i'm going to turn my fan out it's starting to get hot in my in my little office here turn my fan out now even though these are two separate subtools let's not forget that we can still edit both those subtools as kind of like a unit so if i turn on my gizmo and we turn on the multi sub tool selection this is going to allow me right to select out everything but those and then now i can edit these now what's nice and what's new to zbrush i now can use this to even edit right i can put this here and then turn my focal shift probably up pretty high and i can change the profile of this even after the fact this is nice to be able to do now stuff like this maybe i want to have a little bit more of an arc there now or maybe i want to come up back over here and start straightening it out maybe you want it to be a little more straight there it's your world there maybe i want to come a little bit more like this and then this is where i start looking around and then looking at this and i say okay i like that so and then i guess let's go and i'm going to tweak this part right here just a little bit more and in fact i'm going to go higher with my focal shift so it's even looking at just a certain portion of this right and then now i'm just using this new ability for us to start manipulating this and by having the focal higher right it's now keeping it more local what i mean by that the only part of the mesh that's really getting movement is this front part okay if i go negative then you're going to see more but see more of it's moving don't worry i'm going to do something else that's using this but i wanted to show you guys this in a sense using this in a different way with now the multi-selection for something like this is really nice to be able to just change my profiles of both those sub tools okay good done let's go and now let's do this little element in the front of his head this little thing that's going to be there his nose guard all right so i'm going to let's go ahead and i'll i'll do it from here i'm going to i'm going to go up to the top of the helmet because this is where i want to start adding this nose guard and i'm going to insert something it really is not relevant in fact i'm going to go crazy and insert a cylinder it's not really relevant at all and i'm going to call this cross nose okay and uh we've got a beautiful cylinder yay i don't want this this is ridiculous you mask the mesh beforehand um hold on i'm just looking at your question you're asking that used to work before right paul if you mask the meshes beforehand what are you what are you referring to are you referring to yeah just moving yeah that would have worked before it's working before but what i've done now what you weren't able to do if you're using version 2021 and previously you would just move the two sub tools as a unit right and so then you would have to go into each sub tool and mask out which that's a lot more work all right and then this is eliminating all that it's uh in essence the gizmo has become its own local deformer now so that's the nice thing about this all right so as an okay as an example this is what let's go back let's hide this since you're asking this is a great question i want to make sure you guys have the full understanding of this so i'm going to come back into this and do this so if i put this back to the defaults this is what you were going to be able to do in 2021 and anytime before it is this right you're just moving everything that's not what i wanted to do i wanted to change that pro profile in the front a little bit okay so to do that i would have had to go into this sub tool masked off this subtool and masked off so in this case it's just two sub tools but what if it was like 10 sub tools or 15 sub tools then you're going to go to all 15 of those and mask off the new z brush 2022 i don't need to even do the masking i can control in essence the masking roll-off in the gizmo by just changing my focal shift again the higher i go number wise in focus shift the more it's locally just looking at that gizmo the lower numbers and the negatives i go then it's going to look at more of the mesh in essence it's almost like the masking is there's a built-in masking ability if you want to look at it that way into the gizmo now it's saying well the gizmo's sitting there in the surface it's sitting right here this is saying well how far roll up down the geometry do you want affected which in essence is a mask so instead of me having to go to all my sub tools i just quickly just change my focal shift that's the difference so so that makes sense for everybody yep all right bam okay good good good good good good good good good good feeling good feeling good i should have worn my christmas hat is what i should have worn all right back to the cylinder yes i made a cylinder that's no good i'm going to now switch to my gizmo once again i'm going to say let's grab a plane there we've got a plane i'm going to knock this play down to nothing so it's just one polygon base again i'm just doing grabbing this green arrow all the way and then this red arrow all the way so all the way to the left for me and all up all the way up okay and you got to say the p's that way today up don't do it because what's going to happen you guys are repeating this in your home and someone's going to go in your family why do you keep saying with your peace because it's happened to me when i'm with you guys and for whatever reason i'll say that with my piece and the life goes why are you saying your p's like that i'm like oh man i've been streaming for hours it's just it became part of my vocabulary today so be careful don't that's just a little note for you all all right so i'm going to size this down you guys didn't need to know that but you know what welcome to my tangents now the thing to understand here when i'm sizing this down you got to remember now the gizmo i've been messing with it before right before showing you this so i'm gonna i don't want this to have anything but negative 100 so now in the z brush of today the 2022.0.2 you got to have your focal shift at negative 100 to make it work the way it was in previous z brushes because i don't want deformation i just want to size this down move this up i'm going to move this forward in front of him i'm going to go right about here let's move it up to here and let's just size this down i'm going to say i'm going to make it about a little bit about that how about that about almost the size of that band that's going around where it's sitting in space i'm gonna move this to where it about starts to intersect with some of this i just want a little bit of an intersection happening there it doesn't need to be a lot that's enough all right and now what i'm going to do is again i'm going to come down to my little friend here that i use all the time okay alex are you asking if this video is going to be posted anywhere because where you're at right now the video will stay so you can come watch this as many times as you want to but don't leave stay with us alex uh that's a good question dougie when i used to not have a detached office um after my streams my wife would be uh i counted you you say you look up here a lot i'm like it's in my vocabulary vocabulary now from what i'm teaching all right so i'm going to turn on dynamic then it becomes an itty-bitty little face so i'm going to get rid of the smoothness and i'm actually going to add some thickness so i'm going to do something like this okay i want to add a little bit of thickness to this and it really this it doesn't matter how much thickness you want i'm going to have at least a little bit here and i'm going to switch back now to my z modeler brush z modeler and what i'm going to do is now turn my z modeler brush into like a topology z modeler brush which it's already in zbrush but i want to show it to you guys so i'm going to show you what you need to do and then i'll then i'll show you where it's already in zbrush we already give it to you guys so on the face i'm going to hover over this and i'm going to say do nothing because i don't want it i don't want accidentally to delete a face i don't want to extrude a face or cue mesh your face i don't want anything i want nothing happening while i'm hovering over so in essence if i click right now it's not going to do anything on a face action which is what i want while i'm hovering over an edge i'm going to switch to extrude and just make sure nothing's covered i'm going to turn on now snap to surface hello thinking monkey welcome so now that i have that i'm now going to go to the vertex point which is here i'll zoom in more it's right here so you can see that it's orange and again there's thickness happening right that thickness doesn't exist so i'm going to now say spacebar this by default it's got move on brush radius but now this also has a snap to surface and now i'm just going to create some little design here to start pushing this along even more so this is also why i've added a thickness so now when i pull on an edge i get something like this and you can see it's trying to connect to the helmet so this is push so if we turn off dynamic see the face that edge is connected to the helmet and this is what i want i want that ability and yep no you're alive silent moon that's a nice name i like that i like that name you guys have such good names i like thinking monkey too you guys have some good names i like it all right so now i'm just going to start okay what do i want this to look like so i'm going to say i'm going to go about maybe there right about there okay i'm going to start tapering just a little bit now i'm going to start tapering it in something maybe like this or actually you know what let's taper out first and then taper in like that okay and then now from above and then let's really let's really taper this in a little bit and this is kind of why the defaults are what they are when we're doing this so there that parts good i'm happy with that that's looking let me look from all angles it's pretty good i like i like what's happening there and then now from this side let's start adding it this way okay and again this is connecting right trying to find the meshes connecting to right because i've got snap to surface on here okay so if you wanted to i could just to make things easier i mean just get rid of that band because i don't need the band i just now need to go i need to come across here and then this i'm going to come in here and say let's go right about there and then now i'm going to start tapering this way for these points start adding a little bit of tape actually yeah let's go actually let's stick with what the top looks like let's add a out taper first come in here and then now let's now let's taper inward something like this just creating that nice little element something different for me here get that point okay now we can throw this band back on all right and then the beauty of this everybody let's not forget we are actually a small thin plane there is no thickness that exists right now so this is why i i number one i use the thickness is i can see what's happening with the topology as i'm making the new topology and number two because it's a simple simple plane this is going to allow me to even make adjustments i can just even straight up and grab the move brush and i can just start pulling this off the surface and start changing a little bit of the design with the move brush okay and then maybe i want these points to just come off a little bit more something like this put a little bit more volume in there if you will a little more space in there okay and then now i have there we go i've got a start of something and i'm going to actually move these points a little down a little bit more i want to make that be a little bit more extreme i think okay i'm happy with that so we've got this i've got some thickness do i really want it to be this thick i think it's a little too thick for me and so now i'm going to make my offset go outward and i'm going to just change the thickness of this a little bit i'm going to go a little bit thinner something like that okay and that is where i want to be for this piece now so i'm going to say i'm happy with this i'm going to hit apply so now i have the actual topology so when i turn dynamic on and we turn this smooth off i mean sorry the thickness off we throw on our smooth this is now what we're starting to make it's something like this and so now i'm going to just do some other little touch-ups here that i want to add to this so let's go ahead and start playing with some creasing so i got my smooth f4 make that two we'll crease by the old pg er first so i want all that creased okay that looks good and let's go to our z modeler and i'm going ahead and go increase let's complete edge loop and i want that to stay creased i want that to stay creased and i want that to stay crease i want that to stay creased which means here's solo mode i also want those edges to be creased so i want all this around here to be creased i want that creased and then you got to figure out ah you know what i like having this be a little bit more of like a point like that instead of super rounded i'm gonna go that route for this okay so now i have something like this happening and then now i'm like all right let's add a little bit more we need the nose guard to this so i'm going to look at the face that i already have down here for my nose guard right here this face right here so there's a couple things we could do with this if we right there's a couple ways we can go about doing this and once you okay hold on i'm just catching up with you guys does it snap just based on this up to above yeah it's looking at the sub tool that's above it to snapping to uh once you hit the apply button yes okay good same thing craziness are not actual edges and once you hit the apply button they become support edge yeah i'm i'm a big crease person instead of just only doing support edges there's multiple ways to go about this okay so let's go qmesh in a single polygon and now i'm just going to pull this out change that polygroup and now i got to go how far do i want this nose guard to go so i'm going to hover over face i'm going to go to transpose this time i'm going to do that and so i can just pull the nose guard to where i want i want something like that let's say around in that world and then now i want some creasing here right so i need i want some creasing there i want some crease there and i want it out here so that when i do this i get some something looks more like that happening all right let's have a little bit more fun with this nose guard so i'm going to insert an edge loop here and then let's insert an edge loop there and let's go ahead and unmask these points i have symmetry on so i'm going to now just taper that in there so put that a taper let's even make it longer and then up here these ones let's start pulling that out and then let's add a crease there so we get something more something a little bit bigger to guard that nose that's the whole point of this right so i have a little bit of a nose guard in there and then so this is nice and flat which it does have that capability to do this but now i can just say i want to change a little bit of this in here so i'm going to make my focal shift really high i'm going to go like let's go 97 and i'm just going to start rotating a little bit maybe that's a little too high maybe and start see i can start even tweaking with rotation something like this now we'll go back to negative and again if i don't want it pulling off the helmet see how it's pulling off the helmet okay i don't have to do it this way there's also let's not forget by this by using this as well you guys can come in here and then once again use a deformer right so you have the ability to do that as well okay so this is how you can start doing some tweaks or just grab once again to move infinite depth and then now i can just do a couple little tweaks put a little more roundness in that right and then let's go back to we wanted this crease again so i went back too far i want that creased and then we're going to unmask those points so we need symmetry back on i did a little too many undo's as i was talking and then we're going to go a little bit something like that yes and let's you know i'm going to bring it down a little bit more i'm going to do something more like that i like that better all right so let's continue adding a little bit more to this so it's there's a little more fun to it there's you know it's a little bit more uh elements of interest happening here so i'm going to come down here to insert multiple edge loops i'm going to go specific and i'm going to say just one and then i'm going to go with keep groups so that's going to say that the polygroups aren't changing right that's what that's telling it just seeing what what time it is doing a time check so i'm now going to click put an edge loop there put an edge loop there okay and i want to now pick and choose some masking edges so i'm going to go edge and i'm going to go mask i'm going to sing single edge i want this one this one this one this one that one that one and we'll go there and then here we'll go here here and here i'm going to inverse it again i'm going to hide the mask okay this is why i was giving you guys the hide to mask thing ctrl h because then i'm going to switch the gizmo all right and then i'm just going to tell zbrush to just kind of start pulling on that surface so we get a little bit here of a bevel kind of like that i want a little bit of a raised surface through there to start happening i want something like that to start happening through here right so it's just a subtle little change and a little difference of things that i can do right and then now let's continue having a little bit more fun with this so i'm going to now select these faces right in here we'll make that one polygroup and here we'll solo this out and then let's do the same thing for the back back here right let's and go through here now we don't want that one we want let me switch to q mesh so i want these back here we in essence i want these faces right here right these ones right in here to start being their own so i'm going to let's see there's make these all one polygroup right so like this i want those and those to be one polygroup so that they're sharing the same relationship and i'm actually i think i'm going to i don't like what's happening in the middle here so i'm going to uncrease maybe those and see and we'll keep them creased and now i'm going to say i'm going to turn off dynamic i'm going to switch to inset i'm going to say polygroup all and i'm going to inset a region and i'm going to do a little inset of a region in here something like like this and i'm changing poly groups now you see that there's these triangles coming here because this inseted region is what it is is equal distance and in order to keep this ability to keep this edge in the new edge and then this edge of the new edge equidistant a triangle has to be made right here now you can if you want to down here in the options you can come down here to custom equidistant and then you can try turning this up and in some cases this will get rid of a lot of the triangles so now i'm going to go boom and see look the triangles are gone that's what i'm looking for i want something something like that let's say i want to go about i'm going to go about that big okay that looks good and then again it's got the same poly groups on both sides right so then i'm going to do this now again this way i'm going to change that polygroup on the fly something like that and then now i've got those two polygroups on either side which i actually didn't need to do that but why not and then i'm going to switch back to qmesh polygroup all and let's push this in let's just start adding a little something different and so now what we have is something like this happening okay in this portion and then now i want to go back and say okay i would not these creased for sure okay i want that to come back be increased let's go ahead and let's recrease those elements through there and i want these corners now i want these corners in here creased i want those creased we might as well just crease by the poly grouping too because i want all that creased and then now we're getting a little something more like this just having a little bit of a ridge through there just to kind of break it up especially when we now turn on the character it just adds another little nice little element to it uh and then i'm going to say all right let's let's do that same kind of thing now to the red ones like this front piece these pieces right here okay i want to start i want to start working with those now so let's show them again we'll go back down let's go inside polygroup all and let's just make some insets something i don't know something yeah let's go around there that looks good and then i'm going to shrink it create a new create a new right create a new polygroup i had it masked that's why it wasn't table so now that i have this we're going to make sure we need to follow along the rule i'm going to crease this along the polygroups these need to be creased still and let's see if i want my corner yeah i'm going to corner crease those crease those i want something like that let's go ahead and crease through there again let's crease through there i would want these corners creased let's see what we got up here i want that creased okay i want those crease so i'm just creating a little bit more of a little bit something else right but i'm going to do something now with these new poly groups i'm going to switch to my curve tube where you wet curved tube and then i'm going to look at just these polygroups however this is very crucial what i'm about to do here i don't want to do this technique on this mesh because this is really really low it's extremely low polygon so i'm going to duplicate this and then i'm going to apply the subdivisions and then delete them so then i have the density here and i'm going to look at just these two polygroups this is all i care about those two polygroups and i'm going to delete the rest so delete hidden and this is all i care about so now i've got this subtool and then the original and now with curved tube i'm going to go with a small brush size let's just start it let's just start at 2 and then i'm going to go stroke and this time i'm going to frame by polygroups frame mesh and now i've got these right i don't need symmetry when i click i got something like that happening now that's a little too big for me and even if i go down to draw a size of 1 it might be a little too much for you so what i'm going to do for this brush temporarily okay is i'm going to turn off the dynamic so you do that by double clicking and what that's going to give me is a wider range now of brush size so i can go like now even brush size nine you can see he's actually even smaller and then now i can go let's go brush size let's try four and then tap like there that's that's what i'm just looking for a nice little ridge accent in there that's all i'm going for so because the size of this model right now is that's at a particular size that the draw size couldn't get small enough i turned off dynamic so i could get a bigger range even and go smaller so i i usually keep dynamic on because it's just so used for a lot of things but there you go and then now i have this so i'm happy with this i'm going to split mast points or on mast points and i don't need now this one so i'm going to delete it and then we got this ridge left so there's my ridge there's my original and you can see we're just adding now a little bit more a little bit more flavor to it okay and now we're going to come back to this let's go to again my insert mesh brushes we've been using this one right here okay so i'm going to put one of those i want to put one of those right here this is also y now i want dynamic back on because i want the same so when i do this right i want that same size piece also too okay no matter where i draw i want that one there let's put that there let's come up here to the top and put that there and i'm using the control key to actually put those sides on and then that is how i did that front piece on mine okay so let's let's keep going here let's keep moving along and moving along here as we go so now i'm i'm happy where this one's going so let's do this part now over here so these these those little parts in here these little scribes that i put in here what's going on no plastic doing great thanks for asking okay dougie you want the jaw piece you're going to stick around right and see the whole thing i was going to go up here because i want to do some sculpting stuff so i'm going to i'm going to switch to the scribe chisel and i'm going to turn it into z add and then i'm going to limit the intensity of this i think the intensity for what i'm about to i want to go a little bit less intensity so i'm going to go around i'm going to go around 60 intensity okay what this is doing is we draw a curve and we get something like that so what i need now is more topology so i'm going to divide up divide up divide up 1.5 is probably good enough okay so 1.5 i'm getting that's a good enough result so i'm going to now say hey i want it on both sides so let's turn off my accu curve i don't need that anymore and then in auto masking i'm going to turn on back face masking oh you can't see it with the helmet okay so back face masking right here in your auto masking right you're auto masking and then back face masking and then i'm going to make sure i have symmetry on okay so i know that if double circle and i can see the dots and then i want to make sure obviously i want to be symmetry x which by default it will now all i'm doing is just quickly drawing out some elements like this you can see what's happening with the curve though see the curve is seeing the helmet though piece so what i'm going to do is i'm going to turn on transparency non-ghost so that i can still see the helmet so i want to have okay i want to have something that maybe just got a nice little curve following what i've already put there beautiful and it's on the other side right so i know the other side's happening tap right so i just tap to get rid of the curve and say okay i want to now do a curve that maybe comes up like this okay tap let's do another curve maybe and then i'm just experimenting doing something like that great so i'm going to make some big ones first all right maybe i want to make another let's try another big one what that looks like there okay and if you turn transparency off you can start seeing what that looks like okay i like where that's heading let's turn my transparency back on now i'm just going to go with a smaller brush size and i'm going to say okay i want one to come in like this let's make one come out now like that let's let's add another on like this and there and i'm just again tapping and just adding some more elements to this just to create a little bit cooler design as we go along no i don't like that let's go this way instead yes yes all right and then once every once in a while turn off that that start pulling back see what i'm starting to make there okay now i'm going to start filling in some some empty holes here so i probably i need something here and then i definitely need something here and i'm going to do another one there let's do something there as well okay turn that off start seeing now i'm going to go again smaller brush size now i'm just going to do some little ones just almost like they're little buds coming off of this right so this brush is great to do this kind of filigree you know ornate piece and this is all i did for this i just started doing little little bit a little bit at a time just quickly adding some more pieces to this to just add a design element at the top on this little fin head bin thing i wonder what this would be technically called i am i didn't bother researching that it's probably got to have some kind of name because i saw it often in um in medieval and obviously roman stuff romans 2 i saw a lot in some roman helmets that i was looking at it's really cool let's go make that one a little bit longer there okay you guys get now what i did like it's it's not anything too complicated but when we're done it really starts to come together so there's a nice way to be able to do that okay now the scribe line affecting another scribe it's a sculpting brush so if it's seeing that other scribe it's going to affect it it's seeing it and going to apply to it so the best thing would be to do is if you wanted to store morph target and then apply new one then you can morph back right so what i mean by that is if we make one like here let's just look at only this right so we'll make it down here so by doing this see it's affecting the other one so if i start looking at this in a different way there's going to be multiple ways to do this actually so we're going to go on a we're going on a quick one we're going on a we're going up we're going on a quick one tangent so you could store morph target number one and then do something like this okay and then i tap but now this has got changed so if you switch now to the morph brush you can start moving this right and do something like that okay and then now it's not affecting the other one okay this is definitely a way to look at it now what i also could do let's delete the morph and let's think about this i made the main ones way back here okay i'm gonna hold ctrl and boom make up make a control point up here so i'm holding ctrl and then clicking you see it creates a gray rectangle i'm going to move this all the way back now to where i've got to my finished one which it's there it's hard the reflection okay i'm at the end okay and then now i'm going to switch to the history brush okay and then now i can start you know looking at this okay and say i'm going to turn symmetry off and i can just start blending any of these in that i want right if i want to get rid of and it's at any undo history point right so you can do this and then any other ones that you want to update you go about it there you go there's an easy way to make it so it does not affect anymore the original strokes if you want to there's always something we can mess around with right yes there there i i like it kind of but you know if this is uh what you want to do i'm giving you the workflows there you go okay so two ways two ways to do that good tangent good tangent to ask all right then so let's continue on in fact now let's since we're using the scribe brush let's throw the little accents on the helmet i'm going to now hold ctrl because you see there's a red there's a red here that's telling me that there's an undo stored somewhere else so i'm going to hold ctrl down here click and click again so that erases all undo's so they're all gone and let's go ahead and like the helmet itself let's go ahead and apply now these subdivisions so we have them let's go up one more all right so we can divide this up a little bit maybe oh it's partially hidden let me show the whole thing it would be useful and now i want to use this scribe so i just did something really quick i'm going to go symmetrical and then just i want to start playing with it so let's go a little bit more let's make sure there's no mask so adding a little bit element to this just creates uh you know i think 70 is too much i'm going to go lower i'm going to go 50. i'm going to go 50 and let's just quickly add a little yeah i like that one yeah 50 is better and then just add a nice little kind of like a radial star burst thing happening from the front yeah yeah i like that that's good so there you go so i just used the scribe brush to add that element so you guys can see it on mine over here as well adding a little bit something like this all right let's do let's do the chin now let's go ahead and do that chin right here now this is where something would have been i have this so once again let's duplicate this we're going to duplicate that and i'm going to walk down my subdivision levels so we're back back down to really low low low low topology and i'm gonna delete the higher and the only i care about are these two right here i only care about this topology that's it so i'm going to delete the rest delete it and let's go ahead and switch to z modeler and i'm going to actually delete now that edge loop so it's flat there and we don't need these faces so let's delete poly loop let's delete these faces so what i'm left with is this okay which this is just now sitting on the bottom so looking at this where do i want that you know that chin part to start working how far back do i want to go on the head and how forward do i want it to go on the head right that becomes something important for me what i want to do there uh okay hold on i'm reading by the way for people okay so i'm gonna say looking at this i'm gonna make it come all the way almost back here so i don't need that and no it'd be good to just yeah let's k let's see let me look at it from this angle okay so i don't want it there okay that's a good spot and i'm going to go back let's look at the ear so the ears right about there go maybe to there so i'm going to do this right so the only piece that i care about is that right there so let's delete the rest so this is now where i want that chin piece to start coming out from and now i'm just going to do a simple q mesh okay polygroup all simply will work something like that okay so this is going to be the start of that chin piece coming down now if i want to right i want to kind of have this follow a certain angle through here so i'm going to use this and i'm going to rip off that topology so it's just like that i'm just going to rip it off and ripping it off i've got the polygraph cmq mesh poly group all and i'm going to click and hold the control key that'll rip it off and then i'll make a little bit thicker again so to give it some surface so now we have something like this and i'm going to just position this now to where i want it to be so let's go right here maybe and i want it to rotate a little bit something like this and i want it to actually come in and let's do a little bit rotation like that come in a little bit more get a little more guarded to his face maybe just kind of hug it doesn't need to hug too much right they got to have room and then i'm going to be putting some padding in here too right so i don't want to get too close to the face i don't want to get too close to the face okay maybe i want to do something a little bit like that okay if i want to now have a little bit more rotation then i got a little bit more rotation so it becomes a little bit more flat okay in there and then you can even if you want to shrink it down a little bit so it has a little bit of a taper right so from here to here i want a little bit of a taper happening there so let's go ahead and hover over face let's delete let's do flat island let's get rid of those faces and let's get rid of those faces and now all i got to do is i've got a hole here and a hole here and then i'm going to say let's go ahead and bridge two holes and now what do i want a spline's probably going to be good i don't know we'll see and i'm going to just click on an edge here click on an edge here whoops click on an edge here and then just add polygons i don't need a lot something like that's probably enough for a little little guard there on his side of his face okay so and then while you're doing this okay there's polygroup options i can say polygroup flat if i want to so that way i don't have rows or columns and so that when i go and do this i'm clicking and clicking and now left and right is moving the angle and up and down we'll add some edge loops i don't need a a lot like honestly i only need probably like even that that's enough i don't need more than that and then now i i'm not liking so much where this is so i'm gonna ctrl w this okay and i'm gonna say okay let's see hold on sorry i think i see something up on the top i messed up on well now i want to check something okay sorry i wanted to check something so we'll delete delete bridge bridge right and then i don't need a lot so just a couple yeah that's good enough and then i'm going to say insert yes it is it's not i'm going to get rid of let's start getting rid of some stuff here i don't like this let's get rid of let's say that face that face that face that face there that's i like that better and let's go insert an edge loop back here and let's get rid of that face that face that face and i yes i definitely messed up here on the top so it looks like i at one point did too much talking with you guys i messed up up here on the top so let's get rid of that we don't need that i didn't undo back after i was explaining to you guys what i was doing so we'll do this we'll do whoops we'll do okay this one will get rid of this all right so that we can delete in that and then now i'll just bridge this just two edges clean up what i messed up okay all right so then this is a little bit more where i want that to be okay and then now i'm going to say this this this and this can be its own polygroup right now so we'll cue mesh polygroup all and then just have this connect back into there and then now i can start using the slide to start even just changing the form a little bit just evenly distribute those a little bit more and then this is obviously where i'm going to go we'll make a new polygroup and then in fact i don't even i don't think i need this we're going to get rid of this for now that one right there and i'm going to say polygroup polyloop and then let's make the two their own so polygroup island we'll make those islands and or we can come here and just say auto groups and then now of course i'm going to turn this on right to give me that and then this is that metal piece so i want to have some creasing so i'm going to crease by pg and then there we go i've got that metal piece on the side of his face i just did a little tweaking there right so qmesh is way better than used than extruding because extruding you'll get kind of what happened to me what happened to me is i i undid and redid and on didn't read it too many times so now that i have this let's let's continue adding some elements to this let's make this look cool all right um so let's take this and say all right i want to have like a mine right i had a repeating element here and i had something here so let's let's do that let's take advantage of these items so i'm going to duplicate this right now so i'm going to call this chinguard actually let's just main chin guard and then i'm going to duplicate it and then i only need this part this is the only part that i need right now so i'm going to delete the rest and then now i'm going to say let's insert an edge loop let's put one let's put one right here and one right here and then i'm going to delete that one and then i'm going to make this its own polygroup so we have that and then i want a little bit of a gap so i'm going to put one there and then let's put another one there and then make whoops and make these another polygroup right so i want some elements like that so let's get rid of the pink parts now so let's delete those let's go ahead and crease so the outside so when we start doing this we want that to still follow the path right that i'm doing here it's pretty important and what's going to become important for me also is this middle edge right through here is actually going to come very important to me all right so we're going to do some stuff with this middle edge coming down the pipe here it doesn't matter that the piece isn't actually physically attached to the helmet right like but it's connected so i can i can connect them down the pipeline i can make them connected obviously i could have drawn out from there but when they're making this you would have this separately anyways probably for a game model they're not even gonna probably necessarily connect that they will they could but they also could just re-topologize it with it connected it's not gonna be too crazy and then for 3d printing it's intersecting so it's not going to be a problem so the feathering effect on the bottom of the top is happening because right now i'm looking at thin planes so let's first establish some thickness so let's get some thickness let's have no smoothing let's see how much this is going to start coming off the surface for me so let's go a little bit more and let's definitely make sure we're more coming out than in all right and then add a little bit more maybe [Music] dial it back ball down i'm back paul a little happy got a little happy there paulie actually i'm gonna i'm gonna keep it at zero actually i kind of like it i just want a little bit of a ridge here i don't want anything serious and then now i apply that and once again turn it back on let's turn off and let's put our smoothing back on and then now crease by the old pg and i'm even going to crease now the corners change the crease tolerance of 45 and now we have that right and this is and then this is what i wanted i wanted something like this now let's do a little bit more to this let's because then the beauty of this being also separate subtools i can assign different materials to this too down the pipe so i want these maybe to be different materials so let's i'm going to solo this out let's just have some fun with this now let's go insert multiple edge loops i'm going to keep the polygroups and let's have it interactive and let's do something like this let me say this this this this this face let's pull this face off so let's q mesh this now and let's pull that off just a little bit not a ton just enough just the right amount okay so we got that little ridge and i'm gonna go with let's actually delete so you can even delete an edge and then delete an edge loop here that one and then now i've got see just that simple little bevel point happening right which that's going to catch light for me right and that that's i like it adds a little bit of something different there and then for this one let's do something else let's do a little bit of a ridge so let's take this face this one so i'm holding the alt key and i'm just tapping on those faces tap a tap tap it on the faces make them to be a temporary white polygroup and then what i'm going to do now is when i q mesh that comes out okay something like this i'll make sure to crease those corners again and then now that i have this i'm going to say poly group right but i might not i might want to do a flat polygroup so that i can pull out a little bit of a ridge and then once again let's crease it the corners so we get just a little ridge just something small i mean if you guys want to make this to go a little bit wider then this is where maybe you come in here right and i say again cue mesh flat polygroup and i can just hold the shift key and make those come out a little bit wider maybe you want to have a little bit of a taper in here or you want a little bit something a little bit just a little bit more substance in there right so you can do all this is this is obviously up to you what you would want to do okay and then if you want to i can just take all these faces right here i can say polygroup and then we can say flat island and here let's change it so it's green and there there and then let's also do it there there there so we're good there and then now if i q mesh this time with it in all polygroups then the whole see i'll create a whole ridge like that maybe i just want a little bit more of a thicker ridge something light oh like that all right so there's that part starting to come together now i want to add a little bit more to this this guard that's on his face yeah i'm going to show the feather section don't you worry 100 so let's first put the guard on let's put a little something else on here so i'm going to duplicate this once again so we got that right here let's duplicate this and let's rename this and guard frame that framer frame and i'm going to say let's take a look at the this poly grouping perfect it's what i need i'm going to apply delete once again i'm going to show just these two polygroups that's all i need so i can delete the rest by the way clicking on two polygroups at once you guys click on any vertex point that's sharing the two polygroups and we'll give you both and then now i'll i did you could go somewhere else but i i preferred using uh the curved tube for this one and then going to stroke and then say polygroup frame and then just tap and then there's a nice little framing going around now but of course you guys can use whatever you want right don't forget we got this awesome extruder and you guys can put the same thing that was on the top of the helmet here but you can try different ones try different ones and tap and see see what you get that's this is what i love about this brush just something a little different right to look at okay so it's up to you what you want to do here uh i'm kind of i'm kind of going to stick with what i originally had i'm just going i kind of like having that roundness there all right and then now just tap tap anywhere to delete the curve and now i only need that part now so remember i'm using a duplicated portion right so the only thing i care i care about is in essence here well is this part i only care about this so i can delete the rest of it right and then there there's my frame okay and then now you guys want to know how to do this feathering let's do that next okay and then we'll do the celtic part and then we'll do the inner part next all right so let's do the feather portion let's add that let's go make a feather all right i need to do that right so i'm just gonna i'm just gonna quick save just for giggles so i have a quick save while i take a drink because we're working on this helmet working away what are we looking at time how's everyone doing on time alrighty i like where your mind's going i really like where it is going but that's not what i did all right let's go cube make poly mesh boom let's turn on polyframe and i'm going to replace this with this cube and let's go one one and one and then let's make it a lot skinnier okay and then let's just just use the gizmo let's quickly just gizmo this up so we're going to have that taper down there a little bit we need the front to kind of become a little bit more like that all right let's go ahead just the modeler let's insert another edge loop right around in there let's insert another one right around and there just a little bit more that i can even play with here um let's insert another one right there and then now let's slide this one i don't like what i want to say let's slide that and slide that a little bit okay right so let's throw on some dynamic this is what i have i need to look at it what it's going to look like in a dynamic state uh let's go ahead and crease because i want more of this now this is where i why i've added some more edge loops so i'm going to say let's go and make this symmetrical so i'm going to now go along the y i'm going to turn on my local sim and once again i'm going to hide my mask and just start shaping this a little bit more to be a little bit what i want this is why i added the edge loops just to give myself a little bit more control to get the shape that i want okay i've got that that's what i'm looking for let's now let's take this edge let's actually delete it and i'm going to cue mesh by poly loop let's go ahead and pull that out something like this okay and then i want to let's pull so this is what i'm doing like this right so then i'm going to pull this out from here let's do that and i'll tap because i wanted the same thing on the bottom and then now i'm going to take this and just pull it out like that so we're getting something now that starts to look like this okay and then do i want what do i want the tip to start looking like when it starts dividing right so how do i want this to look okay so right now there's creasing here so i i think i like it without the creasing a little bit something like that okay i like kind of that roundness there a little bit more and in the front i prefer the creasing i prefer something more like that okay and then let's not forget when you guys switch the slide you can keep changing the shape and you can keep tweaking what you want as your shape and of course if you delete some edge loops here you'll completely change the shape there okay that looks good i'm okay with this i don't i like it it looks good all right so now what's going on john welcome so i'm going to say let's we're going to draw this out all right so i'm going to do this i'm going to look straight ahead so i'm going to do i'm going to do multiple pickups here so i'm going to say brush and i'm going to create an insert mesh brush and i'm going to say new okay so and then you can do one from this angle so brush and i'm just going to do it from here now so you guys can see it right create insert mesh brush and then it's going to ask me do you want to append i'm going to say yes i'm going to say skip this note again and then you can come in here and then even add an angle one like that if you want to brush insert edge a pen okay insert one so i just got different variations of this i've got one that it's looking straight at the leaf i've got one to look in the side of leaf i'm looking straight at the leaf with an angle so there's just different variations for me and obviously the name is taking on is the name that's in here okay so now going back to this right and looking at that we want them to come along this path right here right that's that's what i'm looking for so let's grab this again all right i'm going to duplicate that one more time and you guys see my workflows there's a lot of reusing the mesh okay so um whoops here we'll just call this leads for now and then i'm gonna let's solo this out all right so for me what's going to become important is this face this face this face this face and this face those are the faces that are going to become important for me right now what's important here is you can see the the size of the faces right you see how big they are if you go to say this one see the faces are more consistent someone see that there's more just the polygons right the spanning is the same okay so when you say how do i change the angle you're asking for the insert mesh brush how i did that turn i'll come back to that so what i actually want to do is i don't want to use this because seeing this i don't have consistent topology here right now right it's not consistent so i might actually forget this one i'm going to use this one instead because there's some consistent topology there so i'm going to duplicate this one and i'm going to say i need probably the polygons that are going along the middle here so i'm going to do i'm going to do a qmesh i'm going to go to polygroup polyloop and we'll say there and there we'll say these two right now so i only care about that then i'm going to delete this hidden i'll come back to that thing how i did it i didn't forget about you then i'm going to say i want them well let's look i want the fen they probably would make sense to stop right around here or right around here okay so i don't need these faces up here and then down here coming down down down down i'm gonna make them start like right about there in fact i'm going to go a couple more rows i'll go there so this is what i'm starting to have is this so i'm going to polygroup this auto group it so that way i can now hide this section and once again we'll delete it because i don't need it all right and then now i'm going to also i don't need this edge in there right so what i got to start looking at now i've got this is a lot of repeating there's going to be other ways too that i can do this but this is this the concept for you all right so before i once i once i show you this i'll come back about how i did that angle thing okay so what i'm going to do is i want one to go here and then i'm going to skip let's say one two three four five six seven eight no let's go okay so one two three four five and then another one one two three four five and then another one so i'm going to put purple faces where i want these to end up and so all i'm doing is i'm holding the alt key and then and then letting go so it becomes purple obviously another way to go about this is use a mesh that's less dense so that i don't have to do what i'm doing right now but i'm just giving you guys the concept here and then hopefully your minds will go one of these maybe we'll make a and then like i say there we go that's enough oh i don't want that i don't need that right there okay so i got those repeating so i'm going to say delete hidden now back to this you were asking about this what i made here this right and you're asked how how i made it angled so i actually did a camera angle i didn't move them all like i didn't switch to this right and then center it and then do this i didn't do this this is physically moving the model in space right now so what i did is a camera movement i did this instead right so this is a camera movement so it's like doing this like if i went to my camera and did this right that's what it's doing so all you have to do for this is that way because it's not physically moving in space hold the shift key and then tap on the document and let go of the shift key and then you can actually do camera movement like this okay there you go that's how i changed the angle all right so i have this as an insert mesh brush right now so and now i've prepped something like this so now what i'm going to do is i'm going gonna go to the brush palette let's see you guys make sure my helmet's not blocking this all right and i'm gonna turn it into a nano nano nano and now all i got to do is i'm gonna grab this one and i'm gonna come down here to a purple face it really doesn't matter what purple face and i'm insert nano polygroup all and then just draw it out and so what this is doing is drawing out there we go nano so this is making the leaves all be right there right so now i can go to a bigger size i can change the width of them even here change the height right and then i turn everything on i can see all this happening live i can play with the offset so maybe i want them to sit more there and then see i also want maybe even play the offset in other directions maybe i want to move them a little bit more on the y move them more back in the x so this is this is why i didn't do a raymesh i want ability to do this plus then i can do rotations add a little little rotation to it so now they look like they're actually stacking and then that's it that's all i had to do to do those really simple and it's a nice way to work on this right to get that repeating pattern that maybe i wanted to have on there right and i can keep making them bigger smaller and then i can visually see what i want to do with those and how i want to do this the interpolation is not going to go along a path so that's why i wouldn't use interpolation this is just using the geometry that exists okay white ornament for this year leonard yeah off honestly yeah absolutely hit me up it's just email me at paul pixellogic.com all right so let's do now some more to this okay and what i'm going to do now is highlight something that you guys get now with zbrush where's my mouse where'd she go there you go i'm going to come here to the file and i'm going to open up xmd toolbox okay and i want to open this sorry i hit the i hit the button to mute me i muted me so i want i want to be able to add some brushes to zbrush i can also do a lot more than just that i can [Music] i can uh so like i said sort the brushes i can search for them i can tag them so it's really if you haven't used this i'd recommend going to get this as a zbrush user you guys all get this the toolbox now for free uh let me see let me see here it comes well i gotta get it over my other monitor sorry okay so here my mouse is just plain where are you i keep oh i'm sorry that's how i hit my hand i got it sorry i got to make an adjustment here i can't get to my mouse right so it's making it difficult for me to work oh no sending my buttons all right here we go so this is your xmd okay so there's all your brushes that are inside of zbrush are here plus more you guys can go download and get free brushes so you can go here to your library and it'll open and you can find some brushes in here and then you can do searches in here right so if you just do cloth all of his cloth brushes will pop up and you got a bunch more you got way more brushes in here now that you can use you can even not only that but make tags and as you can see i made some favorites and over here are the favorites here let me make this smaller go a lot smaller here i'm just going to go smaller for here we go right so you have favorites over here so all you got to do is star it until it gets added to your favorites and then you're going to unstar it but you can also create multiple like i got a i could have made one called helmet here and then i could have picked a color like a blue and said okay and then check mark and then so you would have made a tab here and then now i can do this this this and so all these brushes now see i can switch between like this is the nice thing about the xmd that you guys have now the ability to do so again you're just going to go to file menu and hit open xd open xmd so i used his brush this one right here this xmd and now all i want to do if i want this in zbrush i just double tap okay and then it's going to load into zbrush so right so i want this brush to go into zbrush well it should might help hold on let me click on zbrush and of course as i'm streaming of course well i have to look it should load it let me see i don't know why huh it's not loading the brushes for me sorry like this is how i did this i don't know why they're not loading because that's how i got all the damaged brushes i'll have to look into this and see something's going on with my system you guys can try it um let me restart this hold on let me i'm gonna restart this and see i'm just going to restart my xmd you don't need to buy brushes on the site he gives you a ton of free brushes there are brushes to buy of course but he gives you a ton of free brushes so just go get the xmd and then go in the library and you'll see the brushes that are free this always works i don't know why it's something probably with my stream why it's not working oh this is probably why it's not working it's probably not seeing the zbrush that's why some oh i know why it's not working i actually before the stream i had to do some stuff and i had to reinstall zbrush so it's not looking at the zbrush that's why that's on me uh sorry and then let me go and grab this brush again okay so this is the brush that i grabbed right so there's these two brushes there's borders on ornaments brushes in here okay and i want to use these on this model so in here i can just start putting border right and then there it is okay i don't i don't know i i probably gotta close zbrush actually let's let's close zbrush sorry i should have had this open before but i forgot to launch it and i was doing a bunch of stuff beforehand i got it i'm sweating now with the sweater on pause please pause please hold save this and let me just shut zbrush down and open it back up a little bit more air getting hot in my little office here all right let's load a quick save of that load that up about the maze we'll load that and uh way well let me relaunch my xmd and relaunch that so this again as you can see there's a lot of benefits and again there is a free version of this it's xmd 3.0 is what they're on and there are a lot of free brushes that you can all go get in there too so it comes in really handy and some of these brushes let's see if it's no time there you go see told you it works so then there's some brushes there i'm going to use these i'm going to use this let's grab some of the dent brushes just start loading i'm going to use this one for sure i'm going to use this one i'm going to use that one right so you just double click and then they're being launched right into zbrush so now they're all inside of my zbrush here so i'm going to start first with this one and then this is the one that i used let me get my cintiq back to where it was what i use for this chin part right right in here this portion right here so i'm going to let's put the dynamic back on i'm going to look at this and go let's prepare this for me so i'm going to say this face needs a different color and we'll make these be a different color through there and i only want those looks like i got a little bit of an island there and so i got this let's duplicate it once again i want those polygroups only and i'm going to first apply get those polygroups i'm going to delete the hidden okay and then this island of topology let's delete and i'll go for where i island there and that topology's gone so i deleted all those faces see there's there was two planes there so i can delete a whole island because this is not connected so i can just delete it and now it's gone all right and then now let's take that celtic brush this borders one and this is what we're gonna get so let's go a little bit bigger something like that so do i want this one let's go maybe i'm gonna go that big that looks good or do i want this right and you can just switch and then tap and see which one you want right so i went with this one i just kind of liked it but you know if you want to simplify i can go with a simpler design here but i went with this one so and instead of me by hand drawing it out like that that's again once and we meet our own little friend here stroke and we frame it by polygroups and then i just touch that and it's just going to go right along that path for me so then that's giving me this right and so now i'm going to go i i'm good with this let's tap let's get rid of the curve and then i'm going to say let's split it by unmasked points that way this is there and then this piece i don't need it anymore but you can keep it if you want but i don't need it anymore it's not like i can't get it again just to keep myself organized i'll delete that and then now this piece is sticking a little bit out right it's sticking a little bit out there a little bit out here this isn't this can be an easy solve obviously you could just move use the move brush and start moving it but i'm going to say i'm just going to throw a little extra in here let's do set to camera perpendicular i'm going to do this so now this is looking straight on that and then let's use our all handy dandy let's use it knife curve and say i don't need from there boom and then come back down to here and then click on a face down here boom right and that's what that's doing is making it look right at the camera that's what i'm doing i'm clicking on a face to make sure that looks at the camera that's what i'm doing with this and then now i'm just using that awesome new knife brush and then they're done it's that that simple let zbrush do some of the work for you okay doing good thanks for asking so there you go that's it that's all how i did that portion so the next thing that i want to do is create the the part in here and then we'll move on to the chain mail for you all too so this was simple this is you guys are guessing it first of all i think this this is a little probably too thick this so i'm going to do qmesh polygroup ball and i'm just going to make it a little bit more thin like this it's like a piece of metal it shouldn't be like that's super thick it'd be super heavy on him let's go like maybe around that world that's better right and so now i need a pad here for a little you know so when it hits his face it protects him a little bit so once again duplicate whoops i'm not going to rename i'm going to duplicate then i'll rename chin pad and we got that chin pad once again i'm going to look at this i'm going to say i only want the purple a lot of the same stuff we're talking about dynamic subdiv let's add some thickness that's that's a little much and i actually don't want any creasing on this so i'm going to say uncrease all and then i'm going to say post so i get a little bit more rounded i'm going to turn off the post and i all want it only going out more than in something more like let's say something more like that and give it a little bit more how much of a padding do you want to give here let's say something like that looks good right so i turned off the post sub div so that the thickness is actually happening at a different time with the post sub div the dynamics is dividing up then doing the thickness with the post subdiv off it off it's it is doing the thickness then adding the dynamics right so this is what i want this is what i'm going to want this is the shape i'm going to want to have happen right and so when i hit apply i will now get also subdivision levels if you turn off this post subdiv when you hit apply you'll get subdivision if you have it on and hit apply you get no subdivision levels if you have it off and hit apply you get subdivision because i want something a little bit like this a little bit more rounded okay that's what i'm that's what i'm looking for something a little more like this and i'm now here looking at this i'm going to say let's play with this polygroup and let's let's expand it a little bit more to do something like this let's control w that and so now i have these three polygroups so i'm gonna now once again duplicate i'm gonna go once again delete lower and i want this orange and actually i'm going to shrink it a little bit more like this and i don't need this anymore delete it brush curve let's get that curved tube let's go stroke and then this time border and then tap oh that's big we don't want it that big just a little bit of a like a little bit of a ridge something like that and then that's all i want delete hidden and now we have something like that right so it just creates a little bit of a ridge and even if after the fact like if i made this ridge a little too big so if i divide up you can if i get a little bit more topology come in here and then just start deflating a little bit right you probably don't need to deflate like a negative one is probably gonna be quite a bit see so now it's just a little bit of a lip ridge there maybe you don't want that or you could use things like in here also you can use smooth right which will or you could use polish a little bit right start polishing that down and it'll slowly slowly start to doing something like that okay but i like what i got right now so the next thing i want to do is i want to do something with this portion and what i want is just this orange part right here so i'm going to grab another one of those xmd brushes i'm going to grab this one right which is let me get back to my xmd which is this one right here so you can see the name now it's highlighted x mdml there there's that brush right so he's already got a brush for me that creates a nice little pattern so then now i just come back to here right and the way this brush is going to work by default he's made it so you do this okay so let's it's only a 14 000 polygons so let's go a lot more than that let me make sure this is the one that's divided okay yeah we need a lot more than that let's go right around there right this and then now i can draw out so you can see what it's doing it's just drawing this pattern out and then obviously i go the bigger brush size you can do something like this and like this but i want this to all go in one location so i'm going to tweak his brush a little bit alright so number one in the stroke palette let's see what he's got on and modifiers he's got the roll on i'm going to turn that off i don't want any roll i'm going to change now to a drag rack and in the brush palette in the auto masking he's got a directional so i'm going to turn that off as well and then i want a focal shift to be a negative 100 so that when i start drawing this out this is what i want and then now i'm going to say i need more intensity than 6. i want something more in that realm and now my next problem is okay well it's just this right so not enough so i'm gonna go into the brush palette i'm sorry i'm sorry alpha palette and i'm gonna go to modify and i'm gonna say let's tile this let's try three by three and then see if that's the number i want might be a little too big so maybe i want to go in the alpha palette again sorry in the modify right here keep forgetting about my helmet let's try four by four and then drawing that out yeah i think that's better for me something more like there and then now what is really nice is i can still kind of adjust this after the fact if i want to drop that a little bit more in there then i can and then that's it that is how i did that padding in there right and then of course i've been working without symmetry so it's a little bit of on purpose because right now this model's got subdivision levels so i'm sure you guys know how to put one on the other side symmetrically by using things like mirror and weld the problem with this is this has got sim this has got subdivision levels so in the plug-ins in subtool master i can actually tell it to mirror right i want to be the same sub tool along the x and tell it to mirror it's going to say this is how many polygons you're going to make 7.6 mi fine make it go for it right so you can actually do with this you can actually flip it and do a mirror well i just killed it i still i'm sorry i had it masked i forgot to clear my mask so it caused a problem that's why it looks weird i forgot to clear my mask but anyways sub tool master mirror will allow you guys to in essence mirror and weld with subdivision levels and it'll maintain your subdivision levels actually all right so just a little fun fact for you even if you like me i started creating this without subdivision levels it's not i mean without uh symmetry on it's not that big of a deal there is ways to fix it okay hold on i'm just gonna bring this back over here make sure don't do what i did make sure you clear your mask [Music] see we'll go back to this one all right so now let's move on to the chain mail because this is actually quite simple because we're running out of time i unfortunately have to go soon so i want to make sure you guys also see how i did the chain mail and then also the flowers on the top so now what i want to do is do that chainmail that's coming around so once again it's a repeating theme here i'm going to say chainman i like to have caps in mine moving along i've got this duplicated once again i'm going to drop to the lowest subdivision level i'm going to delete it i only care about that polygroup right there so then i'm going to delete now the rest of it the modeler i'm going to delete that because we don't need it and then this one i don't need anymore so again once again i'm going to go to delete and i'm going to do an island and delete that so what i have left is this so now this is where do i want my chain mail to go so i'm going to say i want it i think right there i just wanted to come along right here that's that's really the only spot i'm i want is right along there so then i'm going to again see this and let's delete that so that's gone and i want to i can do a couple things here take my q mesh polygroup all and then just do something like this and then this is just seeing i can get a read on is that really where i want it um maybe i don't want it that far ahead i think it's a little much so let's get rid of that one and let's get rid of that let's put it because the ear is covered now with this yeah let's do that at least that ear the back layer is now covered going to be covered a little bit better now that i have that so i want to now repeat this and because i have faces i lost my webcam there we go now that i have these faces here i'm going to tell zbrush let's qmesh polygroup all so what we're going to do is this but i'm going to add one thing to this i'm going to say i'm going to come i'm going to come down here and say buy the brush so now that i do this i can start getting repeating see the same same number of spans okay so once again let's make sure let's make sure this is the same polygroup let's just flat island this just to play safe there you go and then now i'm just going to do this right you're going to pull qmesh on this see it's just doing and then your draw size is what's going to control the spans the number of spans that i'm actually going to get okay so then this will help me say how long do i want this to be as an example so again you go to cue mesh okay while you're hovering over a face and then change it to draw size you can even put in a slider and i'm just i'm just doing it by the draw size i'm going to say about there that's a that's enough i don't want any more than that so i have this so i'm going to look at these these portions in here i'm going to say let's delete that let's go ahead and delete those faces those faces i'm actually going to now delete i don't need this island okay now i have these and i make this one polygroup right and if i wanted to i could put an edge loop in each one of these like this just to create even more spans through here so they're not the polygons aren't so long so they're just more of a squared shape in here and then when you smooth it right we're going to start messing around with this and what i'm going to do this is how easy it is is in dynamic i'm going to smooth it i'm going to turn down all this to zero and i'm just going to use micro poly and there's already a chain mail right here done chain mail done it's that simple that's easy and then if you turn up your smooth you'll get more chainmail it'll get smaller right so i'm getting more more so it really comes down to turning the model on and seeing how fine of chainmail do you actually want to have like this probably this particular one probably i might want to go this low with it and then the nice thing is this is a plane so this is going to allow me to start i can even manipulate this a little bit and start changing where this sits because it's chain mail it shouldn't be so perfect and then we're gonna be able to start using things like dynamic on this and really start having some fun with this to the point where we can even with this plane mask out even the top portion if i want to go to dynamics and then say uh let's go 0.1 inflation now it calculates this and then now switch to cloth brushes so something like just the hook and then now see i can so you want it to bunch up you can bunch it up you want to move it just adding a little bit more to this just so it's not just so simple and then maybe mask it like this i'm just blurring the mask a little bit and because it's a plane it's super simple right it's not it's not crazy complicated here right and i can switch it even back to my move brush and still move this plane around wherever i want yes there there happy little trees okay and then what i did is i took what i was doing here with this chain mail and said well i want to add like i don't want it just hanging from this i want to add some kind of other element to this i want some like leather what did you miss this is a plane i said is it a plane is it a polygon no it's nice write that one down pro 4210 i like it all right so then all i did here next is i actually duplicated the chain mail turned off the micro poly because i don't want the micro poly on this one i just want the plane that's all i want okay and then this is what i have now i have something like this and what i want is a little bit of thickness so i'm going to go qmesh polygroup all pull well not that much and let's turn off the brush let's go a little bit like that and then a little bit like that okay so we just have something like this and what i want is something else so in fact making this even faster for me i'm going to say inset polygroup all and how would i just do a little bit of an inset here something like maybe something like this in fact i'm going to delete this edge loop up here actually i don't want it and then now i'm going to inset so i can go a lot bigger with my inset something like this then all i want is that this is actually how i did it and then delete it and then now just turn on dynamic and then give yourself some thickness and then now smooth it and i'm going to crease it along the borders and then this is like a little bit of a leather piece that i'm going to start going around and making this look like and then this is the part right that is being used to attach to the helmet okay we'll pull my helmet up for the last time so you guys can see all this then here's another example of the gizmo going to come in handy with this because now i can say i want this subtool and i want that subtool and right here i don't like what's happening right there so then i can now up this up this focal shift and kind of even position these this is what you could not do before and then this side too i'm going to come over here and just reposition this a little bit more in the back maybe i want to come up actually a little bit here so it's a nice tweaking it's not moving everything it's only moving where my gizmo is because i've upped my focal shift right and then giving me something like this i start to have and let's put our focal shift back down to negative 100 and then for this part i decided to let's smooth it up more so it starts kind of softening right the crease is maybe a little too much so i'm going to say let's apply and then now apply this movement so it'll just round it out a little bit better for me okay it'll round that out a little bit more and then i say apply and then divide up and then even divide up again and then i liked using for me which xmd also has more brushes that are cloth brushes uh but i like this cloth pinch brush is a cool brush to use so i can just start pinching along the border here something like that and it looks like it's being pinched down right so creating that's where the chainmail is coming in if i go smaller you know you can do a different type of pinching coming through here okay and then obviously larger will give you a different type of pinch through there i'm just quickly trying to make it look like it's got a little bit border and edge through here very subtle so this is the kind of stuff i would start doing to push that element well even more okay so the other thing then that i did was i did the helmet part so i wanted to create some kind of design so i wanted some floral looking design you could if you wanted to use a curve with it if you wanted to for sure that's something you could do but there's ways you can just even use dynamics mask out and then dynamically do this i would dive into it but unfortunately i gotta i want to get to the front of the helmet because i got to get going so i want to make sure you guys see also how i did the front part of the helmet you guys have got and everything else how i started to do everything else in here right so the front part of the helmet i was using something we've been talking about all day today i just took a sphere in fact i'm going to use this sphere instead and i say 24 uh i'll go one more i guess and then i use the gizmo i just said okay let's stretch this out to be kind of like a little bit of a banana looking shape a little bit just a stretch spherical then i went into here and i set this where i wanted and then i used rotation and then i went over here and then i rotated the other way and then i went in the middle and maybe rotate a little bit like this so i started creating shapes like what you guys are seeing right now and then just editing and changing now i'm going to drop this down so it can be a little bit more of a larger deformer so you see the difference okay if you guys are dropping your focal shift it deforms see more of the mesh higher localizing it okay so i'm just looking to do something like this just start creating some kind of little element like this all right so that looks pretty good for me now i'm going to switch now to the i'm going to switch excuse me to the tube curve tube so this is going to allow me to do stuff like i gotta get rid of my subdivision levels it's gonna allow me to do stuff like this where i can just draw out other things all right but i'm gonna do a couple of tweaks to this the first thing i'm gonna do is i'm gonna go to stroke and then i'm going to tell zbrush let's go to the modifiers and let's change the size and what i'm going to do is i'm going to change the size to be a little more have a bulgy a little bit in the middle but i want it to taper at both ends so now when i draw this out i get that a little bit of a taper starting to happen i mean if you want to affect your taper then you put these up these ends up and then the taper won't be such a small point see it'll be a little something more like this now this is using a curve as well so i can tap and start manipulating and moving so this i can adjust it after the fact now was one other thing that you guys might want to do with this is use the picker so in the picker there is a depth so you can see there's a one one depth so this is looking at the want depth that i click on when i draw so if i'm way out here see it's looking at this depth and then i can move it and then that's where i want it but you guys can also say where you want it so you can pick your depth like this and then when it's drawing out it's going to keep using that depth that i picked right so this is all i did for trying to do some of the flower parts in here but then you guys can also just move things around and then i'll do a tab do a little do a little one i'm gonna move that okay and then i'm gonna i'm gonna go back to once once so you gotta make sure you actually select this like this has got to be selected too if you're going to use that right so you see where it's sitting and i'm just quickly putting some stuff in here let me do this but then i can also come to here and say how about maybe you want to even do a different type of rotation let the let the gizmo kind of do some work now for you right using this coming up in here rotating that now moving it a little bit more somewhere else giving a little bit more maybe now let's turn this off maybe i'll do it like a double thing here okay so it's just taking initially a sphere and then using that gizmo and then i'm using the curved tube to just start keep adding some other little elements to it so i'd probably go off like this and probably move that in space just reposition this maybe more something like that actually i prefer that and then now maybe i want another one right here right and then again just like we did in the helmet i'll start doing little ones then moving that into place where i want the little one tapping to get rid of the curve and maybe now another little one moving that into place and you can use the curve to also move things into place let's say move that there just stuff like this you guys get the idea so then the next thing that i did is i wanted to have a brush right with some flowers so i've already pre-made one so i'm gonna load that brush that i have so let me grab flowers all right so i have a brush that i made that has different flowers and leaves in it as you can see there's just different flowers and leaves in there i'm gonna grab this one and then now i just tell zbrush that hey i want to put like a flower right there i want a flower right there maybe i'll put one there let's rotate that one a little bit more like this then i'm going to put one there size that down whoops size it size it all up maybe have it be a little bit in there okay so it's just wherever i want one i plop one it's not complicated it's pretty simple it's pretty and straightforward another one there maybe and then doing that so then the beauty of this obviously what i'm going to take advantage of is my document is a certain size i'm going to switch to a standard brush so my document is 2119 by 1280 is my document size i'm just reading a question uh what about the chain mail what more did you want to know about the chainmail and so now i'm going to just put this frame this and we're going to use this wonderful new ball relief and i'm going to up the contrast a little bit and that's good i'm just going to say makeup relief there you go and then i just switch to drag rectangle go back to my helmet and i want the helmet part the top part up here i'm going to need some topology so let's divide that up let's see i think i already have some yeah let's divide that up and then i'm going to turn on symmetry and then now i'm just drawing out about relief and then i want a negative 100 focal shift and now i can just start trying different patterns right i just made a bigger version but of this i'm just using the same alpha over and over again um but i made a couple variations to this right so it's not so repetitive because right now it's super repetitive let's do another one down here and let's do some inside ones here just creating a little bit some elements in here i have to see if i have the one right so now that i have this i can also adjust this after the fact so i've been drawing these out so i can just move down to once again before i drew them hold the ctrl key click on that undo space again go back to when they're all drawn and then now use the slider right above it and i can even play and have these not pop off the helmet as much or more and because i made the undo it's messing with all of the strokes that i made in there okay and there you have it that is how i made the helmet that you guys are looking at there so let me let me load the helmet again so you guys can see where mine what mine looks like and we'll look at all of it again so you guys can see that well the are you talking about the chainmail the chainmail you could just put on a normal map if you wanted to and it's low polygons actually the chainmail is not dense it's low low low polygon when you use the chainmail from that micro poly it's super low it's not low at all but then you can also just use the same plane and make a normal map right projection to it and then have those chain mail in the plane that i originally made the chain mail with for game ready meshes if you wanted to okay so this is then what uh this is my final one right see and i put that in there did some i played with the leather made it come up in here so i made it go be inside which made the most sense to be in here and then i started using other xmd brushes the slash brushes um that that they have i started using these brushes here and i just took took this and drew it out but i made a layer so see it's all on a layer and so i can make another layer and actually switch back to that slash brush all right so you can put all that on a layer which that's what i did i put a bunch of dents in here just to start breaking it up a little bit um how i saved the brush that flower brush um to making its own um it was quite easy actually it's i just made variations so all i did is i made a sub tool okay i had a i had a tool like this that's a line along the z all right and then so i just started saying all right i'm going to make this a poly mesh and then i just started making different flowers so i you use whatever i want the flowers that i made i actually used a ray mesh to make the flowers okay so we do this and then brush let's do a move and i'm going to go stroke let's go transform along the z radial i can just even use radial symmetry i'm going to do this quick and really dirty like i used a ray mesh to do it's a snowflake okay and then now you have this you duplicate it and then now do a different one maybe you want to pull one out that looks relatively similar but not exactly similar then duplicate it and now maybe you want to make a different looking ones right so now do this kind of a thing maybe it starts to turn it's a windmill there beautiful beautiful right so then these right are all like snow and then rename sorry i'm just typing too fast you get you get the idea whatever okay and then now all you got to do is you'll look at them the way that you'd want them to be drawn out onto the surface which is this is how i'd want them to be drawn out on the surface and then you just go to brush and then in create you're going to click right here create insert multi mesh that's it you click that button and then it takes all three elements there that's that's it that's all you got to do so you just make variations of what like what i did here the flowers and then you just put it in once one tool and then you just pull from that tool there is the finished helmet for mine but now you all can go and make your own and hopefully i see you guys making a bunch of different ones that'd be great uh so i did not show how to get rid of the part from underneath so you're talking about the fin right sure i can show that to you really quick it's it's quite simple to do it's using live booleans and this right so if i turn this off here we'll turn this off for now so you can see my fins in there here we'll turn off the stand so see the fins right there so to get rid of it i just went um why don't i just use what the fin was made from which is the helmet okay so this is why i have different variations of also the helmet i'm gonna say okay let's grab this one i'll duplicate it let's knock it down subdivision levels let's keep only the red portion this portion for mine and then i'm going to delete this and also delete hidden right so now i have that here i'll turn on display properties double okay so right now we've got a fin there but this red part you can see it's sitting right where i want it it's sitting at the intersecting part where i got that cloth inside okay and i want to get rid of the fin now so this is simple i'm going to say brush z modeler i'm going to hover over this edge right here and i'm going to say close okay and you can just use this one if you want to there and close it so now it's closed and then i'm gonna do and remesh of this so i'm gonna go to z remesher i'm going to turn on my groups i don't need the smoothness it doesn't even really matter if i have symmetry i'll put it on and remesh it so now at least i have that nice clean topology there and then now i just did this i took this this piece and i moved it right below the fin and so there's your fin and i turn on subtract and then fin is gone and then the fin still left there because you see it's not big enough to take that out so just z modeler all right just take the z modeler and take this purple part q mesh polygon ball and just extend it down and there you go gone that's how easy it was to get rid of the fin it's just using the same helmet again duplicating it and using live balloons so hold on let me see the questions coming through uh it's not a match cap that this is my own lighting this is just uh standard material so i'm just using a standard material here i'm not using a mat cap and i've made my own lighting that i began the the stream with this so this stream is going to be available you can go re-watch that's the very first thing i started getting into is i may i just use two lights and i got one of them as a rim light with warm and then one of them is my key light it's not an actual matte gap you can convert this into mag cap and then always have this it's possible to do that you can do that if you want to so there's many ways to create match caps okay but there is a possibilities to being able to do that okay see create madcap texture there there's the madcap so there there's the mat cap so even if you wanted this like if you guys if you wanted me to give this to you i can now just go grab any mat cap um here we'll even have madcap gray all right and then in the material down here at the bottom it's just using an image so i click in this there there there's mad cap there's this is in essence my lighting baked into a material now and but do you guys want this i don't know if you guys want this i can save it out if you really want it i don't even know what to call this now um pg helmet i don't know what do we even call this because we want to keep it short pg yeah we'll just call pg helmet there i saved it out so you have it if you guys want it if you want it email me here at pixel logic call at pixellogic.com right and then i can send it to you uh i don't know if we can put it on i don't know if i can maybe upload it somewhere and you guys have it on right right from the youtube but you can go that way i need to move my camera because i need to see what you guys questions are that i missed all right uh hold on i'm just going back and checking questions so you are asking chris you're asking but we have to save it to the interface though right so it will always be there what are you referring to the material if you're referring that material yeah if you want this material then you need to go put it in your startup um z startup folder within the materials folder within that folder and then or or you can put in another or you put it in light box is another place for it to go uh okay so question tom about the 3d layers can we isolate them in custom menu or enlarge the layers menu axis nope no uh it's because right now this sub tool maybe that i'm on doesn't have any layers so by default see there is nothing and they're all it's a generic layer layer layer layer so when you go make a new layer it now has a title but then when you switch the sub tools this refreshes this min this menu has to refresh to now look at that sub tools layers and in this case this doesn't have any so no you cannot custom menu layer the layer palette it won't work you can but i'm telling you right now it's not going to work because when you switch to another tool or subtool that'll all be gone and there's no way to expand it not at this time good question though all right did i miss anything okay brian thank you for reminding me i don't have time to give you the created flowers but if you email me you can you can have the ones i created i'll give you the brush just email me and i'll give you the brush i just don't unfortunately i don't have time to walk you through how i created the flowers and then yes there's an upcoming group stream there's a multi-stream on tuesday i'll be in that and that's going to be actually a night one for la so we're in the los angeles area so there's a multi-stream happening thank you for reminding me tuesday at um 6 p.m los angeles time so that's we're gonna have a bunch of artists with me and we're gonna be they're gonna be creating stuff we're gonna be talking there's always some great tips and tricks in there we've given them a little challenge but actually we've given them two challenges so that should be a lot of fun and then my colleague mr daisuke is going to be having another stream on the 23rd okay so we're calling the stream on tuesday multi-stream zbrush live multi streams and then dicekay who's in here right now he's going to be going on the 23rd as well and it's it's been below my below me the whole time and right now also up until the 28th we are giving 10 off perpetual licenses so if you don't own zbrush yet you got 10 off holiday special and that's also 10 percent off those are using gbrush core and want to get into zbrush you're also going to get an additional 10 percent off that upgrade for you as well multipass multi pass so what do you mean chris by saving saving what what do you want to save that will be there can you add a little quick a little bit to that just so i can answer your question before we we well we've been together for three hours time flies so i'm just waiting for chris to write up the question so i'm not sure what you were meaning saving saving materials saving the model if you're talking about saving the materials um this is just for everybody all you got to do now is go material save and then there's going to be two locations that you got depending on what you want to do there's going to be two locations all right so this is my pixel logic folder right all right that is oh not zbrushcore you guys don't care about zebra's core hold on well you care about it but that's not what you're asking right now right so zbrush 2022 then you can put it if you want it see it in light box all right if you want to see it in light box you can put it right here in z materials and then so in lightbox you can just load it from there if you wanted to always launch in your zbrush then the best place to put it is in z startup and then there is a materials folder here and if you put it in here then every time you launch it will have that material in your zbrush and then the same thing for brushes if i have a brush that i want like here's my flowers brush if i want to save it then i go to brush and i hit save as here and then now i just put that where it's going to remember the last place from where i had it so let me get to that menu again all right so then here zbrush 2020 if you want it in lightbox you go in here and see you can make a folder so here's all the folders if you wanted to always launch then you go into z startup brush presets so if you wanted to always be in your zbrush that's it that makes sense okay and then deleting uh poly paint from all the model you just switch to white all you do is switch to white so if i do something like i do this and let's see color fill object now it's yellow if i want to get rid of it you switch to white because in essence white is no color and then fill object and see now it's white see but i had it grayed i had picked a gray tone for this i wanted a little bit darker i just like especially with the lighting that i did i always liked it having it darker alright can we erase something on a layer 3d without using morph target [Music] well you could use the new adjust last you could use the history recall brush um holding the alt key will delete poly paint on a layer but not obviously sculpting because that's then going to sculpt inward okay so you can try all those items right so if you're making a new layer and then you sculpt on this okay and then now you want to go back and say i can even go back to here go back to the layer brush history number and then see and then that's on this layer it's on the layer that makes sense you can use the slice brush um to make it two pieces if you want so let's take this a little dark for you guys make that a poly mesh let's go ahead and dynamesh it just because i want to get i don't want the pull okay something like that okay and if you want to use the knife okay so obviously it's going to do this wherever the gradient is it's gone however if you turn on b radius okay and bending on your brush size i'm going to go bigger just so you can see what's happening right you can do that so it's using the brush radius to split it into two pieces so obviously the smaller brush radius you go right the less of a split you got to hold the alt key when you do this so you draw the curve then hold the alt key and then let go of everything and then see it'll make it two pieces and how i pulled up the b radius is control and spacebar together control and spacebar together that'll pull up this which this is actually found in the brush palette so if you go to the brush palette at the bottom i'm gonna get my helmet out of the way it's right here clip brush modifiers all right all right everybody thank you so much for tuning in i appreciate it hopefully i see you all also tuesday evening in the multi-stream don't forget about our mr dice gay my colleague also going to be streaming great to see you uh show up for his streams as well if you're uh available and uh i will continue to be watching my email so you guys i can once again have my email so if you were looking for those brushes just email me oh well let me might help if i spelled my own name correctly okay so you can email me if you want all right but this video will be available for you guys instantly as well and then you're off and running so this has been another zbrush live stream i'm paul gabry for pixel logic hoping to see you guys again in another stream i'm out have a great holiday
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Channel: Pixologic ZBrush
Views: 7,530
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Id: TcetfcQgzK0
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Length: 189min 29sec (11369 seconds)
Published: Fri Dec 17 2021
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