Michael Pavlovich - Pavlovich Workshop - Episode 35

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be an interesting one see if my let's see if my voice can make it uh we got bar we up network error there we go let's see I don't really have a get my links up here YouTube and streaming that's safe no no let's warm up let's get my voice warmed up to I'd say every year at about this time I get something stupid with allergies makes for a fun experience preferences edit ternopol anchors to the surface here oh you know what else I need to do grab this there we go alrighty um let's see if there's anything interesting I've got written down that might be fun to do stamps let's just pick something okay so just as a warm-up here I'm looking at some random objects I'll figure something out cma these look cool thank you okay so where do I want to start let's go ahead and you know some of these might be interesting to make your some potential here all right we're gonna start with a cartoon pig yeah yeah gfx turned on we have a poly mesh here you want to hit make polymesh3d and you're gonna want to go in here to dynamesh you don't have to go into dynamesh but I like to start with dynamesh and let's start with clipping and we'll just go ahead and just clip we have X turned on across the X symmetry here yeah go ahead and uh turn line off and we go ahead and stretch this out alright it's also go ahead and start inserting some meshes here so I'm just going to insert these meshes and you know what we could do also turn on el sim so that when you're scaling across an axis of scales like this as opposed to like this and now let's go ahead and use the move brush here and sort of single-edged that was my zmodeler brush and move this stuff back it's gonna hit d to turn on dynamic so divisions here and I'm also gonna see if I can't do a group by normals and let's go ahead and Marin weld she know it might be easier see another single edge loop let's grab these top two here elite hit and I'm just going to kind of make this a little bit more even hey if I go down the bottom here I can do polygroups group front and I'll go it split that one out delete hidden and now I can do a qmesh polygroup ball and go ahead pop these out I'm going to hit D and now I'm going to crease my polygroup and also let's go through here on this side and let's do insert multiple edge loops interactive elevation you know go ahead and pop this thing out here so now for this view here let's go into our extreme dynamic brush hey go to my insert brushes let's try one of these now when I was looking for Australia's one spaceship parts this might be okay let's see I'm looking for just kind of long has it work yeah let's go ahead and unify this back oops where's all this down hey look ahead and unify yeah we don't have a topic today I'm just trying to stay alive for the next two hours you have any questions let me know and right now I'm just getting warmed up with rush settings here it's actually been a while since I've been in ZBrush let's see autumn a skiing back face masking and go ahead and pull this up get rid of those little crumblies yeah I'm gonna raise the supposed to loosen up resolution up just a little bit and we'll keep clipping you know let's go grab the trim smooth broader trim smooth border brush oh okay brush a trim trim trim trim and she was with border and I guess we can go ahead and throw a square alpha on this one here and go ahead and throw square alphas on here question how would you go about making a feather texture probably the easiest way would be go find a texture of it and then grab an alpha from that texture I mean if you wanted to do that let me see in ZBrush the brush repository feather I know there's a lot of tutorials on making feathers along with I guess you could use nanomesh or oh here's the here's one by Pablo let's see three part video tutorial HD throwing you're just showing additional method to create low poly feathers with nanomesh let me see if I can just eyeball it here yeah I guess we could I don't know let's let's go through that let's see if I'm logged in no of course not we'll secondary how to approach feathers see fibres above that methods dinah machinery dynamesh mask rake brush okay so basically and again just go to WWE brush guides comm by Pablo muñoz going as the first we're going to do is this one here which is basically stretch out of shape get the silhouette go through here dynamesh read dynamesh put the put a tube down the middle it looks like and then use the rake brush at details when symmetry turned on back face masking curve to brush to read and add random areas here so and be pretty that's a method seems pretty straightforward grab a sphere going here go into edit mode hit W go ahead and scale it out and then scale it down so you got a flattened shape like this at this point I suppose probably want to make a hit make polymesh3d and we could also just hit dynamesh keep a default resolution that's probably a decent resolution to work with if you're going to be working at on a very thin mesh and you go through here and you grab your claybuildup brush and you kind of pull this through you're gonna want to make sure for all your brushes you have back face masking on that's not going to be global so go and here your standard brush trim brush h polish any brush you're gonna be using you're gonna want to make sure back face masking it's turned on its let's see again just going through here everybody thanks for showing up fruits you to dish fun i got either okay at a cylinder scale in the y-axis to create the middle part here so we could if we have x turned on x symmetry turned on on here we can just go into our primitive brushes here for you guys would be VI brush insert base or whatever primitives you have in there i'm going to use my custom one here and we'll go ahead and drop a cylinder right down the middle and now we'll just go ahead and do a split and ask points and rotate this holding down shift and we'll scale this down I have to go down to the bottom here and we we have the pivot point set to the bottom so now I just need to scale this thing up like so and we can keep moving this down here yeah yep yep okay and then you can use the smooth brush and pinch brush here so if you hold down shift to smooth that'll go ahead and smooth it to a point and we'll go ahead and move this back as well kind of embed it in there I suppose and if you hold down alt and then hold down shift its gonna put that line behind you and then you can just pop that back through like this if you don't like that or you want to use the traditional method or zbrush 4r7 and earlier method you can turn off lazy mouse and then just hold down the shift key and then just kind of move your brush down I'm gonna go smooth stronger and then drop that down that seems a little bit high okay with perspective often from view and move your tool and push things around to get a rest a little bit of your feather so now you can go through here you can go with here with your move brush here any begin if you have X symmetry turned on it'll be a symmetrical feather but you probably want to take a head and turn that off like so now we've got a feather texture here alright feather silhouette outline and yeah let's keep going okay going right through the mirror the details the other side use mirror and weld increase your dynamics resolution yeah wait a minute once you're happy with the overall shape go to a side view and mask half of the feather the back of it using mask rectangular now you can use the rake breath to sketch out the details with feather then carve some lines so let's grab the rake brush so there's all right just hit BR like I said before if you start sculpting through you're gonna want to have back face masking on here so it doesn't go through or alternate if you like he said you can go through here you can mask half of that and then you'll just leave it alone so now let's go through here and it looks like that intensity is a little high let's go ahead and drop that intensity down and let's go ahead and just do a rake and you probably want to make these this brush size smaller I'm just kind of filling this in here so it spend more time on that now you can invert the mask and flatten the back a little bit yeah so we can hit ctrl tap to invert your masks and then hit the transpose line here and then we'll go through here and we'll scale this back so now the back is flattened to mere the diesel the other side use mirrored well ting and increase the dynamics resolution and rear dynamesh so if you did want to make this symmetrical as they saying mayor and all across the x that's not what I'm really getting here to mirror the details to the other side use Marin well then increase your dynamesh read dynamesh before beginning to add details you activate symmetry that's not giving me a symmetrical model and clip curved tube car smart lines using damn standard brush and smooth peaks the polished feather without losing the cavities you created okay so also you can go in here with your Damien standard now you can go through here and you can just carve this out if you want so you can also go in here to you're lazy radius and again turn on back face masking or mask the back of it manually you can hold down alt if you want to pull out and then just let go of alt if you want to push back in so a Damien's standard you could do both and this one you can go ahead and move maybe let's go ahead and move this out so no transparency and ghost maybe and oh yeah okay we don't have any resolution on this thing so easy way to add resolution is going your zmodeler brush hover over insert multiple edge loops we can probably do specified elevation of zero that should be the default and then we can just add some edge loops in here there we go and now we can use the move brush to kind of move this back you can alternatively move this back or use standard brush to kind of push that back as well and if you wanted to I suppose you could dynamesh this it's go ahead and just dynamesh that and we can now smooth this and if you wanted to you could pinch you get smooth whose flatten it you could use inflate to fatten it up if you need it to and also through here at these I don't think he mentions it but it looks like there's some pieces in here that are kind of chopped out I guess I would use a clip curved maybe or also use maybe snake hook to kind of go through here and kind of pull in and pull out also and I guess I guess feathers are kind of they do kind of bow out they're not really hard or flat I think this inside might need to be bowed a little bit more but we can go back to our rake brush on this side we have the back face of masking turned on so we can guys go through here and we can just add lines to the backside and then again Damien's standard hold down alt you get the idea and then yeah so I guess clipping in here to kind of get these kind of shapes going or like I said before snap stay cook and also if you go into the move settings everybody's favorite brush curve a key curve turned on and your move settings you can kind of pull the points might be useful and then you can just read dynamesh this and we'll go ahead and clip okay so we've got those shapes pulled out [Music] hmm and I guess I don't think that working in transform I have a hard time figuring out what the back face and working on a thin mesh and duplicating and mirroring it doesn't seem to be going doesn't seem to be what's in the image so I'm gonna skip that finally you can use curved tube brush to add a little bit of randomness in areas like reading thin individual barb so we go to brush curved BC brush curved tube and now you can just kind of go through here and you know so you see you see that long rubberband it keeps wanting to make more curves off of that curve go over here to stroke curve modifiers tink change that curve snap distance down to something small cuz I really don't need to be snapping and now when I go through here and I guess let's go ahead and turn off X you can go through here and you can just tap off you can make a little random thing and then tap off and just like anything I'm doing right now spend more time making it look nice I'm just going through the motions here okay we got stragglers we've carved in our detail haphazardly but again take your time make it look nice save this model is your base mesh and duplicated create out of variants and then do a little bit of poly paint as well so I guess let's go ahead and merge this thing down and then if we wanted to we could go into let's go to the skin shader and we got our standard brush here let's turn on RGB and let's do a guess let's do a pretty dark color and we'll go ahead and fill that color fill color fill objects or not anything masked let's see Mr GE okay um so we've got that color fill and then we're just gonna go grab a lighter color and then we'll to go back to RGB we'll move our intensity down and now we can kind of just color this in and then maybe go to a little browner here and again we're just using the WWE I guess I don't need to say that anymore right ZBrush guides comm go there look at the feather tutorial and actually just drop this down like that skin shader let's do a basic material em color fill object and then we'll go in here to the material a lot of fires and then we can drop the specular down and if I guess we're gonna make this bigger curve up a little bit you know and obviously if you spend more time and you get in there with a tiny rake brush and you make this look a little bit better it's along with your Damien's standard you'll get a much better result as well as placing a lot more of these things and scattering them a little bit better we can go through here and did we dynamesh this all together let's see you could dynamesh this all together I might be inclined to keep those separate I don't know that might give you a better result just have separate sub tools and then if you wanted to make an alpha out of it again we're just going through the ZBrush guides here yeah front back symmetry the weird thing about front back symmetry is if you're telling me to flatten this back piece out and then sculpt on the front here [Music] I'm not sure how well that would work I guess we can try let's say transform activate symmetry in the X and z and yeah I think the first thing was unless I'm following these steps wrong X make polymesh3d W so if we the problem is and then they go ahead and dynamite us the problem is if we I mean right now as it is we could do that so we go to transform activate something across the X and Z go into our rake brush here and if we do have back face masking turned on here it'll go ahead and mask and this will work fine but if part of the step is to go through here mask half first of all don't have so much returned on mask half and then flatten the other side which I think I read if that's the case let's see if this will work yeah I mean it it'll transfer some detail back there and I guess you just add then that's on this tie on this case here you would just have to go through and just kind of clean up a little bit of detail on the sides because yeah it's not going to do perfectly so much because it's not a symmetrical object in the Z anyways unless I did those steps wrong so load your alpha and start pulling it on your model so I've got our object here now you can invert oh one thing I forgot to do cars more lines and then you smooth peaks to polish the feather without losing the cavities you created so if we go here and we hold down you go be asked to go to our smoothing brushes we can do smooth peaks and now when we hit shift we can go through here and we can smooth these peaks a little bit if you want and still maintain our cavities and then for the alpha okay I was gonna say we haven't done that yeah detail beige matte gray now easy drag your 3d model the canvas go from you I'll transfer sub palette click on grab dock okay let's talk about that so if you do want to if you want to see your entire document you're going to want to go over here to the document menu here and you can actually zoom the transform material document geez I don't can't get up there I'm mapping it off a little bit okay so document we can zoom out of our document and you can't really see that background very well let me change that I guess it's right here document background so now you can see the whole document if I go to actual this is the edge of my document so I can't see it pretty well if you ever if you are if you wanted to capture it a larger size or square what you can do is so right now basically it's just going hey alpha grab dock and you're gonna get an alpha in there if you want to capture this at a particular size if you wanted to make like a 1024 by 1024 turn off proportional hit resize hit ctrl n and now you can drag this back out in your canvas now again to make sure you see your entire document going to the document zoom out and now you can use this to kind of place your feather like so and then go brush grab dock and now you have an alpha as well another thing you can do is documents let's go ahead and do actual and let's go back to its @w size at new document and W size W size new document no I don't want to save so now W size will fill up this entire space with your new document and now when you drag this out you got a new document in here and you could also try going out of edit mode and then going into your 2d tools and grabbing your mr GBC grabber if you want to hold down shift you can constrain it to a square or you can just drag it over here and then I'll go ahead and grab your alpha as well so a couple different methods there again wwsz brush guys calm and it's a feather tutorial by a pablo munos gomez alpha pala got a transfer sub palette oh we didn't do that also you can go alpha grab dock or you can go to the alpha palette transfer grab doc forgot about that one it's an image so you can export it so now that you have an alpha in here you can go to exports with that alpha selected or again alpha export and you know export as a PSD so you can save that in your alphas of course if you want to do multiple alphas like if you had a bunch of feather brushes will go through that in a second [Music] so if you want it to fade out so if you want it to fade out as you're dragging it you can change the gradients so they overlap so let's go ahead and grab my sphere edits make polymesh3d and let's go ahead and I guess we can dynamesh this okay so let's see if I mess up linear I think up here he mentioned just load your office are dragging onto your model so you're gonna use a drag rack doesn't say which brush I suppose it doesn't really matter we'll try standard bright light kind of doesn't matter so standard brush drag rect well you know what let's keep our standard brush nice and we'll go ahead and hit clone and then we're gonna do a drag rect and then we're gonna grab our our alpha here and then we need to go back to Z add and let's take our focal shift down to negative a hundred and let's not grab the depth one let's grab the grab document that we did and we need more resolution on here you can bump up your dynamesh resolution to get more resolution and you can hit control D and you can subdivide it so now this is coming out too much just grab yours the intensity and pump that down there we go and now we can just drag out these feathers again if you wanted to you know switch the direction just go ahead and drag down and if you wanted to do the overlapping so that's kind of gradients out let's look at that so we go into our alpha here modify and then there's a radial fade which is not what I'm looking for I'm trying to see if there's a way in ZBrush with alpha just maybe trying to see if I can gradient out um let me see one day to make the nano measures maintain the u-visa the original going to the X just to make that happen I thought there was but maybe I'm crazy ah this actually let me just send it to you guys that'll probably be better here you go this is but for the video people ZBrush guys ZBrush feathers tutorial ZBrush guys calm and I'm not finding a way to add a gradient from dark to light but now what I'm wondering is fall-off no strength no density density streak length V if we wanted the painted radius blur and value radial fade contrast I was hoping somewhere in here okay so one thing we might be able to do again just while we're in ZBrush is when you go to capture this thing that's the way to do it in the geometry you can always tilt it backwards I'll do alpha I alpha grab dock so now when you tilt it it'll go darker to lighter but that's also gonna do another push so let's see I guess we can just edit the image okay so I have to thought my head I can't think of a way to do that elegantly within ZBrush itself unless I'm missing something obvious I'm trying to see if I can include that geometry I mean I guess you could let's see if we just take that part out and then we go to alpha grab dock and then if we pop in a radial fade okay so that could work but the radial fade has to be the top so if I move this to the top alpha let's go guys kind of janky but alpha yeah grab dock and then over here try the radial phase so that'll keep the middle light but then fade away towards the top and now if we go back to our sphere that kind of does it so instead of going to photoshop you could try that I suppose and now you can just do the overlapping feather alpha things now again like I said if you wanted to do multiple feather so if we go back to our source feather here and let's say instead of having a load in an alpha every single time let's go ahead and go to our sub tool here and we're gonna duplicate this off and this is gonna be not great but we'll go ahead and do a quick mirror across the X symmetry and we'll go ahead and pull turn off X we'll go and pull this around and we'll go ahead and use our clip and then our snake hook and then we can use our pinch and then we'll go ahead and duplicate this one yeah I'll go ahead and shrink it down and I'll smear that back around now obviously when you go to make your feathers spend more time making them decent I'm just trying to get variation here really quickly to show you guys so we've got all these all these three feathers they're fairly high poly so what I probably would do if I'm going to use these as just alphas is decimate these things down to a reasonable amount so if we wanted to we go in here to see plug-in decimation master pre-process current and then just drop this thing down to let's say like 10k hit enter decimate so now I'll just pull the alpha detail from this of course dial that number in as high as you want to if you don't want to do 10 you could do like 25 and decimate and if you don't see any change then you're in good shape all I want to do now is hit the B key and then we can do a create insert Multi mesh so this will just be an insert mesh so if we go back to our sphere that we are using we can start just inserting let's say delete or we can just start inserting our feathers on here like so if we want to cycle through those feathers we can go to our brush here and we can go to modifiers and you can do this multi-national Ector you can choose that you can set it to one and that'll cycle through your different feather variants if you set it to if you hold down ctrl and they won't say I think one is cycle forward to a cycle back in that 3 is random so this would be more of a random cycling through is it yeah okay I suppose it is so now we've got those so we've got Alfa's bling pulled out and insert message is being put on if you wanted to do alpha brushes out of these let's go to our brush creates let's see if we create a multi alpha brush well that's gonna create it from what we have selected so go back to our sub tools here and hit create multi alpha brush and now when we go through here you know what I noticed is that see how it's not giving me it didn't make me a new multi alpha brush but if I go to be like chisel 3d and then I go create multi alpha brush now it actually makes me a multi alpha brush I don't know that's weird and where is that brush being oh it replaces okay so multi alpha brush replaces the brush okay I must have forgotten about that doesn't give you a new brush it just replaces the one so you know use a chisel or clone the chisel often than use multi alpha brush the things I forget fill several books let's go ahead and split hidden here and then if we kept grabbing here now we can change this the intensity down and now we're using the properties of this brush to use alphas to go ahead and stamp these out and because it's a multi alpha brush we can still go down here to our multinational Ector and we can set that to you know cycle through or random and now you can randomly just cycle through your feather alphas like so so you can do multi you can do insert mesh brushes and then alpha brushes or multi alpha brushes you can also when we made our original insert mesh multi insert mesh brush we captured them all from the side if you want to I'm gonna go ahead and hit ctrl W to group all of these and then I'm going to do a merge visible and then I'm going to append those merged feathers and I'm gonna rotate those straight towards the camera and then I'm going to do a split group split I could just do split the parts as well I'm just making sure there wasn't any stragglers there that would do anything weird so now with all of these I can head be crate insert multi mesh and now when I go back to my trusty sphere here now we have an insert mesh brush that has been or that you can drag them out flat or you have an insert mesh brush where when you drag them it crashes the brush but it'll drag them so that it's pointing into your mesh so let's go ahead and relaunch that and we'll go ahead and load back up our scene that we're working on um there's fiber mesh methods I might have you guys go through that one on your own that one is uh I don't know how exciting watching me struggle with fiber measured me but maybe give it a shot now let me oops get my screen size here so F zebra separate crashes under your quick save here's the recovered Z tool recovered document and the recovered Z project you can probably is load up the Z project it'll be fine there we go and now again we go to our brush that we made here and because we're looking straight back at this feather and then straight forward on these feathers we've got six here let's try that again brush create insert Multi mesh sphere make polymesh3d brush settings modifiers multi measure selector random so as we're cycling through let's see we've got one two three okay so now it's just cycling randomly through of course that's not going to really work that well because we only want to cycle through either the first three on the back three I think there's a way to do that as well so if we go to multi mesh select we're gonna go one two three four so zero one two that's okay so we'll start at 3 and then variations we're gonna go to three and now if we just do random it'll only that's they remember at national X that's a three zero one two three and then actually it's it's a zero one two three and then variations set to three it goes back to one okay so okay I think we just had to cycle forward then or backwards three and three no okay I guess all of these need to be set so this one needs to be set three and three this one needs to be set three and three no okay when in doubt rush insert no rush curve oh you know what that was on that was for a curve brush maybe that's maybe that's different brush insert curve and then this vine here multi-national x at the 26 oh variation selector okay so if you want to cycle through something where you added variations you need to not do this one and do a variation selector cycle through so now let's see okay so now it'll keep us randomly varying through just these three so multi-mission electric set to zero one two three variations of one two and three and then cycle through these variations randomly you're gonna see as we're pulling this out it's kind of buried inside the mesh to go to your depth here and then move this out and now as we cycle through it'll cycle through randomly just with those three they're pointing out alternatively you start with 0 1 2 and then cycle through the flat ones as well so all within one brush you should be able to cycle through those yeah we tried the only problem I had with helping it is the half of it it would fade out half of it but then it would bump out more on one side which is actually kind of good if you wanted a layer with the alphas there but I go to Photoshop or you can do the whole radial fade weird trickery thing that we did cool again if you're just joining us here's the tutorial we're going through its Pablo mini was going as Gomez ZBrush guys calm this is the he also goes through so that was just the basic first part here just making a feather and then we went through a bunch of extra different steps for like you know moving these things around dragging them out this one is fiber mesh and I kind of fibers alphas mesh hmmm added a lot of different ways you go about this because yeah once you have a texture you can apply that you can make fiber mesh feathers here so here's I can make five ramesh feathers textures and i'm two fiber mesh and then adding your texture variance to the fiber mesh as cards and then starting with your geometry and then using fibers growing from that I suppose you could also use nanomesh as well yeah a lot of different ways of speaking of nanomesh you could since you have all of these feathers available to you ooh these are these are heavy feathers though that's okay here's what you do then go back to our feathers here and we can go to see plug in decimation master pre-process all and once that's done I'm gonna go ahead and decimate all we're going to decimate all of these things down to ten okay here so Kay Polly's 10 enter decimate all and that drops our total points down from half a million down to 20,000 and now I can go to be created cert Multi mesh now this is much much lighter weight so now with this brush selected we can go to our brush menu yeah we can go to create nanomesh brush and now if we grab a sphere going to polyframe here let's go ahead and initialize the sphere as H divides and V divides a 16 and then what hits make polymesh3d and I'm gonna chop off these polar icecaps delete hidden and now if we hover over this let's go grab our zmodeler brush we have these feathers out and we can go through here we can do insert nanomesh on all polygons and then as you brake drag this out whatever brush whatever feather you have selected well go ahead and come out of the object here and or you could do it in group so if you had like in the ZBrush guide here the different types of feathers so if you had different feathers modeled for the top ones the middle ones on the bottom ones you could have those and then you could give polygroups to those so you can go through here and we can isolate these ones hit ctrl W isolate these one say ctrl W and then when you drag out the feathers you can do qmesh polygroup all and now keep going back my other one not queue much insert nanomesh poly goofball and now we can have these type of feathers on this top one and then we can switch it to these type of feathers for this one and then we can switch it to this type of feather for the bottom one now that you have all of those you can go through here and we can go to nanomesh and we can orient these ones before we go start orienting you can go in here to geometry modified topology and you can do a line edge and then I go ahead and make sure that your edges are all lined up as well as going in here your nano mesh and doing alignment and just a line to normal but for this first one here we've got index zeros our first one we dragged out so now we can go ahead and offset and rotate these things so let's go ahead and see what rotation we want we want it to rotate down this way and you can also go through here and let's see if we can rotate these back there we go this will kind of give them a layered look here if you wanted them still organized but tiled you can go through here with a V tile and you can just tie them up in the V Direction kind of fill up more per it's basically putting a feather per face but now we're putting two feathers per face you can also do offsets as well so you got width variance here length variance and a height is height you probably need to change the variance we can make them thicker or thinner and then we go through here and just crank up these variances here just to kind of give it some randomness and then yes that's fine okay and because it is just instances you can go through here and you can just move these polygons around or you can even go through here if you decide you know what it might be easier to see this if you turn off nanomesh temporarily you can go through here and you can start alt painting and then tap shift and then I go ahead and inherit that polygroup or you can go here on the face a new polygroup single poly tap this one tap shift and then you can polygroup these but as your poly grouping knows what it's basically doing is reassigning what feathers go where so you can always go through here and then give it a different feather properties if you also want to you can go down here to your nano mesh you can do random distribution so you can just kind of randomly distribute distribute those feathers if you want if you like these settings you want to apply them to another one you can go over here to copy and then we'll go to index one and we'll paste those settings and now these feathers have that spaced it and we go to get X 3 and we can paste those settings and now those have the same settings yeah this one really that's made it down well one of those feathers really took a beating on that decimation so what I'm going to do is replace that one so I'm gonna hit brush go to my zmodeler brush that we made and let's see if I hover over it's not middle one I'm gonna grab this one here and I'm just going to drag on this pink one and just replace it and then we'll go ahead and paste those settings that we liked and again let's give it a few more variances here and also let's take that Z offset or I'm sorry the X rotation I'll rotate that back a little bit here and height we don't need that much variance but length maybe want a variant vary that length quite a bit but you don't want to see the sphere underneath just turn off show placement you can still move it around I think yeah if you also want to go through here and say ok index 0 I don't like a look at those feathers you can go in here to edit mesh and that'll just pull up a copy or an instance or actually the actual mesh and then you can modify this however you wants if you wanted to go in here your snake hook and just pull out let's turn off X symmetry here I'll pull out more of these little stragglers and here Reese Culp tit or whatever you want to do go back out of edit mesh and then it'll go ahead and update your mesh to have those changes for you like this we could try this is actual it's not real geometry yeah buddy so go ahead and render it like it is I think in fact if we go over here to render external render a key shot let's see if it'll throw over a key shot as instances whoops hold on just a second let's make you shot fit our screen yeah so we'll go ahead and it looks like our objects upside down all righty so using the ZBrush bridge so we just have okay we have three let's go ahead and just rotate all these things around right click this and we will move this and we'll rotate it 180 degrees I mean we get to that and see brushes well I've you know when I'm modeling in ZBrush good rule of thumb is to turn your floor on so you can see how you're oriented in space before you get too far here we go I got the feathers in here and you could also bring over poly paint if you wanted to so let's see if we can you know what let's say if we go in here to edit mesh and we go brush RGB is turned on you want to color fill that objects now we'll go to a lighter one let me go ahead and paint this a little bit and stir that's the intent RGB intensity down a little bit and we'll go over here I forgot snake hook oh okay got one feather it looks like this and then go out of edit mesh and then I think we need to go down here to colorize and use the no mesh color or mesh material here so now our floor here we go and then on these other nanomesh is here that's all thank you I'll tap animetro sorry go to the other end and edit this mesh and we'll go ahead and color fill object lighter let's go ahead and turn off our lazy brush here and let's see if there's anything in any examples in here and early so those are those two and so these these this polypaint we should be able to send over before we do that we can make this so right now they're all just instances so as we were making changes to one it'll make change to all of them if you were happy with this and you wanted to go ahead and make even more changes what we can do is turn on show placement you'll see the ball again and then we can go over here to inventory and you can do one two mesh three times or you can go up here to geometry and convert BPR to geo and then I go ahead and convert all your feathers to real geometry so now we've got this sitting out here we can turn on our poly frame here do control shift to grab this piece of the polygroup ctrl shift a to grab all of it ctrl shift drag to invert that and then go ahead and delete hidden so we've got our object here so now these are all individual feathers so if we hit if we go in here and move we'll move these feathers around if you go into your move properties here and you do [Music] auto masking turn on topological you can go through here and you can just move around one individual feather so you can go through here and make very variances you can also make your draw size down to just one and then that I'll go ahead and just move any individual one around you can also make a different polygroups for every single feather and then turn out and ask my poly groups up to 100 so a lot of different ways you can go through here and start modifying these I also forgot during the feather creation you could probably go into your deformers and the gizmo and start making like twists and views brush curves and stuff to make your feathers a little more interesting and then we have that we can go over here and we'll send this one over to key shot hmm forgot before we do that let's go ahead and turn on our floor and now let's go ahead and mirror this in the Y there we go now our now we're facing upwards all righty and now if we look over here in our scene we've just got one material in here you could make this whatever you wanted I don't know what a goodfeather material would be but we'll just we'll start with a plastic instead of we don't want to get rid of our poly paint though let me see if we go over here and change it to a plastic and now I can just play with the roughness this might be better suited for like an anisotropic but like there's no real I'm just kind of sculpting this stuff on here so I'm not sure how much that would really help but anyway here's some feathers hanging out so yeah if you guys missed all that the zebra scratches calm they just went over the feather tutorial we just went over the first part I think there's three parts yes that is an insert multi-mission brush yeah every year all it gets some good allergies going it's always fun cool so anyway yeah go to super skies I come check out the other feather stuff uh you know I could probably just do this I would want to give this a spin first I hate jumping into a tutorial cold like we did this morning and just kind of figuring out on the fly that's probably a little bit boring to listen to but I would give this a spin in fact if you go to I've done this before with his Pablo's ZBrush guys stuff if you go to my youtube channel here and you go to playlists there's a link we also did this with the ZBrush guide sky his rendering here so he can go through here and we went through a stylized guide and we just did all of the cool comic book style rendering so I'm speaking of let's go ahead and just pause that and we go back in here and let's see if we can swap that material out with something a little more stylized I'm gonna go to materials here and this is ZBrush guys calm as well and now we can do like a pen and ink render we saw our poly paint if you don't wanna see the poly paint you just turn off colorize and now you can see this was a little bit more of a pen an ink look and you can also go through here and go through that that tutorial as well and we'll go to material here a lot of fires and we'll turn on this too and this looks like this one is these things are so thin they're they're acting a little bit unpredictably I guess you might have to play with let's turn that one on hmm OS three we need to turn on sorry um I got reversed in my head IRA guy so now you have a little bit of a deeper deeper look to the rendering here and you can also you can still oh forgot we had a key shot here so yeah that's fine it's going to kill that so it won't connect and also we'll go in here to our renderer and we'll just turn off key shop so within ZBrush you could go through here and you could turn on you could do BPR rendering and you can do shadow rendering and get some cool line art type effects through that we've done that before so anyway hope that helped and that was alphas and insert mesh brushes and nanomesh brushes so that should be planning to keep you occupied like I said before though and the guide itself ZBrush guys calm you can go through and do the the feather or the um and my brain is gone this morning the fibermesh to do your feathers as well so what else what else what else sculpting and clay right now where's control see ya whenever I go to do anything analog I always secretly wish for even when I'm doing I'm sketching I've been doing a lot of sketching in real life with different pencils and stuff and it's kind of a hassle I'm not gonna lie I doesn't know it doesn't make me sound like much of an artist but there's a lot of fun cool stuff about sketching digitally and the freedom and not even just undo but the ability to very quickly like just switch to like an ink to a pencil to or you know do oil paint effects or acrylic paint effects and change colors without having to go through the hassle of actually mixing colors and getting a palette out and let's go ahead and drop this intensity down so now that we've got all of that let's go ahead and do some sort of bird creature what kind of bird we want to do okay so we're gonna make a bird creature here and I'm gonna go ahead and drop his resolution down quite a bit just to get our basic shapes going for the beak we can go through here and we can just throw in a sphere right down the middle I'll go ahead and make this whatever shape we want really is speaking of the former's I'm gonna hold I'm gonna do a quick split mass points hold down alt go to the middle and then we get us going or deformers here when you do a bent arc hit X to go out of next symmetry so that we can use its arc here and then we can just use these are formers here you can also do twist deformers all sorts of fun zany stuff to kind of get that look you're going for and then we go out of that mode go across like symmetry here and now you can also use shift or pinch pinch brush to go through here and then we'll say yes that's fine except that and we'll scale this in and again we'll go to the pinch brush here almost pinch this in so we've got our beak here if we want to we can adjust it inherited the dynamesh properties from our the mesh we inserted it on I'm gonna go ahead and raise the resolution on this one and now this is dynamesh now if we want to make an upper and a lower beak what we can do is this is all one polygroup right now hold that ctrl shift going to slice curve and I'm going to slice this beak where I want it sliced now it's just two polygroups here if I turn on groups with my dynamesh now I've got two separate pieces and I go ahead and do a split hidden under your split menu there so now I've got these two if we want to make this beak overlap but a little bit here we can just scale this one out and possibly scale it down a little bit and you can just go in here to remove brush as well so on this head here let's raise that resolution just a tiny bit and we'll go in here with our move brush and we can go ahead and start just sculpting on this thing so we've got a head here and I'll go ahead and pull this forward and then this backwards and then whoa I'm just having alts to go between the different sub tools here it's hold down shift and turn off our poly paint so we know which some people are working on and if you wanted a really nice geometry though for those you could just zremesh it I'm not overly concerned with that right now and I guess we'll go ahead and put some sort of nostril on here we'll go deep and then hold on shift on a shallow if you want to put a little Ridge on the back here you can and do we have something weird going on with this brush seems weird that seems alright okay so I'm also always remember you can go through here and make any changes that you want let's go ahead and go into transparent here I'm gonna make a slight change here I'm going to move this up and then we'll go back here and now I can start putting in eyes so I guess depending on the type of bird some birds are gonna have their eyes more forward on their head something to have more on the side let's go ahead just throw an eyeball on the side of his head here and we'll do split a nice points and we'll move these in we can hit D to turn on dynamic if we want to make those a little smoother temporarily and we could also turn on L sim and we can scale this down so now we've got bird's eye here and now we go back to our original paw original mesh here and now I can kind of build up this look here and our move brush so towards the beak here we'll kind of sink that in a little bit and there's dynamesh as you go and then we'll use our Damien standard and our inflate brush and let's give them a little bit of a a little bit of fun with them so we're gonna go in here and give them some cheeks we're gonna make him a little goofy then we'll go in here with our standard brush and we'll go ahead and build out where some of this might go yeah I don't know what's going on with my feels kind of sticky like it's not quite as reactive so I got a light boolean on or something okay so we got this now we need to go ahead and just do a bust so really quickly I'm gonna drag on a sphere and then do another split mass points now again this is just going to inherit the dynamesh properties of my original mesh here so now we can go through here it's my new keyboard than I might used to think so and you know what what I'm gonna do I'm going to do a quick merge visible and then I'm going to do a deformation unify on that merge so I'm gonna go ahead and delete all these here's our merged mesh and we're just gonna I just want this to be ZBrush scale then we go to split to similar parts and I split those back out and let's just in case let's go to a quick save which is 9 on your keyboard and then quick save and we'll reload that back up oh yeah oh no there's there's a control Z and ZBrush in fact there is thousands of undo so if we go back to this one here I'm trying to see if I can find a sub tool I just I just deleted the one we had I'll show you the there's so there's I think there's up to 10,000 undos in ZBrush what we were just saying that and when we're modeling in real life with clay there's no undo ZBrush has tons of Monday's so as I'm modeling this body you see this little thing at the top here that this little line you can actually drag through your hit undo history you can also go to eat and undo is just ctrl Z so edit undo and redo and I think it'll store up to ten thousand you can also play through your undo history if you wanted to make a movie of your undo history let me go ahead and say you know let's do a like a vulture guy vulture ish so the neck might be kind of fun to do so we can go ahead and kind of put his body down here so to put a nice snaky neck in here you can just hold down W and control drag out a copy of this and then scale it down like so it's go ahead and do a split mess points and now we can go through here and we can just kind of move this around alternatively you could use like an insert curve brush where you'd want to drop a line or a panel down the middle to kind of help you out with that but I think that'll work fine also with this one we can go back into our insert mesh brushes and we can just insert another one here let's go to split Mouse points again again that's just gonna inherit the dynamesh properties already had so now we've got a few different pieces here so we got this little now they have these little hairy little collars on them and then they got these little skinny necks we can go through here and hold down shift to smooth and also we can go in here in a pinch you want to make this next thinner and if we want to make it a neck longer but we don't we want to move all of these different sub tools we have it's going to your gizmo turn on this multi mover hold that control shift we can just grab these sometimes we want to move we're gonna move them all at once and then we can also rotate them so we can kind of start doing that and ctrl shift drag to get rid of those if you want to know more about intro to ZBrush 4r8 type things go to my playlist here and you can do enter the 4 bar 4 bar 0 4 or 8 what's new there's 61 videos in here I think yeah 61 videos and all the new stuff in ZBrush that's one of them is a gizmo stuff is all in the top 4 so now we have this going we can go ahead and smooth this out and then move these around and okay so we've got that little feather collar here we've got a Fathead at the top let's go ahead and turn on X symmetry it's gonna raise that resolution just a little bit but I when I unified it I should have turned on X symmetry before I split them apart now it took me a little bit of time so we've got this and now for the feathers here I think that's it's gonna be another simple matter of grabbing these spheres shrinking them down splitting mass points rotating this around and if we wanted to do nanomesh on this one for our feathers that we were doing we can go ahead and do that again so I'm gonna go ahead and kind of give it a vaguely feathery look here I think so and now I really just want to take these top pieces here let's go ahead and do a split mass points we haven't already because really okay there's only one hold down control shift I'm gonna go to select lasso go into solo mode I'm gonna hold down control shift and get rid of that edge ring temporarily the reason I went to select lasso is you can do edge ring selection with select lasso I'm gonna do a quick auto groups bring everything else back controls you have to have that top poly belt let's do a quick mirror and weld Elson turned off we'll grab this top polygroup here delete hidden also looks like we have huh another Auto groups that's weird Auto groups Aaron weld grab this top polygroup there you go delete hidden and now I'm just going to zremesh this group here let's go ahead and say same there we go so this is a nice simple zremesh here so we can just use this as a base for our nanomesh brush that we made earlier so here's our if we did so we've got these three here let's go ahead and say create nanomesh brush is this our decimated version I don't remember make it decimated version like we did earlier and now we can go through here and again if you're doing different layers like if you're looking at a vulture here and it's like these feathers are from these feathers but they're different from these feathers make three different feathers and then use those on your nana mush here with different polygroups here so we can go through here make an isolate this one let's go to the side here we'll grab all of these ones hit ctrl W and then we'll grab all of these ones hit ctrl W and now we've got their different polygroups and now when you go in here to our brush here let's see if we can do in turn Animesh polygroup ball and let's go ahead and geometry modify topology align edge there's one type of feather and again you can if you are poly painting these things go ahead and go into the yeah I think it was mesh material is what we wanted to keep and now you can go through here and drag on your different types of feathers into the individual polygroups go through all the settings that we went through you can try a line to normal as well and then we'll go in here to rotation here and then do all your variances and stuff and then the X rotation I think is what we're looking for us we kind of feather those out a little bit and then you know make them wider or thinner or if we do make them thinner and then we want to tile them not it's a vertically or horizontally looks like vertically hold title vertically once or twice I should say and then we'll play you guys we'll play around the size overall size and all these variances to probably not too much on the offsets though anyway I think you start layering those things on and always because this is a instance you can go through here and move these things around so just like we were doing earlier today making these feathers looks like this side isn't getting the same thing but once you're finished with all this and you go to geometry cover BPR to geo you can just do a quick mirror in weld and then i'll go ahead and fix that for you but let's see if we can do exportation we want to keep out and then z-rotation we're going to rotate these down there we go and then then this one here we can go ahead and do a poly group oops just really quickly while we're thinking about it here let's grab that one and if we like the settings of our index one we'll copy and then paste that and then one more time we'll go to paste and then again just like we did before we can go ahead and edit these things so if we go to index zero out the elbow you if these are the same feather if I paint one they're gonna paint the other one so if we go in here to edit mesh' going to sell them out and let's go ahead and go into our standard brush here turn on RGB and we'll do just a light brown I guess I could adjust color fill and then we'll do white around the edges here and then down the middle go out of edit mesh' mode and then we go down here to mesh material I'll go ahead and give it that color and then okay that's actually perfect that's what I want so if I go into that one again I'm gonna lighten this up just a little bit more very sparingly Brown looks like it kind of maybe a little darker on the bottom then I kind of fans out one more saturation here okay so alright so feather we want for the top and then for these bottom feathers here we go to index one and we go into edit mesh and then for this one I'm gonna be a lot darker you could also just bring in a texture import loaded in the spotlight and you can actually paint the feather texture on there it's another thing you could do anything about that and let's all do it a little exercise in that too if you find a high-resolution feather you can just paint that onto a plane that's the tools size large so we can find a decent one that'll work okay we'll try that anyway back to this one here we were going to paint this one and this one we could do a little bit of light towards the bottom it looks like coming up this way now those have changed let's go back in here so now you can kind of start getting this type of look really light feathers and then going in here to darker feathers and you know go in here and change the length variances too as well I think index two is the one where we really want to make these things pretty long actually means we're also going to change our X rotation a little bit just to kind of stick those underneath and it's go to index one and we'll change that X rotation as well again if you don't want to see the plane behind it you just turn off show placement and now you've got these feathers hanging off this dude and then you can do render render him out and if you wanted to change all of these individually if you need the nano memories aren't doing it for you and you want to just kind of go in here and probably paint on all these at once what you can do is a probably easiest way is just go to geometry convert BPR to geo and now we've got all these as one mesh going to solo mode here you can hold down ctrl shift and we can isolate out these individual feathers here and we're at that and then let's go ahead and delete hidden so now we've got all these feathers here so now you can go through here and you can start mottling this up if you want to so they go to RGB and we can go in here with like uh looks like this one has a little bit more gray at the bottom you start going through here you can start dialing in some of the grays and the darks and then through here and also you can also hit C if you want to just sample from here and you can start dialing in variations along these feathers and then we go into a little bit of a lighter it's a button sample this color up here and then we can go down here through some of these like that and because they're all one mesh you can go through here and you can move now we do have topological on so you can move in meshes individually or you turn topological off and you can kind of do this now this is the fiber mesh same kind of deal only be using fibers with cards that you would load in your texture onto the fiber mesh some like that and all of these feathers too on this one up here let's see do we still have our alpha brush we made all right chisel brush I think I got rid of the chisel brush but you can go into this brush here and let's grab our it's guys chisel rekt and then we will clone this and then we'll go to delete mesh and we'll just delete all these out here and then we'll go to brush create multi alpha brush and now we've got all of these alphas from the feathers in there and then we go back to our sculpt and then on say this one up here let's go ahead and raise that dynamesh resolution up quite a bit and then as we drag these out let's go and drop that's the intensity down you can go through here and you can use alphas instead if you want to cycle through these alphas you can just tap up here or you can randomly cycle through we talked about this earlier too so let's go to our modifiers here and so if we set our mesh selects to zero trying to see which one was decimated poorly this one so you know what let's just cycle between these two here these first two so I'm going to do multi mesh select at zero and I'm going to go to variations of two and then the variation selector I'm just going to do random between these two so as I'm going through here it's going to randomly choose a different feather now when we captured these we talked about this to where you can capture the top part with a little bit more of a radial fade or you can go into the Photoshop and grading it out or you can tilt it away from the camera so that it fades towards the back here so that way you can kind of get this overlapping look here but again we're just playing it fast and loose but you can use alphas instead of nano meshes to kind of get that look as well then you just go through here and you can paint that cool feathers for a game ready mesh would be just more like hair cards so things we can talk about that too so let's say on the body here we want to do feathers but with like hair cards we're gonna go ahead and paint in a mask where we want these feathers to go and we can go over here to our mask gene I'm asking fibermesh and we say actually go to lightbox fibers and see do they have feathers in here maybe they should that be cool you can do all sorts of cool stuff with this stuff so we do this one here and then we hit render now go ahead and render these fibers out so we can seem a little bit better and so now we're getting kind of a hair look let's go ahead and take these we're gonna modifiers here and we'll say max fibers way down and we'll do width profile in the coverage way up and it looks like let me see what kind of preview settings BPR settings profile one segments 11 okay I'm gonna drop the segments down and also it's giving us a lot of if we go and render this you're gonna see when we view our inner gives us a lot nicer preview and these could kind of be feathers there are feathers that kind of look like this they're a little bit more tubular and here we like but that's not what you're going for we can go over here to our scale root scale tip is fine but really what I'm looking for is the length we can drop that down a bit and it's really gonna drop these variances down quite a bit coverage scale root twist there we go let's go ahead and drop our twist down H tangent B tangent clumps down I'm just trying to get a little bit more regular we swapped this out with like a feather image which I don't really have you could just load this up with a feather would go root to tip so just bring in your image here and then when you render it you'll have a feather in here for instance you know if your feather was a star you could render every single one of these cards out as a different star or whatever but yeah we would need a feather texture to kind of bring in here that was vertical and square and I'm trying to see if there's anything that could be yeah not really now if we I just look at the cards themselves let's crank these max fibers down again you can make them longer wider the width profile here you can really kind of crank these things up so each eh individual one of these things could be a feather and if we go over here to these segments we can drop these more or less so here's three here's 11 here's a bunch you kind of play with that just to get your hair cards in there I'm still don't mind a little gravity there we go okay it was Direction variance it was killing me so there's there's our feathers so if we go ahead and our you know our gravity is camera base so there's no gravity it's like a turkey and then we'll go ahead and drop some gravity on here and then now I can do some length variances up here so let's go back up here to length you know is give a little bit of variance on our length and we can also crank up our max fibers there we go now he's got kind of a hairy body and again if you did have a feather texture let's see if we can just find I have one feather but it kind of needs to be specifically a feather that's kind of in up and down direction I don't want to do too much work hmm well I'll let you guys do that but you can go in here in a texture actually no I I have it set to large let's see if we can just set it to any size of that gives us a better because these things don't need to be huge textures they just need to be yeah that's more of an alpha come on and also for transparency you can bring it as a PNG or have the background be pure black and then I'll go ahead and cut that out so if you look at these textures here there you can kind of see a black outline around the star any pure black pixels will render as transparent in ZBrush so that's what you're gonna want to do and you bring it and when you bring in a feather anyway if you have these things here we go to accept and now that we've accepted that we have fibers out here and now you can go to like BG groom and you can just groom these feathers like so do it every one you can also hold down shift and smooth so if you wanted like shorter feathers up here you can do that and then if you want longer feathers down here you can do groom lengthen and now as you're grooming you can kind of pull them out a little bit so you can kind of get some variations going on there that are very specific yeah cool let's say that's cool and yeah we could render this a key shot let's see if we go through let's see render and you know and loading those up there's also one other thing we needed to try as far as just getting an alpha from a feather and you could also use spotlight too I suppose and then oh so when we sent this over the BPR turned it into real geo so what that did let's talk about that so in the back here if we do oh my god okay hold on render key job so you see I render this that makes these feathers kind of fat that's based on when we went to the BP our settings here when we render it changes the sides to four and then gives us subdivisions and stuff to make it smoother if you wanted to keep that lower let's see if you can turn that sides down to two there we go so that'll keep it flatter on the BP our render same thing is when we send it over to key shot if we wanted those flat oops and external render there we go so now we send that over it won't convert it to round a Geo it'll be nice flat card geo like so the other thing we're gonna try is we can go in here to texture imports go to my desktop here and then we'll go grab a plain 3d and make it a polymesh3d now this thing I'll have UV so if you go over here to the texture map and we load in this feather that'll go ahead and load that in and now I can turn that transparent if we want to you can alternatively just go in here to texture select it out of the spotlight if it wasn't like a square texture then you could just paint it onto your poly plane here of course if you're going to do that or if you're going to transfer this to a poly paint you're going to need to make this resolution much higher because if we were to do that now if we were going to go to poly paint from texture turn on em RGB and also actually if you go to the standard brush here pull anything protector is going to be super low res obviously and it's also switch is a skin shader so let's go over here to geometry and you can hit control D or you can go in here to just hit turn off the smooth modifier hit divide divide divide divide divide then I got a million points and now I need to do poly pain from texture it'll go ahead and do that for us now if we wanted to go ahead and mask this out and this is just a poly paint here so if we want to take all these black areas here we can try going to masking and we'll mask by color let's mess by intensity see what that gives us a my network mask by hue will turn our poly paint off and move I did a terrible job mmm-hmm kind of works go ahead sharpen that mask up a little bit interesting all right let's try mask my intensity so we can do mask my intensity and now if you want to see that turn off your poly paint and if you want to adjust this what you can do is you go up here to mask adjusts haven't turn the blur down if you hit apply you go to the profile here and I like to do a focal shift and see if I can't just grab the main pieces like that so now that we have that we can hit with our lines turn on hit ctrl W that'll make this all one polygroup out here so now we have poly paint and a separate polygroup here so where the feather is we can go ahead and separate that out from our plane looks like it grabbed the edges here we go ahead and get rid of that holding down ctrl shift and then delete hidden oops lower delete hidden and now we have a feather plane that you can use and you can use this as a template if you wanted to you could you could go in here and you could sculpt on this and kind of go through here and you know do whatever you want it's just your feather to use and if you want to clean this up a little bit we can go here control shift and cut this out and you know what let's go ahead and grab the main piece here to ctrl shift a and then delete hidden that I'll get rid of all those little stragglers here and you can use this as a feather for inserting that's if we can let's try this let's go to Z plug-in decimation master pre-process current oh you know what before we do that hi everybody thanks for showing up um kind of wrapping up here this is going over some feather stuff today if we go to use and keep polypaint we'll keep that on because I want to decimate this down but I don't want to lose my poly paint I want to make it more manageable so let's see if we drop this down to like 15k that's actually not too bad I kind of like though it's stylized look it gave us if you wanted to you could bump that up to 25k if you want it to maintain more detail but you know what I like that 15k alright so this is our new 15k one here and now since this is just sitting out there in space let's go ahead and we can rotate this down so it's just laying on the floor there like so and we can actually throw this into our nanomesh brush as well so if we go back to our vulture here and let's go ahead and say these fibers here we can go ahead and hide these or you know we can do let's put these purple feathers right onto the neck so I'm gonna take his neck here and if we're going to be replacing this with geometry all we need to do is we can hold that ctrl shift let's go to transparency mode I'm going to do a trim curve and I'm gonna slice him here and I'm gonna slice him here basically is gonna give me as a tube for his neck I'm gonna hold down ctrl shift isolate his neck delete hidden zremesh half depth asides down to zero and we're just gonna get new geometry that's nice and even I just keep hitting half there we go so now I've got this proxy mesh in here that I can now go to my zmodeler brush and instead of this instead of making as a modeler brush I can just go in here and select that feather here so now if I go in here and we do insert Nana mash polygroup all now go ahead and drag out that feather and let's go ahead and go to our again our geometry modify topology align edges or let's go to our Nana mess here first thing we're gonna do is turn on mesh material and then we're going to go and play with these so we'll do a line to normal and then the z-rotation is not what I'm looking for here y-rotation that's fine X rotation there we go so we want to lay this down on his neck but we also want to flip these a hundred and eighty degrees try some different alignments here I guess it might it might be easier if I let's see what it does if I have this one selected and it's on my floor here and let's okay let's try this let's say brush take it back create the insert and Animesh button oh great insert nice brush okay so be great insert mesh brush new now of course with the insert mesh brush all you would have to do is if we turn off nanomesh here you can just go through and you can just insert this brush on there but I'm gonna do one that's flipped so we're gonna go back to this one we did one this way let's do one that's upside down brush great insert mesh append so now we've got two brushes and I'm gonna go between these two to find out which one is better for my nanomesh brush so with this insert mesh brush selected I'm gonna do in create nanomesh brush and now on the neck here hover over face insert nana mesh make sure that's yeah number face hit space bar insert nana mesh polygroup all and now I'm gonna drag out okay much better so now they're all vaguely facing the right way to start with which gives me a lot better starting point and now I can go through here and you can change your size and your width and your length variances and your height but there's not really much height to it because it's a single poly plane and you could extract it if you wanted to you know give it some depth and you could go in and sculpt tunnel like I said before it's kind of up to you I keep wanting to do that why offset now play with these align it to normal oh you know what now that we do have a texture that is a feather we could probably apply that to our fiber mesh as well although you probably would want to rotate this so that it was kind of up and down we can try that too so anyway how you do an animai feather or we go back here and we could do delete and then for the body here we could try going back into ever mesh so here's our five marks again let's go back in here to our texture here there we go let's turn off the floor you're not transparent so now all of those fibers now have this feather so now let's change the max fibers down and the coverage and the width profile we'll crank that up and it looks like the feathers are going the wrong way h-town details transparent texture yes and the alias yes shoot let's see if we can flip that vertically there we go so now the feathers are going root to tip and you can embed those a little bit more I still got this let's not scale the tip let's keep these both one in one there we go okay so we have the length here we can change so there's there would be the fibermesh with a feather texture applied to it with transparency I wish I could over crank the with profile here coverage coverage variance it's kind of nice hmm I don't know about that one yeah okay so let's say we wanted to render this in key shot will do a turntable real quick so if we go in here and we have that unpause and we'll say let's go - yeah we're gonna use diverse richness than that over render a key shot I don't know if this is a key shot pro thing versus a key shot HD thing but for animation turntables I would just go in here to the animation wizard say turntable next what model I want to rotate which would be sure ZBrush and then tell it 360 degrees I want to rotate my model and I want it to be linear and five seconds so now when I play this it's going to rotate this thing like so so if you were going to render this out it would just be render here and then when you get to your render settings I said of still image go to animation and then you can render it as a video ignore nerdist frames or both you can render passes through your turntable again I'm not positive if that's a pro thing or not but one thing that's looking weird is this transparency didn't go through on this mesh here so I wonder hmm used a few SMAP alpha opacity mode color inverse color hmm yeah let me see material graph the opacity is this texture map let me see if I get rid of that no that's the color and then this should be the opacity here hmm wonder why that's not working and try that one yep so anyway trying to get that alpha and here you I guess you could bring that in as a alpha map if you were to go to texture can we clone this and you can just make it an alpha and then you can go to your alpha adjust hmm I mean I guess I could do that key shot too so if I take my material graph here and this is my opacity can I not move stuff here let's see if we can go to utilities color adjusts yeah we want to say the saturation all the way down got to see it let's see preview color hmm value contrast yeah it's not what I'm looking for that's trying to look for like a levels or something where I could desaturate its and I guess I could do mapping I don't know out of my element here I'd have to play with that a little bit more something like that don't need that area anyways think we're pretty good thanks for showing up everybody I don't think I'm gonna be back on the pixologic channel this month I've got kind of a crazy so here's them if you want to see the back past episodes you can go here and again if you go to my channel we went over a lot of stuff in here as the ZBrush guides and also go to ZBrush guys calm and go over Pablo moon uses feather tutorial which was he did this morning and there's again he's got a lot more stuff you can do with fiber mesh and feathers and stuff like that so thanks again everybody and see y'all next time
Info
Channel: Pixologic ZBrush
Views: 46,481
Rating: undefined out of 5
Keywords: twitch, games, pixologic, zbrush, zbrushlive, sculpting, modeling, 3d modeling, art, design, tutorial, how to, making of, digital, 3d, 4r8, character creation, live boolean, vdm, feathers, bird, fibermesh, nanomesh, alphas, insert brush, hawk, seagull, vulture, beak, peak, fearow, spearow, sparrow, crane
Id: 3TSzXHlOfuM
Channel Id: undefined
Length: 114min 21sec (6861 seconds)
Published: Tue Dec 05 2017
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