Subdivisions VS Dynamesh in ZBrush

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hey guys hanging him working front flip normals here in today's video we are going to take a look at differences between subdivisions and dynamesh before that make sure to subscribe and hit the notification bell this is a question we've heard a lot where we will be teaching and it's one which it was so it's a bit of a weird one for us because we've been using Sivir for such a long time that we just always assumed this was a clear like it was clear why you would want to subdivision and why you want to use dynamesh but it's definitely not the case it's also like because like we were brought up with ZBrush when it had I had subdivisions you know so dynamesh for example came along later after we started using it was a very natural thing for us to sort of fall into yeah we only had solutions and then you had sculptors Pro and all the other features so when you need to see rest today and you're seeing all the features for adding new topology you have sculptors pro you have dynamesh you have subdivisions and probably a bunch more features which are hiding somewhere under a rock your rameshan the old remeasuring there are so many different things here so we are specifically I'm talking about why do you want to use subdivisions and not just sculptors Pro and and dynamesh so in a character like this you wouldn't really use subdivisions subdivisions is what is the feature you use when you hit control D a few times or well once now you can hit her a few times to get higher fall accounts every single time you subdivide it you increase the poly count by four you can find subdivisions under geometry and you can see it here so the advantage of subdivisions is that you can sculpt at a low level like this and then you can hit the D key a few times you go up in salvation levels and now you can sculpt at a higher level if you go up and down you can now see that you can modify this shape here you can modify the shape and your sculpting still remains at the highest level which is phenomenal because this allows you to have a low risk and high res mesh at the same time but where is problematic is if you are trying to use something like you're trying to add like a horn to this guy this looks fine at this point right but you can see here the topology is Crais is stretched so we're trying to sculpt them this now like it's it's just broke in topology and here's fine but here is not so now if we're trying to subdivide even more now to add more resolution to it we're getting up to a dangerous level very quickly and it's still not great yeah I like the whole idea behind whether it's sculpting or you're modeling or you vieng is that you want to keep things really evenly spaced out so when you start to push the polygons in some direction you're gonna have like consistent results right but you can see the resolution of this horn it's like I don't know a tenth of what we have on the face so obviously we have less polygons to deal with and simply just subdividing it yeah it solves part of the problem for you you still have a lot of uneven distribution of faces but it's also just an inconsistent workflow so this is where dynamesh and skull pers pro comes into place so if we have if we have a snake for snake of brush for instance and we enable sculptors Pro now you can see what happens is that we are getting adapted to polled in these areas if now we just hit shift on this and we smooth this out now a we're just reducing all the stuff we had so you can very quickly just start to add all the horns you can start to add maybe more of a body to this character here you can add little arms to him beautiful you can add little little legs so characters mostly done what you can see here right that the point is that you can now very quickly add resolution to your model you know if you want to make sure that you want to convert this to an ear for instance you can easily do that we can add like a mouth cavity to him and now we have supporting topology for all the areas there is no stretching here whatsoever because it's actually created fresh topology so fantastic to Bach for blocking in the character so in short something like dynamesh OS culpers pro which dynamesh is very similar where you just drag it out like this control drag in short these two features are amazing when it comes to designing the character for blocking in the main shapes and getting everything to work together they're brilliant for that because they're adding supporting topology for it where they're not great is if you want to do a final production asset so let's look at this character here this R here is model this has to Paula G it has TVs everything is ready and the design is also there you can see it's a fairly refined design we still see some muscle stretch and everything this is all in topology so you wouldn't want to use something like dynamesh on this and the reason is because now you are first off first now you're destroying all the topology here as well now you you are removing all of this and you can no longer use it so if we for instance were to use the snake hook now with this topology you can see that we just destroyed all of our topology all of our hard work isn't how completely gone so everything that's connected to that that would also be something like the UVs for example they would know now be destroyed in that area so the whole sort of debacle there with like dynamesh or or sculpt is pro vs. wear subdivisions is that you can use dynamesh sculptors Pro when you're in the concept phase but once you start getting into production territory into the pipeline where you want to finish your character that's when you can use subdivisions on a reit apologized version of your model for example so the way this works is that now we have our model this is already this comes from Maya we control D you can see it increased before times probably ringing off to somewhere three million Polly's now you can start to detail this up obviously you shouldn't do this like this because you know we still need another layer of sculpting but you could you also saw here we got an error message and this is because we had sculpt res pro enabled you cannot work with sculptors pro dynamesh at the same time as you're working with subdivisions the reason is when you're dealing with subdivisions like this what you're doing is you're adding more polygons to the existing polygons for every polygon you will add four new polygons to it like this which means that if you're trying to change the pole D which sculpt res pro will do it just doesn't work with that so you've got to make sure before using sub relations that your design is working that you have now figured out how many horns and how many ears where the gnosis the shape of the mouth all these kind of things before adding subdivisions the advantage of subdivisions is now you can see that we have we have a low res mesh but going down the level we can start still modify it we still modify to your heart's content like this and now when we go up in subdivisions it's still here so a regular way of working like this is let's go back to our other character this beautiful domination right here I think that's better so what you would often do is you would sculpt at your level where you were in a pretty good spot you would take like so like so exact like so take dynamesh resolution up a little we have our own little custom interface so you would take it up a little bit like so until you have you know the main shapes working you have where the ice are you have someone that the nose you you have general shapes for it there's still not a whole lot of very interesting things going on here but then what you can do you can turn into Serie machine and so you can now just create a whole reet apologize version of this which just gives you really nice and clean topology to work with so now you can see that we have very nice and clean topology and now we can start to subdivide our model up so now you can see we can go in with subdivisions like here control D and now we can start to sculpt it up like so now if you're not sort of ready for this production step yet where you take it out of zebras and do proper topology one way I like to work as well is I'll usually start with with dynamesh right then I'll concept something up maybe from from a sphere or maybe from a base mesh dynamesh and at all my details then sometimes sort of like mid production I will dear Amanda maybe I'll actually go back and dynamesh that again because now I've been able to add more details and then you know I'll go back and forth between Diana meshing sometimes and then Zira meshing and then once I'm ready to like take it to the next step which is like properly topology I'll take it out a C brush into something like Maya Reed apologize it and then we have our final topology but at that step when we're like final in topology we have UVs you cannot use dynamesh or sculptors pro anymore because otherwise you'll destroy you know what you've just spent days or hours making with the new topology so everything we were doing on this beautiful skull work has been talking they is obviously obvious is absolutely crucial sculpting and I know better than us but it's all legit first four subdivisions you know we're starting with a very clean base but everything we've been doing here none of this is pushing what subdivisions can do we're not adding another horn or ears or whatever it is to it so everything here is legit in in terms of this you can start to add you know like Anatomy to it and whatever it is but what you don't want to do is you don't want to go into something snake hook and now start to like give him these huge horns here at the back something like this this is not okay yeah subdivisions is for adding surface details basically sculpting up your muscles or even further when you're adding pores whereas dynamesh for example is for creating new shapes that extend you know beyond the silhouette for example for your character so in short dynamesh sculpt is pro for designing and subdivisions for refining so yeah that about concludes this video all right let us know if you have any severs questions like this if there any misconceptions you might have about any features in ZBrush like this it's really hard for us to actually know what these problems are for people because when we used to see for such a long time in this scene see it evolved but if you're a new user and you're starting off with ZBrush today what what questions do you actually have we would love to solve the pain you guys are having in ZBrush so let us know in the comments and make sure to LIKE comment and subscribe and also hate the notification bell as well to get notified every single time we put out in a video if you're looking for training or high quality assets make sure to stop by the flip normals marketplace and if you're interested in supporting us by buying our merchandise you can check that out in the 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Channel: FlippedNormals
Views: 47,272
Rating: 4.9645648 out of 5
Keywords: 3d, sculpting, zbrush, concept, maya, tutorial, autodesk, vfx, animation, flippednormals, henning sanden, morten jaeger, creature, character, texturing, substance painter, substance designer, foundry, pixologic, art, fundamentals, art fundamentals, art school, art tutorials, blender, 3d tutorial, learning 3d, learning ZBrush, 3ds max, cube brush, marvelous designer, photoshop, mari, blender guru, cgi, blender 2.8, blender 3d, b3d, Blender tutorial, blender tutorials, learning blender
Id: TxjSAQxNqPM
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Length: 10min 36sec (636 seconds)
Published: Mon Feb 10 2020
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