TMNT Part 1 - Body Sculpt and Wrap, Turtle Shell Creation, Straps, and a TON of ZModeler!

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oh oh oh uh uh so me do [Music] oh oh [Music] do [Music] [Music] hey y'all um i was running late today and uh sometimes uh tomas goes pretty long and i usually check to make sure he's not on here first but i completely forgot so if i bumped him off i apologize so much uh for that but um here i am so hopefully i didn't um okay well i think i got restream there there we go i'm doing good how you guys doing this morning okay everything seems to be working so what i think we'll be covering today let me go ahead and just put the screen up here is uh kind of the making of i guess the scene and you know what i can probably just start here um so this and let's go to youtube so as per usual if you want to follow along you can go to here's my art station page here and this has this this one right here has pretty much everything these ones go more specifically have more images in depth on the arcade the skateboard and the pizza hut sign uh or lamp i should say and then also on the youtube channel here uh if you go here to playlists usually let's see created playlist thank you um the live streams are going to be here so whenever i live stream i'm live streaming my pixelated channel right now it'll go on my um playlist there as well as my playlist here uh and i don't have the ninja turtle thing in a specific playlist on here it's just under videos but if you want to see that here's the here's the making of video that will be i think we'll be going through today so one two three that should get you started hey everybody let me see can i make this bigger uh control plus my eyes are too old to look at these tiny little words now let's move it in i have designs uh blitzkrieg gruber the silence how's everybody doing um we'll go ahead and get crack in here so first things first um so we'll go through here and it's so basically this is the entire scene we have the arcade we have the animated texture we got him holding the skateboard we got the pizza outside we got the brick kind of the faded vignette brick wall in the background oh and here's me starting the reason why the resolution is so low is because i didn't record natively while i was doing this part or some of these parts here because i was streaming on the stylus league so if you want to check these out you can go in here to videos and you're going to see these three right here these ninja turtles one two and three there's three days in a row on our three fridays i know i should say of sculpting so this is the first session right here and you'll see me in the upper left-hand corner uh doing my thing so if you want to watch these you can go here and you can check those out and that was kind of the start of that and then let's see here this one this one okay so that was basically just me uh just drawing and all it really was was just kind of looking at reference looking at turtle shells i was originally gonna go like kind of 90s hip hoppy a little bit so his his arm being up in the air you're gonna see later on when i start posing and we'll go into the making of all this in just a second but when i get around here to the posing his arm was originally going to be in the air because he was going to be holding a boom box i had some awesome reference for this but i realized as i was going to set the scene up you know doing just the kind of blockout scene having his arm up and then also having a big square next to his head really um really uh kind of blocked his face a lot so it was actually going to be something like this so this is one of the references i don't really i don't remember all the i just have a bunch of images here so i'm apologize to the artist but you know it was going to be something like this but this was going to kind of limit the camera angle that i could shoot from and also the lighting might have been a little bit tricky so i changed it instead just to have his arm up using his elbow as a vector to kind of point at the the arcade machine um here so we got all that but we'll go ahead and oh and another thing too as far as hip hop stuff i saw i found these again on art station again i apologize to the artist but it was gonna kind of be a little bit more like this you know um a little bit more uh urban a little more you know interesting things on there but then as i was working through it and i got rid of the boombox i just kind of made him more of a you know a 90s ninja turtle style like that so and yeah actually on the speaking of the cheese pull uh i did put a a slice of pizza on his back during the livestream but i got rid of that uh just uh just to simplify things a little bit um so yeah let's go through here and i'm gonna load up the whole scene here so let me drop this down real quick and again we'll just kind of go piece by piece and we'll just start remaking him so turtle power michelangelo accessories placement posed skin detail oh we got nubbins and we'll also go into like rap 3d i suppose and rap 2020 now and we'll start digging through some of that stuff too so with lashes posed pose posed oh they've modified sorry oops i think we want bull placement there we go so through here um you can see me i have spotlight up and i have my drawing up and i basically just took nick zuccarello's uh body and just kind of formed it into the the overall final shape here here's there's everything with the placement and you know everything's just kind of placed in there and so here's everything in the scene and it's not the final low-res or anything like that i think the only thing i took from this file was his actual body and all his accessories and then all of these had their own files so the skateboard and the arcade these those are all in the middle of the screen or in the scene and then i just baked them out but uh everything on him is basically placed as is on there so essentially starting out go in here and i have nick's i don't know if he has his is in the tool or it's in the project but i have a version of his male averages just a z tool with all the oh you know what i saved over that uh it was this one sorry this so just a just a base human mail to start with i didn't start with z-scores or anything i didn't start from scratch uh just going through here and just pulling him around uh to match my reference and that's a pretty simple process just going ahead and import going in here to import uh streaming turtle power uh geez reference or i mean i guess i can just bring in anything in here sorry there's a ton of stuff in here now um body there we go and there are some new spotlight features coming out if you guys saw the zbrush summit that should be interesting as far as reference goes haven't i don't know when those are going to drop but we'll see so basically going in here and kind of matching my arms are matching my overall the vol basically just the volumes on here so uh and also you know his legs are a little bit more spread out so go in here to mask lasso and if you want to save the camera view obviously there's a couple different ways to do that one of them is just going to movie timeline show and just put a little dot in there just tap and then as you move your stuff around you can go back and um you know do what you need to do so go through here and basically widen them up thicken them out go in here with like the inflate brush and if i'm going to be dynameshing any parts of this body here an example for example i could also go in here and like really thicken these arms up he's got pretty beefy arms and the hands as well and maybe even go in here and lengthen them out uh if you start lengthening them out here they're gonna go against across the world axis go in here to lsim and then that way you can kind of put those in there there we go so just kind of matching vaguely and it's going to look pretty gruesome right out the gate but uh we'll skip over the media's noodling part again if you want to see this in real time certainly uh go to the go to the um stylist league and then you know we've only done it from one angle so you got to go in here then you got to go and you know make it look okay and of course i don't have reference for everything from all sides so it's me just kind of guessing the feet probably gonna have to be a lot bigger um you know if you put your foot up next your your forearm it's gonna go from your elbow to your wrist ish you know we'll go ahead and we'll kind of scale that out a little bit push this forward and this is basically kind of what i started with and as far as like if i was going to do a human with you know ears and nose and stuff i might be inclined to keep the facial edge loops and stuff like that but since you know he's just going to be more of a creature type person i was probably more inclined to go in here and say okay let's go ahead and grab the head pieces here so i'm going to grab that poly group and then this one and go ahead and split this off so head and hands i usually work on separately so we'll grab these and then these and split them off and then if i want toes and stuff i might go through here but you know and again leave the geometry but in this case um actually let's do this ctrl shift and there's a thing in here visibility ctrl shift q grow polygroup all so that way you know what i usually do is i'll grab a little piece of something then ctrl shift a which is visibility grow all but if you just want the polygroups you can grab all of these polygroups here and if you want the rest of this one too ctrl shift q will grow to the visible polygroup and then we'll go split that off special thanks to paul gabry for reminding me of that one and then here if i wanted to you know kind of sort out these toes a little bit and go through here and say delete hidden close holes geometry modified topology mirror and weld and then i can just go and dynamesh this so maybe a little higher resolution so i don't web these together and this would be the start of my foot and then go in here and you know start inflating this out a little bit pulling these toes around and doing what i need to do to kind of thicken up this foot but again um feet i would sometimes lump into the body but head and hands i definitely kind of work on separately in fact the hands itself i probably will leave those but i might go through here and be like okay this finger and this finger don't need geometry modified topology delete hidden close holes and then just start sculpting on this because and let's go back here and this is already closed uh so we can just hit ctrl d to subdivide and then that way you got pretty decent geometry and you don't need to worry about fingers closing together in this case i didn't really have to worry too much about that since his fingers are pretty well spread apart um but a good enough start for kind of going in here and blocking in uh the fingers the head again i might keep the loops as if i was doing a human but in this case it's going to be just a dynamesh head here and then for the body same thing now my hands are going to have to be greatly changed here so again we have lsim turned on so when we scale these you know those will look generally correct and we could even maybe spin these around a little bit so they kind of match the reference but uh and and also if i'm going to be putting accessories or t-shirts or anything on here i'm probably also going to err on the side of having the air arms a little bit more of an a pose as opposed to how i drew it which is a little bit more relaxed so we'll go ahead and push these up in here there we go and then this the whole body just go ahead and just dynamesh not at a super high resolution just high enough to where i have the basic geometry here um that i can go through and start you know modifying so then just get your reference out and start going to town uh you know carving in your muscles damien standard maybe and just start dialing in your volumes making sure those are right and this is literally just kind of like drawing you know on the mesh you know you got your scapula and your trapezius the head i might i might keep a little bit more just the head so in fact if i wanted to i wanted to say you know what let's say the head i want to have just a little bit more head by itself so split hidden and then the neck here i can say shift bent arrow down body shift bent arrow down then one up and then merge down and then ctrl drag and just dynamesh those together so now here and here there we go so now i can focus on just the head if i want to and i can play at a different resolution you know i can raise that resolution up and then i can go back down to the body and it can be a lower resolution and i can just work on the body by itself you know a little bit of clay build up damien standard to kind of sketch on clavicle and again scapula get your reference out and your your little anatomy guides and put a big old vertebrae in the back here and the trapezius like we talked about here uh occipital protuberance down here to the clavicle and then you know lats cut across here and then the trapezius and again we're just kind of drawing on here we're going to have a big lump from the serratus anterior forward nipples out to where the serratus anterior kind of comes in and then the obliques down the rectus abdominus here and then here's the obliques right above the anterior superior and then a little little drop down tf l here's the oh the rest of that you know all those things all the little things that are in your body and then uh gluteus medius and maximus and uh whatever else is in here what is that sartorius and adductors vastus medialis lateralis rectus femoris this is fun this is fun to listen to right um hamstrings down through here gastrocnemius all right so and that big sweep in there so we're just kind of drawing on where everything's going to go and then going through here and just making sure nothing looks broken and the volumes are where they're supposed to go you know so already we can kind of start seeing this come together and then now it's just a just just a matter of going through there and again go to the stylist league and you see me actually sculpting kind of the block out for the whole thing um but kind of getting that dialed in um question i might give a shortcut zero measure or dynamesh to a specific number um no and one of the new features my hand got kind of busted uh one of the new features coming out at some point is going to be the ability to kind of drag from your dynamesh slider and then pick what that what that resolution is if you want to dial it in this is one of the tips that we brought up during the zbrush summit but zplugin you can download and install dynamesh utility and you can type in exactly the number you want but for me it's more about i just kind of trial and error for lack of a better explanation uh but for for me when i'm blocking out especially something organic and but there are some instances where i made dynamesh higher for a hard surface something i'm going to work on or something like clothing maybe or something i just it kind of depends but if it's just a general body what i do is i work at a resolution that's super malleable like this is plenty of resolution like i would stay with this resolution for the next three hours while i block in the body in fact let's see if i can go and grab something that's a little bit more let's see what i have in here we'll just kind of walk through memory lane here okay good yeah so this one kind of matched my reference a little bit closer but you can see oh and in fact i even have a little bit more granular i have the arms and the hands and the legs and the chest and the neck and the head this i stole if you guys want to know where that came from i stole it for myself so it's okay this right here there's a full art station there's a full course on it's like 16 hours of zbrush on art station where i basically make this goober and i'll go and link this here if you all want to check that out but basically i just went into his sub tool and then here's something that may or may not know so if you want to copy something from one stack to another you can go through here and um it's underneath z plugin sub tool master there's a lot of cool things you can do in subtotal master one of them is copy folder so i'm in here in the headphones folder so i can say copy folder and then i can go back to what i'm working on and i can say paste folder and it'll go through and copy it'll paste all those sub tools in here so i can just go through and it'll keep the folder as well so if on the transpose go in here and say transpose set boom there i am and i can you know move that stuff around um i seem to be i need to go through and organize that folder because there's some wrong stuff in here but um that's generally how that would work of course now i can go in here i can delete the folder and then i'll leave my subtools where i can say delete all and that'll go ahead and get rid of all that stuff there um change any pin tablet related settings in zbrush for better brush controller sensitivity no but there is a new uh again zbrush summit the new stuff coming out at some point there is going to be a lot more control under brush uh tech alpha and texture they're going to be a ton of stuff in here that i may actually go in and change my tablet settings for when we're talking about using different alphas with different textures that would be one of the reasons why i might dive in there but for me i think i keep it let's see brush tablet i think i keep yeah global settings and then preferences what else we use in here somewhere in here area tablet so all of this stuff i think is just default so and i'm just using an intuos pro medium tablet so nothing fancy at all um cool how'd you study anatomy a class a book an app all the above the most recent one i did was scott eaton's anatomy and then portrait class and then i also have if you want to see the books in particular let's see bookshelf share git link anyone copy there you go you can check that out there's a bunch of books on there um for me a lot of people can go through like these bridgeman books and just redraw them and understand it completely i'm not that way my brain i don't like i'm not good at guessing i'm not good at being like ah it just works that way because it does and you'll remember it and this is what it needs to be and my brain just doesn't really work that way so the scott eaton class was good for me because it was very very granular it was very uh it really talked about a lot of stuff that makes sense and kind of sealed in my brain a little better not perfectly believe me after going through the course or even going through a book i'll learn it ish and then i'll retain maybe five percent and then i forget the rest and then that five percent will kind of stick with me and then over the course of years more and more will stick so i'm my brain it's not a good one i wish i had a better one but eventually over time and again i don't really i didn't live and breathe it for years i basically you know live and breathe for weeks never don't apply it a whole lot because i don't really do a ton of anatomy in my day-to-day and i was a character artist that's crazy but i just don't and then you know i don't you know make a point to stick with it and continue doing it because that would make it stick in my brain a lot better it it's really my fault it's on my brain's fault um custom ui and zbrush keeps resetting from time to time when i start zeros even though i stored my config et cetera occasionally i'll start up and my path custom will be gone i just close it down and restart that happens maybe once every three or four months so it's not a huge deal for me um yeah i don't even bother with recite or like restoring or anything i just oh it didn't load my path custom close open and it's done and then it'll bug me again in four months uh d3 to put your models out to your donut so what kind of 3d printer to use i have a 3d printer any cubic photon that i've never used i went through and i learned a lot i got a lot of stuff and i made some modifications then i tried to print and because of the modifications i made um it didn't print correctly and then i have to had to go back in and strip it back down to its defaults and then at that time i was uh i was not interested i have to go back and 3d print again so no i don't 3d print at all but eventually yes i'd love to um a lot of subtools doing hard surface need to keep polygons going to painter fbx to get a lot of texture sets how to only have one texture set texture sets are assigned by material and we'll get into that so when in zbrush i honestly don't know how to fix that i send everything through maya so when i go into maya i assign a material to all the objects that i want to have a texture set if you just send it through and you and zbrush assigns a bunch of materials to it then you're going to have a bunch of materials there may be something under export fbx let's see test fbx here visible bin and bed maps polygroups as mats maybe turn that off because you definitely don't want to do that because that'll give you a different material per polygroup however i can't i don't know that i can really control i assume that this would all this this would all just assign one material but if it assigns one material per sub tool i don't want that either so at that point god i guess i'd i want to keep these separate so then i would have to go into another program and assign a material to all the objects that i want to keep in one texture set um cool never feel the art block thing where you don't feel motivated enough to get to work on stuff if you do how do you get over it oh i do have something kind of on that so if i go in here to art station let me go in here to my blog uh motivation motivation inspiration i'll shoot that to you the long story short is essentially um i don't find i find motivation cool for like when i'm kind of trying to feel out what i'm specifically going to make i don't find motivation very useful when i'm trying to use that as a way to do something in that case or or inspiration i should say kind of both depending on how you define these terms but basically for inspiration i like looking at stuff and you know and trying to get inspired you know if i was gonna do you know these are this is like this this is a great inspiration for you know what i was originally going to do you know this could have been just perfect you know just looking for cool reference images uh for what i wanted for what i want to make and see if that sparks anything or like i said you know have um let me see if i can find some more i don't have a ton of ninja turtle reference that's a cool one and again i apologize to the artists there's um i got these off our station and i'm using quadro so i don't have links back to everything but you know this is super cool um you know i mean i didn't use anything really specifically i guess my nunchucks look very similar but it knows a very stylized awesome kind of a illustrator style [Music] um actually i don't know i guess i guess i did pull a little bit from this i see our wraps are the same knee pads a little different but yeah so just anything that kind of jumps out at me that's kind of neat and then i want to incorporate and then also like the real world you know it's just straight up i'm just going to match this you know i wasn't making any real stylistic choices when i was going through and just remaking an arcade it was more about just kind of getting it done but using those motivation inspiration to kind of be like oh i want to make this specifically using motivation and inspiration and like having a bunch of toys around me or comic books and being like oh this is going to motivate me to actually sit down and do something that doesn't work for me uh for me to actually sit down and do something i kind of have to make a game of it or it's like okay this might be a little grueling or this is just going to be game resting and uving um it's more about i just got to sit down and do it and the hardest step is actually you know sitting down and doing it if i can get over that then i can usually get into a pretty decent uh rhythm and then especially if i'm gonna be doing something like this where it's like literally star trek voyager over here on my my surface i have this i have my reference up i have everything else shut down and i just go through and do and then three four hours later um it's all blocked out when i go to the next thing um let's see here uh get caught up when i get rid of an extra custom mini i just realized i've made an extra with nothing in it i think if you do that if you go in here and you have so if you have anybody wants to make their own custom menu let me go back here so here is if you're just brand new to zbrush and you're just starting out or you're watching this and you have no clue what i'm doing you can go in here to playlists and there is a intro to zbrush new and updated so in here let's kind of get you up and running on zbrush uh you know all the weirdo stuff that zbrush does i try to pack at the beginning so you can get over that hump early and then it's all easy sailing from here on out and then in here i want to say i guess we just do a search custom oh whoops wrong window yeah creating and shaving custom brushes and then down here uh create your own custom interface and menus to speed up your workflow that's video number 42. and i'll tell you how to do that but to answer your question i believe so preferences config enable customize turn that on go into your menu and then see if you control alt tap the menu and then delete the title i think it will just disappear i think i'm not going to do it on mine because i don't want to do that but give that a shot close close brush there we go um cool good morning john you heard your game was coming right along um you guys don't know john he's making a skeptics board game and in fact one of our live streams i linked to uh earlier you know the live stream full playlist we did a a whole scene it's got a skull and uh playing cards there it is sounds table all the way through i think we even went into keyshot for that one so the whole shebang which is pretty rare for me um all clicking the select sub tools works great with the mouse but it's fiddling on a tablet is that a tablet setting problem or something in zbrush i need to change oh gosh that i don't know if i don't have specific problems it's hard for me to troubleshoot because i can't recreate it on mine so i have i have pretty good um occasionally i'll have a file or i'll have something subdivided where i'm not or something low res and i think if it's very low res you may have to actually you have to make sure you alt tap on it maybe a vert is how it's selecting so if you do an edge or a face it may not select appropriately or something but i wish i had a better answer for you cool um block i go to next things uh what are your workflow steps like okay so basically i'll have a block out here and so we kind of have let you know what let's do this let's go into let's dump i'll do a dump occasionally when i'm live streaming just to kind of get rid of all the little files we pull through and i'm going to open a folder here and i'm just going to step through and i'll explain so turtle power or michelangelo um there we go date modified okay so the very early ones we already kind of looked at let's see what this brings us okay so here we are uh heads a little bit more blocked out these things are all still separate and again i'm not too worried about and this you'll see this in the making of as well where i go through and i zero mesh this face if i get to a point where i block this body out and then i want to attach the arms i'll get this pretty high with my dynamesh i'll get this pretty high with the dynamesh and then i'll dynamesh them together and then i will you know smooth any transitions out that i need to and then zero mesh it and then i'll zero mesh in a very specific way so for example and you can actually see that process i've done it quite a few times but one that i can call out specifically i'll link for you is the leprechaun kind of weirdo guy we made there we go willem dafoe leprechaun i didn't set out to make william defoe but essentially there you go perfect and this all has chapters in it as well so if you want to kind of skip through and go to the specific areas but essentially all it is is just going through and here's my dynamesh and then going through and just making poly groups and then smoothing those groups and then z remeshing with polygroups on doing a little bit of cleanup and then projecting my detail back in this so i'll link this to you sorry um share start at there we go so i did that for the head because at the time at this stage of my blockout i thought you know what i might have a natural seam in here but what i ended up doing was using 1024 scan data to project and i was like i'd be much easier just using their base mesh for that so i used this technique and let's go ahead and say sorry let's just step forward just one more again i know how granular i am oh good here's some reference for like again speaking of so here's here's an old base body that i just have around that i made and then i got some more specific reference which is like bodybuilder reference he's kind of a it's kind of a thick turtle here so i kind of used that as a guide just to kind of check my volumes and my so as i'm working around i can kind of get those specific you know type of shapes that i'm looking for uh here's where you can see i went through and i zero meshed uh poly groups on his whole entire body and again once i get to a certain point where okay it's dynamesh and i want to go through and add you know specific details again zero you know control tap my point in history with my dynamesh zero mesh it down uh to something low it doesn't have to be beautiful i mean this is kind of bad in here but i know this is going to be covered by a big shell and i could manually go in here to z modeler and fix this if i wanted to but i didn't care that much again based on my polygroups that i had masked out and then go through here and then now i have subdivision so as i'm projecting the details back so one project project project i've got my dynamesh detail projected to my subdivisions here so now i have much better control if i want to step down in my subdivisions i can go down i can make some big changes or i can smooth some areas or i can build up some areas at a lower res envelope and then go through here and my details will kind of follow so i'm able to kind of and again it's not the great geometry isn't great uh it just has to be a little more predictable and i can only if i get to the point where it's like okay i'm sculpting and this geometry is just killing me well you don't really lose anything in zbrush what you can do is just control tap this point in history um so you have these verts and then we can go down here to southern level one delete higher then go through here there's the modeler brush and say you know what i actually have a specific z model for this we'll go in here to slice and i'll be here to here and we'll do a mirror mirror and weld and let's just do increase all there you go so now we've got a little more geometry through here hold down shift i'm going to draw my intensity down quite a bit okay so let's kind of relax those and if i want to cut across here and turn those in the quads i can but just for demonstration purposes okay i've fixed that right well i still have that point stored in history with all that data so again project history that's going to be under subtool project and then ctrl d to subdivide project history control d to subdivide project history and then ctrl d to subdivide project history another thing you could have done is when you're in here and you have a bunch of high-res stuff and you're like i want to change the low-res or even add something so for example i can go in here to free subdivision levels let's go ahead and let's control mark over here and we'll hit ctrl w i'm going here to bi brush app it's going to our comma key brush insert imm dragon bones m horns and these horns have a hole on the back so what that means is i can use mesh fusion which is essentially going to allow me to merge that hole with that polygroup i just dragged on there we go so now he has horns actually built into his head with geometry for my low res and since we're frozen we can unfreeze and that'll go through and take this geometry and project my details back and mask anything new so now i have subvision history one two three four with new geometry so that's kind of cool however for very but you know that's pretty fast but it's also you know it's fast enough where you can delete higher go through here make any modeling changes you want in this case it might have been a little hairier because you'd have to select you know ctrl shift drag and then they say control shift q to select all polygroups and then project unhide everything subdivide select all subdivide project again without projecting the horns so that would be the manual way to go about it but that's just a way where you can just go through and modify your base geometry and get your details back it can sometimes be a little bit squirrely though so your mileage may vary if it doesn't work now you know the manual method to do that um [Music] cool so i'm sorry just getting caught up here uh sculpt off people receive xmd every you know they kept reiterating during the summit that like hey it's gonna take like six to eight weeks for some of these things uh for shipping and stuff but that i'm not exactly sure um when is new is releasing that i don't know either cool kickstarter pre-order pledge better excellent cool awesome that's awesome you get stuff manufactured how cool is that that's exciting yay john you uh yeah mesh fusion mesh fusion is a really fun one um let me do one more of these so essentially if you if you have geometry uh this is kind of useful for hard surface too on my bison i ended up doing it on the neck pieces if you want to like add greeble detail but you don't want to sit there and like go and z box model it in you can use mesh fusion as a way to make those changes for you and all it really is is you know you have a poly group here and if you want to i might want to modify this polygroup slightly so i'm going to go in here to brush smooth um [Music] i'm just going to show you where this is i'll show you where the setting as well so here's smooth groups say okay and then under smooth brush modifiers and hold down shift you're going to see this way to smooth those been set to 6 which is group's border and now i can literally just go in here and just smooth just the group's border just to kind of get that a little bit closer to what i'm looking for and then b i brush insert um and it you have primitives with holes in the back imm primitives h and the reason you have those is for things like this so you can grab a cylinder here and then this can even actually go away from the mesh so you can control drag and it'll actually interpolate between the the hole of the one sub tool and the distance of the other we'll go ahead and set this back to regular smooth uh this came up in my twitter i guess i can talk about this if i can find the damn smooth 8 l m n smooth there we go um so in my smooth i have it automatically set to weighted smooth mode of one which is stronger so if you want to and i think this is also correct so you have a bunch of brushes in here if there's some in here you don't want to keep around go in here to see brush um no wrong window go um c program files pixelated gbs 2021 and then there's z data brush presets what i do is i take this ctrl c ctrl v so i always have a brush presets backup if i mess up any brushes these are the ones that load up with the by default in zbrush so basically i would save over my smooth with smooth stronger enabled and then i would just save over this folder and then my smooth brush will always have the settings that i want um and i think i haven't tried this but if you want to go through here and delete any of these you're never going to use you can get rid of these or if you want to have startup brushes also z brushes sorry it would be under the startup brush presets if you just want to drop things you want to have show up on startup and not have to deal with your default folder might be safer then you just put them in here and then any special brushes you have will just load up like these dm's licensing on topology so yeah fun cool um yeah the connected torn so polygroup is mesh fusion and in fact i probably have something here if i ever shout anything out chances are if you go to my youtube channel just type it in there you go mesh fusion basics copy link check that out um a long time ago obviously there's school tmnt and i started learning scoping but i'm not trying to make this character anymore it's fun um it's a good way to learn zbrush actually just to take a character and then uh just give it a shot um let's go to the next michelangelo here uh posed here he is posed and this is like the very first pose safe file and you see there's some nasty issues in here it's essentially just rotating his arm his hands a little bit big and but all the landmarks are in place you know he's got his bodybuilder body and then at this point it's just going through and this is kind of brute forcey for me it's just going through and just refining what i have this is still my old topology i haven't done any wrapping to this yet let's go ahead and just say delete all here and we'll jump ahead to this one and we'll talk about wrap so i'll go ahead and load that up as well this is a big old file give it a second there we go so now this one you're gonna see uh this you know his his his musculature is dialed in and it's also dialed in for if his arm is going to be up in the air this is more what his muscles would look like uh in that pose and then for a relaxed arm these are kind of these might be a little flexed i don't know he's super bodybuilder um you know this leg's a little more relaxed than this one that's supporting the weight i suppose but i don't know i i tend to go just a little bit over um you know we'll call it i would guess i would call it artistic license but in reality it just monkey see monkey do and i have a bodybuilder reference and i just make everything bodybuilder to the max which i don't know isn't great for storytelling but um yeah i'm thinking questions why not uh what does one do if subdividing a message gets smaller micro poly threads that totally destroys the mesh kind of like swiss cheese um that i think is a poly count or maybe even a memory issue i have that problem too uh so if i if you know this is 44 million polygons i'm like you know what i want to make a ninja turtle made out of knit and i want to replace every single polygon on here all your polygon face with a a knit face it would probably give me number one to probably crash my machine because it would turn into you know a billion polygons but also it would just kind of chunk out it would be like oh i can only draw so many areas i you i wish i had a better answer i haven't really investigated that a ton but i have had that happen but usually that happens i'll show you a case where it may happen let's do this let's go in here i was just doing this in my live q a for my cgma uh class last night and it's fresh in my brain so let's go in here let's just do a little exercise so we're gonna go in here to tool and we all know nothing is cooler if we're going to be making anything chain male or knit then a human skull so ctrl shift grab select lasso grab all these pieces control shift day visibility grow all joints modified topology delete hidden let's go in here to sub tool delete not delete all delete other load it back up there we go u u delete hidden delete other okay and i like to do a quick deformation unified just throw that zbrush scale in the middle of my scene so we have a skull here and you know let's go ahead and subdivide that once and i'm going to append just a plain 3d and then over this plane 3d we're going to rotate this around if you guys are like sorry y'all are just wondering like what the hell i'm doing with dyna dynamics and such you can go to i get my art station page and zbrush 2020 what's new 2021 what's new is gonna have a bunch of stuff and then i have all the i have all the stuff broken down like 20 21.5 0.7.8 or not 0.8 yet but it's all broken down but in all of these if you go in here and you just click on the youtube link here you'll see it has everything this whole playlist contains 91 videos so you can check those out and get caught up now the point of this is dynamics so we're going to go over here to dynamics and gravity now if you have gravity up very much and let's go down here to our uh dynamic in here dynamic subject so dynamic by default it's going to turn smooth sub div up so we're going to turn that down to zero and then we're going to say you know when i want a micro poly and we'll do excuse me chain mail now these are just instances so all of these chain mails all these little links are just this object right here assigned to every single uh face so while and again it's just fake it's not fake it's instance geometry being driven by these faces so if i go through here and i say run simulation that's going to fall to the floor but if i go in here and i say turn the inflate down because that's going to be the the end the kind of the bubble around your collision volume and the resolution the collision volume here now it'll stick to the face and fall to the floor because we do have our floor turned on and our options floor collisions turned on so now you're going to see it's going to drape over there however it's still fake it's still just instance geometry but you're going to see when this fell these things started getting real stretchy so there's two ways to combat that number one you can turn down your gravity strength a bit so it falls slower and that gives more time for your simulation iterations to catch up and it'll maintain those relationships with those distances between those verts or you can do it manually b for brush t for transpose c for cloth and now i can literally manually go through here and it will transpose i can go as slow as i want and then i kind of wrap this chain mail around this head again it's going to kind of start stretching though that geometry especially if you go fast in fact you can just pull it through but you're going to see it's not going to give it enough simulation iterations time so you can go up here and crank up your stimulation iterations you can move up your firmness you can turn down your gravity and it will try to maintain those distances a little bit better but it also might just be a little bit of cleanup once you're done and again since it's just geometry you can just literally go in here with your move brush and you know move around and pinch and whatever just to kind of dial those in now back to the knit question here so let's say you know i don't want chain mail i want uh just a knitted pattern oh that's beautiful and you know what the other thing we could do is go in here and just say let's do gravity up a little bit and run the simulation so we're just going to do like a little knit cap on here let it fall yay all righty and again it's just geometries i'm going to go out of dynamic control shift i need a place for my face to poke through so i'm just going to go through here and slice that off delete hidden zero mesh same it upsized down to zero and get some new geometry on here it tries to make everything nice and square let's do double oops same double zero mesh sorry there we go so now if i turn on my knit i have a little knit shawl here and also might be let's do a line rotate that's the liner edges there we go so hit align edges and that'll make these a little bit more closer to the pattern so you may be thinking okay these aren't tiny enough well you're going to go in here to your smooth subject preview and subdivide and give you a fake subdivide you know so if you want these smaller or to have more it's like okay you know what this is looking good i like this knit density i suppose so i'm gonna go ahead and apply that and now this is real geometry you see i jumped up to three million and we have a bunch of knit things in here now i can go through here my deformation does down here in your deformations here then you can say you know inflate or whatever so i'm going to go in here and inflate once just to kind of fatten these up just a little bit here and that's real geometry now so i can inflate them however if i go back in here i'm like you know what i want a smooth smooth preview this you know just just once so i'm going to go through here and say okay turn on dynamic um oops let's do a mesh cleanup let's undo that so turn off dynamic here and go into mesh integrity fix mesh okay so we go in here and we turn on dynamic and all of a sudden it does like this or it's like what the hell and that's because it's replaced every single face of that knit with another knit micro poly and it's subdivided once so we just jumped a lot of polygons so instead of crashing i'm assuming it just went through and said hey that's a lot you're throwing at me right now and honestly i didn't even want that i'm gonna turn micro poly off and then smooth subdiv i can use for my dynamic so that's the only time i've gotten that is where it just like literally if i wanted to go through here and put a knit on every single face on my new knit which would be nuts not really what i wanted it does kind of do that swiss cheese thing but it might not be what you're running into but you can get my ui it's on my gum road underneath zbrush intro to zbrush files i don't know if i've updated returned the latest though um but honestly the custom ui the video i linked earlier uh super easy to go through and on this i would say make it make it your own like you you you would probably use zbrush different than me um so it's pretty it's robust uh workflow demos on the scene love to see your painter workflow in the arcade skin etc probably not i don't know i don't i don't have as much time as i used to um and that would require quite a bit of time but i'll see if i can touch on that today or on my thursday live stream on my channel we can definitely get into a painter and it's pretty my methods in pain are pretty straightforward which is a good thing i suppose um okay if i miss any comments i apologize just keep shouting them out and i'll probably see them cool oh yeah remove the name like uh grayshack says uh recommendations are tutorials on sculpt on sculpting heads i like if i'm doing realistic heads i like scan data just to kind of go through and look at the you know so i got a ton of that um i don't know if i should pull any up i guess i can let me see just it matter me diving into my reference library scan data scan models reference pack also anatomy 360 is kind of cool for that okay expression bundle yeah load this up um oh that's just an obj let me see if there's a z tool in here yeah so you know load up some scan data i'm going to go down here to texture because we can throw this on uh texture map off and then you can kind of see you know just kind of using this as a guide for you know distances and draft and where things kind of end up is really good reference and you can see it all in the round so that's nice and this is from scan store uh 1024 scan store um trying to think uh on that on the bookshelf i sent out earlier there's a any there's there's like uh special this one we were referencing earlier so let me see this one i want to say there's even stuff for head specifically head and neck right here forms of the head and neck uh i want to say there's other portraits and head stuff specifically in here enemy 3d artists it's a good one an enemy for sculptors is a good one is there anything i'm trying to find all the head specific ones in here they're all good you know and it just kind of depends on how much time you want to devote and taking notes and going through the steps and drawing and learning and cementing it in your brain you might have an easier time than i do go ahead and say delete all delete all so now that we have you know our guy you're going to see i have some extra nubbins because i went further ahead so essentially these nubbins are from the scan store so this is a base mesh oops didn't want to slice let's go back here to select rectangle so essentially what i did was i made a different made a separate polygroup for because this isn't my topology anymore i went and grabbed uh 3d scan store the base meshes i suppose i can load that up if i can remember which number it is uh my non-expression body bundle i want to say it was like male 03 so the problem is how do i have my sculpt with all my sculpted ninja turtle detail and then also use there we go perfect take this geometry and this even the subdivisions here and the uvs it's all this thing is all ready to go it's got uvs it's got textures that i can transfer but i need to get his geometry on my ninja turtle i could manually do it in zbrush it'd take a while and i'd have to go through and rotate and move and project and clean up and i'd probably be skewing stuff all over the place however there's a program called wrap 2020. there's also a z-wrap plug-in you can use with zbrush but i just use wrap 20 20. so i'm going to go here let's load this up we can step through it and essentially that's what this does there's it does it does a lot more than just this you can actually go through and you know snap based apology to different expressions uh to get to catch all that information here but basically i'll just start with the scan so here is the scan that i want to snap to and then i got my sculpt in here as well and with both of these i go into uh select point pairs and then i have um view visual editor and then i literally go through here you see there's a sync views turned on so while i'm in the head oops while i'm in the head area i can go through here and be like oh you know what um when the when the computer is looking for ways to place this i didn't care about the ears because i'm not matching an ear to his ear i didn't care about the nostrils because i'm there are no nostrils on this guy so it just ends up where it ends up but if i wanted to do something specific uh you basically just go in here and say okay here i'm just trying to find something where people have matching you know corners of the mouth there's 18 to 18 and that's really all you do is just go through here and you plot points so if i go through i'm like okay this point right here 151 i want to match to this one and then you know 152 let's see you know right above the knee 152 i want that to match that point and it will take those points and after i've done that selection points and then i go in here to wrap and i'll also have the image here so i have uh the body the color jpeg loaded into their scan body so it has the color and then underneath wrapping here go and turn that back on i can go in here to compute and then i'll just go through and start wrapping my so here's my sculpt sitting there right and then his geometry is in the a pose and that's going to go through and match the points it's going to do a rough pass and then it's going to do a high res pass and it he also has five fingers i only have three he has five toes i only have two i don't have nostrils or ears but when it's done it will go through and and in fact you know what this will be even better let me link you to if you go to my ninja turtle art station which is here and you scroll down here if you want to see the process for projecting a 1024 scan data using wrap and even the marmoset render setup go to james's art station i'll link you to it real quick he has tutorials that'll walk you through i want to say this one here and um gosh which one was it it might have been this one detailing and texturing sculpture scan data and then this rendering one so those two i think have what you need cool uh so now that that's done we can just you know let's turn these off and there we go weird so now i have that data um transferred over to my ninja turtle and then from there i don't think i have an old marmoset scene but essentially that's where i ended up let's just say delete all sorry delete all and then go back to my guy and that's where these little nubbins are so you're going to see these little nubbins hanging out and i may just made a polygraph for all these little extra fingers that are sitting there that i don't need um but everything's still good i still got on my detail and then and basically what the what the what the trick is is you want to apply the surface detail um separately or at a on a layer separate from your sculpted detail so let me go ahead and just delete all this and let's step forward one sorry i got a lot of stuff open now in fact we can probably kill my reference here there we go i can see i'll go back in here to streaming all right date modified so pose pose posed nubbins skip forward to the next one here and this is all transferred oh one thing i should bring up is when he was let's go in here so we can see this a little bit better so here he is all his his skin is all transferred and this is in um so here's the texture on for the human however you're gonna see i did go through and clean this up i was able to clean it up in zbrush if you want to erase something in zbrush one thing you can do is you go in here to and you also because here's the thing you have color and you also have height information so and this is also good for scan data just general scan data cleanup so if we go back here i used this this was a zbrush 20 20 point zebras 2020 what's new i think so one release back but uh so this is the extraction so extraction brushes and i also use this for like cleaning up uh the scan data so if you have like errors with color that it's not color it's not picking up color and you also did you know you got bad height information you can literally just extract the height and the color information from one area and then you can use that brush to go through and paint it on to another area like so so that's how i basically went through and cleaned this up so this specifically i guess you know we'll start at index 23. there's the zebras 2020 playlist and specifically the cleanup i'm going to be talking about here so that was me manually getting rid of you know any weird stuff i didn't want on his body you know i just transferred the texture to the poly paint and you can keep the texture separate i don't know if 34 million is enough to keep the you know 8k or 16k i think these were 8k um amount of information pixel data i don't i don't remember the exact math that would determine and also it kind of depends on how much space you're actually using to be fair uh sorry i'm just closing these down but having said all that how i would go through and extract information from one area to another would be again using the extractor brushes so if i wanted to i guess like erase a nipple but also how use like skin and skin colors and skin textures from a from a from an area that's similar so bx brush extract extractor brush if you want this to be higher resolution go in here to alpha and you can see there's a from brush that's basically hitting g on your keyboard but the alpha width you can change so let's change this like 256. we'll turn that off so now when i hit g so you're going to want to make your brush size about as big as the swath of area that you want to copy from you're going to hit g and then just drag across this area and let it capture give it a second this is a lot of information it's capturing um there we go so now we have the alpha skin texture and the skin skin texture and then the alpha the height information and then i can just take that and use this to kind of again just kind of brush over that and you can use this in all number of ways so that's how i got rid of you know this the bikini area and also his ears and his nostrils and stuff like that um you could also do it in photoshop i suppose but it's easy enough to do in here as well and then you could go down here to uh texture map uh so uv map we have so we can set to 8192 texture map we can go to create new from poly paint and then just transfer our poly paint to a texture once that's done you can hit clone texture here so here's here's the new texture we just transferred clone texture texture exports there it is i usually switch this to i'll just throw this um i usually switch this to psd just to make things go a little faster so i can skip a dialog box we'll throw this on our desktop here save and there we go to make zbrush run a little faster i usually have the textures off in here um if you have a big old texture loaded in your texture thing it might slow your performance down a bit at least it used to so yeah and that was that it that was it go through delete the nubbins project any error or you know clean up any errors and stuff like that protecting detail if you want to even while you're in here in your render and go and hit render properties you can turn on wavy little wax preview and i know your material wax modifiers can crank up that strength a little bit you can get a little fake subsurface scattering going on so now we have that's probably a bit much there you go so now we have naked naked ninja turtle guy now if i wanted to change the poly paint would go in here to poly paint um adjust colors and then and this one you can you could select specific colors like if you wanted to select just the the red areas and then you can change the tolerance so if we say mask here and change the colors there you go so we can grab just specific colors uh inverse mask off there we go this this doesn't have i mean he's all pretty skin toned so it might be a little different actually let's do this let's say i'm going to grab something a little bit more specific or you know this color in here very specific color that's in there and then we can say we want to mask that uh and then we want to invert that mask so now everything but that color and then you can change your tolerance in here to grab more or less of that color i didn't do that for this particular thing i basically went through here and hue adjusted hue hewed it over to uh to a green and then played around with the rgb intensity the rgb you can even go through by channel red green and blue intensity separately you know along with your hue and your saturation the hue intensity down here and you can even tint if you wanted to like tint the whole thing with a green you can put an overall tint over it so it's up to you but uh contrast so i just basically played around with these settings in order to get you know to change my poly paint now i did trying to remember no i think i did use that something like this as my new poly paint base so again go texture map new from poly paint and then export that out and then in photoshop you can kind of mix and match you know and kind of blend uh whatever you want but i think i pretty much used this wholesale before we got into the scales part any alternatives to z-wrap rap 3d i mean you can do it in zbrush all you would i mean it'd be a pain it wouldn't be like me going oh load load click some dots save if i want to go back to that file wrap and then and then literally i can go do something else like while it's doing that for five minutes i can go and you know again watch star trek voyager and uh but you can do it manually you can literally just go through and you could even maybe we talked about dynamics earlier if you remember there's that collision volume so turn that inflate down to zero you can move your low-res into place of your high-res set that high-res is a collision volume and in fact in zbrush 2021 demos i did that oh my gosh come on this one here so the topology uh here's where you need to go through and just this is just geometry and then using dynamics to kind of wrap or kind of do it'll it'll go to your collision volume then you can just use project all in your project brushes here's me taking a completely different body using dynamics to simulate out and then just using project brushes so you can do it manually it just takes you a little while um and again you might have to do a little bit more cleanup but it's doable so zbrush would be the alternative i suppose but again it pays for itself me using it once and saving time with all the cleanup had to do cool turtle turtle pavlow i like it he can yeah he can be the he can be the uh accountant that stays back at the office and then the thin fabrics to give him the best chances of 3d printers such as thin straps on the turtle or colors etc that's kind of like the tolerance level of your 3d printer and how much i would say probably again i don't 3d print anything i mean i've had stuff 3d printed but i've never gone through and messed around with that so i probably wouldn't be the person to answer this but same thing if you're doing details on that thin fabric you probably want to use the contrast deformers or put on layers and over crank it you're probably going to want to overcrank the thickness just a little bit especially if you're printing at scale you know if this guy's going to be a miniature that's you know an inch and a half high then these straps probably and also you want everything to be airtight so in this case i might go in here to so my move brush auto masking you're going to see i have back face masking out here so i can just hit alt f which is my custom here but i can go through here and i can just pull in those back faces make sure those are all nice and watertight first of all and then also if i turn i'm actually going to invert can i i can invert the back face mass curve look at that um let's do a flip horizontal so now i can leave the back faces alone and yeah look at that move out the other side so that way um you know i'm going to overcrank that thickness let's go ahead and flip that horizontally again and now i'm going to pull down the insides so yeah if it's if it's giving you trouble and you want a dynamesh or you union those together um you probably want to error on the side of straps that are too thick um and just for readability and to make sure that your 3d printer can can do it of course i'm not i'm not a 3d printer guy so yet give me give me some time oh i can't read that glorious gorilla hello it's dark blue on dark blue on my screen here uh tearing on a t-shirt live boolean is good ways or a faster way um i would do that with the do i still have that head yeah fabric tears there's another thing i went over my live in my cgma class the if you wanted to actually have holes and not just be like a t-shirt like this with a big tear in it that goes underneath to something that you're gonna bake out as one mesh then i would say if you're gonna have holes in something you gotta say delete higher um oh that's a bad example because it's all let's go here delete higher so let's say this is fabric here and we'll also divide this up once so this is my fabric and again i'm not gonna be able to push in anything so i'm gonna go through here and i'm gonna say this is a hole this is a tear you know this is a tear delete hidden uh i can go through and like mask this and then we'll go ahead and hang this a little bit so we'll turn on our dynamics turn off a collision volume because i want to deal with that and then just uh gravity down run simulation there we go so now we have holes in my fabric now does this look great no but at least you have holes in your fabric now that you can go through and you know b s h snake hook brush and put your tears in and you know whatever your whatever fabric detail kind of tears you want to add to this as well as you can use imm brushes to insert threads through here to kind of sell that a little bit better um yeah yeah i don't know torn fabric oh and there's also vdms i think i got these from to sell this idea too so these are from zbrushguides.com there's like damaged vdms so you can go through here and you can go through and just these are like cloth tears you can kind of just dial through if you you don't know how vdms work you can make your own in fact you can just modify these if you want to we can go in here to plane 3d edit make polymesh3d there's other you can go into the comma key and go into project and you can load up um another miscellaneous or some stuff you can use but i'm just going to reconstruct this back down to just a single plane here and then i'm going to turn off the smooth modifier divide this up so that we have you know plenty of geometry and then if i want to modify say this one i can go through here and i can pull this out and a vector displacement again if i ever shout anything out like vdm and you're like what is he talking about vdm give me a break it's this vdm there you go tons of information on vdm on my channel so you can check that out now vectors placement alpha essentially what it is is it's not just a 2d alpha that's going to like you know you have detail and it's going to project straight back it's actually going to build in these undercuts here so if these are let's see so you can drop down in your z intensity and you can lessen some of these effects or you know what i want to put them in different places so i'll go back up bsh snake hook brush and again we'll kind of we'll make these the intensity up sorry there we go so we got got these little nubbins pulled across and then we'll do bsh here and we'll pull in a new nub in order maybe we'll oops let's turn off backface masking maybe we'll change the shape of this here and again bsh so you can use this to kind of pull across like so now if i want to capture this well i can just go back to my cloth brush here brush from mesh that'll throw this mesh here and then now when i cycle through these i've got a new vdm so if we go back to our cloth here i've got my new vdm and i can use this to kind of go through and give me that so you can use these to kind of chew up your cloth as well let's see delete all let's scoot ahead just a little bit here eight pose um bake placement yeah i guess this is kind of the latest one one of the benefits of a wrap to the z-wrap plug-in um wrap has a lot of other functionality like i said you can batch through multiple expressions using the same base mesh with different markers if you wanted to honestly i'm sure on their website they have the the pros and cons of all that but i just have a wrap license so that's just what i use no point in me getting z-wrap if i already got rap so for me specifically um let's go to alt s here and go back down here cool rap 2020 was the name for that cool thanks for the kind word imperial walker me get a drink here is there any way to create a fast circular brick pattern z brush i just place a brick in my hand oh yeah so let's just grab a cube cube3d we'll make it vaguely let's make polymesh3d make it vaguely brick light oops btr for regular old transpose hit comma go in here to arrays and um one of these but i think they used to have so here's here's a brick a circ like a an array mesh which is bricks you can just load this up here and then i'm gonna go over here to my array meshes and say lock position lock size um what am i looking for transpose hit y and then now i can go through here and um let's go to transform section one oops uh e c w nope sorry i'm terrible at using that transpose line now i don't use it anymore uh so i'm gonna scale these manually maybe okay and then what's stage is it this one offset so you can kind of play around with uh this one to kind of get you at an x amount let me see offset y here goodness let's do y and then click above so we can get a little bit more granular there we go so here's my brick wall and then if i want to make this we can try this let's go in here to actually let's do this so i have my see how we have that polarized cap i don't really like that i'm going to go to zero mesh half dot size down to zero detect edges and then zero mesh just to get new geometry that i can twist so we can have this and then we can say array mesh um that's not going to let me convert but let's do this convert vpr to geo so now i have real geometry and i'm going to go to the middle and maybe maybe everybody cross your fingers bend arc we can bend this around change this radius we can just kind of bend this into a a brick like so and in fact i may be able to go in here and there is a crease i should have done this before i applied them but we can maybe do it here hold down control and just add a little bevel in between all those polygroups here now we've got let me hit d for dynamic i don't know i guess you can crease those if you want but here's a little circular brick wall and we have a huge file open now which i may kill we'll go over the specifics of modeling all the pieces on him but i just had him load it up here so here's basically the final model and in fact i think this version even has the human teeth here so if i go down here to texture map oh it's not loaded in yeah but there's there's textures in the human teeth there's textures with the eyeballs you know let's load up marmoset here and i can show you that a little bit more in depth file recent let's see here see your wrap should i wrap my car um hey look at that i knew they did um facial expressions pipeline optical workflow mapping uh z-wrap can resolve all your needs except for texture transfer uh texture transfer is nice though but check that out um cool yes it is definitely difficult to get a job as a character artist there's last i heard there was a it was back in the day there was like more nfl players than there were character artists in the industry there's not a ton of them and i mean character art is kind of a loose term um you could be a character artist but as far as like yeah triple a game character artist you know naughty dog style there's not like thousands of those jobs you know um but uh so here we have the entire scene and specifically just him so if we go through here and i'm gonna go through and see if i can simplify this scene just a bit so here so the lamp had a lot of the lighting built in but here he is just just him and let's go in here to our sky and we'll say let's go into the sky light and we'll change that brightness up just a bit there we go so you can kind of see him and again like i said he's got the lashes the realistic eye textures here and that's all in that setup scene that i sent out earlier and in fact let's go in here there we go so there's here's the eyes and stuff and these are straight up from scan store uh is this the latest zbrush release you see anything in the new version that may change your current workflow yes there's a lot of cool stuff this isn't the latest uber so they haven't really said to my knowledge um but yeah they in fact on their channel they did go through and they read on their videos they have broken up in the individual videos part one part two and part three of the new feature so you can check those out uh mechanical gross goal can i skip the head suv process because i can't buy it sure absolutely you can use any hedis was just something i used to kind of show like probably if i was using headers is probably just to show like pinning things quickly into a straight line and then unwrapping or like using ike that's what i use it for a lot is like the rectangular wrapping um you hit r on your keyboard it's really good at that but yeah any i mean i didn't use hedis on on any of this i think i just use maya but really any any uv program worth its salt nowadays has all those things rhizome uh houdini max miyamoto blender you know um zbrush has um uv master which i probably used at some point for something on here you know so yeah very young exactly very few character artists probably make nfl player money unfortunately you're right uh graphics establishes an intuos pro medium old 2048 levels of pressure sensitivity probably cool i'm just going through the making of this so let's get a little bit more specific and let's do this let's say this can probably get out of my scene here so we're still playing with the ninja turtle so let's talk about the creation process for some of those words they delete always okay delete delete don't need the wall so all these things here okay we'll you know what we'll do the show so for example this shell here pretty easy to set up there's some kind of weirdo stuff going on here actually you know what we'll go through whatever's on the page we were watching sorry i've been so here on my art station page here you can check out the making of what we're talking about today and in here we got the video and let's just step through real quick in fact let's slow it down just tiny bit playbacks be 0.5 and we'll just go so here's where we were doing the blockout earlier in the thing okay so here we go we got the turtle shell we're going to slice and then we're going to slice and we're going to zero mesh for all those things and then we're going to use topology brush for the straps so let's do that so for the turtle shell first i need to find something without subdivision history and what i usually do is i'll have a null thing just sitting in the middle of the world that's just a polygon and i usually have like mirror and weld with x symmetry turned on um and you know what let's do that let's make it a little bit easier because i was working on all this stuff while he was in so pre-post post post posed there we go i'm gonna load this one up yeah i'll take this one and say delete all so again i have my this is a name catcher as well so i have just a little null object sitting out here and i'm going to go in here to save as and save as the z tool and then i'll keep the name it'll catch the name so i don't end up actually accidentally renaming something important oh thank you and so we got that so now uh perfect i want to put a turtle shell on him so i have this null object just sitting in here i'm going to go to bi brush insert i am in primitives hit m and just grab a z sphere you have that you all have x's that will have x symmetry we'll just turn this uh do this split mass points w scale this down move it into place and i i want the shell to kind of follow his back i don't need it to bubble out right and i could go through here and like ctrl shift and select lasso and literally just get like that part of the shell polygroup's auto groups and then just take this one here and just say delete hidden zero mesh half tap slides down to zero and get a shell going but probably what i did if i remember correctly is just getting something more specific so oh you know what i am going to load up quadra so i can show you guys [Music] um open give me just a sec streaming turtle power michelangelo body there we go so turtle shell i was looking at and turtle shell i was looking at coffee's too hot um give that a second so you can see like they had like these little spikes i pulled out this is the overall shape i was going for um there's some other like this so there's also some movie reference here and i know this is another thing i was looking at and what was shell specific you know like this you know kind of looking at oh here's the movie one you know looking at these shells here and seeing if there's anything you know i got some serious some sort of scanner that's cool looking um but yeah just big chunky shells but really all i was kind of eyeballing was my turtle shells i basically just use these two images from google for both the chest plate and uh the back here so for this thing in particular i was like okay let's go ahead and wrap this turtle shell around him and then i go in here with my slice and then just say you know you are going to be that's the shell shape oops probably more likely the shell shape something like this and then we'll say delete hidden and then zero mesh same just to get those edges cleaned up and now i got turtle shell and then i may go in here and we may do something like this maybe close convex hole ctrl shift ctrl w inset polygroup all i'd like to do a legacy inset so i don't get any accidental stuff so we'll insert this a couple times tap alt here and we'll say qmesh follow your ball hold down shift push this back here and now we've got our basic turtle shell now i did have a ridge around here right but this was basically what i started with if i want to go ahead and start subdividing this up and just figuring out like where i want my cuts to be now you're going to see in there i did go through and poly paint those cuts so let's see if i remember how to do that um using polygroup it so basically i want a shell back here but i also want this to be different so i'm going to pop these out so we're going to hover over an edge of zmela brush bzm and we're just going to poly group these two say delete hidden so this will be kind of my strip and in fact you know what i probably did i probably didn't even have that if i'm a betting man i would say this is all i had for my shell then i probably said split and then i probably said let's um i want this to meet up in the middle so i'm going to get rid of half of this turn off x symmetry ctrl shift alt delete hidden then we're going to hold down alt and i'm going to let go of alt and we're going to come up paint and then tap alt holding down alt to paint and then tapping all just to get different poly groups probably for every other one and if i'm ever like i wish i hadn't deleted the other one duplicate it off you know work on your shell as a separate object oops there you go so these are all separate polygroups and then literally going in here to edge loop panel loops and we'll drop the loops down maybe to one polish down we don't want to polish anything bevel we'll play around with and that thickness will probably crank up and you know bevel down to zero or maybe a very low amount and then we'll do elevation let's check that out so while i'm doing this i kind of want them to just go in so probably elevation a negative 100 so i can panel loops this in and then i'll go ahead and give me new geometry um you know but i could have gone through and cue meshes but these are all separate i had double turned on so now every single one of these control shift a is its own separate block so we're good to go i might do a quick you know crease tolerance up crease level of two smooth div of three just to kind of get these looking right and i think we're good to go on this specifically this is a little bit different so we're gonna say control d let's crease these outside edges so we're gonna go in here to crease decrease those borders so those stay put a little bit better so we're going to crease this up and subdivide a couple times and then we're literally just going to go through here and paint rgb turned on z i turned off or b p a if you want to use the paintbrush and then we'll turn on poly paint for the shell and i'm just going to go through here again looking at my reference like so and we're going to go through and be like okay i want this let's hit ctrl d one more time i want this to be a thing and then i want this to be a thing and wherever i want my shell to go and how does it go yeah it kind of goes around here and then it's i don't know something like this yay so now we're gonna go in here to z plugin and we're going to say let's go into solo mode uh what's it called i don't do this a ton and there's even if you don't want to use this in particular uh there's real easy ways to turn this into geo let's go ahead and paint that all the way the edge here um polygroup it um so we have poly groups from the paint borderless we have borders turned on let's do borderless and then i didn't do what i want let's see delete lower again i don't do this hardly at all there we go so now if i turn off line you're going to see it went through and just made a different polygroup without borders now if you undo this and you say border it'll go through and it'll keep the in between spaces as a border so you know what either way i guess you know we'll take this border we'll get rid of it we'll say delete hidden and then if i want to zero meshes i want to get rid of those jagged edges i could have if we get to the pizza sign today which we probably won't um you know you can go through and manually smooth that but in this instance probably what i did was go down here to masking mask our open border edges ctrl tab to invert that and you know you can even grow this say mask open border i just grow a little bit ctrl tab invert deformation polished by features open circle just tap that a couple times nice and smooth x symmetry is turned on um instead of half let's just do zero measure uh at a target polygon count of oh that's same target volume account of like seven there we go and we'll turn on line fill color now if you are having problems with like some of these not behaving correctly like if these get a little bit weird you can go ahead and split those off into their own sub tool um but i think that's about what i did let's did i get more specific on that turtle shell yet no i'm going in there and making mouth bags already there we go uh i guess we skipped that a little bit but yeah okay okay making my shapes polygroup it then what did i do going through zero meshing okay this i manually went through and just used q modeler or z modeler sorry so um so i'll go through here and we're getting z modeler brush go in here hold down the face q mesh let's do extrude all polygons i'm going to pull this through display properties flip that's way down here underneath display properties flip my normals and then we'll put a little border in here let's do polygroup all now like so and then we could even do like a qmesh polygroup ball and then just hold down shift kind of pull these up and then if you want to move these around go into your move brush or your snake hook brush or you move accu brush which you probably don't have i have move accu it's basically just a move brush with a curve accu-curve turned on i have a whole brush with a hotkey so i can go through here and literally pull the corners so you can pull things to nice sharp corners however i also want to go down here to topological let's change that range down to like 1.5 and yet that's something you can also just turn on and off so now i can manually go through here and just kind of tighten up the graphics and then when i go to subdivis i probably again i probably went through and just did you know what i'm gonna do a crease tolerance pretty high and then a crease poly groups and then crease a little two smooth subdiv of three maybe crease level of one then i need a pretty soft fall off you know and that could be the start of my turtle shell now as far as detailing these out that was kind of interesting and i don't know that i came across a real great way to do it but if you look at some of the movie reference that i had i don't really see the back that well it's kind of like big chunky layers this has smaller chunky layers but layers so going through here i'm going to turn a dynamic apply so it's real geometry will subdivide here so now you know we can sculpt on this again if you're going to be doing stuff on very thin meshes like you know i got your clay build up brush in here and you're doing you're going nuts on it make sure you have back face mask and you're going to have that assigned to a hot key so brushes auto masking back face masking for any brush you're going to be doing but for this one we're going here to bla which is our layer brush and then just going through here i don't necessarily there's there's a way you can go in here and you can tell it underneath morph target you can go in here and say store morph target and then you can use the layer brush to go through and like only layer up to that layer i didn't want to do that so delete my morph target and then go through here and you know use the layer brush here use this layer brush and now we're working at 1.25 million but i did want to go through here and use some claw simulation so luckily ctrl shift grab a little piece of this ctrl shift a and now we're down to 224 which is still really high let's and i can always mirror and weld these later so i'm going to turn off x symmetry and just grab this little piece here so 112 000 and we can also remember you can drop down in subdivision history on these if you want to so basically let's go to our pinch brush and i'm going to go in here to elasticity which is going to turn on simulation iterations and then you can literally go through here and just start adding a little bit of you know that kind of layered wrinkles go up one subdivision level here you can see a little bit better so something like this you can also enter your dynamics go in here and you can say firmness way up and you can just go through here and just kind of do that so that's what i ended up doing on a lot of these things these in particular as well let's go ahead and say apply so divide this up and also a little bit of sculpting i'm just showing you the kind of the weirdo stuff the stuff i'm probably not going to show you is like go in here with your damian standard brush and then your standard brush and then your clay brush and then just go in here and just sculpt the out of that um you already know how to do that that's just sculpting this stuff is a little bit weirder so that's why i call it out specifically but we have you know this thing subdivided it's 92 000 so i'm just gonna you know grab this one here again go into our pinch brush and just kind of use this as a way to kind of knock some layery details into here and then maybe you can also use the inflate brush or you can use the pinch brush with inflate turned on maybe not inflate let's do expand and expand amount down so while i'm doing this it'll actually expand the geometry out a little bit you'll get some interesting stuff going on here and then yeah back on this one but yeah even the inflate brush with elasticity oops simulation iterations up sorry let's turn off the intensity down and then you can have expand turned on while you're inflating and get some cool stuff now it's not all i did so back here to this one you know doing all that i also again if i remember correctly underneath geometry there is a clay polish in here and you can do a clay polish to get certain effects but on this one i probably did a sharp up and a re-sharp up and maybe even a little bit of edge to go through oof maybe it's not edge maybe it's surface maybe that resharps down just a little bit and i'll playing with these settings maybe a negative surface gosh i wish i remembered you know or maybe i didn't end up let's see clay polish sharper sharp hmm you know what now that i see the result i don't know if i actually did go through and do this for the shell specifically but for what it's worth you can go through there and you can play with these settings to get a little bit more of an interesting uh result but honestly looking at the final result i don't think i ended up using clay polish for that specifically but it's there if you need it and that's how you make a turtle shell okay everything's hidden over here sorry let me catch back up oh and if i miss any i apologize i'm going to these paths now cool uh ritopo ub's for clothes and other double-sided meshes is hard uh rates apologizing and uv's for closing the double sided images hard any tips uh yeah outsource that hard stuff i i give that to my junior artist be like this will this will really you know be really beneficial to you to be a character artist to do all this cleanup work i'm just kidding um i mean if you're doing marvelous designer has built-in rate topology but if i'm rate apologizing clothes um specifically for like that sometimes we simulated an engine that has to be pretty specific if it's just for like sculpting and stuff then just zero measure is fine you can go back through any number of my live stream videos i'll go back to my youtube channel here and just do like clothing cloth clothing yeah going through here and making clothing and then my marvel's designer bringing it in and re-topologizing it with zero measure and then projecting the details back yes and if you want to see the specifics on like everything i keep getting questions about my tablet my tablet is the most vanilla plain jane tablet and believe me it's in this case it's not the hardware that's doing much as far as you know executing it's literally just a wacom intuos pro medium from 2010. uh let me see my youtube channel workstation there we go so in this description of this video has the specifics uh intuos pro medium pen tablet but you can see all the stuff on there if you'd like i switching the key shot to render no uh in this one i'd probably go and uh and this one i brought everything into marmoset my keyshot is locked to zbrush i have the zbrush keyshot pro 4z brush so everything i have to do in key shot i have to go through zbrush much easier to and again you can use whatever you want but um you know this is all just done tomorrow so i did go through there and really crank up that skylight didn't i there you go just a little bit and like i said before the vintage lamp here has a lot of stuff that has most the lighting built in you know so as i move this thing around and also if i go in here to animate we have an animated texture built in so that's also in the if you want more information specifically about that in my art station page under the arcade there's links to eddie's art station where he has the video importer from our set you have to have toolbag 3 installed in order to get it to work at least i did but um it's easy enough to copy the material out or export the material out of my three and open it in marmoset 4 and it worked just fine but again here's that uh key aspects of portfolio characteristics and film and production is the same as a gaming artist on the source side it's not i don't think it's too much different i've never i've never worked in film vfx but um for breaking into the games industry and that's games industry specifically i do have stuff like that on my blog um which you can check out for what it's worth cool john you catch your back uh what you do about zero measure not handling spikes well uh that that does definitely happen if you're doing especially you know even on this thing i was worried a little bit because it's not it's not going to work miracles the day that ziri measure works miracles is the day we probably don't need a ton of evert manipulator jobs anymore because it'll just do it for us so careful what you wish for but i think we're heading there soonish but at this point so for example delete hidden you're zero meshing and it's not capturing something very well it's really going haywire if you did want it to capture more let's turn on x on the trigger if you did want it to capture more pointed edges all you need to do is go and tell it hey i want these to be pointed again i'm using my accu curve to pull out the points and zero measure will pick those transitions up so this is kind of soft if i go in here zero measure same you'll see it'll it'll kind of keep it'll keep these ones but then this one kind of fell apart at that point i may go in here to uh polygroups auto groups giant modified topology mirror and weld just take one of these out split it off and then just zero mesh it and see if it helps any gosh this one needs a lot of help sorry let's really help this one out and if it doesn't want to then you may have to just manually go in and fix it uh but for things like spikes you know to your point here if you go in here and say zero measure and it's just having a hard time or it's give if it's giving you any result you don't want but it you can dial it in to get it pretty close um it should be easy enough like this one here let's go ahead and say split hidden and we'll go in here and say she's going to shoot her forward so we can see a little bit better if it's like oh it's so close i just wish it went to a point no problem just go in here and do a quick little ziri mesher fix and then delete edge there you go so instead of struggling with zero measure settings to dial it in for hours literally just to go in and do a pretty quick quick cleanup and if you do need specific spikes it might be easier just to go in here and say you know what cube mesh a single poly where you want the spike to go and then just again i wonder if you do this let's say is our collapse face or um i want to say there's a split face i don't want to do a split face i want to do a this is something i do very often so instead spin bridge hmm i don't know but i guess we do manually collapse uh edge through here and we can just collapse that to a spike so instead of zero measure having to fine tune or manipulate and then we go through here we can say insert multiple edge loops let's go ahead and keep our polygroup as is we can add some more in here and then we can hold down shift and kind of smooth that transition out so if zero measure isn't gonna work miracles which it's okay if it doesn't um oops let's turn off elasticity for our brush here you can still go through and manually you know just use the modeler uh if you want to see zmodeler in action by people other than me stream workshop so earlier i was talking about so if we go here to pixelogic videos i'm going to link you here if you go here you're going to see so the new features that are coming out here's part three part two part one uh if you go to part two i'm in there look at my face there i am with paul gabery how cool is that so these are the new features that are coming out part one part two part three and if you go to the zbrush summit so here's day one here's the id guys talking about their zbrush pipeline for their hard surface so they talk about how they made you know all their doom stuff and they use there's some really cool uh z modeler and alpha stuff in here so you can see uh for instance uh denzel going through and using zero mesh and then going through here and just using z modeler to kind of go through and punch in shapes and you know he does this in like five minutes you know so the trick was the monica's gonna share start at copy so somewhere in that area there you can see him doing his thing um and i do have this let me see if i can just link this real quick hard surface so if we go down here to like artist examples we got i kind of have it broken down into like brute force brute force and rebuild and then sub d and mix solutions down here um it's all kind of there so it's basically how you go about attacking uh your volumes and then going through and how you do your detailing and you can mix and match alphas and z modeler and all that stuff it's all totally doable let's see share copy link done so you can go through there and click on those links and i'll give you a good idea but don't be afraid of z modeler it goes pretty fast if i go through here i have a custom you know cube here let's go ahead and say split mass points so all you're really looking for is like insert multiple edge loops and maybe turn on interactive elevation stuff that you use a lot you'll just memorize where this where's things tend to happen and then if you need to mark something it's just holding down alt and um and go through here we say we'll mark trying to think whatever whatever you want to model we'll say here to here and then we'll go through here so you just start figuring out where these are and then you can bridge two holes here to here and then you can dial in your bridge settings however you want um but you just get you'll get better and faster you know inset polygroup all legacy like we did before qmesh probably group i'll hold down shift to pull along those surface normals or we can do another inset so i don't use a ton of stuff you'll see me in here like oh can you you know do something weird that i don't really do a lot you know then i just then i have to go look for it but generally speaking for 99 of what i do it's all right there and easily available you know cue mesh and extrude and you know bevels and all that good stuff i'm going to put a bevel right through here bevel actually complete and then we can go back to inset and then go back here to cue mesh you know and just start doing whatever you need to do and besides that if i wanted to do something specific like um we'll go through here and i can just hold down alt and then qmesh hold down control to pop out a copy and while i'm doing that let's make sure we tap alt so we can pull out a different polygroup here we'll say delete hidden if i wanted to use a specif not delete hidden um split hidden so now if i wanted to go through and be like i want to do use the topology brushes on this specifically or you know even on him so let's say i've got these selected here and i'm just going to grab a plane here on his face and say split mass points and on here i'm just going to say project all just to get those onto his face we'll turn on transparency here so now i can go through here instead of changing a bunch of settings i can have a hotkey assigned to a specific brush which would be like zm topology and then now my edge goes to extrude edge loop my points go to move snap to surface attraction and my faces are do nothing so now i can use this as a topology brush and instead of saving a hotkey for like extrude edge i can save a hotkey for extrude edge using a topology brush for my face and point actions and of course on this one you can tap alt and then you know just do one side or multiple sides here and then tap alt again just go back to a single and again move these points around and they'll snap to the surface and snap to each other so you can use this to kind of go through and do that if i want to slice again i can just sign a high set of being like let me have a hotkey for edge slice and point slice just do a brush that has the m slice assign a hotkey to it and this one slice is sent to slight mess slice mesh edge point is sent to set to slice mesh points and face is set to polygroup fill and what that means is i can go through here and i can it's going to sell them out here i can slice from an edge to an edge to a point to an edge like so oops here and then back and then is this symmetrical sorry um i'm just gonna work on one side here there we go and then back again you see while i'm doing that it's it's creasing for me and then i just tap here and it'll go ahead and poly group it so i have a whole brush set up that's kind of like one hotkey for one brush that has multiple things in it cue mesh uh cubes is cool and that if i go through here and i wanna do is say okay cube and then split mass points and then i wanna you know scale this out and again maybe i wanna do like a zero measure uh same detect edges just give me some fresh geometry in here you know let's subdivide this delete lower so we got some more geometry and we'll go ahead and scale this in and you know what i want to even these out again just zero mesh again boom there we go nice so the thing about qmesh that's cool is you can go through here and i can say you know qmesh polygroup all i can tap control and pop out a copy and but if i want to go back in and bridge these instead of having to like delete and bridge two holes i can literally just go in here and say cue mesh a single poly pull this down and it'll stick it'll attract and stick to that same thing if i want to punch something through if i want to go through here and say you know what cue mesh polygroup ball and pull through it'll just pull through and weld for me and make it solid as opposed to delete delete bridge two holes um so cue meshes really and you can qms edges as well if you want to there's a cue map i don't use that a ton but maybe i should use it more at least i thought there was is it point q mesh point yeah you can q mesh a point that'll do interesting things too um cool uh but yeah so qmesh uh does cool things it also does uh snapping i always like for instance like these two here if i want to if i extrude those it's not going to stick to those right it's just going to swing right past them and they're going to be separate however with qmesh i can go qmesh and it'll snap and you can even set these steps to be specific so you can do full step so cue mesh polygroup ball align full step and it'll just go boop and it'll just snap or you can say you know align the quarter step so i can snap and go one two three four so if you want to you know have this go down half it'll do that for you so that way you know just a little bit faster and easier and then again you can go like inseparable legacy and then q mesh now again i'm doing polygroup all and all these things were the same polygroup so i can do these at the same time or if i want to leave these alone one i go switches to polygroup island and then it's just going to do this so inset polygroup island and then it'll ignore those over there and then qmesh polygroup island like so um or i could literally just isolate these say polygraphs auto groups and then qmesh polygroup all and now it's its own thing um um but yeah a lot a lot of really cool stuff you can do in here and you know delete uh bridge i use quite a bit bridge two holes i use quite a bit for some stuff extender i use for some stuff trying to think what else i do a lot of but just spend spend half a day forcing yourself to you know learn where the basics of what you like to use but the other thing that's interesting too is when i used to model in my uh hard surface modeling it was a lot of edge stuff i was constantly like edge selections selecting things moving extruding edges edge edge edge edge um you can do that in here but what i would suggest if you're if you insist on that plain mid and zbrush i tend to hard surface model with volumes but if you want them all with edges maybe go in here to dynamic smooth down to zero turn up a little bit of thickness and then you can go through here and do like uh your topology brush you can go through here and just you know and the other thing too is you can you can start pulling this out and you can tap shift and it'll constrain it you know to you know down up free so you can kind of do that you know whatever you want to whatever you want to do there but in zbrush i tend to work more volume specific so instead of working with edges i'll just uh cue mesh probably group ball display properties flip and then you know i'll tend to just grab entire pieces as opposed to dealing with just edge selections and stuff like that and also one thing i missed the most if i ever have to step out of zbrush to do modeling is poly groups like selection sets uh visual polygroups are the best and i can even reset these just by going here and like you know group by normals you know it's like okay i got all new polygroups here and set you ink you know whatever i want to do and in this case maybe equidistant is what i would look for in this corner piece as opposed to legacy so i get nice equidistant edges but just knowing where that is oh if you want to know more about that again art station page i think there's a real ugly dude in here hentro to zbrush new and updated this has i don't know why our stage is so slow today but that has like 60 videos that'll get you um all caught up and it's also here underneath my created playlists here enter the zbrush new and updated so go check that out you can get it up and rolling and in there is the basics of you know kind of zbrush weirdo stuff up front and then all the basics of brushes and poly painting materials and way down here z modeler polygon edge point subdivisions increasing so these 32 through 35 will be good cool thank you shane uh stop the work didn't work with transparency i guess you can turn ghost mode off yeah uh and it's it's kind of easier to look at with ghost mode off too i never tried it with ghost mode but uh yeah uh cool yeah and lo really is uh yeah it's just getting used to where things are and what you're used to using and again i use that all the time so for example um are we doing on time okay we're coming up on the end but you know we keep going i don't think anybody's after me today if they are they can boot me off like i hope i didn't boot off thomas today i'd feel really bad if i did but for example these straps here again i want to use the topology brush uh let's go ahead and turn this off so these straps will go ahead and get rid of we'll make these straps real quick and i'll show you some how i would use topology brush and zmodeler so for instance i've got my body here and then i have my null oops my null guy just sitting in there with no subdivision history so i can go to with that one selected and again he's just buried oh a little star in his heart so we can go in here to bto topology brush and we can go through here it's like okay i want to make some straps so and you can extrude edges down you can model however you want to do it but this is just one method so go through here and we'll put some straps in here like so and i'm just going through and drawing curves where i want these straps like so and then if i want more resolution i'm going to go through i mean this is just two lines so now if i as i cross over with my topology brush this is going to give me new topology although it seems to be make sure to have a history stored that's interesting one two yes that's a new one okay seems to be doing okay so going through here and we're just going back and forth and you could use uh z spheres i use z sphere topology for certain things there we go i don't know why that was being weird but it's fine now um i'll go through the c for topology a lot and that's pretty again z-sphere topology may be oh it's clunking it feels weird it goes pretty fast once you get the basics of it so here's like this and i just tap on and that's going to give me the thickness i don't need to you can adjust the brush size to get different thickness that's fine the split mass points and in fact i'm just going to work on one side here x symmetry off delete hidden if you want to thin these out we have poly groups on all different sides here so we can say again cubemesh polygroup ball and then just tap shift oops um did it do something weird did it twist on me all sorts of weirdo stuff happening on this one for some reason or here's another way you know you can use this polish brush you can also how i did the hand wraps here let's go ahead and say duplicate and i'm going to say let's drop down to level two delete higher delete lower ctrl shift tap where i want the geometry go delete hidden um go into solo mode here ctrl w make it all in poly group again i'm just going to do one side and then ctrl shift go in here to slice curve and then hold down spacebar brush radius so i can go through here and make all these slices the same radius maybe a little smaller two three ctrl shift grab the oops grab these poly groups here geometry modified topology delete hidden zero mesh half depth size down to zero and just get some simple straps going uh then from here qmesh all polygons pull these out and now we have you know straps now if i wanted to turn this into a strap with a buckle that like looped around let's go ahead and grab a little piece of this one ctrl shift a split hidden hold down alt and we'll go ahead and you know i guess we'll do this let's go through here and qmesh polygroup all this back and then i can hold down control um let's go solomo here ctrl alt kind of like mass glass a little bit better there we go i can kind of rotate these out and then i want this to kind of go over the other side so we'll just cue mesh this out like so oops now if i want to move these uh like we did before auto masking and there's a move with the topological brush you can set a hot key to in your brushes but i just have my brush menu open and i just toggle settings on and off as i need them so now i have this now if i want this to loop back over it's still pretty easy and go through here and hold down alt and then paint and then qmesh probably group i'll pull out a copy and i can pull out tap alt to get a new polygroup here so you can make a copy here and then between these you can go through here and then just say delete a single poly and then bridge two holes again so here to here and then you can just bridge this geometry and the resolution is kind of dependent on what you set so now if i want to clean this these poly groups up this is a little bit different because if i go through here and try to do a group by normals it may pick up a lot of edge changes so we did pretty good on the side pieces actually but let's do this ctrl shift um to grab all these and let's do control w control shift drag to invert that and then we'll do an auto groups so now we have interior exterior and now in this point at this point we can go through here crease polygroup turn on dynamic crease level two smooth setting of three and you're gonna see i have all this packed right in here in my custom menu that i have assigned to a hotkey as opposed to going in here and saying geometry crease level here dynamic smoosa div here it's all right here where i need it so there's my strap and then we go bi brush inserting oh you know what i did i think i probably had i might have had clothing snaps in here snap assembly go through here and just kind of so and then ctrl shift ctrl shift a split hidden so now we got that and again you can go through here with your move brush with topological change that range way down like so and you can kind of you can also on these you can hit w and control drag it'll select along the the mesh so if i control drag along here it'll actually kind of mask as i go so then i can go through here and just kind of push that in and or pull these out again like we did earlier if you want to thicken up just one side back face masking is good for that so you can just pull down on one side maybe back face masking with topological you can pull this side down and if you want to do the opposite you can go in here to the back face masking curve flip horizontal flip vertical horizontal matter and then you can just pull up the other side and leave the other back face mask side alone so anyway um and then once this is in there and you're feeling pretty good about the volume then you can just go through here and say apply and then this is where you go through and do your you know maybe make this look a little bit more lived in again go back into your pinch brush and you can use any brush i just i don't know pinch brush with the last simulation iterations up to go through here and you know this if you are going to be doing cloth sculpting and you don't and it's doing really weird things like snapping and turning kind of noisy probably what's happening is under dynamics collision volume is turned on i only use a collision volume to drape something or to snap something and once it's done i turn that off i have expand turn on too i turn all that off and then i just go through and use my cloth brushes so um like that uh stream next time like fixing to z model edge flow things have a hard times fixing edge flow um it's it's i don't really do a lot of that z-remesher does a lot of that for me i'm trying to see if i have a good example here like basically z modeler gets me 85 there i'll do some minor edge flow tweaks kind of like how we did here where i'll collapse some stuff um let's see if i let's do this ctrl shift alt delete hidden close holes auto groups i just want these here delete hidden control w okay oh i'm struggling with that one i can just grab this here split hidden and we'll go ahead and turn off x symmetry here so delete hidden here skin shader so zero mesh half and i've got my say my edges going where i want to but for some reason i want to you know slice through here and change my edge flow to put in a panel line probably i might consider um just using chisel brushes so while i'm going through bc brush chisel and just going through here and using this as a panel line alternative of course maybe you know that's a little destructive i also might consider going through here and saying you know what let's go to my topology here and then maybe go grab a plane and then split mass points and let's turn on solo here so that i can actually use this the boolean so again we're going to use topology here so we can go through and transparency mode on use this as free go through here and we'll just put in a panel line right one and this is uh one thing that id uh people did as well so we can just create a panel line here and let's cut all the way through nope not bridge two holes what the hell did i have the wrong thing selected oops i went to the wrong thing sorry so here is my panel line and again i can move this to change that flow and then we're gonna say qmesh polygroup ball up and you know what let's push it in just a little bit here and go through here and say insert multiple edge loops interactive elevation we can pull in an edge in here and then kind of you know bump it out a little bit and then of course this if i'm going to boolean something cubemesh polygroup all 10 step is fine just keep on default push this back display properties flip you know what we'll just run a crease on this one increase level of two or three smoosh it to before and then for this one here our boolean we'll put this below assign this to a boolean mesh so this will be kind of like a non-destructive boolean of course we probably want to run a crease on here turn on dynamic and then if we want to tighten up these corners we can make sure a crease goes across here so crease oops crease edge loop complete here and then now when i hit d it'll keep those let's decrease level of threes moves up to above four you know i'll keep those nice and crispy or you can insert you can still go in and insert so insert single edge loop and you put in control loops if you need to so kind of manually go through and tighten those up here if you need and you can do your own custom imm brushes you can slice through here frame a mesh you know get different profiles in there it's all totally doable and again you can even go through here you can use your sculpting brushes still too go in here and you can pinch pinch stuff to thin it out or scale stuff or move stuff you know it's all oh we have back face masking turned on it's all still totally doable um however to get back to original question here then we have this we'll do shifty isolate this delete hidden and we're like okay but i do want to cut across so we're going to say slice a curve i want it to go you know maybe an arbitrary line because you don't want to be bound by oops let's also turn off brush radius you don't want to be bound by just the geometry that you have in fact let's do this ctrl d uh delete lower there we go a little bit more resolution so i've got a panel line i want to cut through here but now it's totally gross first thing i might do is go into weld so geometry modified topology weld points crank that well distance up and if that's not doing it do close circle and then i'll grab more pieces that'll get rid of those nasty those little tiny ones and then just go through here do a quick collapse pass so there i think we're pretty good we've got our line through here um i wish gosh maybe there is if you all know of uh and you know even collapsing also slides if you want to stay on the surface you can literally just change your move brush your point brush to slide and then we'll go through here and we'll say you know delete an edge any extraneous edges here it's also weld points again so any any oh yeah and then collapsing so again collapse kind of just doing your your cleanup here and then sliding and then deleting like so and then if you're if you end up accidentally doing face actions remember you just set it to nothing so it doesn't actually accidentally cramp your style so going through here doing my cleanup with my edges for some reason it really wants to delete those edges no problem this bridge edges you you you you you want to make these same polygraph hold down alt to paint and then shift so if you wanted to paint these red just hold down alt and then tap shift to an oops to inherit those polygroups and then just keep painting and if you want to paint blue hold down alt start painting tap shift hold down shift and then it will start painting with that polygroup so you can quickly do clean up um now as far as like oh but now i have corners here and corners here how do i resolve that oh it's not fun but i'll go back down here to my slice and i'll say okay u to u down to here over to here and then u to u i'll hit spacebar to readjust and then again i'm just gonna do a quick increase all and then again just do a clean up now is this the funnest thing in the world no but i don't i don't generally find myself doing it this much um i don't i don't change a lot of vegeta that's another thing too when i was in model at maya modeling oh my god it was all about going through and edges and changing modeling flows i don't i don't find myself doing that a ton it doesn't seem to come up that often um for whatever reason i don't know if it's just i think it's i'm in the zbrush mindset of modeling as opposed to trying to force maya modeling techniques or max my modal blender to zbrush and going well in in this program i use these techniques so how do i do that in zbrush i just found myself eventually not using those techniques in zbrush and i never i can tell i can count on one hand the amount of times where i've had to like go through and modify this is like ugh gross you know what i'd probably end up doing instead of changing my edge flow is letting z brush do the heavy lifting so if i go through here and i have delete lower and we want to you know cut something specific through here i'm just going to say zero mesh keep group smooth groups down to zero same and then z remesher will go through and set that for me so i can go through here and then bevel actually complete and it might be end up being like you know inset polygroup ball like so uh oh we have that turned on let's do another um you know we can go through here we can say insert multiple edge loops keep polygroup then i'll put one right down the middle and then you can do another bevel here and then you can do a q mesh here put that back in um and then increase pg increase level of two or one two smooth subdiv of three and uh but it's a kind of order of operations too like if you're going through and you back yourself into a corner where you have to go through and manually painfully redirect edge flow you end up going hey you know what if i would have done the edge flow way back here when i had z modeler or zero measure to do 90 of the work for me i wouldn't be in this situation now so or you may find out that just using you know depending on what you're baking out you know if you're baking something to a 1024 that's going to be seen by the camera from back here what an incredible waste of time that is now your lead may not think so and you're gonna have to do what they say um but in my opinion oh my god just use damien standard or orbs cracks or something call it a day save yourself 15 minutes times a thousand cool thank you aaron uh dinosaur just okay so i'm looking through here real quick we'll get caught up and we'll head out we're past time here um cool apply all dynamic subdivisions and delete lower okay so there is a way to apply dynamic to all there's a z plug-in clean tool utility where you can say uh dynamic subdivision to subdivision all i don't know that there's a delete lower on everything but what you could do if you have subdivisions on here you can go into z plug and there is a actions somewhere in here z repeat it there we go so z repeat it so if i go okay record new delete lower and record we'll name this delete lower um sure uh and then you can do delete lower to select it visible or all and then it'll go through and it'll delete lower for all your subtools hopefully i assume those all still work so now if i go back here to my body hey no more subdivisions yeah james says they have a lot more control of z for topology i totally agree so basically uh what i do a lot is i'll take a z sphere and i'll append it and it'll go you know somewhere in my scene and if i'm just doing something specific like i'll just isolate down to just you know if i want to know where everything is just alt tap the body shift bend arrow down z sphere shift band arrow down everything's at the bottom here we go so i have x symmetry turned on tap x e to scale down transparency on w to move and then with all this going i'm going to say let's switch over to matcap pearl kind of a mid gray and then with z spheres down here you're going to have like topology edit topology and then now you can have like like james has all the control in the world to go through and just make the exact shape and flow that you want and you may feel like oh it's so tedious compared to just dragging edges it's not that bad but maybe because i've been using for 20 years but um you can use move and everything's going to snap to the surface you can hit q to go back into draw mode and you can go different directions and you can bridge with this too so like with the topology brush everything's going to want to stick to a mesh but in here i can go let's go up and bridge and then we can just cut across so we're just hit again we're in queue mode so we're just going to like go through and divide this geometry up and of course you can use zmodeler later if you want to but if i hit a now it's going to look nasty but you got to go down here to adapt the skin dynamesh resolution down to zero density down to one and then hit a and then now you're going to have your geometry you can go in here and say make adaptive skin you can insert that skinzi sphere so this is your z sphere we'll go and hide that so here's a real skin z sphere first thing you want to do go down here to display properties turn off double because it's going to cause some problems you're going to see over here this one's flipped do a geometry modified topology mirror and weld and then they're both facing inside we can just flip those back so that way we can go in here qmesh polygon ball we'll go here we'll say insert multiple edge loops keep group and then we'll say polygroup polyloop here and then we'll say inset so you can see this here inset polygroup all and we'll make this back to legacy so we don't get those triangles and then cue mesh probably group ball hold down shift and then up here you know what let's do another insert multiple edge loops interactive elevation and we'll kind of round these things out a little bit here and now we have just like a weird uh strap thing and we'll go ahead and just run a crease on these corners here and you may have to i mean i probably should uh do this first but essentially go down here we can say crease poly loop edge partial and i just go through here and just crease these edges so now you know those will stay nice and sharp we'll say crease level of two solutive of three maybe and you can always put in control loops if you want to but you know now you have a weird little thing but the cool thing about this is okay so we've got that going now we still have our z sphere sitting in here right so let's turn this one off or if we want to need it for whatever we're going to do next we can keep it on and go back to our z sphere i'm going to go and i have a custom menu up here i'm going to say go out of a delete topology that's under your topology menu and now i'm good to go i'm ready to go again with you know matte cap purl so i can see my edges a little bit better medium gray and now i'm just re-topologizing same z sphere same settings so now i can just very quickly go through and do my topology stuff and hit w if you want to delete anything you can even change your edge flow on here if you wanted to so if you're going through here let's turn off transparency you want to like cut through here and then cut across and then you can go through here and hit w and move this around and now you can cut around here trying to think of anything else you might need to know oh if you want to so if we go through here you can't just go across you got to cut all the way across here but if you wanted to what do i do sometimes oh it's what i do so if i want to delete this edge and hold down alt it's going to delete everything that's connected so if you just want to delete this edge just click in here to make a point and then hold down alt and then you can delete that edge and then you can go back up here and put in whatever kind of flow you want hit oops hit w q and if you want to see how your geometry is holding up and make sure you don't have any weirdo issues you can hit a for adaptive everything's looking fine again it saved my settings from last time if i want to cut across here i can do it now or i can do it after i go ahead and say again make adaptive skin let's go ahead and say insert that skin z sphere will turn off that z sphere so now this is real geometry then instead i can just go in here to uh bridge two points u to u you know and i can even flip this one so i can say spin edge and we can kind of spin spin this edge around if i can grab it there we go so you can spin edges if they're not going the direction you want that's another way you could probably clean up the geometry that i didn't touch on was spinning edges instead of just the leading edges um yeah and then through here now that you have this set up now you have a polygroup through here and again you may want to slide with your z modeler brush instead of just moving so you can if you had specific uh surface information you wanted using slide instead of move and then go through here and we'll say like inset polygon ball legacy and then again cue mesh oops follow your ball down shift and just push along those surface normals uh i want to get rid of this delete a single poly crease dynamic increase the level of two smooth sub dub of and you know i'll just crease those open edges too if i can crease i guess they are and this is why i tend to work on solid objects in zbrush is this so i can have outside edge control as opposed to you know just letting it do what it needs to do um but again and then here you could go through and if you needed to insert um you can crease first that's probably what i would do first it's a crease edge loop partial and see if i can't hold those edges with creasing as much as i want and if that doesn't quite do the trick you can also manually go through here and like crease individual edges too so again crease level two switch the tip of three click on all those edges but of course you always have access to number one going through here and saying you know ah come on insert single edge loop and just putting in control loops along here uh but again if you want to cut through you may have to go through here and be like okay let me split this edge here and then delete these edges and now i can insert a single edge loop here and here and then you'd have to collapse some of this because this is like you know again redirecting edge flow but what was i going to say it was putting in an edge loop and then also seemed like there was something else i was going to talk about yeah my coffee left me but oh probably probably on this side too just doing a quick split edge and then saying you know what you are not helping um or maybe i can spin this one there we go and now on this one i just bevel put a bevel here of course i want to go through here and match these i can there we go um but yeah that's a lot of i don't know that's a lot of finagling it's just box modeling and again you can save your hot keys to different z model brushes to have different actions and get by but again i thought i was thought there was something else i wanted to go in there and talk about but cool um more polygons that's a good that's a good point so sometimes especially if you're resolving stuff on a curved surface having more polygons is absolutely beneficial you don't want to be caught with um trying to maintain a curved edge with something cut into it without enough polygons because it's just going to flatten and crease and get nasty one of the things i like to do for showing that and letting zero measure do the heavy lifting is something like this so we have let's go and turn on our floor here so if i'm going to do a barrel with hole cut in it i'll duplicate this off and i'm going to rotate this around let's go out of solo mode we're going to scale this down and then hold down alt and pull and then just oops sorry control and pull there we go and then we're going to duplicate this off and then we're going to put this here oops and then we're going to move this back we'll offset these just a bit and now for booleans especially if you want to let z-remesher have a good time with booleans don't do things like crease crease level of two smoosa div of three and get that nice fall off don't do that do the booleans first so keep your crease levels cranked smooth subdiv up so you have nice poly groups and also just do a quick auto or um group by normal so you get poly groups on all these different surfaces same thing for here group by normals this one doesn't matter too much because we're just cutting through with this one polygroup but i don't know we'll just merge these two together and we'll say group by normals and then we'll do a quick uh crease level 15 smooth subdiv of 3 crease pg get those nice and crispy so now when i go down here and i say i want to do a boolean mesh subtractive so here's our live boolean cut through and i'm cutting all the way through so it's a solid mesh but of course i want the barrel to be able to go through end to end right i can do that later all i need to get through now is going through here and saying uh dynamic subdivision make boolean mesh that'll go ahead and spit out this mesh and i have a nice crispy um polygroup here so delete hidden let me turn on x symmetry because it is symmetrical zero mesh half that slides down to zero and again we're going to let zerometer do the heavy lifting for us and building in the resolution it needs to maintain this curved surface with the hole cut in it you can push your luck and you can keep going half and seeing if it'll hold up for you but then at this point and then we go in here q mesh polygroup ball or you know what whenever i have start having tight turns uh qmesh likes to stick polygons together like we talked about earlier so extrude polygroup all pull this in again display properties flip oops display properties is way down here flip um so now we have this and now i can start building in you know the the exact thickness that i want um if i want this let's do insert multiple edge loops same poly group interactive elevation so if i want to round this out specifically i can like so i can go even through here and say like you know bevel actually complete if i want to do these same polygroup control w there we go so now i've i can dial in with z mother what i want there and even on here since these are all the same polygroup inset polygroup all legacy is probably fine so we'll go ahead and inset this a couple times qmesh polygroup ball hold down shift you can push this along the surface somewhere maybe pull it in and then we'll just do a quick crease pg crease level of two smooth subdiv of three and that way you're again you're letting ziri mesh hand do all the heavy lifting on the topology and it's building in the resolution you need to maintain that roundness if you wanted to do something fancier like uh let's go in here to skin shader four so like we're doing earlier with mesh fusions turn off live boolean whatever mode hit control n and we'll do a um game on polymesh here bi brush insert uh imm booleans here we'll use mesh fusion let's just find something that'll wrap appropriately maybe maybe this panel latch i'm gonna hit w sorry and we'll switch over to maybe this panel match if i can't see it i just go in here to unify it might have made it really small so now we have this geometry that has built-in stuff so we're going to steal this here we're going to say delete hidden uh these have control loops built in and decreasing so if i hit d for dynamic you know you'll get you know increase level two just lose a div of three that's the results you'll get so i can go in here and say b create insert mesh new we'll go back to our curved surface here this might be a little bit of trial and error but if i wanted this panel latch to go on this curved surface over here i can go back to my insert mesh brush and if i don't have enough resolution again i'm going to use mesh fusion so i'm going to pull on that polygroup here it's going to be stuck out flat which we don't want we want our brush modifiers and we want to go in here to our projection strength up to 100 and then pull that in and that's going to kind of stick and then ctrl drag control drag again let's go in here and turn off our smooth modifier so that it'll resolve those edges for us again it's putting in a lot of extra geometry in here so at this point it may be beneficial for us to say you know what let's turn off dynamic i'm just going to hit ctrl d and then delete lower so we have more geometry oops smooth subdivision time divide delete lower so we have more geometry to work with and then now i can go through and have again more geometry so when i go through here and say you know use my thing here and i probably should be more careful about this so i probably won't need two less so hold down on this one i can just hold down alt and just start painting over those to get rid of those there we go so now this will match a little bit closer to what i'm looking for here and then turn smooth sideward off there we go so now that'll build the geometry in on the curve i can hit d for dynamic increase level two smooth side of the three another cool thing about mesh fusion is you can hold down alt and it will punch in so let it go it'll invert your your mesh there so it'll actually punch in the detail so now let me hit d for dynamic again you may have to do a little bit of cleanup but that'll build in the geometry of course if you're doing mesh fusion you probably want to have your edges more regular if you're going to be putting it on a regular surface because you will have to do quite a bit of cleanup but anyway for what it's worth there's a bunch of stuff um i agree it's yeah z-sur topology the z-score topology is like like you say it's a little more tedious but i don't have to export anything and decimate it and get it down it's like no 40 million polygons z spheres dude might take me six 10 12 seconds longer maybe a whole minute but that whole minute is going to be lost when i start you know having to export and go into another program so it's a wash at least um can there be a config with your custom menu uh my custom menu is nothing special it's pretty it's pretty lame actually um so here's my modified topology here's my oops my untitled which should be poly modeling maybe and then up here is my z sphere of course you need z sphere selected in order for those show because it's context sensitive oops so we go in here to tool and we have z spheres and then there it is edit topology make that skin dynamic resolution density delete and this one i usually have shut just because i'm in here 99 of the time but if i'm going to be doing some heavy topology all i got to do is boop open up z spheres go at it uh which one of my vids that would be back to this one videos 32 33 34 and 35 all right in this playlist here intro to zbrush cool all righty um and you can i might have it it might be on my gum road here let me open this up or my cube brush page so here's my gumroad and if i've updated it way down at the bottom here intro to zbrush files where's that at and it's free so there's a bunch of stuff in here and then in here there should be there might be a z startup folder that you can basically take and um so for instance if i go in here to zbrush data there's a z startup and then here is like my hotkeys which there's my hotkeys if you want them again nothing super special and then in here is the custom user interface startup document store material this is really what you need is this right here so again nothing terribly special about it but for what it's worth cool thanks everybody i'm gonna head out and uh i'll be back on my channel which will be youtube right here michael palsovich youtube i guess we'll just go to the home pavlovich there we go so i'll be on my channel on thursday we'll keep going with the ninja turtle and the arcade and the pizza hut sign all that good stuff um and i'm probably gonna be updating these so with these live streams i'm probably gonna update this one to be like hey making of youtube so you can follow along here and i'm just going to update this with yes oh yeah twitch um actually it might be on my youtube here nope might be on my r station do i have quick links okay it would be um have mike twitch there i am there you go twitch tv mic uh yeah so i'll be there i'm not i'm streaming on pixel electrics right now so uh this will also be uploaded to my youtube channel in just a second as soon as i can upload it so cool thanks everybody i'll let you get back to it and happy z brushing
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Channel: Michael Pavlovich
Views: 16,786
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Keywords: ZBrush, TMNT, teenage mutant ninja turtles, TMNT sculpt, ninja turtles, ninja turtles model, ninja turtle
Id: 3meAYeuIwcE
Channel Id: undefined
Length: 160min 29sec (9629 seconds)
Published: Tue Nov 02 2021
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