TMNT Part 2 - Chest Shell, Nunchucks, Knee Pads, Skateboard, Skin Detail, and More!!

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dude [Music] great [Music] dude food [Music] [Music] [Music] that's always so abrupt all right we know the premise let's get rocking hello alp how's it going if anything's weird just let me know in chat so two more things wrap up on this thing here at least as far as his body goes is his little chest play here it should be pretty easy and then these little scales over here is if i crank these up um slowly there we go so we'll talk about his chest plate and his scales real quick uh how those were made and we'll go from there hello everybody all right so chest um oh you know what what i probably had let me let me pop this down here real quick and we're gonna go just pre-posed real quick because i probably did it across the x-axis here i work mirrored as long as i can so we have this okay good so we're just going to recreate this chest please real quick and it should go pretty quick i think so i'm just going to alt tap him and i'm going to hold down shift turn off the eyeball so i just see him over here and i'm just going to kind of dial in where his chest piece goes or more likely what i probably did was duplicate him off um still in solo and you know we just have a slight balance we don't need to go to swallow mode and then i'll go in here with my mask pin i might even go lower i might sometimes i'll just drop this downside if i know i'm going to be chopping this out and you know let's say subdivision level two delete higher delete lower and go through here and be like okay i want the chess piece right along here and if your geometry is low enough so we'll mask this out holding down control control alt tap to sharpen this up go in here to what are we looking at uh edge loop mass border and then we're going to control shift tap this and then say delete hidden um now at this point you could just do a quick extraction what i tend to do is just do like a zero mesh half a depth size down to zero i can turn keep groups off and if zero measure if you don't know is underneath geometry zero measure and oh i should probably shout this out too so if you want to see the block out of this from start to finish you can go in here to videos and you can see my little ninja turtle section right here so you can check that block out out if you're brand new to zbrush and have no idea what i'm doing which probably wouldn't be too many of you by now you can go in here to my created playlists here and then probably a good place as i need to start is this intro to zbrush new and updated enough to kind of get you cracking in there same thing on my channel it'll all be broken out into these are a little more granular 21 to 20 21.6 0.7 0.8 eventually probably at some point so check those out hello from india yes theory measure is uh i i constantly using zero measure so i quickly you know kind of dial and in fact i might even go half zero measure half now if i'm happy with this shape you know i can even go in here to dynamic turn this on smooth subdiv down to zero thickness up and if i want the plate to just be sitting on his body i'm going to take this offset and set that to 100 so that as the dynamic geometry just comes out from the original mesh which is what was just sitting on his body so i can turn both these on now and now i have a play just sitting on his body now it may not be perfect so what we can do is we can go out of dynamic mode and at this point what i probably would have ended up doing is going in here holding down ctrl shift and slice and i think you kind of see this in the video where i just go through here and kind of fine tune you know where i want this to go i have x symmetry turned on but slice only works across one side you can use knife but i'm not filling anything um like any geometry ends i'm gonna do a quick mirror uh deformation mirror geometry modified topology mirror and weld isolate this delete hidden zero mesh same keep the same poly density and call it a day uh again if we turn on thickness there's our thickness here um if i need to make some minor adjustments maybe go into move accu which is the move brush with accu-curve turned on and there we go we're off to the races feeling good and we've got a little chess piece here and you could have used just dynamesh to do this but what i like about this is i always have access to a front in the back now if i wanted to be real dynamic apply then i usually turn dynamic on and turn thickness down just to make sure i don't accidentally have dynamic later on where thickness is causing problems um and now if i want to go ahead and start sculpting detail on this um i have to do a quick crease pg which is under your crease menu that's going to crease all your poly reporters and then i'll go back in the dynamic um you'll see my custom menu here i have increased level of 2 smooches of 3 as opposed to having to go down here into my crease level down here and then my smooth subdiv up here and i can start looking for any areas that i may want to crease and generally speaking i can go into my crease menu and go into crease tolerance and just hit that button i can even drop this down a little bit and then i'll start grabbing some of these corners if it grabs too much in this case it's okay but you can fiddle with that number a little bit now the most important thing for this particular piece is if you're going to be sculpting on it um oops yeah if you're going to be sculpting on it you're going to be like hey it's really low res but it seems higher as well it's because you have dynamic turned on if you're liking this creasing and fall off just go ahead and hit apply now you have real geometry here but like i was saying the most important thing is if you're going to be sculpting make sure you have back face masking on that's going to be under brush auto masking back face masking you see for i have alt f's assigned to that and the reason i have it out here in my interface isn't because i'm going to go and press it it's because i have a bunch of stuff over here and i don't see my brush settings i just want verification that it's on or off depending on what brush i'm using so if i have the move brush and i want it on and go through here and i can pull out thickness and it'll leave the back face alone and i'll use that quite a bit just pull out a little thickness where i need it um but then oftentimes it's like okay i want to move this whole thing around oh what's going on oh i have back face masking i'll turn that off and now i can move the whole thing around especially if you're going to be dynameshing so let's say this was dynameshed here so we have dynamesh say no and you go through here and you don't have backface masking on and you dynamesh this is where this comes in you're just pulling through the mesh and making it really thin right here and that's happening because your brush size is way bigger than the thickness of the mesh but if you turn on back face masking if the camera can't see it your brush can't see it and you're good to go and then as far as the detailing of that i think what did i i mean it just looks pretty you know let's go see the making of this you want to see the making of there you go there's a bunch of stuff in here and as i'm doing live streams i'm going to be populating them in here as well and it just looks like there's just general cuts along there so if i'm doing general cuts probably a little damien standard maybe to kind of go through here yeah there's one down the middle oop if you want to do a straight line just hold down shift and just go straight down like so and you know let's make sure we have back face masking on for this just for the heck of it and then that's about it in this case too if the if the divot is pretty pretty wide pretty healthy i may go in just with my standard brush maybe crank that lazy radius up that's under your stroke lazy mouse and then we'll go through here and kind of you know beef that up a little bit here and i'm trying to see if there was any special any special sauce in the detailing of it i think that i think the detailing of it was similar to the turtle shell which if you missed that on my youtube channel down here look for the big blue genie this is all past live stream so there's part one right there um yeah and so at this point i probably just went through i'm gonna lazy radius i'm gonna turn that down a little bit just so it's a little bit more responsive to where my brush maybe put it at six or so and just go through here and kind of pop up some edges and in fact sometimes what i would do is i would go through here with my pinch brush and then i would go down in here to elasticity crank up simulation iterations um this is it half a million polygons so it's just going to act like a pinch brush it's not going to simulate anything at all because you see if you have dynamics or max simulation places at 250 which is kind of fine um oh this is dynamesh the heck with dynamesh i don't need dynamesh there um i just did that as a demonstration for the thin mesh if i'm going to do this i'm just going to have subdivision levels it's going to behave more oh and i'm also gonna do uncrease all after i'm here and it's all creased where i want i can go through here and um you know we can actually make this follow the muscles my original one was more turtle shelly as opposed to a muscle enhancer this one you know you can go in here and do whatever you'd like um so yeah a little bit of damien standard brush maybe a little bit of standard brush and then go through here and now i have subdivision levels which is going to help me with cloth and also help me with just moving volumes around at different subdivision levels so and i'm not going to be doing anything crazy like using my snake hook brush to do anything like this you know if i'm not going to be stressing the geometry that much then zero measure is fine of course we all know by now i can control tap these points in history re-mesh it project back that detail so i never really lose the ability to make large changes if i really want to and maintain my subdivision levels um but just something to consider but anyway so now i'm sitting at 55 000 points which is plenty good for going into my pinch brush here and just dialing in it's going to look kind of wrinkly at first but it's really just to kind of give me to enhance those ridges that i have and if it's giving you too many wrinkles like this you can even drop down into the vision history and again that'll just focus on the the outside ridges kind of enhancing those you can use um what's it called i don't remember i don't remember what names are deformation contrast you can just go in here and just contrast all this stuff up or you can do it with a brush bc contrast delta and contrast target probably you just do target you know just go through and just do like a quick contrast pass you know just kind of get those things up i may have even gone in here with bla the blah brush sorry the layer brush and gone through here and just done some very light layering effects kind of like i did on the turtle shell just to kind of there you go ctrl d to subdivide probably go around the this border here isn't really doing it for me one thing we could try i mean i kept it too sharp i think so i'm gonna go knock this down with trim dynamic just to kind of get and you can also use like the clay brush with uh alt held down if you want to kind of pull in that but also trim dynamic works just fine too uh in some cases and if that doesn't ever work then switch over to clay russia i'll probably get in the edge cases where they conflict with you know topology here damien standard blah blah blah and again make sure you have back face masking on for all your brushes which i haven't been doing if you wanted to set back face masking for all of your brushes on startup just a reminder that your brushes on startup are in here you would basically go through every brush that you want to change and then go into zbrush 2021 so see program files pixels zbrush 2021 if you're on a mac find out where that is for you and then it's going to be underneath z data brush presets um i always control c control v make a copy of your brush presets then go in here and you can save over these if you mess something up you always have a backup so these are where your startup brushes are so for me for example on my smooth brush i have that and it's just smoother i don't know what one two three and four is but smooth down here is the default startup smooth brush i set that to be smooth stronger so under brush smooth brush modifiers you're going to see weighted smooth mode is set to one by default every time i come into zbrush i'm going to go back to the pinch brush simulation iterations down to zero so i can actually just pinch and then we'll go through here and just refine this so i don't know turtle shell um and then again i kind of knock that down and then maybe i want to go back in here and kind of pull out a little bit of a ridge you could even try to do something like this let's go down so division level three and hold down ctrl shift do ctrl shift select lasso i'm gonna grab this poly group or this poly loop right here invert it ctrl shift x to expand control tap the mask ctrl shift tap to bring everything else back control tap to inverse and then you can even do an inflate along here to kind of maybe inflate balloon might be a little better and now they have that mass you can actually go up in one situation and then go down here and maybe try like a little inflate balloon no hmm inflate or just manually go in here with your in flat brush and there you go just bump that up little ridge and if you wanted to you can control tap to invert that and then you can play around with if there's anything specifically on that border edge you would wanna i don't know now that it's mass you could go in there and you know knock that down with a little bit of standard brush maybe okay let me get caught up here and we'll keep moving right along yes thank you um you recommend zbrush for adding small things like damages crack etc obviously about character creation where i'm more focused on props um using zbrush first for damaging cracks is like a 2008 thing to do with zbrush um if you're going to create something in zbrush you can create though everything in here that you see was created in zbrush skateboard this little headset we'll be covering over this a lot of us today the entire arcade you know so for me to go into another program just to model this and then come in and be like oh let me put a little bit of dust i mean let me subdivide this up to 5 billion polygons to put a crack on it number one if it's not going to break the silhouette i'm just going to put that crack in the texture i don't need it in the model unless i'm going to 3d print it now hero cracks maybe if it's really going to deform that surface and go ahead and put it in the high res but i think the days of i'm going to model over here bring it into zbrush subdivided up the two billion polygons put some small cracks on it and that's how i use z brush i mean i'm sure there are still people out there that do that probably a lot but um i don't know to me it's that's that's like how people use the brush uh in the stone ages back when you know zbrush didn't have a whole lot of options maybe um but yeah damage and stuff like wear and tear and rust and little cracks and stuff like that just do that in the texture unless you need to 3d print it in which case sure you can use the brush for that um i don't use a mouse for anything except for browsing the internet so i use a pen for modeling in maya i use a pen for modeling in zbrush it just it really helps my wrist out mouse modeling destroys my wrist um render mic language you apply maps on top of a low poly or do you keep it a high density mesh those are all baked maps um let me see we'll open up the renderer i threw it in so all of this this is 36 million polygons actually maybe even a little bit more especially even the teeth and the eyes and those are actually pretty hefty too um and in part one we went over 10 24 scan data links to that in order to get like the scan data wrapped to your sculpt and then that baking all that off so in here i'll show you the maps everything in here i think was baked off you know there was there was normal oh i don't have the pizza sign in here uh we'll get to that today i think depending on how fast i go but all of everything had was baked to normal maps and diffuse maps stuff like this so if we go here we'll say full quality so here's my ninja turtle let's grab the camera let's turn off safe frame and we can see if i double click here uh here's the normal map it's all plugged in the detail normal map is just a tiling i think this is from well i mean i can show you how to make one real quick the albedo map here in fact i can even show you that in zbrush um oh i don't well i mean i guess i can just do it real quick and you know what i'm also going to do i'm going to turn off autosave because i'm just demoing i don't care about autosave so in order to turn that off because i've got a heavy file in here and it's going to take a minute preferences quick save maximum duration for both of these all the way up now if i go down here well first you know i do have a poly paint on here so i'm gonna show everything about this and we'll go into skin shader four so let's say i have a preliminary poly paint i'm gonna take this in the painter later but this is a good enough poly paint to kind of start with you know it's got all the scan detail on there some nails baked in again that's the the what was it called the hue shift that we ended up doing down here underneath our poly paint color poly paint from texture adjust colors you can go through here and you can adjust these colors to you know whatever you'd like but what i ended up doing is just doing a quick you know preliminary poly paint and if i ever want to see that texture real quickly um underneath texture map create you can do a new from poly paint so if i do you know standard brush lasso off and i want to you know change my poly paint new from poly paint and that's going to take my poly paint and bake them to my uvs this is going to transfer that vertex information to my uh uv's here again all i got to do is clone the texture off i like to turn it off in here so it's not sitting in there and then texture select it export and you're good to go and then again just turn the texture off um so yeah everything in my scene in the marmoset scene is baked pretty much um i did i didn't actually bake anything in marmoset i just threw it in the painter if i ever have any problems with distances or anything in painter then i'll just throw it into marmoset and bake it marvelous that has a fantastic baker but i didn't have any problems so just quick and easy into the texture you can also texture in marmoset if you want more information on that um there is a look dev it's kind of a twofer it's not only copy this here it's not only a it doesn't only just have like substance painter texturing and substance or and marmoset texturing it also has how to do all that on a polyplane so you don't have to i guess we can watch this together kind of see this in action here zbrush compositor and there's even a manual way to do it as well if you don't have zbrush compositor you can manually go up and set up your own planes um and just send that information over so again you don't have to actually have a 3d model well technically you do it's a plane with a displacement map but it's not having to decimate or bake down or have i mean you do have uvs because the plane has uvs but you know what i mean you don't have to have a real model with uvs on that real model you can just bake everything to a plane so there's that um let's go ahead and set this back to draft quality while it's in the background and then yeah so we got all this and we got this and we got our new chest plate on there that we can go ahead and delete and then another real quick one here would be like the nunchucks those are pretty easy to do um and again we're just gonna you know let's just follow along i just need to see that i want to make sure there's nothing because i mean i can kind of remember how things go but i want to make sure that there's nothing really crazy we already talked about all this we talked about the shell we talked about the chest talked about the wraps uh we didn't talk about the knee pads yet there we go okay we'll just do the nunchucks real quick we'll go back to knee pads um and if you go you know play this back at 0.25 x speed you'll be able to see how i did all this so if you're familiar with zmodeler pretty easy to follow along um x minima thank you for the kind words absolutely happy to do it i have not forgotten you um almost six uh did you do sorry just getting caught up um thank you thank you uh no way to simulated a printed model to see if it stands up on its feet yeah i think honestly like disney research has an app um balanced model bouncing 3d models with movable masses balance 3d printed models using movable embedded masses this might actually be disney research is awesome um i have an awesome youtube channel somewhere on there i think they did one where it's like you could have any shape and it'll calculate if it'll balance that's that off the top of my head i don't know um but that's the one that after my head that's the only one i can think of someone may have they may have done it more recent some or other somebody else might have to or implemented their research um should i watch your zebra tutorials here on youtube or art station art station's a little more granular if you want more examples or pictures or you want to know where 2021.6 in 2021.5 but everything's pretty much on youtube so oh yeah he's got a ton of buttons he's actually got i had to delete some of them just to get him to fit underneath the 50 meg limit but yeah he's got all sorts of um free calzones bartman free breadsticks little beavis and by head over here i think he's got a pepsi challenge a book it and then down here he's got a terrific pizza tough choices smartest thing you do with four dollars you can see i when i did the texture i didn't quite leave enough breathing room around uh to to go through and get those perfectly uh centered but uh that works good enough i suppose um i textured the body on pose i know what i textured everything uh on the pose i didn't do anything on the a pose and then pose it if i was doing this for like production and i had a rigging team and you know painting weights and it went through the full production cycle uh i would definitely do it on the apos and then it would just be a posable model that i could throw animation on um in this case it's not that so i just in the pose is how i textured everything except for you know the hard surface stuff like the skateboard and i want to say the arcade and the skateboard and probably the pizza pizza were all just down center but it wasn't really posed you have a special lighting setup that you use when you're sculpting you know i probably should if i was a real artist what i would do is i would you know go out of matte cap gray you know and then just i would say oh you know i need to evaluate this with shadows and so i'd go in here to a basic material and then go in here to my light and then i could i would move this around and ensure that all my forms and details are working under different lighting conditions but if i'm being realistic this is what it looks like 99.9 of the time um video halo 2 mcc gdc 2015 is pretty cool enjoyed the information excellent yeah if you guys uh are interested in that that and the zbrush summit so here's the somewhere on here is a hey oh am i that old yeah so here's the making of what we did for a halo 2 anniversary uh this is old so this was back when substance designer was kind of early being yes before substance painter and then the gd the studio summit 2018 is a similar talk a little bit just a different vibe different assets but still kind of the same message on you i've been using the curry adobe so current curry they changed a few things mine are been enough to annoy ui options pvr choices uh yeah i am using the new one with the with the logo that's weird pt i'm using the pt adobe substance 3d painter is what i'm using um yeah i just figured since i'm already paying i might as well just get whatever they have the latest one but i do agree that it's a little weird uh how long does project take for the sculpting without the texturing that's a good question it's hard to quantify i might if i went through and added up the videos i could probably give you a little bit of a closer answer but this is one of those things i worked on it nights weekends uh during meetings you know so it's not like i didn't sit down and go again take a week off and do this um i do remember some maybe something similar-ish this one oh god i don't even remember anymore i i did this along with my cgma class but this one didn't take too long it goes pretty fast in zbrush i mean speaking of i mean we can keep talking about this so for instance i'm just going to have my belt over here and we're going to say turn dynamic off i suppose and let's go ahead and hide first turn off all these poly paints so we'll just recreate this really fast here turn this off and then turn these off here so if i want to make nunchucks i'm going to go into my custom cylinder we'll say cylinder 16 is probably pretty decent i'm going to turn off x symmetry and i'm going to say first i'm going to go through here and i'm going to thin it out to how much i want i'm going to say split mass point so it's on its own sub tool here and i can go ahead and position this sometimes if it's going to and i'm going to hold down alt while i scale it along this axis so i can just again scale along that axis and then i can shrink it down if i want to and there's going to be something where i want it straight on ahead i could use stager but this this is such a simple thing that i don't really need to worry about that so if i want to round out this cap up here um i'm gonna go through here uh group by normal that's under your polygroups ctrl shift select delete hidden z modeler uh closed convex hole just pull out round it out it's going to make that its own polygroup in case i need that information and there's the start of it i'm going to go ahead and sometimes what i'll do is i'll use the modeler to pop this off but generally speaking i'll just duplicate this again go in here to control shift isolate delete hidden we'll go ahead and pull up a cap cue mesh polygroup ball with your z modeler brush and you know whatever this cap needs to be um if i do need to grab this one i can just hold down cue mesh and hold down shift and then i can even cue mesh and hold down shift on this one if i want to scale it out a lot of different ways to skin that cat did i miss oh come on delete hidden cue mesh shift cue mesh with shift and then i think that's what i did i may have put like a bevel on here a couple different ways you could bevel one is just literally bevel and then if you want to round this out insert multiple edge loop interactive elevation and kind of pull this out round it out if you want to inside of here what i might do is like inset flat island and just pull in an inset along here although it seemed to pick that up let's do this i'm going to say polygroup poly loop just to grab this one here and then we'll say inset polygroup island so we can pull in an inset so the reason i'm doing this is number one so i don't get any scalloping when i hit d for dynamic it'll be nice and smooth and i'll go ahead and just run a crease along here so this is another if i go through here and it's okay just run a crease tolerance at 45 it'll do a fine job however this is going to kind of fall apart this is where you may need to put in just some quick control loops oops crease and then just go in here and we'll just insert a single edge loop just kind of give this a little bit of love give that a little bit of love that'll hold that edge a little bit better and then now if we want to bridge these things we can go through here and we can say okay you and you delete a single poly and in fact if i wanted to i could go in here and say you know let's slide this over just a tiny bit just to kind of square these up just a bit and then we can just say bridge two holes you you bridge this out if you need it to be a little bit more square we could do maybe even try a circle that could work yeah and then if you wanted to even pull these up let's do this i'm going to go here and i'm going to go here and i'm going to pull i'm going to tap alt while i'm doing this to make sure i get new polygroups because now what i can do is i can control shift tap this ctrl tab to mask it w hold down control and just drag up and that'll give me an extrusion along there and something like this um and then let's go through here and i can say again we'll just crease tolerance 45 d for dynamic and we got a little thing on top of our thing d for dynamic of course we'll run a crease on this as well again if we need to make sure this has some support real quickly insert single edge loop and we'll just kind of yoink and yoink and that'll take care of that so now um and again if this is you don't want that crease you want this to be nice and round you can just go through here and be like you know what that's not really doing it for me so we'll say crease edge loop partial hold down alt and that'll go through and uncrease any of these things here so we'll keep the creasing at the bottom that's what we want and that'll be good enough so now we have this going and of course make these as thick as you want before you extrude them but now we want to do the chain that should also be pretty easy i'm going to you can do a quick save whenever i hop out of my sub tool and i want to go model for an imm brush i just do a quick save just in case because if it crashes in between it'll save my z tool my z project sometimes it'll save my z tool most of the time but if it doesn't save my z project then i lose what i was working on over here so i'm going to take my polymesh here we'll go ahead and say give me a start with a ring 3d i don't need all that geometry so i'm going to go down here and we'll say initialize we'll say s divides maybe 16 and you just play with these here 16 for that's probably okay s divides probably a little bit much we'll knock that down to like nine or something so if we're happy with this we can go through here we say make polymesh3d we can kind of do like what we did before if you want just mask this out and control drag it down oops make sure you just grab there you go you can do that what i ended up doing i think was just going in here extender is also a good one um extender and you can just pull and get yourself a chain it even creases those for you if that helps you can go through here and uh you know still increase all um of course you can put in control loops if you need to maintain that shape a little bit more and instead of going through here you can hit control w make it all in polygroup again you can cue mesh polygroup ball hold down shift and thicken it up or you can literally just go into deformation inflate and do whatever you want to uh repeating chains are pretty easy just ctrl drag this up gotta rotate this around there we go and then oh make sure these things touch so at the end of the day what i'm looking for is this to be repeated like this and in fact on the the pizza hut sign that's what i did i didn't even make a curved brush i just literally went in here and made chains then went there you go there's your chain and all that is is holding down ctrl to drag out a copy letting go of control when you get to the point where you like it and then just keep dragging and it'll maintain that space for you but for us if we want to put this onto an imm brush b create insert mesh new and then now we have an imm brush that will insert a chain however we want to go in here to stroke curve mode on and then we need to look at the distance it's not overlapping just quite enough so we're going to go in here to uh curved step we'll put this down to like eight maybe and then tap to update our curve there we go so now we have a repeating chain if you really like this um remember you can go in here to your brush you can save it with this icon or if you want to just hit select icon it'll capture whatever's on your document here for the sub tool and then go in here to brush save as and if you're not going to use it that much i might throw it into my zbrush 2021 z brushes underscore imm maybe we'll call this chain demo so now i hit the comma key i can always just run right in here real quick to my imm brushes folder somewhere in here there it is and somewhere in here is my chain demo there it is oh chain right here is another chain demo i did there's a chain demo and i'm good to go but anyway back to here we can go through and this one i can just duplicate off these things here so if i just merge these down because they're using the same dynamic properties here i can just control drag this out and then um you know if i need a control loop down here because it's kind of tapering pretty bad again i can just go through here insert single edges i could have also uh if i go through here ctrl shift a um i can i don't know if you if you ever need to do this specifically on a odd axis you can make these both the same polygroup and then inset polygroup all let's do a quick legacy one and then you can just literally insert edge loops on both of these at the exact same point and then again just hit d for dynamic that'll maintain that shape a little bit better and then for the chain um [Music] i think i tried doing like a dynamic i mean you can you can try it if you want to i put in z spheres i guess that's probably the easiest i'm going to go ahead and say append a z-sphere hold down shift and go to the bottom here so i can have the z-sphere selected e to scale and then really quickly um just to kind of dial in the chain so here i'm going to move the z sphere into place hit q to go into draw mode and i'm going to i mean i'm going to hold down shift so that i can make these the same size that's not totally necessary i suppose and then there we go perfect and then you and like you said you could do a dynamic um if you watch the zbrush 2021 what's new you see me doing a lot of like hanging vines using the new dynamics and stuff but for this i didn't really need dynamics i just needed it to follow a specific path here so let's say something like this and then maybe up and over oops i could draw size really small so it just grabs one thing here now if you ever you know what we'll give this a little bit of i'm just hitting q to go into draw mode and then w to move those things out so there's my path let's say now for this specifically um if you want to it's underneath stroke actually you have curves helper and you can uh one thing you can do is like i want a little bit thicker make your draw size a little bit thicker go in here and say scale these spheres to your draw size so you can quickly make them all the same size and scale them appropriately you could even do create copy vsphere chain and then you can just say create curve and we'll go ahead and hide this so you can oh wait no that curve's on there um it puts a cube in our scene and then creates a curve along here so if you needed to you could go here to bi brush insert whatever and then you could um go and hide our z spheres so you can actually use this curve curves helper to kind of put put this along the curve um if you don't have that or you don't want to do that or you need just a little bit you need to modify some stuff what you can do is go down here to adapt the skin density down to one dynamic resolution down to zero turn on preview which is a on your keyboard that'll give you geometry go ahead and hit make adaptive skin because this is z spheres so we want to append that skin z sphere we'll go ahead and keep our z sphere turned off so this is real geometry that we've appended ctrl shift i'm going to grab our select lasso i'm going to pop these little caps off here geometry modified topology delete hidden control w make it all one polygroup and then i'm gonna use my z modeler brush again polygroup polyloop on these edges here tap alt so now we've got two alternating geometry modified topology delete hidden and now you have a path i can even go in here and say you know let's polish my features a little bit to kind of round this out and if i need to move anything or whatever i can go through here and do that but now i have a path i can go through here i can now do a frame mesh polygroups and then same thing brush chain demo i can use this to update the curve like so and i'm just tapping my s key and this retapping to update this so if i'm happy with this that's fine you can also go in here if it's not if you wanted to be embedded a little bit more that's going to be found under your brush depth here so you can embed you just grab that down and then tap and then i'll go ahead and embed um is it doing all right sometimes what i'll do is i'll start off a little smaller and then i this is one time i'll use my mouse i'll come over here and i'll just very carefully be able to click on here um if i'm happy with this usually what i'll try to do is just tap away on a mesh you know so i can get rid of that line if you ever can't do that you can also go in here and just say stroke funk curve functions delete now it's still attached to that line if you want to keep that line around no problem you go down here i have a shortcut to visibility hide point so that'll hide all my unmask or my unless points and i'll say split hidden and then you can just turn this little curve off so again if you need it you keep it around or you can just delete it out of your scene and then now you've got your chains if you want to you can also do an auto groups polygroups auto groups hit w control tap any of these and you just go in here and just make some minor adjustments um and you can even do it and you know inflate on all these if you want to thicken them up so again ctrl tap another minor adjustment thing you can do if i go into my move brush and we turn on auto masking and we say topological you can go through here and you can move these around if you make this a draw size of one you can very specifically go through and just kind of move and draw size of one means it's not going to have any of that it's not going to like pull out your verts it's just literally going to just grab the whole mesh and allow you to kind of tweak these verts around so have fun with that nunchucks cool kevin marks awesome oh man big toy manufacturer that sounds like fun i'm glad the videos help always happy to help um let's see that's true that some of those buttons may have been just misprinted it's mismanufactured i'll go with that story uh difference with mars set and substance paint are wondering if you could use one over the other you can um like i mentioned before uh this i used both of them to texture this one no uv look dev you can see them both give them a shot uh modeling reach positive uv's texture's still the way to go in 2021 for game assets who do you need is pretty complicated but repo and uv is so boring uh eventually within our lifetime those will probably end up just being on the back end probably i would imagine so wait it out we'll get there now of course when that does happen things will probably be smart enough to replace other tasks let's hope skynet doesn't know how to make ninja turtles super well in 3d because then i'm in trouble that'll probably happen maybe not in my lifetime but i don't know at this point i don't know if i'd be super surprised if it did um i'm not getting used to the pin tablet uh it's just practice it i mean when you're if you're first starting out with a tablet and you're like oh my gosh it's it's a weird separation in my brain everybody goes through that i went through that so uh how did you approach all your uh intro motion graphics and the turn around the camera program to use vegas um yes yes in fact if we want to get into the arcade video and doing that in marmoset 3 i can hop into vegas real quick and we can do like uh you know like the old crt tube tvs where it has like the rolling um i don't know what exactly it'll have it in there you can actually turn that on in the video and you can scramble it a little bit make it look like it's got a little bit of a loose connection but yeah that most most of my editing i do in either vegas pro or camtasia a little bit in premiere but vegas pro is far and away out of all the editors i've used the fastest like because i cut a lot of like sizzle videos like really fast cuts uh with sped up video um vegas is crazy fast at doing that um premiere is like if i wanted to put a documentary together and do a cut every six minutes it's fine but like that's not what i do so um as a possible slice of mesh evenly spaced poly groups i'm trying to use panel loops to create a boat hole and want each board to be uniform with uh we kind of did that hmm where's my ship in a bottle somewhere in here we kind of we kind of did that it was a minute cartoony way but just kind of putting in these cuts in here but yeah if i wanted to do like across here that to get it even you know insert multiple edge loops i l you know if i want to keep the play group i can and then this will give me nice even cuts obviously but this is an easy one right it's like well yeah sure it works in that case uh but how would it work on the whole of a ship well let's see let's go in here and we'll say oh let's go hold a ship as a sphere right it's not but you know what that's always start everything and then we might even go in here and we might just do a quick taper and we'll just shrink that bottom down and then oops we only want to do it in one direction so i'm going to the opacity one zero zero i think there we go so we we tapered this hole and you know what i guess we'll put in the opacity of yes we'll say accept and then we'll go back in here sorry i'm just playing around with tape right now and then now i want the whole opacity in z to be one so when i taper this front to back yeah look at that we tapered it so now ctrl shift slice curve and let's go ahead and x symmetry ah damn sorry floor there we go uh mirren weld symmetry across the x you know again we're just kind of looking for you know what i'm going to do a quick unify there we go just looking for that shape so we got a ship shape and we want to make a ship and we're going to say delete hidden zero mesh half dot size down to zero um oops let's help this out a little bit let's go in here to skin shader four so we can see it i need to get rid of these deleted out of my life and then i can also go through and help this out with my move accu brush here so we got kind of a whole shape and here's the other thing too is i i built it in so that it had the curvature in there you could also do it flat and then bend arc and bend curve this into shape if that's a little bit easier for your for your plank so another thing to consider so as far as even you know we adapt the size down to zero this is pretty even but you're also following that topology so you can go through here and you can kind of hold down shift and let go of alt and kind of you know smooth these out those will kind of be even cuts maybe one way and in fact let's just work we'll just work on one side and we'll flip it over x symmetry off say delete hidden but if we did need planks along here what i might do is i'm just going to run a crease hit control d and then we're going to say geometry delete lower control shift so for a slice curve you can use brush radius so you can go through here and this will give you even these are even but in between it's not um so what you might need to do is trying to think of there's i mean i could do this it's a little eyebally but it yeah slice slice slice slice you could use booleans for that it's kind of it'd be in a bunch of extra not a bunch a few extra steps to go in here add a cube to your scene bevel along that cube so that you can make booleans that could go through and slice into your hole at even intervals even intervals and then that would be perfectly straight across uh cut across so yeah booleans for that that seems a little tedious for me um i mean it's not it's not bad it's really not that bad of a thing to set up and do but literally just use a cube with booleans with slats or hell you don't even need to do that now i think about it if we have this qmesh polygroup all so here's our thing we'll go ahead and flip those around so they're correct i'm just going to append a cube 3d and just like we did with the chains let's go ahead and shrink this down to the slat size or the slide in between size maybe that i like and again this geometry if you ever want to fix geometry uh just a real easy zero measure half detect edges step size down to zero nice even cubes that'll go ahead and just fix all that geometry for you so now here if i want to okay i want my slat width to be this much there you go and then turn on my boolean and there you go and you can even adjust these it's like ah you know what this is a better cut now what i might do here is let's go ahead and say crease turn on dynamic crease keep your crease levels cranked maybe smooth subdiv of three i just want a really nice smooth cut even on this i might even go in here and say you know what let's crease turn on dynamics music 2 is fine and then now i'm going to go in here to boolean dynamic subdivision make boolean mesh and then we'll go in here so this is our u mesh this is all cr garbage but i'm going to take all the green the elite hidden zero mesh half dab size down to zero and then now it'll give you these cuts if it's having problems with especially these ones let's go in here to auto groups i'm gonna pop these off to do separately because those are gonna be troublesome we'll go ahead and say don't take the lead and just say split hidden and then we can try and see if these shapes are a little bit easier oh man this one wants to again but get some decent geometry out of here and not too bad you may have to go through here and manually get some stuff going just turn on topological and help these corners out a little bit or you can just you can manually re-apologize this if you want to but who wants to do that and sometimes half is too much you can do same you know and then just slide these things around and in here at this point you know geometry edge loop uh you can just throw in some panel loops on here let's turn polish down maybe thickness up a little bit and we'll turn elevation down to negative 100 so that way you got your little your little boat that makes sense uh you're awesome host on the summit a few days ago thank you um country 3d happy diwali to all how did you approach the bands around his arms slice curve yes and if you missed that that was yesterday's down here the big blue genie here are not yesterday's tuesdays body sculpt and rap turtle shell creation et cetera et cetera is all in there so you can see me actually do those straps i know in zebra's writing will be updated 21.7 days air station or the intrusive replacement course it's not replacing it it's just for me to go and update 20 21.7 while they're announcing zbrush summit and wall zbrush summit has new features i have to go and update 300 hours worth of videos knowing in the back of my head that i'm going to have 20 new features to integrate i was like you know what you guys if you want the 2021.7 features they're all right at the bottom of this list here zebras 2021 what's new they're all right here so go grab them and then after the zbrush summit stuff that they show i can get all those done then i'll go back and update because hopefully they can calm down and i don't have to constantly be updating that so they'll get updated in the meantime and there's not that many like this is 20 21.7 stuff and half of the stuff you're probably not going to use daily so it's not like 2021.7 was this huge update that was going to be a game changer for your workflows it's like here's a couple little things so it's all in there um yes cintiq for me is a kind of a non-starter because it's right next to my lean over it i've got a big flashlight in front of my face for 12 hours and my ergonomics is not great when i use a cintiq so i have to be a tablet guy unless i'm doing really fine ink work yeah same job's wondering why we choose to use one over the other not just one of them um oh they seem to do the same job oh they're pretty different it's i mean you could say that zbrush does the same job as uh maya in some ways yes in other ways no um as far as modeling is concerned but they're they're kind of different beasts but you can use both nothing's stopping anybody from using both they're pretty you know the initial ramp but they're both the ramp up for those isn't steep you know you can you can pick it up in half a day cool uh yeah they update a lot uh i think 3d concept is artisan demand does it pay well um i would say if you're a concept artist who's not using 3d you better be really good but also like i don't it's just another tool in your toolbelt so i don't in my brain it's not oh that's a 2d concept artist and that's a 3d concept artist almost every 2d concept artist i know uses 3d as a tool to get to where they're going so as far as like as 3d concepts are in demand um sure because that's just concept dart now 3d concept art is a it's an again it's kind of like the 2008 thing of subdividing and putting scratches and using zbrush 3d concept art god um gears of war oh i can't remember i mean they were doing 3d concept art before i graduated college you know um it's not new i just that's just concept art now um it just lasts a daily thing for me now it's also on your custom ui uh is adjust last on my custom ui i don't use it that much but uh it's up here um and that's just where i think they put it up there but um yeah i mean okay there's the the knife brush is a big one and the um it just lasts as good interplay is good they're all the stager's good depending on you how you use it is pretty good but at the same time again i'm updating the 300 hours worth of videos and what i say is for three videos i might use to update that information i'm not going to bother until i get the zbrush summit stuff and then i'll go back in because that's going to have a lot more things um allow export z sphere skin mesh eventually zebra skinning tool is amazing but you can't take it out to use elsewhere um is these for skin meshes uh you can they'll just be the geometry yeah these fear i mean these fear skinning is basically just probably just a linear gradient from the z sphere location so i don't know that it's amazing you could honestly you could recreate that and like in maya you just put your joints in there and then you just say skin my mesh it'll probably by default do the same thing ish with a little bit more control uh well not concentrated to say 3d is 80 of concept artists now yeah i would again it's i mean i kind of talk about that in my zbrush summit here so all of these weapons you see in here um video test we're like half a day day run it through substance painter so instead of like doing endless i mean we can do it like here's all the thumbnails you can just rapidly put those on a pane that plain extrude them and then you can just throw them in the game and you can run around with the concept that's just an extruded thumbnail basically if you want but the end of the day it doesn't take that long to turn that extruded thumbnail into a rifle like i said half a day a day a couple days go through break it up decimate it down throw it in this is what all these things are these are just concept meshes so if any of these get deleted or they're like ah design doesn't like them anymore or we don't know if it's going to work well instead of like oh this is perfect from a side view in a making of art book but as soon as you get it to the front three-quarter view and you're got in the in the guy's hands from the camera view with the you know the fov on that um and also being able to test out animation functionality early it's not just is it a cool picture great ship it it's is it a cool picture that's a good start but does it animate well does it look good in engine do the materials make sense is it readable target acquisition all that stuff that goes into what actually makes a good design has it starts on the page but it ends in the experience and if you're designing just on the page and expecting it to work beautifully in every situation you're probably going to fail pretty hard so again you can just decimate the stuff down do a facts do quick animation really fast and then um that's again that's what all of these all these weapons are is um and there's a bunch of them they're not talking a few of them it's like these every single one of these weapons really quick dynamesh slice who cares just get it in quick evaluate it early and then if you need to you can do a paint over of it with the first person view with the fov from the actual in-game camera and you're much more informed same thing with the mac tons of mech ideas in the round that you can throw in and animate no problem um of course i would say that's not to say that like hell we could just do it real quick um for example that 3d is everything like definitely don't don't take that away from what i'm saying uh what's a good one zbrush demo uh yeah legacy trying to see if there's a there's one i could do uh robots uh yeah i think that could work let's do bird robot so for instance here's and then again this is these are these are super fast goopy things so this is a block out you know refine the block out figure out where you want to separate it refine these and then go to your concept if you want to see more on zbrush hard surface stuff i can send you this here um hard surface linear walkthrough there's a bunch of stuff in here examples of artist examples down here here's the id um id software presentation where they go through this is the latest one that i can think of they're kind of they do a bunch of brute force techniques for their zbrush hard surface or sounded like they're pretty much all zbrush zmodeler now so check that out if you'd like let me see share here it was interesting uh but they're they're kind of i put them up here and kind of they're kind of they kind of straddle uh brute force and then um sub d index solutions that kind of straddle that line um [Music] yeah basics of that and then so for instance you know and then here's the the concept final so if i wanted to go through here and maybe figure out some of this some of this stuff because again this is just quick and again a such a mess but bear with me for instance i can go through here and i can say you know what let's go ahead and do i even want to bpr render this sure we'll do a quick bpr render and then um actually i don't even need to screw it so we're just going to take this here we're going to say texture grab dock and then we're going to go to texture export and we're just going to throw this on my desktop here and i like to do is do a photoshop so i can skip the jpeg part and then we can just hop here into photoshop and then we'll go in here to let me open these up real quick uh oh it's right there perfect so let me go through here and i'm going to double tap the background we're going to drop this layer bound down below default d x e l bloop blop fill fill with white and then let me go ahead and stop this so it's not playing uh and then on top of here you can go in and you can still absolutely in fact my cgma class and my zbrush for concentration classes the second week is literally going through let's say 90 and making sure that like you can stop in 3d and go through and figure out let me zoom back out a little bit here up one um yeah go through an id8 and figure out you know where you want something to go and in fact in this one since we're looking straight on we could even just use a vertical symmetry we'll just kind of set that in the middle here yes please and then now we can go through here fairly quickly turn this on here and you know kind of have a little bit of fun going through and figuring out okay i want this helmet here and you know this maybe want a notch in here and maybe i want a little mohawk on the top here and you can just go through and again just have fun dialing in what shapes you want to see this looks like a duck bill do i want to change that you know maybe cut this up here instead and now he looks like he's got a little smile on there you know what i'm going to run with that um so and then also the the the dark gray areas that might be a little bit mungy you can go through here and be like okay do i want a breathing tube wrapped around here fine we'll go ahead and cut in a little breathing tube here and maybe we'll have another one hanging down from his head here and maybe this little overlap a little bit and then there's a little vent panel back here we could dial in and put in little vents along here and then cut in little shadows you know so instead of having to do everything in 3d you can take a step back use 2d we'll give this a little housing here pull this across so now you can go through and uh and you know even some of this stuff you know you number one let me zoom in just a tiny bit yeah can i do a smaller step hold on um uh don't just can i just back it off just a bit come on get oh there we go there we go so uh let's see if anything i would want to maybe change or examine in here i mean you can it's here this is fine uh this can maybe you know let's cut down we'll put a little breather tube or something light in here this little panel is probably fine and then this we can change so again we're just using 3d this is a super quick concept sculpt but it's got a lot of information in there and then any changes i want to do i can even do it from the right camera view with the right focal length as i'm doing paint overs and draw overs or call outs any of that kind of stuff you know indications of detail and all that kind of stuff you can just go in and do that to it easily needing a dream is still required to get a good bidding good paying job um i do cover that actually uh in my blog here so do i need a college degree i don't have an answer for that i just take you through my boomer education from 2005. um let's see okay it looks like i missed some here um are those animations done in zbrush no those animations are all done in maya uh these are bone creation more intuitive than the weight distribution methods really well uh please please for the feature release lower skinned mesh export yeah they could probably do that i'm not sure i mean that information exists so i wonder if that could be transferred but i'm not sure what i think of bevel pro i used it i used it a lot unfortunately i used it a ton on my bison and then for that beta that feature was cut so i had to go through and uh where is my bison it's on here yeah i use it a ton on this thing only that feature was postponed so in reality when i was going through here and making thickness on all these things i was using bevel pro to do the inset and i had to figure out another way to explain that during my demos to be like well you could also do it like this although in the back of my mind i was like i used bevel pro but i can't say that uh needing to reach like uh 2d concept is old school and that's the thing 2d concept art is that's not old school it's just why wouldn't you use 3d that's the thing too is if you just want to even something as simple it doesn't have to be this complex if you just want to have um i don't know we'll just take this for an example turn off live boolean go into solo mode it's like here i don't i'll turn on perspective you can set up your camera view you can go through here and play with your focal length in here to get it to dial in exactly what you want and then draw on top of it and even if you want accurate shadows from a light direction you know we'll take this light over here and we'll kind of move it like certainly you could go through and okay it's it's all good stuff i'm never gonna say you know don't learn vanishing lines and don't learn one 2.3 point perspective and all that stuff it's all really good to know so that when you go through and you want to make even a human and you know from a top-down view you have a better idea of how to you know use perspective to your advantage but if you know that stuff and you just need to do something quick because it's called production and you're getting paid um to throw out a bunch of thumbnails then maybe maybe spending your time doing a ton of you know intricate or if you wanted to like populate a bunch of buildings on a hill instead of finishing lights and doing that for two three days you take a hill you do nano mesh or use houdini you take a bunch of blocks or buildings if you have them and populate them where you want screenshot draw over change things that you want it just makes sense to me but you know i'm also not super duper concept artist um after applying the color texture how are you going about the displacement um the displacement i didn't really use displacements on anything the only thing i use displacement on is the wall back here so this wall if you double click that let's see here's this placement map here so if i turn this off you'll see i just kind of bump it out a little bit along this placement uh this is all just normal information i didn't bother with displacing anything on there i suppose you could but oh that's another thing we need to talk about too so let's talk about that so in the and speaking of zbrush summit if we go back to that zbrush summit uh martine on day two which is that's the day i hosted um where is that let's go to videos here um oh boy all these dang streamers zebra some of day two there we go this one right here sure perfect share start at copy hear this paste um that's basically that that technique is essentially how i did this i did it a little bit differently we can go in here there's a z plugin called called what nano tile textures i'm just going to say create a new nanotile tool there we go and that'll walk you through that in fact if you want to know more details about that i actually have in here an entire playlist for ariel nanotile that'll tile some seeds uh using models uh but i'm not gonna do that today what i'm gonna do is i'm gonna take this one down here this y wrap mode plane and you're gonna see we can go hold down control shift and then hit f to frame this oops let's take our document i'm going to zoom out my document just a bit here and then we're going to hit f2 frame there we go and then control shift tab to bring everything else back basically what that plane is doing is while i'm sculpting here um it has wrap mode turned on for my standard brush or does it yeah it does so underneath brush here and i don't do this a ton so bear with me brush curve wrap mode set to one if i go into clay buildup wrap mode sent to one let's do shift d to turn off dynamic there we go so instead of dynamic turned on uh it also turns off the smt so i can just divide this thing up let's go up to like i don't know 124 thousand so here we have alright we'll turn on from a clay build up brush my standard brush wrap mode is on my clay brush rap mode is on and then um for my i use dam standard two you can google that and grab it we're gonna need to turn this wrap mode up to one and then in the videos you'll see me just kind of turn off polyframe here going through here and being like okay i want these tiling little things and the cool thing about this is it will allow you to get a little bit janky along those border lines and it'll still bake out okay so go through here and we'll just kind of pop in some of this detail here and you can do i mean i did three or four different patterns but i think you'll get the idea so again we're just going through here and you can do skin direction if you wanted to and then go through and you know any any number of things you want to do we're going fast because it's a demo but take your time have fun with it you know watch marcin's uh presentation he does some cool stuff obviously and then okay we got our we got our scales like so okay and then um we'll go back in here with our standard brush and we'll just kind of maybe oops make sure you have wrap mode turned on and go through here and we'll kind of pop these out and in fact i probably even went through here you know i like to do this with my pinch brush with elasticity up to 100 and going through here and then let's drop this down such a level four and kind of go along my edges here and use dynamics to kind of pump up the jam in here give me because some of the turtle detail stuff you'll see it does have a little bit on it i guess we'll turn on rap mode one for this one right oops oh is that gonna yeah cloth is gonna do some nasty stuff so i'm gonna try to stay kind of maybe towards the center here or maybe not i'm just going to kind of fudge that in there so a little bit of this and then oh gosh what else standard red you know maybe turn off simulation iterations from my pinch brush wrap mode up to one and then again yeah pinch really wants to do some crazy stuff i didn't use pinch and i'm trying to remember what even i did x um i'm not sorry orbs cracks if you want to kind of cut in some some bigger cracks along here maybe i don't know have fun with it there's my turtle skin but you know if it's going to repeating texture you don't want to have any major anything that's really going to pop out to you so maybe something like this again if you want to capture just the tiling parts um i want to say we can use this to frame as well so here's the wi-frame so we're going to say we'll turn this one on we'll hit f and then we'll turn on our wrap mode and then this has our again it's got a little bit of padding in there so it hopefully grabs correctly you know what let's go in here and we'll subdivide one more time smooth that oops turn i had smooth off divide was smooth on get a nice smooth result turn our floor off and in here if we go in here and we say a switcher over to our normal map it also hopefully didn't crash render best i think will give you actually let's turn off shadows render properties turn off shadows and then okay you just sculpted your own map on um and then render i want to say render best can give you like it kind of normalizes it but honestly it doesn't seem to change so maybe that's not the case anymore uh grab doc export and this is if you want to use it as like a micro tiling and marmoset so i'm just going to throw this on my desktop as here uh and this isn't what this isn't how i used it but it's one way you could use it is we can go in here on the skin you'll see the detail normal map on there that just kind of tiles a high frequency detail i'm just going to go in here to my desktop there's our tiling test we're going to drop this way down so here we're just here's our repeating tiling thing we just made so if you wanted to use it as a detail map you can go through here and again like marcin did in this presentation just go through here and just crank this up so you get that like really fine repeating um detail tiling yeah um let's put this up to like 80. there you go so it's just like a surface breakup um however that's not how i used it basically what i did i'll go back up here to draft quality and you may need to mask that out like for fingernails and stuff you don't want this tiling on it um but so going back here i probably um instead of doing that we can just go alpha grab doc so here's our alpha map and then we can go back here let's go in here to document w size new no control n to clear our canvas go back to our mirrored guy and then we can go out of solo mode i'll tap the skin and then we're going to go into our because we already have uvs on here uh so we can go into if you don't believe me we go in here to texture map or if you just want to test create um oh we don't have uvs on this guy so let's get some uvs on this guy i suppose uv map let's go into and this is if you watch the first video i transferred the wrap or the 1024 body geometry and uv so i just kept those but on this one we can do it real quickly i think so we're gonna go in here to see plug-in and we're going to go in here to uv master symmetry polygroups work on clone there we go um yeah that'll work so let's go in here to um unwrap flatten cool unflatten copy uvs and we'll go back to our guy here and we'll paste our uv so now we got uvs and if you want to test that we can go in here to create new from uv check make sure we don't have any red on there which would be overlapping uvs and you can see your uv is on here so we're going to turn that texture off and solo mode and startup material and polypaint off so underneath surface we have surface noise by default if you crank up the surface noise here you're just going to get a really rocky texture which of course you can do some really cool stuff with i'm going to reset that and say we're just going to go in here to alpha click that alpha on and off um oh we didn't export sorry first thing you got to do is alpha select it alpha export onto our desktop turtle skin there we go we'll go ahead and turn that i mean you can use this you can literally go in here with like drag rect and you know do whatever you want with it that's fine um you can even turn on a roll if you wanted to with a dot stroke and then stroke i want to say maybe roll i'm just gonna roll this texture on if you want um yeah a lot of different ways to skin those cats however when i did was go into surface noise and in fact we may have to bump up the resolution here quite a bit um again going here to alpha going here to desktop we have turtle skin and then with that loaded up uh we can go through here again we have strength but it's going to be mostly that noise let's say mixed basic noise down to zero and then the noise scale we can scale that up and down um 3d uv noise plug oh sorry not noise called alpha scale go through here and we can just scale this up and down make sure you have uvs turned on so it's using your uv seam lines and you might have to do a little bit of cleanup like right here where i have a cut we can clean that up or you can use via it in a way where your seams are just completely hidden um but yeah so now we have this we have the scale dialed in and i actually did three different scales essentially we did large scales back here kind of medium scales along the side and then small scales as it kind of goes towards this front but yeah so there's the scales on here they're not applied yet they're just surface noise if you did want to apply and you can apply them to your mesh however you're going to notice that this guy doesn't have a lot of geometry the other guy does have like 40 million polygons so that was pretty decent another thing you can do is instead of just applying this to the mesh you can go in here and say layers make a new layer and down here underneath morph target store a morph target so you can always go back to essentially no noise and you can just apply that to the mesh like we did earlier or you could even mask by noise and then you can inflate through if you want to you know just dial in slowly or in fact let's invert that so we can inflate through here so we can inflate a couple times and we can control tap to invert that and we can deflate once maybe and so now we've got all our scales on there and then we have that all in a layer so if we go out of recording mode we can actually turn this all this on and off or we can dial it down dial it up we can even overcrank it you know bend grim style and then we can under crank it maybe on the other way if you like that better um or we can just leave it alone so here and here so we have this all in our layer if we're cool with this i'm going to say bake all uh if you wanted to go in a specific spot you can say morph target i'm going to switch and then b m g for the morph brush and you can literally just go in and just dial in you know where you want this to show up um once you've done that i'm just trying to remember where i kind of put it on them something like this so we have this we're cool with this we can delete our morph target we don't need that anymore standard brush off dot stroke stroke roll off so and if you're ever doing a bunch of stuff with your standard brush remember you can just clone that off first and then do do that to do all your weirdo stuff to a clone standard brush as opposed to the alternative another thing i end up doing especially when i was doing the poly paint and i guess i can just show this on the one that actually has poly paint here again we'll go in here to skin shader force you can see a little bit better um yes so for example um you know i made me want to mask the crevices and stuff a little bit better so i would go in here to uh you know what let's just so we can see a little bit better we have a white color selected i'm going to switch over to a flat color and i'm going to turn off this poly paint so flat color here and then uh like i said turn off the poly paint oh we have a texture turned on sorry this is all baked to a texture map off there we go so then i can go in here to masking and goodness let me close some of this down i'm going here to masking and we can say mask by cavity and then you can change the cavity profile to pick up you know different areas so that's basically in here if you want to kind of maybe drop this down reduce or increase the blur a little bit so you can start masking my cavity and you can also have this mask adjust so when you apply this it'll kind of run a this kind of runs a levels on it i'm going to turn blur off and now you can reset this so you can play with both mask by cavity and this mask adjust profile to kind of dial in that exact mask that you want again this is doing it over 30 million polygons so you know so if i want to just grab the edges of these and have them masked i can do that and then i can go back up here and this is just so you can see it i'll turn my poly paint back on and we can turn our skin shader if you want skin shading or if you don't keep it on flat color and then again you know b p a we can hit c to sample any color on here and then we can like bump it up make it a little more yellow and then on the edges here you can go through and take that rgb intensity down maybe throw in a alpha turn off lazy radius by tapping l go through here and you know paint up your edges a little bit ctrl drag to unmask or if you want to paint while you're not looking at the mask go in here turn off view mask so now you can paint without your mask sitting there and again if you want to have your skin shader on or whatever you can do that then you can control tap to invert that mask again turn off you mask you can say maybe a darker blue green and then now it's going to mask out everything you didn't have and you can make changes like so for poly painting and masking and tiling textures all that good stuff um cool thanks john you for stopping by uh let's see if i missed anything here um how much do you feel you've improved as an artist yourself since you started teaching um improved as an artist probably not a whole lot improved as retention on technique up quite a bit so that helps um but to improve for me to improve as an artist to improve as a technician yes um but if i was teaching design you know that's probably what i should do i should force myself to teach stuff that i want to get better at um because yeah i'm not necessarily know that i'm a better artist because i teach because i don't teach how to be a better artist really i teach technique unfortunately which is okay i don't know technique is you know learning how to use your tools well is good but also learning how to be a good artist is also really good way more important than technique cool um kind of move multiple tools at once what if we wanted to move his arm and all the accessories to a new pose parenting teeth eyes with the head uh yeah that would just be if we go back to our guy here that's what we call transpose master so for instance if i want to move all his head in his eyes and his teeth z plug in transpose master t pose mesh this is where subdivision history comes in handy if you don't have subject history you're going to try and pose you can drop z sphere skeletons in here if you want but for example ctrl drag mask lasso ctrl tab to blur that out a little bit we'll go ahead and set this gizmo where his where his head is or he can use transpose and hey now he's looking up great depot's mess of supposed tea and of course there's a bunch of different ways to do this but um this is one of them everything follows there we go look at that uh yeah and the pizza boxes they're talking about is this thing right here so you can say move multiple and in fact in zbrush summit this usually burst summit there's even more functionality ability to have the gizmo i don't have that functionality but for now what you can do is you hold down control shift and if you wanted to move his arm outside a transpose master what you could do is you could you know have his arm selected and we mask his arm and in fact let's drop down to something level one in fact we can just say all to make this go faster and the deformations to be a little bit the gradient on the mass to be a little bit better we're going to say uh subtool sorry all low and then now we can go through here so i'm going to mask where the arm is i'm going to make sure that these are all unmasked on the wraps on his arm here and in fact we're going to turn off that symmetry because we're not going to do the symmetrical and then now i can invert that mask at w we're going to go ahead and pose this arm where it needs to go however let's set this along its axis again if you want to hit y to go into transpose and you can just literally just drag a bone along here and just put this in here that's fine as well and you can even hit y again if you want to use the gizmo after you've done that um so we have this and now we want to bend the arm with the wraps go in here to the pizza boxes ctrl shift drag the hash everything grab his body and his arm and now these will both be rotated together it's a few extra steps than transpose master but um yeah doable um oh gosh i keep going let's keep going down to the bottom here um not here from sweden i'm a big fan of sweden thanks for stopping by uh did you do transpose master yes and then show the e um show us how the z sugar rigging works um i mean i need to i need to kind of keep making stuff but if you go in here um here we go c-sphere rigging we can just mask uh where this would go and then from the front here uh i want to give you a sub but i don't know how uh man you gotta smash that like and subscribe and hit the bell um i don't care you don't need to sub you know where i'm at um cool that's where i have a problem with hotkeys i bind z on solo mode and i can no longer use spotlight to see it's a very important part of it i can't find the spotlight feature ah where is that spotlight uh would that be under draw i honestly have no idea um what i would consider is um changing your solo key does it have to be z can it be x or a um i have no idea what the spotlight stuff is it's in there somewhere but uh let's pick up zebra and honestly like those are kind of built in like z z and shift z so then yeah could you oh that sounds like a nightmare uh i just picked up zbrush once nomad cool excellent thank you stolo uh how to use panel loops to create hand wraps or something similar like it yes i did that in yesterday or tuesday's live stream so one more time for you all uh look for the big blue genie right here we talked about how to make the wraps so check out that one the cool thing is you can pause it you can rewind it you can go slower you think you are the first person to say cowabunga um i should have titled my live stream now before i started here let's go back here and we talked about most of the stuff is pretty straightforward man it's not it's you'll notice that a lot of the creation techniques you know oh i want to do a knee thing i'm going to duplicate this off isolate him i don't need all this geometry so maybe subdivision level 3 delete higher delete lower go here ctrl shift ctrl w make it all in polygroup where do i want my geometry well i want it here and i want it oops let's turn off brush radius sorry i want a cut here and i want to cut here and i'm going to isolate i guess i'll go turn this down just a slight bit there we go that's where i want my cuts now i wanted to be mirrored well you got a deformation mirror giant modified topology mirror weld isolate that delete hidden zero mesh half down size down to zero uh keep groups you can probably turn off and then this is literally just to start it's going to give me something nice and form to his body go through here qmesh polygroup ball pull out a little bit of thickness let's go ahead and turn on x symmetry there we go like so and then oh i want to put you know straps on here well these are pretty close to being straps already so i can just say you know let's duplicate this off cue mesh oops hover over an edge polygroup poly loop just tap alt here ctrl shift just grab these delete hidden q mesh polygroup all pull these out well i don't want them here okay so we'll cue mesh these back and i don't want them here maybe pull these back and now i have straps sitting there and if i want to i can go through here let's crease tolerance up let's just do a quick polish by features just to kind of smooth those out a little bit um i can manually go through here and move stuff around maybe turn on my brush and you can save a hotkey for um auto masking topological but i usually just have my brush settings open i'll go through here and we'll just massage this a little bit use moveacu if you need to something like this for anything that's kind of weirdo like you know what i need to put like a and it all boils down to let's turn on lsim so we can scale on that local axis here what's my major shape kind of like when you're making the boat well it's a sphere well it's not a sphere but it's a tapered sphere and then you slice the shape you want and then you're kind of done kind of the same thing for this and you don't have to use any like bend curve or anything you can literally just go in here and be like okay that's the basic shape of my knee pad right and then we'll go through here and we'll say okay great and in fact i might just work on one side when i'm doing this type of stuff so delete hidden ctrl shift and we'll go to the top here and let's say we just want it to be one side or we can just mask or if you want to is dynamesh you know go through here and just dynamesh and figure out okay i want you know do a little sculpting i want this to go around here and i want this to kind of be tapered in a little bit maybe he's got little turtle shells on his knees okay i want the ridge line to be here okay great well i don't need this big old blob in the back that's not doing me any but i do want holes on here right so first start with the overall shape which in this case we'll just use mask pin i'm just going to grab this and again i'm moving fast obviously you want to take your time and make it the exact right shape you want i tend to even get uh going here's the edge loop mass border isolate this polygroup's auto group so i can just grab this one and this one so i'm not sitting there masking all day control w geometry modified topology delete hidden zero mesh uh half is probably a little too high so maybe let's say target pulling on count of four and we'll just zero mesh this and then we'll just keep hitting half so you'll start seeing a lot of the same stuff over and over again what's the main shape get it zero mesh it move on from there and if i want to you know put in those little ridges we'll say cue mesh polygon ball we need a little bit thickness display properties flip it's way down here underneath display properties so i can flip my normals and then now we can put a little border in here cue mesh put a little border in here if i want to you know poke holes in here this you could use booleans kind of like we did for the and i did this at the end of last times playlist two here at the very end it was basically putting uh details on a curved surface and letting zero measure handle all the heavy lifting so definitely check that out this would have been very similar like before i went nuts with all the z modeler stuff you know i basically do this flip crease poly group crease level 15 smooth sublive of two ldm uh cylinder 32 i'm gonna do let's hold down control and we'll say split mass points and we'll say crease this so now if i go out of solo mode i just want to see this and this so and also you know what make this a little bit easier on me let's go in here to depth and these cylinders i'm putting on i want them to be embedded but i also want them to be the same size it's not embedded enough there we go and a little bit more okay you and you and you and you and you and you could even use these holes or these cylinders as geometry to create the other stuff later but i don't think i did but anyway you know this is all fine subdivided we can go through here we can make these subtractive just put those down below those are all subtractive now great uh dynamics division make boolean mesh well we all know the boolean mesh is going to be kind of cruddy but you're just looking for the green the elite hidden zero mesh half that size down to zero and now you've got new geometry and then you can go through here and you know cue mesh polygroup all and then of course you want to flip and then of course you want to put in a little border here let's go ahead and make this a separate polygroup here sorry there we go u and then u if you just want it on one side just switch this to polygroup island and then uh yay and then we'll say crease pg increase level two smooth subdiv of three oops and then whatever on top of here i probably did something like you know a simple cylinder here say split mass points shift d to turn that off um let's see let's just do a group by normals inset in set polygroup idling is a little safer so we'll put this in here we'll put another one in here we'll say cue mesh polygroup island and we'll pull this in and we'll say insert multiple edge loops interactive elevation we'll pull this out and then um you know this whole back end we don't need it to go like that so we'll just control tap this and now we got the little nubbin in there and then we'll say crease you know what let's do this ctrl w i want both of these control w there we go uh crease bg increase level two smooth setup of three is probably fine yeah there we go this goes in here and then you could even just turn this into an insert mesh brush same deal just kind of look down the camera b create insert mesh new and you could create an insert mesh brush out of this or probably what i ended up doing is just manually hand placing these ctrl drag move it over um not the funnest thing in the world to do for sure but i'm gonna get the job done um and honestly now that i think about it i don't even think i did the boolean route i think what i did was just zero mesh it and then just poke holes i just zero meshed it way down and then selects like select q mesh straight back and that did that but you know easy enough um how do i unbind it doesn't have to be z but it already has overwritten i don't want to redo my hotkeys um i think if you go i could be wrong but if you go into where your hotkeys are see startup hotkeys i think it's just a text file so if you've got something like move accu delete this out of here file save restart zbrush maybe spotlight isn't texture let's see texture yeah the spotlight loading it up is in here is like turn off okay so shift z is on and off is z in here which is so we have spotlight okay add this add this to spotlight so on and off is here yes and then that's shift z what about z yeah toggling gizmo or toggling the widget mode on and off you think it'd be in here too right hmm i don't know uh rendered it in marmoset uh answering the ninja turtle question cool uh getting caught up getting caught up sorry if i missed something i apologize oh i got coffee thank you aaron cool yes improved workflow tips from paris awesome i love it i need to get out there one day oh which is new features and the recent events you think you'll use the most oh let me open my notes um geometry interpolate i mean obviously bevel pro be a big one knife circle and rectangle be good and if you want to see more of these it's on pixel logic videos they do have part one part two part three of all these um sub tool versions i'm looking forward to uh the extra dynamesh samsung i'll probably use a little bit a line and just aligning and distributing geometry will be good dual action brushes seem interesting i'm sure other people will be able to come up with really cool brushes for those surface noise isn't it is good update i didn't use that a bunch but maybe i'll use it more now because mo has uh scribe is pretty cool they're all the the bass uh ba relief is good um image plane that's i got some files set up to use that i don't haven't gotten the new zbrush yet so i can't use it spotlight edge detection is kind of neat i don't know how much i use that yeah they're all they're all good a lot of the interpolate stuff uh geometry you're able to interpolate geometry now instead of just um just strokes that's kind of neat cool multiple vertices you want to bring mic to completion but then do a leo is our best practice for going back a few steps for a re-sculpt eat save iterative saving is what i would do i would have like you know like this guy here this um let me see here shift the s this one you know this could be it's good maybe any of them and it just got the basic musculature so if you wanted to like you know thin out donatello or whatever i don't know what you'd want to do but like you know just deflate him just a tad and then go in and do a couple re-sculpts or you want to thicken up um raf go in here oops not resolution inflate and kind of thicken him up a little bit and then you've got all your all your details back and then if you wanted to have different styles of turtle i suppose you could you know save out a cop save out a version before you applied all of this noise or if you want them to all have the same noise and just do superficial or sorry big the opposite of superficial big changes then yeah you do that um uh nicely detailed micro subversions um [Music] wool you could also i mean guy you could even save out your high resolution details a displacement map if you're not changing the uvs and then go into another sculpt and then reapply the displacement map on a layer and then use morph targets you put on a layer bake it out if you get it dialed in and then use morph targets to brush your detail back in you could do that too um kind of depends on how much you're changing the base model you can always get your detail back unless you change your base model quite a bit and then you may have to go to the displacement route but um and that's also what subdivision hit levels are for so again if you want to make major changes you still have all your details there but you can make major changes to uh say you wanted to square this guy's jaws up of course we already moved his head but you know make him frowny and real mad you know he still has all his detail there um it's even faster if i don't have to talk while i'm doing it but again again i do the same thing over and over again um so once you do it 50 million times that you get pretty fast in it and i don't really even model that much um i wish i modeled more yeah recycling stuff how to use fill in the modeler fill there's let's a make polymesh3d so if you're talking about the so i do have a brush for just slicing you know see edge is set to slice mesh point is set to slice mesh face is set to polygroup fill so i can slice through here and as i'm slicing through you can see it's kind of leaving behind a um a creased edge and then i can just polygroup fill and that fill option says stop the creased edges so you can tell it how and where to fill if that's what you're talking about a gradient mask and a long selection of a high poly model for example on a form of an elbow to the hand that's tricky but doable kind of so if i'm it's going to be kind of weird but for example we have high resolution mesh we got four million polygons and i'm in here and i got my con lasso here and it's super tight right and then you want to blur this out so i'm going to go back into my standard brush and say control tap and it's oh it's slowly blurring out right well if you do have subdivision history drop it down and then there you go and if you want to blur it out ctrl tap blur the hell out of if you want to and then if you go back up you know now it's perfectly there's a nice nice gradient to it right well let's say you don't have subdivision history or you know you're working on a super high resolution dynamesh if you're working on super high resolution dynamesh i would consider control tapping that point in space zero meshing down projecting that detail back onto a subdivided mesh so you can do exactly what i just showed but if you refuse you can also just back this way out and then grab his elbow and then there you go nice gradient transition horrible stepping with lazy mouse chiseled down standard brush i tried to mess with my relatives creasing panel lines but sometimes i'm lucky explain that more um lazy mouse chisel so let's say brush chisel here and then we go through so it's kind of some of that is resolution dependent these are also really super heavy duty brushes here so i only got 60 million it's fine so we'll go through here and um gosh it almost seems like that alpha is just a little oh that's another thing too that's been updated um there is some slight stepping in here if you do see stepping sometimes under stroke you can take this lazy step down so i'll say 0.01 and then i'll kind of sometimes smooth the stroke out um but gosh this also seems like an alpha problem which is a very it's a very harsh for some reason these chisel brushes are like kind of harsh to the max um maybe damian's standard here with lazy mouse yeah if i turn lazy mouse off i'll get really bad stepping um generally speaking lazy mouse should improve that however if it doesn't it's that lazy step so if that's cranked up obviously it's going to literally step that out so that's when you just go through here and you hopefully you can turn that lazy step down you can also sometimes if you want it to be a continuous stroke like for example a lot of people do this on their clay build up you know if they don't like that stepping literally just going in here and saying roll distance of five let's say we'll smooth that out as well cool thank you c friedelic for posting that yes way to make go z faster um or are more sub tools the speed is also decreasing oh man i rarely use uh go z i should probably i don't know i don't i don't jump out of zbrush that much anymore and uh yeah i don't use ghostie that much i'm sorry i wish i had a better answer for you but okay so solo mode what else we got we'd already talked about the wraps we already talked about the shell we already talked about this and that and the other thing the mask is the exact same thing literally let's see if we can go back to the beginning yeah we can uh same thing for this oops this one there we go and this one everything's back um is it might not surprise you at all and in fact in the video shows i slice slice zero mesh clean it up a little bit probably zero mesh again uh pinch brush with a little bit of the elasticity turned on call it a day i think we've made basically modeled this whole thing like let's see yeah i think we're good on this guy delete all back here underneath our oh when we're doing this little back here underneath our wow we've done so much stuff goodness there we go and poly paint off um yeah so the skateboard you can see me again on the stylus league i linked at the very beginning of this and i'll put it in the description as well skateboard is pretty straightforward and that's just you don't even let me just open up some images here i'm not a i'm not a skater uh recording nope we're streaming turtle power michelangelo um marketing nope props skateboard there we go so i got a bunch of skateboard reference in here and you know you can load them up in the spotlight so if you want you can say uh texture oh here's another thing i love doing um it's my new favorite thing so underneath z i do have a z plug-in rough switcher so there's a ref switcher you can go just google zbrush what's your ref switcher and you can check that out um so i have a squid games one a pizza hut one oh pizza we haven't talked about that we'll do skateboard real quick um i can add another one we'll call it skateboard and then for this we'll just say you know what i'm going to start with a cube edit make polymesh3d and so now i can load reference in here so we can go in here to texture import and i'm just going to grab what do we want we want a top view that we can rotate and then a side view and that's probably good enough for now so we'll say open so we're going to go in here to texture we're going to select the top one we're going to add the spotlight we're going to scale it down just a bit we're going to rotate it around just a bit like so and this will be our sorry rotate there we go and we'll drop the opacity down a little bit and you can also set if you want it if you wanted specific focal lengths like you had perspective turned on and you want to go in here to draw and set it like 85 to be if you're matching a portrait or something it'll even save this so that's totally neat so anyway uh we'll turn off all this stuff so we have our thing in here we're gonna say save view and i can sign these to alt one alt two alt three etc so now we'll do our second one so texture grab this one add it to spotlight we don't need this one anymore so we can just delete it out over there we can say scale this down and you know what maybe for this one we want it to be rotated this way cool so this will be our second one we're gonna say save this view so now i can do alt one and alt two and i can switch between these with my spotlight and use those as reference however if you don't feel like using spotlight you can also literally just open up let's find that side view here for example the side view just open it up in an image editing program this was um xn view i believe you can rotate this here we can literally just have it whoa just have it behind just kind of hanging out here multiple ways to do this in zbrush by the way but this is just a couple and then you can literally just crank the see-through down so as you're modeling we can turn off zmodeler so as you're modeling you can just have your references kind of sitting there so what i probably ended up doing was going through here and uh i want predictable geometry and i also want to make sure let's turn off c through because i already have spotlight so alt one alt two see through off um shift z so uh we got our board here i want to make sure that we're symmetrical across the right axis here so that's z forward i wanna the skateboard to kind of be this way and then uh z4 so this is the front of the board x here so this is this is what i'm starting out again i want nice even geometry so zero measure half down size down to zero detect edges x imagery turned on we're good to go in fact we maybe subdivide this a couple times go down here delete lower and just like when in our bison let me go through here and i'm going to say control shift knife curve we want it to kind of and again you could box model this and pull things out and move verts around but i probably knowing myself i probably let zero measure do the heavy lifting and i also was able to get a little bit more nuance into you know it kind of gets like this direction um and what maybe knife this way here uh and so we turn off the polyframe here i probably want to even maybe make that you know that apex here the middle so i'm gonna mirror and weld across the z axis here so there's my skateboard here and then on the top we'll go again alt one there we go and then again there's z forward so the front goes to the back we need this to be widened out just a bit and then again um we just need to do really the knife will do both sides but you know again we need that a little bit of that board nuance there um so something like this and this is you know if you need to go in here to z and rotate this around looks like i needed to just a little bit more here there you go and if you ever change this you need to save it just say save view one that'll overwrite it so you don't really lose anything so again um cue ctrl shift here we'll just kind of give ourselves that little board cut here and then this this is actually going to be a corner so we're good so something like this so we have the shape that we want we have the the curvature we want from both sides control shift delete hidden we have x image turned on half top sides down to zero we don't need detect i just turned on and this is probably a solo mode floor okay floor on did i do it upside down because i'm a goober um you know in fact let's do the same it's dropping it too low there we go perfect so we have this and then i guess we'll go to the bottom here we can make some minor adjustments you know it's looking good here and then qmesh polygroup all or paul your violin flip and then we have our board again we can do alt two make sure that you know we're the right thickness and we're off to the races the grip tape would just be again you can control drag off from a cue mesh to do this but i like to have it just flush on the board so delete hidden you can use dynamic thickness like we did earlier but you can also just go in here and that could be that and i can go in here and like crease dynamic crease level two smooth setup of three and start down like this and same thing with this crease increase level of two smooth div of three and if you wanna pull this board edge out just a little bit we can key go by then just pull this out and then this is a case where what i would call like hero wear so if you're going to be going through here and being like because this would actually be zero mesh like this because it was completely destroyed right so i wouldn't try to do that in the texture uh but same thing for this this type of wear where i was going through here and um x symmetry oops let's go ahead and apply that go in through here and just hold down all like this type of wear i was doing on the grip tape um this i would definitely sculpt in or oops let's turn off xm3 here we have wrap mode still turned on brush wrap mode off and in fact i wonder if we could do this let's try this z plug-in um z-repeat it i'm going to record wrap mode it's not going to do it for all my brushes you can record a wrap mode going to zero and then but it's again it's not a sub tool so i decided it's a brush so that's not gonna help that much anyway if you wanted to do a bunch of or some action scripty things to all your sub tools or all your visible subtools all your selected subtools um you could use zero repeat it in this case it wouldn't work that well but anyway wrap mode down to zero and then x symmetry turn back on and then yeah stuff like the bolts in here put those in there like this and reference is also key when it comes to things like this you know you want to go through here and get a shape from the side in the front and the back so all of these had a ton of this type of reference so that's that's more like beat up reference but like this you know go through here same deal go through and sculpt and you can see me on stylus league actually making this going through and sculpting the shape and then rebuilding it with z spheres increasing it um in fact it's also in the again it's all here so if we play this here uh oops wrong wrong right here hey our knee pad we just did our nunchucks we just did hey our straps we didn't did last time hey wrapping we did last time hey skin we just did uh there we go so i'm making this so yeah again i've sliced out the shape and the size of the thing and then i went through and just dynamesh um trim dynamic h polish get the get the basics overall shape rebuild it with z spheres crease where i wanted the creases to go so that's a really weird complex shape i didn't want to try to figure that out with box modeling so sculpted first rebuild it if you want to and then the wheels are super easy those are literally just um start with the cylinder edit make polymesh3d uh let's go in here to the floor and you know what let's say as you forward is fine so here's our cylinder and in fact i probably knowing myself i probably went in here with just a simple cylinder and just grab my own as opposed to starting with this one but this one's fine we'll go in here and we'll make this so you can see it and we'll say uh if you'd ever just start with something and you wanted to simplify it going in here and saying delete loops is an easy way to do that so we'll go through here and you know use your reference to scale i will go through there we'll put a big old fat bevel on here you can also if you wanted to like insert single edge loop you could put one here and then one here and then hold down alt and delete this one if you want to but in this instance i'm pretty sure what i did was just bevel oops bevel bevel insert multiple edge loops interactive elevation pull out to round tap to set that uh inset polygroup island legacy probably here and then this is where you know maybe inset twice and then qmesh hold down shift to push this in uh bi brush insert um industrial parts maybe i think they got one i thought they had a nut bolt assembly um oh you know what i bet it's under model tool kit but let's say you didn't know that you're in here and you're like oh i wish they had in here um a bolt head with a washer well you already have a washer it's that green thing right there so in fact we can just take this bolt head put it in here we'll say split mass points you can move this out a little bit or something we'll take this one we'll duplicate it off go into solo mode ctrl shift tap delete hidden cue mesh polygroup island or probably group all and then yeah crease pg increase level of two let's move so div of three and then there's your washer so you can just steal that this dynamic again crease level two smooth three is fine this one i don't think we want you can try it you can say d for dynamic and if that's the falloff you want you can or you could even go like you know what let's isolate these and we'll just crease that open edge and then increase the level of one smooth subdue of three and maybe that's the falloff you want but more more than likely in this instance for something more organic-y i'm probably just gonna go he'll say increase all i'm just gonna manually put in again a bevel along here and then say whatever that width needs to be and on the back two and then insert a single edge mount uh no multiple edge loops interactive elevation round this out a little bit and if i forget i'm like i should have done the other side no problem we're working right down the middle so in this case if you do a mirror and weld across the x and it does the wrong side deformation mirror geometry modified topology mirror and weld then you got both sides you can even take this whole apparatus here and you can merge it all down say b create insert mesh new save this as a skateboard wheel and then you got skateboard wheels for days just go through here and hold down control and make them all the same size and you got your skateboard wheel i recommend the starting point for trump trying to learn the program uh if you're talking about zbrush i would probably start there's a ugly dude i shouldn't say that he's fine looking um he's uh right here so this is ten and a half hours of just enter the zbrush stuff so this is a good enough place to start as any and then also on my youtube channel same deal just look for him um um okay sorry i got it back way up um like and again if i missed anything i apologize there's a bunch of stuff on here do you use the lowest subdivide apply high detail bank maps your character mesh when you want to render a final image generally speaking yes if you in fact if you want to follow along of me doing that there is some stuff in here for that there's the um sci-fi weapon process uh there's the speed modeling and texturing where i do just that just quick models decimate it down throw it into painter texture of that how do you cross over brush strokes that they have clean cuts when i crossover strokes always has horrible geo at the crossover yes that's um so for instance we have this oops oh and here's another thing too if i have knife and i'm like i just want to switch temporarily to um visibility just tap control and control shift a uh split hidden and then we've got this we'll go ahead and hit apply we'll hit ctrl d a couple times and then we'll go back to our chisel brush is here so we got a chisel brush and we're sculpting with this awesome chisel brush but you're right you can cross over in one stroke and it'll be fine but if you pick up it'll do the little double deformation there we go a little bit higher like this and then like this oops that's where morph targets come in same thing with the layer brush if you go in here to morph target storm target and then you can go across and then you can go across and it'll give you that nice that nice if you want more information on anything that comes out of my mouth generally speaking you can go in here and say thank you youtube chisel brush continuous stroke chisel brush i'll get you more information uh save curves and see a brush so i can replace old insert meshes with new one i you can use like we did earlier you can use z sphere chains and then you can create z sphere curves and you can just keep your z sphere chains hanging out or again like when we were making the nunchucks is how you pronounce that um you know if you have let's see did we do it on this one did i keep it around no we did it on yes okay perfect let's turn every oh wait that's the opposed one so i got a lot of crap in here um five two sixty sixty-eight no um i am just looking for that's a wrap plane that's our boat uh i don't have them in here anymore if you remember everybody watching um oh i guess we got it hanging out here that's kind of neat so we have we had our z sphere and then we had our skin z sphere and then we pulled off those those curves you can use the z spheres with curve helper down here to recreate those curves really easily or if you have the geometry hanging out i'll just redo it again real quick so if you just want to keep the geometry in your scene that's controlling the curve like so delete hidden and then ctrl w and then um polygroup polyloop u and u and mu and u delete hidden uh polished by features so we've got this sitting out in our scene and then we want to like like we did earlier uh z stroke um framer mesh b i brush insert m u here it's like okay great i have this i'm going to go in here and delete my curve i'm going to say uh hide point which is visibility hide point and then split hidden i'm just going to turn um this off and now i've got my scene and i'm all happy and then i decide oh you know what i want to make a change you can always go back to this and you can change this however you want or if you still have use these spheres you can change those users however you want and use curves helper but as far as saving curves no i don't not that i know of unless you literally don't delete the curve save your z tool they'll hang out between save sessions but i don't know that's kind of scary i like having something tangible in there for the curve yeah spotlight's awesome okay so what do you tell you about using smooth brushless sculpting as an option ruining the volume better to clarify clay brush for example instead of smooth brush using smooth brush while sculpting there's an opinion it is ruining the volume oh yeah so for instance there's two modes to smoothing we'll go back to our big one here so for example this i'm gonna go to his arm here and i'm going to drop down to slow division level 4 maybe there we go so i'm going to use a smooth brush here and i start smoothing like unmask there we go and i start smoothing um you're going gonna i'm trying to see if there's a better example of what's going to solo mode of like volumes we want to maintain maybe down here on the hand so on this hand here and i start smoothing his whole thumb is going to shrink right because it's literally just averaging those verts however if you hold down shift and let go of shift and start smoothing it'll maintain those volumes much better so here's maintained volumes here is just smooth the hell out of it the exact same thing with to go through here and grab this if we do it's the difference between deformation polish by features closed circle will maintain your volumes polish by features open circle will destroy your volumes it'll smooth the hell out of it don't get me wrong but it also just revolves also these little if you have like little weird um stars in your geometry if you hold down shift to smooth you're going to see it's going to kind of leave them behind if you hold down shift and let go of shift it'll actually average those a little bit better it'll maintain your volumes and it'll spread that geo over that volume a little bit nicer so if you have little pin points um holding down holding down shift letting go of shift will maintain your volumes or if you want to use that as your defaults it's under your brushes here bs brush smooth alt so you can set this and then now when you use this smooth brush it just maintains your volumes all the time and then if you want to do the alt you know do the regular volume destroying shift let go of alt or let go of shift sorry and it might switch back although in this case i think it just stays old but anyway oh and i also when i hold down shift i have a curve curve brush um brush brush brush smooth uh smooth brush modifiers um weighted smooth mode set the one when i sh when i shift to smooth it just it's a smooth stronger this is a smooth stronger maintaining my volumes and then i can also drop that z intensity down if i need to so um store history yeah i don't know that it does anything with curves i think it's literally just vert points but you can try uh cool thank you c friday um let's see general zuzia watching intro to zebra lesson on our station i found your youtube channel and also oh that's another good thank you for bringing that up on art station there is if you look for the basketball goober he is here's the full there's 16 hours on art station so if you have art station learning there you go get up and run into a brush watch your youtube videos instead of the airstation ones they're it's probably a wash they're especially well the the one on the youtube isn't gonna go in as in depth as this one this one probably goes into a lot more this one's 16 hours the one on youtube is only 10 hours um but honestly like if uh for intro stuff you're probably good oh thank you i can't oh no i can't pronounce that lee gibbons thank you imperial walker thank you uh and then again i'm sorry i can't pronounce this but thank you you guys are awesome really appreciate it um i'm not even sure where that happens but i uh i appreciate it it helps get me up in the morning man you guys are awesome um look at you what can you tell about using smooth virtual sculpting okay so we got over that um cool yes yeah uh there's actually a zbrush for illustration um and there's some streamers uh tony uh does this a lot so let's do brush ah there's a lot of cool 3d concept artist has some of that tony leonard does a lot of streaming you know zbrush for illustration and just like i did earlier when we were messing around i mean you can do um you know stylistic renders to get ink drawings and stuff but i mean really again just going in here and you know messing around you know what probably would have been funner is i still have that in here you know what i'm going to do shut it down it's getting too heavy we're gonna have a little bit more fun with this i think um how did you did a video on a rope and a christmas tree earlier trying to see that video can help with that lingerie title i think i was dressed i am honored that you think i'm joseph dress but i think uh it was drust rope christmas zbrush um and it was using a lot of the same techniques uh i know what you're talking about though i do vaguely remember that but basically it was it's kind of i think it's an older video so curse helper is now built into stroke is the only thing you'll need to know but i think you literally use z sphere curves helper or maybe it was when curse helper was new and then if you want to make a rope i mean i've done that before it's got to be in here right no somewhere in here i mean i'll just show you how to make a rope real quick it's pretty simple so or at least one way to make a type of rope so um if i go in here you know let's do this plane 3d a lot of different ways to make a plane 3d one of them is make polymesh3d geometry just reconstruct back down to solid ply and delete higher this is already if i hit unify it's already the size i want because what i'm going to do is go in here to our geometry dynamic turn smooth down go into micro poly there's already some repeating ropes in here you see wires and stuff like that weaves i think what i'm looking for is probably just a wire so i only need one so i'm gonna hold down ctrl shift isolate this oops micro poly um on apply i only need one so ctrl shift a delete hidden so if i use this and tile it it's basically gonna go oops let's back out a little bit so it's gonna go like this if i turn this into an imm brush just to test it out looks good so if i do this b that's let's hit ctrl w make it almost polygroup b create insert mesh new uh stroke curve mode on and now if we start just using it it's probably going to be broken in between let's make it so you can see it um see how it's not welded well you got to go down here to brush modifiers weld points you can turn triparts off even though it's not going to affect anything on this one in particular in this case too you might even it's like for pipes you can maybe even turn up curved red as you can see how you got a nicer bend in here so turn up your curved red curve res max bend angle will allow you to get it pretty tight if you want to get it a hundred percent is going to max been angle of 90. you can really curl these up or bend angle of zero and it'll it'll make it so that it wants to yeah so there's a there's a quick root brush and then again if you want to use z spheres uh to put it in specific places and then you want to go through and use curve z sphere curves helper you can do that we went over that earlier yes again thank you lee imperial walker and the name i can't pronounce because i can't read this these letters i'm sorry i'm a dumb american um did you you did a video rope yes um skateboard wheels skateboard wheels yep inception skateboard wheels um cool have you ever done a tutorial for dreadlocks probably similar um although i might end up doing that kind of stuff in um x-gen if i was in like the braids and stuff too um please help with exporting our braids ker to curves to action exporting correct normal and displacement f rendering v-ray and i am stuck with my model i have never done displacement in v-ray uh there's probably better smarter people than me when it comes to like creating displacement maps there's got to be um because i'm really done when it comes to that creating your displacement map and then subtitle pixel accuracy there's something about displacement 32-bit about like the mid-level of displacement maps between renderers that can kind of be different like some started mid gray some started black or white or i don't know everything in between um and the correct normal normals are pretty simple it's either going to be opengl or directx if it looks wrong flip the y channel or the green channel and then it'll look correct um there's a way not to get the flat plane residue after emerging welding a dynamesh and booleaning it flat plane oh um emerging welding a dynamesh and blading it the only what can happen and this is i think what you're talking about so if you have a z sphere here and you want to avoid so i go in here to a clip so if i go in here using the knife curve this is awesome so i can um knife this off oops make polymesh3d i can knife this off and it does a slice and a closed hole and it does an amazing job however if you do clip what you're going to see and you know again knife curve if i go through and do this and then dynamesh it no problem right if i go through here and i do clip it's going to push that geometry and sometimes this is more desirable but it's going to push that geometry straight up and leave you with a little ring and then if you go through here and you dynamesh you're gonna get that flat plain residue the only way to avoid that is to not have any flat areas on the mesh if you're bringing in a mesh and you're combining it and you're dynameshing it if you have any flat planes in your geometry it's just going to do that you can kind of clean it up you hold down shift and go into sculptures pro you can kind of you can kind of clean that up or if you're able to do something like this where you just click curve circle and just clip it back and then re-dynamesh you can clean it up but yeah avoiding thin areas on your mesh that the dynamesh can't resolve because the resolution is high enough is the only real way i think any tips on making things more smooth and less lumpy resolution so if you're going on here and you're like okay let's turn on x symmetry mirror involved across the x and you know what since this is in the middle let's go in here to transform and let's go in here to symmetry in the y radial count up to 100 trim dynamic we can smooth and then trim like so and smooth and then standard brush or whatever and then dynamesh so if you want it to be smooth you can go in here dynamesh resolution way up and then you can go through and you can cut better lines right however you're gonna run into um and this is totally fine this is a fine way to create something fast and easy um but you may find out that like you know what this probably would have maybe would have been better with the z model so we can go through here make polymesh3d control shifts make it so you can see it so instead of relying on just sculpting just think of different ways to attack the problem depending on what the end result is going to be so we go through here we can say close convex hole and then ctrl shift w and then through here we'll say you know what i want to do like a polygroup poly loop u u and u and then maybe do like an inset polygroup all legacy push this in and then cue mesh uh sorry cue mesh poly group i'll hold down shift and pull this in and then crease pg crease level sub crease level one smooth subdiv of three maybe and then nice and smooth so just a different way to attack the problem just as fast even more control honestly less destructive but the same result however you may be i'm modeling something very high res like uh we'll go you know what we were going to do this anyways let's see see we're still going to see oh what is it uh no it says zbrush demo i need to get rid of this one uh remove from unpin from quick access zbrush demo legacy 2021 uh bird robot steps so for if you're working on just concepting something down you want it nice and smooth like this here uh but it's getting lumpy uh for instance so you know what these aren't lumpy enough there we go nice and lumpy uh okay you ctrl shift a split hidden uh and we're going through and we want to like h polish this and we have it all dynameshed like so um and we want to you know i just want to mess with this ctrl shift select lasso yoink it's delete hidden close holes w control tap kind of give ourselves a little bit of breathing room in here you could use back face masking on that as well if you get this nasty thing again hold down shift sculptures pro clean those up a little bit re-dynamesh to close your holes so we have this here and then we want to go through and like clip curve and clean up any shapes or get them a little bit more refined like so or you could use knife curve now um bad habits so old habits i should say and then you're going through here and you're using like h polish and stuff now for one thing for lumpy meshes h polish with a big brush is going to be your friend because if you do h polish with a tiny brush you know you're going to get a bunch of lumps and then also we're dynameshing probably at a higher resolution than this but at a certain point you're going to get to a to an area where it might be beneficial to go through and even on organic stuff even if this wasn't hard surface and it was like you know what it's a creature and we want to go through here and you know we've got some wrinkles and we're cutting in and we got some surface flow and we're going in with our clay brush you could find out that like ah it gets really difficult the higher the resolution you go it's getting really difficult to smooth any areas out or do any real precision kind of sculpting on this and again we'll go back in here with keep raising that resolution up to get more and more and more out of it and eventually it's just going to be hard to work with there we go and again skin flow and all that good stuff and standard brush and veins and all that stuff um it's just hard to work with well at this point this is what i said again control tap to store those points in history zero measure adapter slides down quite a bit on organic stuff i don't necessarily need to go down to zero uh target polymer counter five is fine you can also use the gizmo widget gear icon to zero mesh to a specific amount we're just going to zero mesh this really quickly here and if that's low enough you can even push your lug zero mesh half and i'm gonna go here to project history that's under sub tool project so you have a nice low res ctrl d to subdivide project history control d to subdivide project history control d subdivide project history and now you have nice even quad predictable geometry and if you need to go through and like unlump something you now subdivision history you know so i can drop this down and it's a lot easier to work with now go through here and do nice smooth transitions between areas and it doesn't get lumpy because i'm using i'm working with less geometry and then when i want to go detail this up it's easier to work with and again much more predictable i have more control over it i can go back in again with my clay brush and if it starts getting lumpy just and again if i'm doing secondary work now i'm like it's too lumpy drop down one and now you have less polygons to work on less polygons to have to control and you'll get much smoother results so you're going to go through here and again just kind of unlumpy yourself clay brush build up build up build up in between and then and then when i'm ready not to know smooth a little bit and then here is where the geometry gets a little bit harder to control but your forms are probably dialed in even better so now you can go through here and just continue to you know detail up standard brush put some little veins weird meat cube thank you charles barber um having a hard time finding a way to create believable dreadlocks in zbrush how would you go about it well first i would figure out i wouldn't honestly do them and zbrush is probably the biggest problem um like it can show you how to do the shape but this is just this is noise with fiber mesh on it and the fiber mesh is probably going down the strand so um yeah i wish i had a better answer but it'd be like bx oh sorry b e extrude profile m just grab a shape a circle's probably as good a shape as any go through here and oops let's delete lower here so and we want to change that profile curve which is underneath our stroke i believe i'm not mistaken stroke curve fall off so probably something more like this here this here you can even hold down control and go through here and move this stuff around um so there's the volumes ctrl shift grab all these go ahead and say split hidden um control d to subdivide and oops let's do uncrease all delete hidden uncrease all ctrl d to subdivide and again in nzbrush uh surface noise maybe you know it's it's a rough texture so it'd be something like this scale it up you know it's kind of like this but then it also has hair on it which in zbrush um you can make hair curves you can also just throw on some what would it be mesh sorry fiber mesh here preview max fibers down let's change the base and tip color so i can just see where exactly that's going i don't need that many fibers i certainly don't need them that long and then i'm just going to turn on gravity here i'm just going to have those here i'm also going to crank up that coverage a little bit so i can see better and you know what i'm going to say segments of maybe 10 profile of four so it's real geometry um so there's some hair i can even go in here to i can try doing twist isn't what i'm really looking for like clumping you can start clumping the stuff up but you can also just say accept and then there's the fast preview mode but here's my geometry here's my fibers you can even have a bc brush clumping in here little maybe oops sorry brush hair brush bg brush groom turbulent can sometimes give you a little bit of turbulence in here also you may want to go into your brush settings and say there's a fiber mesh setting in here you may need to change which is front collision tolerance drop that down to maybe 10 so it gets a little bit closer to your geometry and let's also go in here so we can see a little bit better you know and you can kind of and since this is real geometry you can actually go through here and you can inflate these if you want um oh we need to turn off so under so this is a fast preview in here so if you ever want to go in here to your and if you want to see what it's going to really render like without fast preview this is what the the actual geometry is you can go in here to where can you go into uh fiber mesh i'm having the hardest time finding that underneath preview settings turn off fast preview there's the real geometry and then you can turn this on you can take the previous down if you want to but we'll turn that off and then you can actually go through here and groom this type of thing so in zbrush something like that um can i align any object to another there is new align tools coming out i don't really you do a lining if i want to align this brush create insert mesh new now i can align it to any face that i want because it's literally just being aligned to that surface normal if i want the same size just ctrl drag but yeah if i have just an object sitting out here and i say split mass points and i'm like i want to hit make this thing go to this thing i don't know a way to do that in zbrush but there is new align tools coming out and the next iteration of zbrush if you watch the zbrush summit um uh learn to do that which should make 3d scopes look 2d hand drawn yeah you can manually do it but also i mean i got a ton of that in this youtube playlist here it was zbrush 20 20 28 19. i forget our station might be easier to look at 2019 yep this one here zbrush 2019 what's new goes through a ton of that stylistic ink hand-drawn look using windows 11 if if so how does the version of the two start to run around i think i'm still in windows 10. let me see properties more properties windows 10 home yeah not windows 11 just yet cool uh yes yes just get caught up here thickness and spotlight uh the spotlight thickness if you're if you're doing that is controlled by whatever mesh you have selected on your screen so for example if i split this off and i go into see let's see comma key spotlight hard surface and i've got these kind of sitting out here and i want to make a hard surface shape and i click this little camera icon it's going to be the thickness of whatever this is so if i scale this here this much and then i'm in spotlight and you know you can even swap these out i can turn on quick select and i can go through here and there is let's use this one so i've got this one here and i want to scale it up move it over and then i hit the camera key it's only going to be that thick minus circle cut in a plane uh if your plane is at an odd angle so you've got this here and it's just kind of just sitting out in the space like this and you need to look straight at it z modeler brush hover over a face there is a set camera perpendicular click on that face now your camera is perpendicular ctrl shift slice circle cool well thank you gregorian is there a way to round a cutout on a plane for example is not round you need to get it round um yeah so if it was like this and it's like oh that looks like crap uh one thing you can do is manually you can go in here to smooth uh brush smooth there's a smooth groups which is just taking the smooth brush modifiers and setting it to six the weighted smooth mode and you can go through here and make it smooth or you can literally just i mean and this in this case you can just go in here to masking and say mask or polygon border invert that polished by features tap tap you can also spherize so if you have like this here and you say spherize polygroup all you can do uh yeah you can also split point like um um um mark says in here there's a split point cavity mass of noise surface follow bearish very short fiber moisture zero gravity just guessing yep you could do that too um a couple different way yeah and you know detailing up those shapes is another thing but anyway we're way over time oh my gosh thanks everybody i will see you next time we got pretty far i think we did pretty good i don't think there's a whole lot left other than like modeling the arcade which if you watch the i know in our station here um the arcade just slow it down to like .25 on youtube um it's kind of pretty much all in there like the shapes are pretty simple slice uh ziri mesh slice zero mesh some of the stuff i modeled live it was pretty embarrassing because i was having a hard time but um cool all right see you next time which is probably going to be gosh december unless i decide to stream at another time this month but anyway thanks everybody have a good rest
Info
Channel: Michael Pavlovich
Views: 15,759
Rating: undefined out of 5
Keywords: ZBrush, TMNT, teenage mutant ninja turtles, TMNT sculpt, ninja turtles, ninja turtles model, ninja turtle
Id: RJQRmu44fp8
Channel Id: undefined
Length: 163min 2sec (9782 seconds)
Published: Thu Nov 04 2021
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