Why I Ditched ZBRUSH for BLENDER for HAIR

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hello boys and girls my name is Danny Mac and in this video I'm gonna show you an alternative approach to creating polygons her so if you've seen any of my other videos on her you know that I can't pronounce it properly no hang on a minute so if you seen any of my time lapses our live streams are her tutorials basically most of the characters I've ever put out there have her med in a particular we're using ZBrush the way it works in ZBrush is that you have a her brush with predefined her strand shapes then you make all your stroke settings such as size taper etc then you position your strands how you want them recently ZBrush made this more versatile by adding better curve control such as elastic and liquid also the defamation menu gives you further options to control the hers such as Bend curve which allows you to control the hairs using points and the twist function can be nice to use too the problem with this approach in ZBrush is that its destructive so for example to use the defamation options the hers need to be in a straight line to work properly meaning once the hers are in position they're no longer an option this also means that once the curve is accepted it becomes very difficult to make big changes in the position of the strands without redoing it off from scratch and it's also very difficult to adjust the taper our add twists which better address once the hers are in position rather than beforehand finally because this is a predefined insert mesh brush it's not very easy to redefine the ship along the curve nor is it easy to reduce the poly count on the curve for optimization in this video we're going to see how blender can fix all of these problems and I want to thank fellow youtuber Zacharias Reinhardt and hope I pronounced that properly I apologize if I didn't and for introducing me to an alternative technique in one of his videos know what I'm about to demonstrate is by no means revolutionary in fact it's a very very basic modeling and it's actually one of the first things I ever learned how to do but I just somehow never thought to approach modeling her in this way first I'll very quickly go over the basics of doing this manually then I'll show you a neat little plugin that speeds up the process a little so I'll do shift air to add a Bezier curve then I'll do shift air again and add a circle now with the Bezier curve selected I'll come over to the curve options and make the circle my bevel object the circle is now basically extruded along the curve and we can cut it off by checking fill caps now the beauty of this technique is that not only can we know position this curve however we won and the points always follow the share if we tap into edit mode we can reshape a new object on the fly now that's the basic thing you can probably already have an idea of where this is going now I'll get rid of that and I'll show you what the bevel curve tools plug-in does and of course there's a link to the plugin in the description so what I'll do is press new beveled curve and we get this it's basically what we had before except the ship is different and there's a taper to it and before I click anything I'm gonna change these attributes so first I'm gonna change the shape to square although it doesn't really matter what you set this to because we're gonna change this in a moment anyway I'll check you subsurf modifier which does exactly what you'd expect it to it adds the modifier to the object and I'll change the radius fall-off to not tip this gets rid of the taper you might expect I'd once a key but we're gonna have a much better control over the taper in just a moment you could mess around with a scale if you want but again we'll get to that shortly once we click away we just have these options up here and the first one I want to draw your attention to is a edit bevel which basically jumps us into edit mode so we can adjust the shape of a bubble object here's where I'll start shaping the her and I'll just turn on wireframe on our objects or we can see it better now this already gives us much more versatility over the old method because with the ZBrush method once the hair was down it was very difficult to change it but it gets better because if I press two points and press W followed by subdivide we can change the shape even more and of course this means I can also delete points which is incredibly useful for reining in the polycomb which again is not easy task using the ZBrush method alt or not is that when I do that the cap topology updates on the fly which is also great another way we can wrangle the polycomb is by hopping out of edit mode and simply dropping down the u subdivisions which again can be edited at any time so now we have our share but we're missing that all-important taper so let's bring that back press shift err and add a new Bezier curve and press 7 on the numpad to look at it from a top view I'm moving up in object mode so we can see it now basically what you're looking at is the stroke curve that you would find in ZBrush that I used to create a taper on the her brush and I'll show you what I mean if I select the bevel curve and click this eyedropper next to set the object followed by our new curve can you see what's happening the higher up the y-axis the curve is the thicker our object is so we find jump into edit mode on this curve and move the left handle up we start to get the nice taper we're looking for and hopefully you can see just how powerful it is to be able to control this on the fly because this can be tweets even after the her is placed on the head so we now have on the fly controls for the taper in share obviously we just need to jump into edit mode on the curve and start place and get on the head which again is super nice because once we have our basic placement again we can subdivide the points insert tweaking the shape even more alternatively you could just select a point in hit e to extrude a new one now one of my favorite parts of this method is if you wanted to add a twist to the strands well that's super easy just hop into edit mode and select a point followed by a ctrl T and look at that easy-peasy twisting another great thing is that if I now hit shift D to duplicate it's going to duplicate along with a new bevel object which means we can adjust the ship independently of our first mesh which is great for adding variation the taper object remains the seminole meaning a change will affect all of the strands so if you wanted to change this behavior you would have to add a new curve but I personally think this is unnecessary anyway once you're finished if you want to turn the hers into meshes simply select them and click convert to meshes and this will conveniently cleanup the bevel objects for you as well I wouldn't do this until you're completely happy with the positioning knob because you'll lose all of your controls when you do this and if it looks like you've just created a bunch of angles don't worry just turn on draw all edges and you'll see that all of the polygons are in fact intact if you enjoyed this tutorial please hit the thumbs up button and if you'd like to see more don't forget to subscribe and hit the little bell to be notified of my next video peace now with the Bezier curve selected I'll come over to the curve options and make the circle my bevel object
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Channel: Danny Mac 3D
Views: 213,634
Rating: undefined out of 5
Keywords: pixologic, zbrush, blender, sculpt, disney, dreamworks, pixar, cartoon, tutorial, stylised, stylized, b3d, hair, time lapse, poly hair, blender 2.8, animation, short film, spring, cg, cycles, girl, gimp, krita, inkscape, open source, free software
Id: u2EY4Lr5TXw
Channel Id: undefined
Length: 7min 46sec (466 seconds)
Published: Tue Oct 16 2018
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