ZBrush 2018 Simple Scene Creation 06/07/2018

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this working is working yes my own screen okay so today what I'm going to do since I forgot to render some video outs during my class yesterday for one of my students Alyssa we're going to recreate a scene ich will have a little bit of fun with it and it won't be as good as the one she has but at least we'll get a semblance of how to set up a scene and also do a little libraries I think you guys will enjoy that and also I forgot to record the video so we'll go ahead and do that now um and so with this book that we have here if you go to my youtube channel you go to playlist if I've organized this correctly let's see yeah okay live stream full episodes I haven't put the latest polygroup at life okay I guess I did do that so like pad work forty pad work thirty-eight you can kind of see we've been working on this book on and off so we're gonna make a little library real quick and maybe make some more objects and put them in a little scene here and maybe do a little bit of rendering everybody thanks for showing up Furion Zhen and Oleg and to fajn and a kacheng and our ham we're gonna make a little library real quick so how we're gonna do that and that was just a book and we can use that book or we can make our own books later if we're just gonna like stack books on a shelf here so first we got to make our shelves if we're gonna make like a bookshelf I'm gonna start is well just grab polymesh3d here and that doesn't look too much like a bookshelf but if we go to initialize down here do aq cube now we have a little square and we can go ahead you know what I'm gonna do I'm gonna do a deformation unify just so I know a little bit better the ZBrush native scale we're working in if it doesn't really matter about where the floor is in real life so usually when you export out a ZBrush that floor plane even though it's down here it's gonna snap down to the bottom because if elevations set the negative one in reality if you're just like export this into Maya max remote Oh your floor plan is gonna be right down the middle of this object so you can use that information if you wanted to to be like and I'll drag over those and then we'll just keep mush those out now I know the bottom of this object here is actually in world zero zero zero so you can plan accordingly but we can call this our bookshelf and we're gonna clean this up a little bit we'll go insert single edge loop and you didn't have to do this you could go Q cube and set your resolution to one but and I'm Way too lazy for that so we're gonna go ahead and stretch this out now books shelves aren't usually this deep you know because books you know stack in this way stack in this way whatever you want to do now to get the overall frame we're gonna go to inset a single poly each poly and we're just going to go ahead and set this a little bit well there's two ways we can go about this number one you can do insert multiple edge loops and you can go bring and then set your shelves this way and then you know depending on how many shells you want so let's say we want four and then I'll hit ctrl W make this one polygroup a little bit easier to work with and then if I want to go ahead and polygroup these I'm gonna do polygroup a single poly and then you can just tap alt to cycle through new polygroups there there we go so there's obviously different and now we can go to inset a single poly here so we can go in set one two three four just tapping and then we can Alt alt and then we can queue mesh straight back so that's one way to do it if you want the ability to move the shelves around or make these things thicker than the shelves I mean you can still do that you can go like that's polygroup a poly loop here q Manish Poligrip ball get me some there we go qh polygroup ball like this and now this one you're gonna see we have blue out here and then blue on this side same polygroup so in this case I'm gonna do polygroup island and since these polygroups aren't touching now I can just pull this out so you can do a little fancy modeling in here or if you had planned ahead you know you could do a double inset and then pull out I don't know that's one way to do it another way to go about it is just to inset this single poly here and then we'll say cue mesh a single poly I suppose we can just do Poligrip ball on if you pull all the way through its go want to measure this side if you wanted to just get a frame you can go in here to inset a single poly and now you can just queue mesh through here and now you've got a frame and you can stack little shells in here and neck you know what that might work I was gonna just queue mesh a single poly back and then before I hit that let's go if I make you'll see if I make my brush size really big make my brush size really big and it sticks as we push this back if I make my brush size really small as I push this back and I guess it's about the same you can hat you can force this thing to snap sooner or later depending on when it hits another thing I'm gonna do just to get total control is gonna mask a single poly invert that mask at W and just go push back up and ask a single poly oh you know what let's hold down control and that will just pull in so we can kind of extrude now I can go to the back here I can say up I'm poking through so we'll just leave a little bit of space in here so that's about the depth of this shelf if I want to change these dimensions I can hold down ctrl + alt and then just use the Move or I can control out this side and it's used to move whatever I want to do if I want to work symmetrically do a quick mirror and weld and that way I know I can hit X and I can work symmetrically in here hey some thanks for showing up let me make sure I got some more hot water mr. Olympus and my Russian I think we're going way back I think I've been told what was on my ancestry DNA I forget I think I'm Croatian I think but I've also been told I have a very Ukrainian name and a very Russian name so who knows it's all a big mystery let me go ahead and mask if I mask these ones I just alt tapped and then hit W and then hold down alt and go to unmask my Center I can now scale these out a little bit more and now we have our basic bookshelf and we'll have separate shells inside of here so easy way to get separate shelves you can hold down alt drag over these and then you can do qmesh polygroup ball level say you can hold down control and now you can just pull up these little shelves smelling of control now this one we're gonna do polygroup island just so we're not doing anything weird here's the news Palau shells like that now these are separate meshes so they do control shift a we're just pulling out these little shelves in here alternatively what I would probably do is go ahead and delete hidden it I like to work more like this where I'm going to duplicate this off go into solo mode hold down alt and Mark these ones we can just go ahead and pull down control just to grab a little shelf off here I'm going to delete hidden and now I've got a separate sub tool you could have split those off under the split menu here however you want to work but I usually duplicate it off and then just use that Geo to inform what I want to make next so we're gonna toss these shells in here and now I have this shelf in here now we can use a couple different techniques to make shells we can hold down if you're my youtube channel and you go to only make sure don't have anything bad on this screen here so in by bad I just mean personal information as you brush 2018 what's new if you click on this one mmm warm water so if you scroll down here you're gonna see there's way down here at the bottom I think I know somewhere in here here it is gizmo multi copy so you guys already know chill down control and you drag out a copy you can do that you can drag out another copy you can do that also you can turn on the sticky you can drag out a copy and it the kids most snaps back and now you can hit one then you can do copies like that or you can turn sticky off you can hold down control drag out a copy and then with your mouse or pin still held down and letting go of control you can now just keep dragging and it will keep dragging out copies evenly spaced so you can do that alternatively we a like alternatives in ZBrush we can go over here to array mess and if we're looking at just a really super silly lousine non-destructive as heck we go over here to our a mesh here and we can say i'm gonna make a new array mesh we're gonna offset this thing in the I am melt so if we start off setting this not on the Y amount okay this is good uh oh yeah no that should be in the wine mat offset X okay it isn't the wine mount I don't know what I was doing there so we can offset in the Y amount here and then we can say how many repeats do we want and we could also do this just with the gizmo but nothing gizmo the transposed line so we know lock position long sighs turn on transpose I head W have the Gibbs melon hit Y and/or hit this little button up here and now we have a transpose line which has our stage and repeats so now I can just dial in my repeats using this thing and I also if I have W selected I can also move oops I can move the middle one and that'll put my end stage where I want it so I can go okay I want this many repeats and then I want to put that end stage there abouts and if I turn off transpose now I can move this entire bottom one to kind of position it and I can turn transpose back on and now I can control where this ends up and then if I turn off transpose I can move this back and forth another thing I can do is put our shelves in there I think that'll be good I was gonna say we can turn these into nanomesh and I'll see a real good reason to do that just yet unless I wanted to space these differently in a very kind of non-destructive way we could do that and we'll leave this alone for now the thing I want to do is let's go ahead and put a little bevel on these edges why is my monitor going nuts okay so what I can do is underneath geometry here you got dynamic subdivisions we turn up dynamic turn on dynamic that'll go ahead and give you a preview of what it would look like if we get smooth in this case if I wanted to use smooth subdivisions I'd probably want to crease all two different ways to go about this give me a second so in this case we're gonna crease all our edges looks the exact same however if we say like crease level of three smooth sub div of four now we're getting that kind of look and of course you'd probably want to put in little support loops and a single edge loop here so you can kind of tighten up these corners a little bit to get this look and then you can do shifty to turn that off and then do to turn that back on but instead of doing that let's go ahead and undo I'm going to do smooth subdiv of one cue grid of five and you can do flat subdiv too up to a certain point but will you cuckoo cougar cue grid so with cue grid here we can change the coverage cue grid and we'll turn on dynamic and now as I change this coverage down we're just going to build in a little bevel that we zoom in here you can change it from a bevel to a chamfer to kind of round those corners out a little bit you can do a bevel and a chamfer we'll just do a chamfer we'll change that coverage and as we have our smooth side division we set that to zero if we set it to one doesn't really make much of a change that at the to mm-hmm see bevel cue grid of 5 that should do something but I guess I guess not not too much alright so we'll say chamfer smooth subdiv of 0 I suppose Q grid of 5 and then change our coverage just to set dial that in and we can always this is completely non-destructive we're not adding any real so divisions here so we do shift D then we can continue to model on this thing or insert it wherever we want we don't even need creases on there don't think let's do increase all it D yeah oh you know what maybe that's why this move wasn't working because we had it all creased so smooth so div 1 there we go so now we can use Q grid to dial in our bevel amount and if it gets a little like let's change our coverage here so we can say oh we want big fat bevels but forgetting it's it's blocky in there turn your smooth subdiv up to 1 and now you'll get a little softer fall-off in there and again it's all non-destructive so you can use a combination of q grid and smooth subdivisions on that one this one here we can do the same thing I kind of wish there was a way to save those settings we can just go dynamic q grid a 5 coverage just give it a little bit of thing here and then smooth so to the 1 no creasing increase all there you go so now I got little bookshelves in there and a little bookshelf on the outside non-destructive we're only working with you know move these over yeah 42 points so this is a very small scene who got quicksave oh speaking of give me a second I need to do a little housekeeping here this monitor is gonna kill me you can restart my computer I guess hold on um we're looking for is ZBrush 2018 data recovered quick save counting right covered see to make sure I clear all that out okay click Save again Oh everybody thanks for showing up how come in set on a rectangular face makes the side and top planks to the different thickness that's a little bit that's kind of a known issue I think so for example we go in here and we say we want to inset this polgár ball and then we want to don't we want to do a region so we get both of these we are getting different thicknesses sometimes around here especially I'm just a square object so in this case if we don't do a region yeah you're getting a little thinner this is a bad example you see they can make it more obvious this side here there we go so we're getting thinner on the sides and in this case I would say go back to our gizmo here I can just control click maybe not we can go into our zmodeler brush here and say mask polygroup ball and then we can say w go to in and mash mash center which doesn't seem to be working that great and kind of it's not not a great solution I understand that I think if you hold down shift it'll give you it will make it square but that's not really gonna help you here so if we do inset a single poly each hold down shift that makes it it's makes it a square one but obviously that's not really gonna help us in that case yeah so I know not an ideal solution to go in there and mask and scale stuff around but at these does I have a dragon with ten million polygons right now on I make it around ten thousand polygons you're gonna want to go to Z plug-in decimation master pre-process all if you have separate sub tools and then just decimate it down go hey pro thanks for showing up so we've got our little bookshelf here now let's stack this thing with some books and also let's make sure we don't have any yeah okay so we want to put some books in here I do have a book in here so we have a little placeholder book if I wanted to I could make this into just a really quick nanomesh or I can make it into an insert much brushing and snap it to the side B create insert mesh new so if you have a book that you want to use you can just grab it throw it onto your bookshelf here now because I have dynamic subdivisions turned on it's inheriting those dynamic subdivision properties if I don't really want it to I can just insert a poly mesh here and I'll throw that down at the bottom let's go move this behind out of the way so when you use this brush to have no properties on it then I can just move this book on here and then we can just hold down the control and then put in some books or use a ray mesh like we did with this or even use nanomesh will just get to in a second but this books a little too fancy for this particular bookshelf so we're gonna go and undo that and what we're gonna do now is make a book real quick so out of edit mode and we'll just use this poly mesh here I suppose we want to solo mode here and again we're gonna go down here to initialize Q cube unify and let's go to make a book real quick unmask mesh Center scale this up a bit and let's go ahead and I'm gonna hollow I'm gonna hollow this thing out so I'm gonna mark these ones I'm just gonna pull down qmesh polygroup ball actually let's do this all these ones my monitor drive me crazy delete single poly here and then we're gonna hold down ctrl and alt and pull this back so this will be our kind of generic book and now I can go through here I can do bevel edge loop complete and you know what let's work in X symmetry here and then we can do inserts multiple edge loops and we'll say interactive elevation and what kind of around these edges up just a little bit and we'll go to insert single edge loop and we'll kill those and kill that I suppose they control W so this is our kind of our book if we want to round this one out we can certainly do that we can say we can mark this one and let's do insert multiple edge loops interactive elevation and then we can just pull through here and kind of round this out a little bit if we want quick Marin weld make sure it's mirrored and then we can stretch this out just a little bit something like that okay so we've got our basic bookbinding if we want to get a little bit fancier we go to insert multiple edge loops turn off interactive elevation and we'll just drop in say you know what we can I was gonna say we can just do like one two three and then bevel these so just go in here and like bevel here oops one two three to get them spaced out you can also go through there and put in your multiple edge loops as fine so let's go ahead and do insert single edge loop we'll go ahead and block that one off here so we've got our three little ridges that we want them put in here so I just alts mark these ones and then we'll just quickly qmesh polygroup all here and then we can go and ask nope hover over an edge mask edge we're gonna mask one two three you can slide them if you just want it to slide one but I want to slide three so I'm just gonna mask them off and before I did that actually it's always about order of operations man let's do queue mesh all polygons pull these in we're gonna need to go down here to display properties flip and then we can just fill this in trying to make this you know what we're just going to use the book ends because we're never going to see the inside if you want to go back to the other videos you can fill it with pages and let them do that again it's fun but not really necessary for what though what I'm doing now and now I can go back in here qmesh polygroup ball and then mask an edge and move up now on this one if we hit D it's really going to soften that out so I'm going to do a crease here and your crease menu or into a crease level of too smooth so to the three and now you can go in here we can soften these up a little bit - we can go crease an edge hold down alt and increase these little transitions in here and we can also we can probably round these out little bit more as well if we wanted to have but they're fine they're fine and this is where you can go in here and add your support loops while you're looking at it so you can insert these and you know clean up these corners a little bit you can also go through here and you can say you know what I want to crease this crease edge you look complete here depending on the look you're going for the second something like that okay so we've got a nice cheap book let's say whoa way behind in the chap sorry about that um I need to be quads for games with decimates okay so you can use zremesher and we've gone over that a ton of times go to my youtube channel here and I'm trying to think live stream highlights there's go away back here we use your e measure on clothing we use your measure on Anatomy we use the array measure and these fear of topology together they kind of do a cleanup we do zremesher I think down here for cleaning up a scope scan data that uh and yeah here right here to Z sphere topology cleanup on an anteater mesh you can also use polygroup head zremesh and clean up if you need edge loops here so ton of different ways that go about getting quads where you want where you just manually reach apologize the whole thing in ZBrush a flat heart shape method to do a nice crisp shape so if we wanted to say stamp this is gonna be our heart book we can go in here hey since I'm super lazy I'm probably just gonna go into a make polymesh3d on a plane divide this thing up hit X to go across X symmetry and we can just mask out a heart shape and then we can hold down control all and clean this up but really I'm just looking to do you can hit control w make a poly group but in this case we're going to do a geometry delete lower in a geometry edge loop where you can do edge loop mess border that'll kind of slice through and now you can do delete hidden and now we can do 0 measured exercise down to 0 half we have X turned on so getting symmetrical and I'm gonna let zremesher do the heavy lifting on the topology for me I can help it out a little by like I want this to be pointy and I want this to be rounder and that you can keep hitting half now if you want to maintain a little bit more you can say adapt to size up a little bit and it's not going to work so you can do this really quickly and now you've got heart shape and then qmesh polygroup ah give it a little bit of thickness and now we can do crease polygroup dynamics mousse of the crease level of three smooth soda before and now you've got like a heart shape like that you can clean this up you can also just if you wanted total control over your edge loops you can go in here with your topology brush and make a heart shape and then just divide it up or you can go in here there's e sphere topology and divide it up if you want this endpoint to be sharper that's just gonna go in here and say crease edge and now you can crease this edge there you go so now if I wanted to stamp this on my book B crate insert mesh new and go back up here to my book and then oops insert mesh here and we can just stamp that right on our book so here's our care-bear book now I can just leave that and that's kind of just on my book here I can also if I want to emboss it on the book I can dynamesh this and do a subtractive or I can do split mass points put that two below the book we'll turn that on to a subtractive mesh and let's go ahead and hide our bookshelves for now and we can say light boolean and then we can push that in and now we can kind of cut that heart into our book cool cool xavier asks what am i drinking i am drinking warm water it used to be hot water and then it goes goes warm quick solve lag issues in 2018 when rotating moving in viewport i have a good pc when i give about 3 to 4 millions well in ZBrush working only 20 plus million i haven't had that problem i'll add i skip your question sorry i'll go back up 3 to 4 million so i I don't have any lag issues in 2018 what I might suggest it I mean it's probably not what you're running into but if at any point you have dynamic subdivision turned on or is like I want to sculpt on this and I'm going through here and it's like oh what is going on it might be because and again it's probably not what you have but just in case if you have dynamic turned on for anything that's not just a super low res mesh it's gonna give you a preview of ninety five thousand times yeah three subdivision levels on here so if I go even higher it's gonna be like it looks like it's pretty cheap but then when you try and sculpt on it since it's giving you a preview of millions of polygons that's gonna behave slow and erratically kind of choppy so that would be one way but yeah I my sub tools I try and keep individually between four and five million and I haven't had a problem yet on 2018 go and yeah the hot water is just because I usually get complaints about my voice at 5:30 in the morning mmm let's see I'm looking for claps question did I owe a function and - snap away Polly's like with cue mesh from ZBrush for example I have a 3x3 poly I want to remove one cube I don't yeah so this functionality here there might be away it's it's actually been a while since I've hopped into ZBrush or hopped into Maya so for example probably much 3d here initialize cute cube here unify this is one of the reasons why I like Q cube brush or the cube mesh brush here because we can do like you much single poly and it will you know snap all the way through my mesh and I don't have to go in here and bridge this stuff or I can take any one of these and we can say a line full step and now this is where if I make my brush size big it's gonna take a while before it snaps back if I make my brush size small it'll just snap back immediately that's what I was getting at earlier in the video so I gonna snap back through here I can snap back through here and I can snap back through here and I get snap up so I can kind of start really doing this really quickly in my others way you can use topology you can snap verts together quickly using the modeling toolkit but the ability to just like snap through an object and have it bridge automatically I don't know of a way to do that Oleg says Michael you have any hints for sculpting clots of some thickness oh I got tons of hints for that so if you go through this channel on the live stream highlight sorry I'm missing a lot of questions over there I will be behind live stream highlights has a ton of here's pants oh also you can go into the specifically for that the where am I at there is a ZBrush to Marvelous Designer quick start now you can use Marvelous Designer you don't have to on some of these livestream highlights and on the live stream full episodes if you can scroll through you'll see like oh here's how you can make a quick shirt and give it some thickness and ZBrush and sculpt on it or here's how you can take Marvel designer cloth into ZBrush serum that should give us some thickness so I think apology of something character creature 0 miss can make the work for me I need to make the right to Paula G by hand yeah you zremesher and again I'm scrolling pretty fast through these comments they're coming fast and furious so if I miss any keeps on the mount going down down down down down the lag issues with all the new features of ZBrush low poly modeling how do you even still make use Amaya what I would what I do kind of use Maya for is very specific well pipeline stuff because our backbone is and at the NRA animation backbone pipeline goes through - oh we got to save our files rigor of files and my and do waiting and stuff like that so you do need some island knowledge and then also in Maya I've been using their UV tools a lot just for very specific UV purposes and I do some low poly cleanup in there but you're right I do most of my stuff in ZBrush nowadays Oh process scope first pros know to slow down ZBrush if you're using that yeah that's a good point thank you for bringing that up pro in ZBrush 2018 what's new there is a video called ZBrush 2018 maximizing sculptors Pro performance so that gets into you know what I'll go ahead and link you there while I'm sitting here let me say share it there you go Oh login to reply oh hold on yes sign-in gone gone there you go the best way to reach apology in zbrush topology brush is ease fear apology zremesher or zremesher n2z sphere topology to clean it up and you can find all those on my youtube channel we've done it a million times mmm Nezumi thanks for showing up has been a while a lot of startup brushes imported along with Matt Capps and made custom UI buttons the custom UI shouldn't be too bad I have a not an intensive custom UI but it's little custom but yeah maybe start up brushes if you have a just a monster number of crazy start up brushes that have to be loaded maybe and then yeah a bunch of materials it has to load I'm not sure if that would affect it too much but maybe if 404 thanks for showing up and aks alright so where we go back to here so we've got our heart book here now if I want to go ahead and you know be destructive I can go ahead and make it Umesh if I am embossing that so we turn on live properties here are light boolean mesh or I can merge them down for now or it's gonna keep it simple because I'm gonna be doing some weird stuff going on here so I'm gonna go ahead and just turn this all on so we've got our book here I'm gonna turn off X symmetry snap to the middle and then turn it back on so we can move this book around in space wherever we'd like and I can go ahead and scale this down and start positioning this so what we can do we can spin that up a little bit so let's turn off X symmetry so we've got a book here you know what let's shoot this out the back because I want to have a working mesh of this file I'm going to duplicate this off we'll hide that one so now at this one we can start playing around so like we were saying before if we're just doing like a boring library we can hold down control drag out and then let go of control then just populate this thing or like we were talking about earlier so we can hit W turn on our up transpose here so instead of the gizmo we used transpose will go into array mesh and we'll say array mesh transpose locks position lock size we're gonna say you are at the end here we're going to repeat this however many times and then we'll stuff this in here so we can kind of cap and then turn on our a peach really quickly so you can do that you're not gonna have a whole lot of control like even if you went in here to scale you can like scale them here but you can't do like random scale or random witness witness random widths so in this case our a mesh probably the one I'm looking for now what I do want is to UM again I'm gonna duplicate this one off I'm gonna go I'm gonna turn off my original here so we're gonna go to insert multiple edge loops and we're just gonna drop in some little liners back here that kind of line up with my shelves a little bit so we're gonna go into solo mode here I'm gonna mark these out hold down ctrl shift isolate that delete hidden hit ctrl W shift D to go out of dynamics I'm a dynamic subdivision and then now I'm gonna go ahead and we'll go insert single edge loop we'll get rid of that middle one here because I'm just going to you know it probably need to do this for one now I think about it let's delete all those so geometry modify topology till he hidden ctrl shift visibility so cue mesh single poly let's do hover over an edge we're gonna inset now insert multiple edge loops no interactive elevation and then however many books I want to put on the Shelf I can just have that thickness and we can also an old mess around the net on this property so I net ctrl W make this all one polygroup here and now this book here you know what we go and delete that book because we have this one saved and this saved one here I'm gonna go ahead and clone that so it just shoves out a copy out here in the space and let's go ahead and hit W go back into gizmo mode I'm just gonna I'm not gonna hold down alt or anything I'm gonna snap it to the middle of my world here it should have anyways let's see l.x hold on glad effects mode hold on all to snap that the mesh center and now make that go to the Sun of the roll so now that we have that sitting here we can go back to our shelf here you know and I'm kind of doing the roundabout way for this there's an easier way to do this I'll show you just a second so if I want to insert these I can go into my zmodeler brush b z m and then hover over a face and then we can insert nanomesh on all our poly groups and I don't want to do cubes although that could be okay for books if you wanted to play around with that a little bit you can hit em and then just grab that book and now you can grab those books another way you can do this is you can go here to your book and we're just looking at it again so I'm gonna brush create insert mesh new and then convert it over here brush create nanomesh brush or you can just immediately go create nanomesh brush oh we need an intermission that's not true so brush create insert mesh new and now let's just go over here create nanomesh brush and now if we go back to our plane here there you go so we have a nanomesh brush so and then again you need to set it to Paul your bulbs so either way you want to do it is fine now we have a little bit more control so if we turn our shelf back on go out of solo mode go over here to our inanimate properties so now we can say we have the overall size and then you know since our poly plane isn't set perfectly you can go ahead and move that since these nano meshes are being conducted by hold on are being dictated by the vertices so as on its are just instances sitting on top of vertices so and they're being controlled by them so what I can do is I can just move this plane around the kind of center um I can also use my offsets here it's gonna see they're kind of right in the middle if I take my Z offset and kind of stick them so they're not going through the plane here now they're sitting in my book show up a little bit nicer and I can even crank it up a little bit more air and then also what I can do is that's the offset I can also give a little variant so these are all very very organized if I do a variance here now they're kind of just a little bit random I can do the same thing with the width here so I can make them skinny or a bigger overall or I can go to variance and some of them to be thicker some of them to be thinner kind of break that up a little bit same thing with length here so length is fine but bring up the variance now the bad thing is it's doing variance from the middle I wish I could say like variance from the bottom is there a way to do that this is just hmm hmm not sure of a way to do that but that'd be really cool in this particular case you know it's do height variance so some of the books are longer or shorter than the others and all that good stuff so that's one way to do it but it is gonna be you're gonna have to go back in here you're gonna have to convert these one thing you could do now that I think about it let's try this because we could do an array mesh we can convert okay let's do that hmm we're just playing around here so let's go ahead and say that was interesting but we're gonna hide this we're gonna take our book here we're going to duplicate a copy out go ton mesh mesh center throw it in here so now if we do want to do an array mesh wy2 transpose go in this direction we want to do however many repeats we want to do hit W move it out here so now we have our a mission here so with our array mesh we can say convert to nanomesh and now we have individual poly planes controlling our nano mesh properties so you can get the exact same thing here and now you can change the length variance and the height variance and with variants here and now instead of having to control these books you can just control these individual poly planes here although if you inserted nanomesh on all polygons you could move these things around basically you can use this is what I'm thinking so instead of moving these individual books around you can still keep it cheap and you can go in here it's kind of hacky but we'll hit go into our move brush here we're gonna go into Auto masking to pot topological make your draw size down to one and then if you just click on one of these things you can quickly go in here and you can kind of set them like so now the reason I made my brush size come on reason made my brush size really big and I probably should have made these divided these poly cleans up a little bit with a slice maybe so if I make my brush size really small is topological brush you would think it's the opposite but if you make a brush that is really small because you can make your brush size really big and you can move around multiple points too but there could be to some distortion you can make it really small and there won't be any distortion and you can just move this stuff around so we can do this and then if we want to we can drag out copies of these poly planes here so if we turn our show placement that'll get rid of your planes but we'll have some books in there and then uh you know what let's not put any variance on our height no we want variance on the height but not the offset and offset variance hmm that's weird anyway you can straighten those out kind of a messy bookshelf here okay let's see um and again if I miss any questions I apologize that's way to analyze size and ZBrush is going to be under Z plug in scale master if you click on scale master right here that will open up a video on how to use scale master and then I give you the most precise precision over scale in ZBrush potato salad glad you can make it how common is it for industry pros use ZBrush for modeling instead of general 3d package 3ds max Maya moto and I can't speak for every studio but nobody at my particular studio and cities I've worked for really care what you model in the modeling part is and really at the end of the day you're just beveling and you're just extruding faces some programs do it differently so the modeling part isn't so concerning to the company and again I can only speak for mine but when you get into the production side when you're going through the backbone which is usually controlled by animation that's where you're a little there I'm a little more particular that you have to have knowledge of you know if your backbone is like the rub my entire career the animation pipeline has always gone through Maya so you do need some lye and knowledge to be a character artist because you will be working in Maya teacher assets in the game and to deal with skinning and bones and stuff like that hey thanks for showing up McKell can you showcase how you can build a good animation topology for something that won't have bakes if it's not gonna have a bake it would just be zero my sure that's how lazy I am an animation topology is really just putting in edge loops concentric edge loops where things Bend so it's like oh I need an edge will appear here and here and you can get out if you're having a little bit more constraints on your overall like if you if you're really limited to the amount of polities you can have on screen you can select collapse the interior exterior edges and then you can just have more edges so you can go in here and you can paint weights to get a pointy elbow eventually so you need to have polygons where you need them but yeah and I'm not sure like I was saying before if if we're doing like stylized super stylized low poly modeling for stylization I wouldn't be the guy to ask about that I've never done it I've seen it done I think it looks really cool and I would love to do it someday but I just never never come up but yeah if I'm just doing it's like oh hey this thing needs to animate and just zremesh and if they need something more than that like oh you need a specific polygons and specific places well just manually reach apologize that stuff and then everywhere your mesh bends you know make sure you don't have spirals and then everywhere your mesh bends just give them enough edge loop so that they can get nice deformations on joints that's about it it's not rocket science but it is tedious cool cool production total workers with practical use for blend shapes and ZBrush shirts or more of a mild workflow you can use blend shapes if you're doing like doing the layer system in ZBrush you can use that as a linear interpolation of you would it be a linear interpolation which is the same thing as a blend shape so you can go through and just kind of blend out expressions that uses blend shapes or blend corrective shapes in game or in another program so you can use that but it's not gonna it's not gonna be a perfect transfer it's not gonna be like oh take this information and plug it into my blend shapes well I'm you know what maybe I'm lying there is a blend shape hold on ZBrush downloads Google that go to the download center and then go to ZBrush plugins and then somewhere in here is blend shapes easily convert sculpted layers and ZBrush into blend chase for Maya 2015 and above so you can download that you can learn more so you can use so okay I kind of lied you can use this to make that transition a little bit easier automatically installed with a default installation is ZBrush Maya blend shapes is automatically installed is it am I just not seeing it there it has my blend shapes I was I was looking for blend shapes so yeah my blend shapes new layer turn-offs I've never used it but that might be some interesting I use the bottom of the shelve instead of the back to dry out the books and then rotate yes you can absolutely do that so what I was talking about in our poly plan here and we're putting in the books here but if we go from the bottom and then use that we know the bottom is gonna be set ah see this is why you want to work around brilliant people like Alex so they can save your but in production so we're gonna take this shelf right here and so this is an array mesh shelf which is okay we can just take this bottom one here we're gonna duplicate this off let's turn off array mesh go into solo here hold down alt grab this one and we'll go ahead and say delete hidden ctrl W make this all in poly group let's go ahead and do insert single edge loop get rid of that one shift D so we're not smoothing it insert multiple now let me think about this cuz we can I can scatter randomly along a plane but it won't it'll be a little bit harder control yeah we'll see we'll just do it the way we did before now here's another thing about insert nanomesh is for example I look okay we'll make this all in polygroup ctrl W I will go back to our insert and I'll mesh brush which I think this is internet much probably replace yeah so we do polygroup all now we're going to do our books on here we're gonna rotate these books around like Alex saying however we can also do you can if you Mark these ones or let's say we want to go you know what you can alt drag and then just let go and then tap alt and it'll change polygroups here so now because we put polygroups all it's going to only put it on there so you can mix and match what nanomesh things you want you can also drag out one set of books here and then start dragging out another set and hold down shift and now you've got two sets of books so you're gonna see I have two nanomesh indices and you can kind of mix and match between them have you had more books in here you could do that we'll keep it simple for now but that might be interesting so like Alex aim we've got this and now we need to go into nanomesh here and we're gonna say rotation is irrotational put that to zero and then our Y rotation OOP X rotation is going to be 90 now we need to set that offset here to get it up on our shelf now this whatever offset I'm gonna end up doing which is in this case the y offset I don't want to put any variance on that one because then we're back where we started so keep that variance at zero but you can let me see so the width variance will be work great and then the length variance will work great the height variance okay everything will work great and the high variance I think I'm gonna leave alone for now there we go boom planted variance thank you again Alex any advice I had to do Street roads and pavements in zbrush Street roads would be probably following a curve and then modeling out from there especially you're gonna be going over any sort of terrain pavement let's do a little bit of that so we've got our bookshelf scene going let's go ahead and do we want to put a base on this thing so this is gonna get a little bit weird with my array mesh knowledge but we'll give it a shot so I'm gonna take this poly mesh here we're gonna go into initialize let's drop these down to one so one tab one two have one tab Q cube so very very simple Q cube and then we can hit W and then just oh that's why go into gizmo here so we're gonna put in a little pavement brick and this brick can be any shape you want I'm gonna make a simple brick and then on this brick we're gonna go back into geometry dynamic hew grid of like maybe five coverage here and then smooth of one so we're just gonna get a little beveled brick and it's fake so I knew shift D and D to turn that on and off now I'm gonna steal from array mesh here light baccarat mesh presets and we can go in here and say you know it give me some offset bricks and it's going to let's do shifty to turn that off temporarily so I may have to make some changes to this thing so let's see if we can't just that's gonna do overall let's do transpose off lock position lock sighs so we can do that and we can do that so we're starting to get that and now if I move this nope okay I'm gonna go to my different stages here so stage one this is working fine I can do a little bit more of an offset to kind of space those out or we can go into transpose it Y going to transpose here and we can say you know what with move turned on I'm gonna move you out so you just gives me a little bit more control and then for stage two which is this one we can say you need to offset up a little bit more and then stage three you all need to offset up even more okay so here's our little brick and again make this any pattern you want you can make repeatable patterns you can use a rematch in different stages to kind of set up like cobblestones or anything like that or you can use nano mesh you can convert this tanana mesh if you want to it'll give you a nano much plane for every single one of your array meshes is there a reason I'd want to do that not yet now this is just my plain-jane little brick set up here so let's say we want to we can convert to Nana mesh not sure that I want to do that let's go ahead and do a am I looking for here make mesh is grayed out which means I need to I've got an array mesh here I don't want to convert to Nana mesh I want to make this a mesh let's take turn off transpose whoops mm-hmm [Music] can I do geometry convert BPR to geo okay huh okay geometry convert BPR to G oh I got all my stages here and now we can just use this so if I take this one go back to our scene here then we can do insert our little thing here let's go back hit Y put this underneath if we want to make this a little less just like a square we go through here we could say control shift I'm gonna grab all of these I'm going to hold down alt break these up a little bit and then they can just do invert that control shift day to make sure we get all those polygons here and then we can delete them you can also just go through here selectively and you can say if you want to go here to Auto groups and now we can do let's see if this will work delete polygroup all and they just go through here and you can just kind of delete out now if you ever accidentally click on an edge and it wants to do something else you can go in here and hover over an edge and you can say do nothing for edges do nothing for points and now you just go through here and just kind of delete out these little things that you don't want here and I break this up a little bit people people people area if you want to get rid of some of these in here and now because we have these all in individual polygroups you can go through here and you can hold down control and tap and you can like offset these a little bit although if we had these as nanomesh planes if we had converted the nanomesh we could do variants ah that would have been cool because then we could just do height variances off of those and kind of break it up a little bit and then you can turn out d back on so you can kind of get the beveled look cool cool well nanomesh addressed the normal orientation on a curved low poly base the so normal vertex normal orientation on a curved low poly base it should yeah if you have a if this is what your I'm not positive but if we say make polymesh3d and then we do insert or let's say polygroup poly loop here let's say that and you know what let's go ahead and do a slide as you loop complete I'm gonna get myself a little bit more room here and then we go in here and we grab our insert mesh and then we say insert and add a mesh on polygroup all and then we say under our nanomesh properties oh where am I at not on any of this stuff NMS here we go so XY & z rotation so z rotation I'm looking for 90 degrees so we've got our vertex normal and then you could use offset to kind of play around with that a little bit but it should work oh I think I'm behind again sorry and if I miss any I apologize can you export tools with creases instead of edge loops in unreal for o in unreal for I'm not sure about the unreal creasing part you can export creases I believe through I think that holds on into crease information on your Z FBX export you can do that or go Z should export your creases I believe but you can also do it through like poly groups and then crease in your external program based on that information now if you're talking about hard and soft normals ZBrush only does all hard are all soft on export so you can say soft normals are not there's no way to set normal smoothing groups in that sense but and in smoothing groups will increase your vertical if you have all average normals on your low poly that's gonna be a lot cheaper than if you go through and you make some of the normals vertex normals hard where it has to keep track of two locations you are paying the cost for that if you have UV shell edges so usually when you're doing a hard surface stuff you really have a UV shell you go ahead and make those hard because you're already paying the cost there get a bit a little bit of a cleaner baked have you put your seams in the correct places but that stuff I wouldn't do in ZBrush probably easy way to make a round shield with wooden boards in the middle and the metal ring holding it together make it round shield with wooden boards in the middle yeah and that would just be zmodeler thing so we can even take this thing here and we can say let's turn off array mesh here or sorry nanomesh off control w-well go ahead and say delete hidden we can go closed concave convex hole oh you know what this is too many polygons so if you have more than like I think 24 or something spans that's not gonna play very nicely so go down here to initialize and we'll say you know what's say 16 and then read of I'd so we can just put whatever the lowest is polymesh3d and now we can grab this top part here closed convex hole so this will be the rounded part of your shield here and then if you want to put make these into boards you can go through here and you can slice this rounded part up and then you can make that into zero mesh geometry so for example we can hit ctrl W we'll use this as just our base you can try and use like an insert mesh brush boards and have it rap to this using projection strength it might be a little new but so if we duplicate this off here and you'll will go ahead and drop a crease on here and we'll say apply that and now it's gonna go through here go out of solo mode delete lower you know what I should have polygroup this first so if you probably grouped at first by normally wouldn't you can skip this part here we're gonna delete hidden and now we can do slice curve so we want to put boards like concentric boards on here let's go ahead and hit X symmetry so we can just mirror this over so now we've got our boards in there and now hopefully we can do I mean even right now you can just simply go in if you don't care about geometry that much you can go into edge loop here and you can do panel loops and then it'll say polish off thickness up and you can start dividing this into boards if you want to be here and they start getting some nasty stuff around the edges so this is where I would go into zremesher whoops keep groups it'd have to size down a little bit let's say half there you go so now we're getting a little bit more control so now when we go in here to panel loops you'll get boards like so and that's now these aren't these are warped boards to get your round shape so depending on how you want to put it together you can still have zremesher do the heavy lifting for you but and you don't have to use polit panel loops you can just go in here and you can zmodeler and bevel all this stuff if you want to but that was just me being lazy or me being smart I don't know maybe it both so if we have this here so now we still have this underlying base in here so if you wanted to say you know cuz these things have a nice concave surface in here so even on this one I can say you know what let's go ahead and alt mark these ones and we'll go ahead and delete these and then you can just queue mesh pull your ball you can pull this in oh you know what looks like let's do this delete hidden qmesh polygroup all and uh if it starts doing some weird stuff instead of cue mesh it didn't do it on that time but you could do extrude polygroup all and that way you don't have to worry about the snapping stuff and now we can go to display properties flip the flip those normals and now you have nice concave surface on here if you wanted to use that if you didn't if you just want to have boards back here you can put whatever and I know this is a very curvy shield that's probably gonna feel a lot less curved for an actual shield but you know what I'm not a shield expert so we have this in here which we may not necessarily need but what we can do is we can take this poly loop here polygroup poly loop go ahead and make that a separate polygroup here let's go ahead and I'm gonna take just that poly loop here delete hidden and now we can do a cube mesh like you just ramped so now we've got a little border around here we can crease poly group dynamic subdivisions crease level 3 so division level 4 we can start playing with that and same thing over here if you wanted to like crease your polygroups increase 3 so it of 4 and you can put in board sculpting or drag alphas on here let's see if you have any texture Noel foes I know I brought them in there we go we bump mantrap what am I looking for nature skins pattern stencils comic military paint well if you had would stare does nature so you could go through here and you could just drag out some like woodgrain on that or you can sculpt it in or like I said before you could actually if you have a board created for example split mass points let's pretend like we have a really cool board already sculpted and we already got a library of them what you're gonna want to do is make sure that that board has the visions here so we can have a little bit more control over it so let's say this is a really cool board that we're using you can just go in here to your deformation menu and you can say Bend curve I mean you can do if you know it's gonna be pretty even you can just use been dark to kind of position this you can try use I wouldn't necessarily want to do on something this extreme of an angle do like Matchmaker brush or projection strength I would probably go in here to Bend curve and then set this axis and then set the resolution to whatever you want we'll keep it fairly simple and now you have complete control over how these boards wrap around the underlying surface here you just wrap your boards here like so and I think that'll work so anyway anyway delete that so we've got this here and because you know this is have like a little bevel on it we can say crease level of two to make that a little more obvious and now we can go through here we can always go cue mesh probably good ball hold down shift to give it a little bit more of a normal you can add details around here if you wanted to like inset this or you can bring this in a little bit we can say insert single edge loop here turn the poly frame we can be like I'm gonna make an edge loop there and then we can slide this slide as you look complete and now we can say let's do a poly group poly loop and now we can cube mesh this out and then we'll run another crease and then I'm gonna slide this edge loop out a little bit give a little bit of or maybe this one and you know what we'll do both this one in a little bit this one in a little bit you mean you could bevel that too if you wanted to whatever you want to do and then we can put bolts around this if we want doing a butt bolts down the sides of here if we want to using curved brushes hold on I just saw that do I have discord I do have discord why do I never think about that though discord discord don't have it loaded oh that's monitor for some reason every once a month my monitor will behave erratically on the bottom here unless I restart it doesn't happen a lot disconnected um give me a second [Music] Oh got updated well yes I do have discord I'll give you more information on that in a second so for example you could use nanomesh insert nanomesh if you wanted to if you wanted to like put these put your bolts into very specific places you can just nanomesh out these what you want and then just drag out a bolt you could also you can isolate these top ones here and you can say frame the border and then put bolts all around the border of this if you want to you can do control shift ask to shrink and then you can frame this mesh here so let's say stroke now I gotta login yeah screw that okay so we're gonna say stroke up here curve functions we're gonna frame our border and then if we want to let's very quickly let's grab brush insert industrial parts em bolt head oops sorry W bolt head or still that bolt head we're gonna say stroke curve curve mode so now we have bolts along a curve here and if I want to space them out even more we can say curve step up a little bit area so now we can go back to here and because we have our bolts on a brush we can just tap oh let's make them a little smaller now there we go so now you just put bolts along there if we want and of course change those settings change your size of the brush to get exactly what you want now again like I was saying if you want a little more precision control what I would do is you can use insert now too much brush on this one but you know what I like to do I always like to work separately so I'm gonna duplicate this off do shift D and we're gonna say I want a bolt here here here so we're gonna be a little bit I mean this is kind of destructive in a way but it's okay because I want them to be a little bit irregular something like this and I'm just gonna say I only want these dots here delete hidden ctrl W and now let's go back to our bolt that's just sitting out here let's undo all this we can just use this but just real quickly we'll say brush create insert mesh brush new and then brush brainfart create nanomesh brush go back and now I'm here let's turn off our floor we can say insert Animesh poly goofball go ahead and drag our intern Animesh bugger ball drag out our bolts here so now if you don't want to see the plane placement you can always go in here to our Nana mesh and you can say turn off show placement and now this is where you can kind of play around with like you know what I want to play around with the size a little bit and you can always go through here if you have show placement on you can say I want to move these around because again it's just based on where those vert positions of that is another thing you can do is you can go in here to edit mesh and you're like you know what changed my mind I don't want to bolt I want or I want to bolt but I want to have you know this whoops cue mesh fireball I want the ball to look like this and you can just go back out out of edit mesh and then all of your boats have been updated however what I would do if you mash these back down instead of doing that I could also swap this out so we go to brush insert industrial parts here hit W and you just be any insert mesh brush you can change it you know what I want Phillips head brush instead so now all of your brush has been updated to Phillips head in this case that's a little too high-tech so we'll go back in here not that I'm care about this so much but we can hit W and then we're gonna go back to our bolt assembly here out of edit mesh and then you can even you know if you are playing with the size and the show placement you can also play around with the offsets a little a bit here Y offset Z offset if you want to embed them more or less and like I said before you can just go through here and you can just move these out of the way a little bit so and I think we still have our topology auto masking on yeah so we're still good and you could give variants to these length width and height variants but you know those are pretty machine two parts so a lot of ways it's gonna camp in this program obviously so now that we have that all built out what I'm going to do is hmm I'm gonna take these and I'm gonna merge them down that's on their sub tool merge shift D and D and then I'm gonna take these ones let's merge them down temporarily these are all one polygroup yeah so here's what I'm gonna do again so I have this one I can go into the Nano mesh properties or I can just go up if you have multiple I can go over here to geometry convert Vpr to geo so I got real geo and then go ahead and delete those poly planes don't need them anymore I can emerge all this down let's go to we can append it or I can just make another insert mesh brush go back to our scene here and then so I have a null object in here I'll use this one split mass points and now I can have a little shield let's turn off X symmetry and now you can split this up however you'd like and again I know it's a pretty bulbous shield but that's okay D and then it's inherited those properties here so we'll do another crease level of three smooth so two before now it is creasing those bolts at a very high resolution just increase level of two here so I'm setting up the boards and the border like I like but on these these ones here I'm gonna go ahead and split those off and then we're gonna dine its sub smooth so divot like one crease level once we sort of of two maybe a little bit better a little bit more optimized mmm-hmm something like that and again I am way behind in my things here you hide about 32 core thread right brandy just now yes so I need to upgrade this thing posthaste so for example let's see properties yeah so what we're running today is the AMD rise in Thunderbird 1950 x16 core but you know it's better than 16 cores 32 cores um let's see let's see oh yeah sorry about nightbot he he's very protective what is even if I do so what unified does and I use this all the time is if you have any random object you know and I guess we can stay in our scene there so let's say we have I'm gonna take this shield here and we're gonna duplicate it off and let's say I want to make this shield snap to the middle of my world and also become the exact same size as the bounding box of a primitive ZBrush square all I got to do is hit deformation to unify and it's gonna again snap it to the middle my world and scale it and that scale is based on if we go to insert polymesh3d nope not that one insert cube 3d there you go you're gonna see we turn on transparent and we just show these two there we go so you can see Astaroth ghost you can see my shield fits perfectly within the bounding box of that and that colleague cube the reason I like to use unify is because I like working in ZBrush is scale that's not to say you can't bring in an external thing like fusion fusion 360 or Maya and you're working at their scene scale when you import objects in and Joseph dressed explains this better than I do you're gonna have size information and that size is ZBrush is gonna try and normalize your scene scale externally into ZBrush scale so the tools work properly so it's gonna size it to like a two and then on export it's going to have a scale number in here and that's gonna be it could be anything and it's going to multiply that size by the scale and give you you're exported scale but because we're working in zbrush scale those numbers are gonna be 2 & 1 I know they didn't make any sense but like I said before under that Z plug-in scale master if you go in here and watch this video you'll explain a little bit better than I do as a hermitian model with keep groups on or the groups met topology is really ugly the edge between the groups be smooth as possible yeah so what the video is saying try polishing the groups also turning polish up and really let me go back here play lists like and like on the livestream highlights probably your best bet is this poly group head zremesh clean up so this is where we go through and we do the zremesh with groups of smooth turned on and a bunch of options and then cleaning up this with z spheres that's probably the best video you're gonna find on my channel on how to get nice easy geometry and then clean up that easy geometry if you have problems and also mitigating some of those issues with your poly groups may just link this here that's tool to unwrap ZBrush or Maya for a game asset model depends on what you want ZBrush isn't gonna give you a ton of control but it is gonna be fast and easy but if you need total control any any 3d program has good UV tools I would say Mayas are pretty damn good pedis you can use play this video for ZBrush rendering with required passes it's really complicated I just made I didn't go into the passes part but the image based lighting is the latest rendering one I just did on that playlists' compositing passes I think introduced a brush part 3 I did manually compositing and I think that's locked behind Gumroad ZBrush core surprisingly I think I did some compositing maybe not render passes yeah so I've talked about render passes in the past where you basically let's go ahead and say you are deleted you are transparent so every time you hit BPR and watch the other lighting ones I'll go into more detail but basically render render pass this is easier to control so you can go with there here and you can just manually export these let's turn off the poly frame here so you can see a little bit better turn on perspective so you can export these render passes just by clicking on them and exporting them individually you can also do Z plug-in does he first a Photoshop and then this will walk you this video will walk you through you know how to use this and what all these things do and any problems you might run into and what all these different buttons mean what you're exporting I I do find that this because I don't do a lot of compositing or cleanup work I do find that ZBrush this Photoshop file is a little bit complicated from my brain I'm sure it's perfectly non-destructive and excellent for people who are who do a lot of Photoshop stuff but from it's kind of a complicated thing so I would use this as my start and then I would just manually export things and layer them how I think in Photoshop I guess we don't need this one anymore efficient way to texture the brick tile floor texturing is for a few variances duplicate it using a cube and applying a normal map to it honestly I'm texturing stuff I'm not gonna do it in ZBrush I'm gonna texture that and painter more information on that be it like at the live stream highlights where we go through I mean you can I mean you could what I would do I guess is like Google and image of bricks bring it into spotlight and then paint through spotlight onto the brick that would be the quickest easiest way to get something approaching naturalistic quickly now same thing with the books you just do that yeah and like my boosters using surface noise it would be a good option to if you just want to kind of break up these surfaces and again this is so destructive like if I wanted to bake this later I wouldn't put surface noise on here if you're just gonna render in ZBrush then by all means use surface noise if you're gonna do it if you're gonna bake that noise out into a texture oh just do it in the texture there's no point it's not breaking the silhouette so I just do the surface noise non-destructively later on in the pipeline but and ZBrush we go over here to surface noise here and you can actually abuse surface noise to make bricks if you wanted to if you go in here and annoys plug there is a brick I believe there's also something here you can do hex tiles and stuff so if you didn't want real individual bricks you could just use surface noise for your bricks and then you actually convert that to geometry too and you could put spaces in there yeah that's another supply stream but basically we have noise in here and we have basic noise we're gonna kind of crank this up and change our noise strength and our noise scale here and turn off the noise plug here there we go annoys scale scale that up turn that strength down you can kind of see depending on your curve in here you can go through here and make this brick whatever you'd like okay and now when we render brick will have little surface undulations you can go back in here and edit you can crank that strength up quite a bit there we go you can see a little better achieving photo realism and environment work Oh Matt these doesn't polish by group a few times and try that again you can do polish by group but you can also if you just want to polish only the polygroup borders for example make polymesh3d let's go ahead and dynamesh this thing so you got no weirdo object here and you want to have a slice through here and you want to maintain that border but you want to smooth just that border out actually it's dynamesh at a very low resolution there we go i nee was just smooth that border out you can go in here to your masking and then you can say mask by groups and then invert that and then you could just polish my features just that border or if it's really that lumpy you can do edge loop mask border but we sliced it so yeah there's a lot of different ways to kind of clean that stuff up photorealism environment work it's not really my forte mega scans scan data photogrammetry ZBrush work I'm most proud of probably the last thing I made and then a month later I'll look at it and not be very proud of it at all unfortunately so always always not very proud of much I am standing right now and you know what let's try this again give me a second let's say now I don't okay so this is gonna be stupid of me give me a second I'm on discord I don't have a discord server setup or anything like that but I can probably figure that out hasn't really been a priority let me log in real quick so here and here oh goodness to factor I down the authentication here here we go okay logged into discord thank you what's new streamer mode is enabled stay safe friend so it's enabled let's see if I can figure this out real quick 129 friends add friend this monitor is killing me pending six accepted accept that accepted accepted you can tell I'm not on to score whatever so my discord number is what man I'm the worst you know this is what happens when I get on something and then I never ever use it at all let me see if I can just find you the damn number I don't have Mike profile I don't know I don't know I'm underscored I'll figure that out later [Music] and really I don't even need to see the image well I give it's just a dragon it's the same thing as an anteater it's the same thing as a human being so you know just polishing these things and using zremesher and zremesher may not be perfect it may be easier just to do mess this border by groups and then say what am I looking for here polish my features here so we can smooth that out to give zremesher a little bit of extra help and let's do closed circle so it maintains our a little bit better so we can say mmhmm zremesher of course we want to keep groups and then this when you turn keep groups on your smooth group is going to turn on if you don't really care to go ahead and smooth that group line for you then we can just say half and you can always be projecting back out to your original mesh if you get any nasty stuff like this while yours your messing it down you can go through here and you can help it it's like hey guys play nice and you can even go in here and say collapse and like hey clean up your act and now and it keeps your meshing that'll go ahead and clean that up for you it's not perfect and if you ever need to in a pinch you can just separate these things out you can do like split hidden and then he could zremesh them separately and then stitch them back up later and I'll get a little bit messy so that's not ideal but hey pre drag things showing up and again I'm probably pretty behind if I have a spider or some star model gonna use the bend curved form to manipulate only one spider leg or star spike yeah it'll uh it should you can do masking or you can split the leg out temporarily use Bend curve and then append and then merge it back down but you can use masking you might have a little bit of difficulty getting those dots to show up where that's meaningful but if you're working a triple-a studio they give every wish model or high-end computer like yours yeah my work computer isn't as nice as this computer it's a little bit older but it's not nothing to sneeze at cool I did damn what yeah my use UV Xin Maya 2018 get around ZBrush bridging gaps causing the webbing effect when using dynamesh sand fingers in a hand you're gonna have to so for example have work oh one full episode basically you're gonna see when I'm building this body up I take those hands and I split them off and work on them separately so I can work on them at a higher resolution so I don't get the webbing or I can just subdivide them so I don't get the webbing and then later on I go ahead and merge them together so that so basically long story short work on them separately from the body if you want to work at different resolutions and then that way your resolution on your hands won't will stay on webbed and you can work on them and then once your body gets up to a resolution of your hands you can merge them together and dynamesh them all together zremesh project your details back and then you have a nice working mush curves with i immense to work i don't know that there's i mean it should be so we made one and it granted it was a pretty simple one is this the one where I had the curve so stroke curve functions now this is a simple one because it is just it's not a tri mesh brush or anything like that where I'm welding anything but as far as how curve brushes work it should be pretty pretty stable let's see let's get rid of that so your draw size here dictates that and then you can go through here and you can manipulate this curve it was diverse 20 18 you can actually go through here and you can still down control and you can twist along a curve if you want to which is nice nice for a hair creation and stuff like that for helix inge which we've gone over in my oh boy let's do yeah Dragon Ball Z hair creation you can look that up so this is where we go if they're gonna do our hair brush make up a oh this is weirding out there make it basic hair brush and then kind of make that kind of thing I'm trying to think of any weirdo stuff sometimes stuff won't weld correctly on a thin plane but it should be pretty straightforward I haven't had any pitfalls necessarily besides like single sided planes not welding for hair brush type stuff ZBrush 2018 hard service techniques probably not a whole lot different honestly besides project primitive it's no different than ZBrush for our eight so here's the brush for eight what's new and then under the sci-fi pistol series the only thing I would change about this pistol series is maybe a little project primitive exploration but there's not really a whole lot of hard surface stuff in 2018 it's mostly just sculptors Pro and project primitive smooth based on angle when I bevel something it's not noise or as clear as I want to deformation smoothing but smooth the bevel angle to smooth based on angle kind of I think so trying to think if I have an object that would be alright let's see you know what we can just start out with a whatever shape so if we want a smooth based on angle and it's and it's a hard surface model so you know what might be easiest this is I just want this wants something like let's hold down control shift I'm gonna go in here to trim curve and I was gonna make something like this and now let's see if we can't go in here zero measure keep groups move groups down size zero half and see your measure isn't gonna be perfect for every situation it is gonna have problems like this isn't gonna be perfect by any means this is where I would have to go in and help it a little bit to kind of clean some of this stuff up in here also let's try like maybe a well distance just kind of weld some of these points up isn't gonna let me add a little bit so we'll say go ahead and like oh you know that's fine yeah it's making some really weird decisions over here so it'll work within reason on organic stuff on hard surface stuff it might start falling apart you may need to go in there and throw in a little bit more helper stuff than you would need basically what I'm getting at is if you were to go in here you can crease by normal angle so you can for example I mean in this case if we hit ctrl W it's like oh we don't polygroups how do I know where my creases are gonna go you can go in here to crease and you can crease by crease tolerance so wherever the crease is greater or less than 45 you can drop that down we can pick up a little bit more of these edges here so wherever I have creases now you can go into the crease bevel and then wherever you have creases you can bevel those your creases that could be one way to select crease by your normal angle and then bevel those creases predrag says bricks the tiny grain detail is usually done detailed normalmap yeah and that's another thing too is like why I wouldn't bake this little tiny details out in ZBrush is because it's gonna be in the texture and even in the texture what you would probably end up doing is just giving it a material ID and then an unreal let's say the material is gonna have a tiling detail map like predrag is saying and then it's just gonna look super high-res and although in reality it's just a really small map being tiled multiple times over the surface cool can you twist the whole using decimation master before zero mention can also be a solution you'd want to make sure under decimation master freeze borders I don't know if it'll keep your groups very well that might be tricky twist a whole curve or how do you do that the whole curve what I would do honestly if I'm doing like hair and stuff you know I think we have our hairbrush and you know what I don't but what's gonna use this so for example edit make polymesh3d and even you know you can just drag your hairbrush out on a plane you can also go into AZ line you can just drag out a hairbrush here so I would go ahead and say so we've got our curve in here and if you want to manipulate this curve make it blue and then go through here and you can also make this big now you can turn off dynamic and make this blue may be really big no it's just gonna lock to the size of the overall object it looks like doesn't matter so you can start doing this whoa sorry hold down control and start twisting around the curve if you want to but what I would probably do is go ahead and split mask points hit W go into our Bend curve and now this one is where you can get control over these things and if you want to twist down the whole thing you can make your resolution very small like say one and then you can go through here with this one and you can twist down the whole length of the object like so if you want to or if you had more resolution you can do it on either one so you can go like I want this to kind of move around like so another any one of these points you can go through here any kind of twists like that and now even on this one if you don't like that geometry let's say we do a zero measure same we go ahead and give new geometry to that and let's do half now oh I'd have to size down to zero there we go so a little bit nicer geometry but I've created an instrument curve I can't readjust the insert and measure size for some reason um that should just be let's turn off hansaline so you've got this and then if you make so if you're hovering over this this blue draw size is only your manipulator draw size out here where it's red that's where it turns into the size of the mesh so that might be one thing so you got manipulator which is blue and then draw size which is red and that's what controls the size on your curve brush if that doesn't work I don't know what could be causing that unless like something under your brush modifiers you have like a strength multiplier but then again that would still be controlled by the size I don't know what would cause that I'm not sure about that let's say you'll see let's see let's see yes even this one here and that's another cool thing about curved brushes is you can update this curve any curve in your scene with a new curved brush so we go back to our original brush here we can update this curve here and now this one yeah isn't a tri parts brush or anything like that so there's no welding going on brush stroke curve mode there we go so yeah size bigger did I just break something that's a brush stroke curve mode curve step and frame nationally say you'll need to lead all these oh you know what this might just be an insert mesh brush so now I'm just dragging out curves but it's not associating it with a shape anymore that's weird I think I just busted something anyway try this again brush great insert mesh new stroke curve mode so we've got our stars and then make the star smaller make the stars larger manipulate the stars hmm am I going to III I don't think so what is that let's look at my schedule now let me see if I can figure out soap Ave Mike where's that damn four-letter code I'm online have mike and see this is how the same thing I feel about Instagram where I'm like oh I just want to do something simple and it's like this is I don't get it like I learn new stuff every day but when it comes to this stuff it's just such a nightmare like the one the in one piece of information I need to know is buried too hidden somewhere and of course my monitor keeps turning off which doesn't help I can watch live on Twitch I know that I'm on it I'm doing it mentions help member lists pin messages muting a channel I don't care about any of that what I care about is my number where is that I can create a channel that's fine user settings has not a damn thing are you kidding me who wrote this garbage notifications this is like this is literally the worst thing I've ever used in my life alright I'm too stupid for this chord I apologize try to use curves and see model of brush no no much duplicate that would probably not be a good thing you're right so that breakage ahead cool invite people button I see that so invite people invite friends to pav Mike search for friends or send a server invite link to a friend so what's hidden use the copy button do I even have a server setup I don't know let's see that EF h DW x alright well if i hey there we go so I do have a server automatically setup apparently I just can't find that four digit code all right something like that thank you probe histogram is just one of those things where it's like you can't post links and you have to have it on your phone so if you're doing 3d work I don't model on my damn phone so I gotta save screenshots to like a Google Drive photo thing and then or video and I got a copy it day I gotta go search for it and put it on my phone and then uploaded Instagram it's just it would be great if I was like a traditional artists where I'm like I just drew a drawing let me take a picture of it and upload it great or made some clay and I take a picture of it and upload it great but when I'm doing 3d art I have to jump through five hoops just to get a damn image on Instagram I know I should model on my damn phone sorry good app for that but made ZBrush for the phone yet alright I think that's all I got I can take this mashes so we've done a little bit of weirdo stuff today hopefully you guys found it somewhat interesting if we want to go ahead and say you know I've got these books on here and I've got some nice variants but I want to make them a little bit better what I can do is I can go into our BPR settings here that's a geometry cover BPR to geo so now i can get rid of these planes or this plane I should say and then delete hidden and I'm just gonna go ahead and do a quick auto groups and then W we can control tap any one of these and then move it around you know what we can also do let's do our move brush very small size and auto masking here topological I'm just gonna quickly let's turn off X symmetry here and we kind of just shove these around now I can leave some space in between here so we can kind of break these up a little bit more and you know what for randomization it didn't do a great job like there's yeah I don't know so I hit W you can tap any one of these you can hold that control you can drag on a copy you can I hold down control and then you can like tilt one of these and maybe tilt one of these here so you can kind of start breaking up this a little bit may put in some cool cool bookends if you wanted to we can hit D for dynamic subdivisions let's go ahead and do a quick crease now you know what the crease was fine it's this damn cue grid smooth grid crease level of one two three there we go and position these books and since they're just books I can actually fudge it a little bit and scale them as needed and obviously before you start doing all this stuff you could probably probably want to make a version that has paper in it just in case you do see it and then we can just drag out one two three and then on here you know once you have a bunch of books in there this is where you can go through here and you can do what just happened tab hold down control shift so we can say you know what just really quickly I'm gonna swap this let's do shifty Ariel want to swap these books here to here and this is really ugly and like obviously still a repeating pattern but if you're just looking for a quick break up and then once you've done this again use all your tricks if you want to do you know your topology brush or group by normals and go through here and grab things control tap come on control tap there we go change these things around of course let's do another Auto groups there we go something like that so get some quicker break up here so we've got discord up and running we have people on a server I can message so what's another thing so okay I'm gonna try and use discord on these streams as well and it might be another option for people all right hey thanks showing up from Cuba alrighty alrighty alright we're just about to wrap up you missed some but it's all gonna be on my youtube channel here I'm speaking of YouTube this monitor is gonna kill me so here if you go to my youtube channel let me say YouTube YouTube I go to the video section and the latest live stream will be on there so I'll link you to that and then also the Pebble Beach workshop I'm on there I'm on pixologic page every Tuesday oh not every Tuesday first and last Tuesday of the month I'm on this channel first and last Thursday of the month I'll try and schedule that and try and stick to that schedule and a videos recommend vector displacement get proper results I got you covered yeah I can link him some stuff but anyway alright cool yeah somebody send me all your money thanks everybody I will see you end of this month Tuesday end of this month Thursday and we'll have some more good stuff for you in videos coming out the latest one that we just did the Lowe's latest series we did is that ZBrush image based lighting I think you guys might like that there was an interesting conversation I had going with somebody on here where it's basically used image based lighting with all the shadows turned and then I think is under the macro and also dated the macro button this show thread should go to where the macro is to turn off the shadows there it is so yeah use this macro from Marcus to do that but the whole idea was using this macro to turn off all but one light which you can also do in the comments in here somewhere as mentioned you can turn off all the lights for your light cap and then turn on a light up here to control your shadows even better so you can use one of these lights turn the turn the intensity down and just use it for shadow information and then use your light cap for just light information with no shadows at all it might give you some control go don't tell your teachers that all right cool thanks everybody I'm gonna sign off and I'll catch you all next time
Info
Channel: Michael Pavlovich
Views: 12,583
Rating: undefined out of 5
Keywords: ZBrush, ZBrush 2018, ZBrush Array Mesh, ZBrush Shield, ZBrush Weapons, ZBrush ZBricks, ZBrush pavement, ZBrush books, ZBrush environments, ZBrush nanomesh, nanomesh, array mesh, nano mesh, arraymesh, zmodeler, zbrush zmodeler
Id: r_v0rh2J_hE
Channel Id: undefined
Length: 110min 58sec (6658 seconds)
Published: Thu Jun 07 2018
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