ZBrush 2019 World Premiere - Streaming Event Full Broadcast

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[Music] hello everybody I'm gonna give everyone that first hello - oh you know do the sound because my voice usually carries I get it I understand but welcome to the unveiling of ZBrush 2019 so for those that don't know I'm Paul G Bri we've got Solomon blare over here so let's hear me yeah and pretty pretty big treat we got Joseph's dress off camera right now he's actually here in the same room that's right he's not a hologram prove it right so we're really excited to share with you what we've been up to now some of you might have watched the zebra slum in 2018 and we did show a little sneak peek of this version but you're gonna obviously want to tune in for this whole thing because we're gonna show you some more items that was never shown at the zebra summit 2018 so hold tight for a wonderful ride get your popcorn ready soda is always ready I do love myself some popcorn hours of the day according to you it's a great snack you can't go wrong with popcorn can you I think it's a fin I love popcorn it's delish it's light in calories this tour now great we're already on tangents it's fantastic okay so let's get back to you and talking about ZBrush 2019 so we're gonna be doing a couple presentations where Joseph dress is gonna be going first and then I will be going and then Solomon bit Blair will be following up the entir there and after that though we'll be sharing some more information with you we have several of our staff members in the chats will be able to communicate with you Solomon himself is over there actually you know Madhuri say what's up he's gonna do it what's up now live Wow this is this is happening beautiful our aliveness right now that we're not a recording that we're not a recording okay someone tell us all what to do and he does it it's the only way you can prove it okay so again we're really excited to share with you what we've been up to I know some of you've been commenting about the images being put up on zebra central so there's a lot to share so we want to get into it so we're gonna start with Joseph trust and I'm gonna hand it off to him now so mr. Joseph dressed would you please take it away I think so all right so how you guys doing welcome to the unveiling as Paul mentioned so we have some new things to show you guys for the release here so we didn't show everything at the summit if you guys didn't tuned in to that so to start off you guys may have seen some of the renders especially the ones that were on the screen behind Paul and then some of the banners we had on zebra central that we're enticing you to watch this event and these images they're not really generating a kind of photo realistic effect but they're rather generating a more kind of stylized one and so you think of like a stylized in terms of like a comic style or maybe a drawn style so something that kind of has an air of user error so you know taking something that can be precisely generated in computer and then changing it a little to bring some more life or some more you know others it's gonna be on a shirt okay so just start off make sure you guys can all see my screen here and I just have this mech model here this is one of the mechs that ship with ZBrush and I'm gonna go in and I kind of want to generate this in kind of a tune shade look so I'm gonna go in through some of the stuff that we've kind of generated in here so first I'm gonna open up my little bar here to get a little more space and then I want to make it kind of a comic style so I'm gonna change my background here from this gray I'm gonna document here I'm just gonna change my coloring a little bit get kind of an off-white as my background and then I'm gonna come up here to the top and I'm just gonna dock this render palettes and the movie material palette as well and I just have these open here so I can just reference them quickly rather than going up to the top and changing like so so with this mech here you know I want to generate this kind of tuned effect and I currently have a matte cat material applied so what I want to do is I want to switch to a standard material and the mat cat materials inside of ZBrush they're gonna have lighting information baked in so if I come over here to the modifiers for the matte cap gray here you can see all the way down at the bottom I have this image that's already loaded in so a lot of the information you're seeing on your screen is being generated by this image so to get a tune shaded look what I want to do is I want to change my material to a standard one and the standard material is gonna accept the lighting from the light palette up here so I'm just gonna click on the material area here and I just want to select the skin shade for material this is one materials that will be affected by lighting here and if I come up to the top here and go to my light panel I can move this around and you can see as I change this my model is gonna be updated so I can use this to kind of generate differing a lighting effects and once again this is all real time in the viewport here now in addition just the lights we can also start modifying this material so I'm gonna go to my material palette I'm gonna come down here to the diffuse curve to kind of stop off start off and you can see that this curve has this nice little ramp so it's generating the ramp that's kind of this nice curvature and what this is doing it's generating this nice fall-off on the model so you can see circular elements here are now appearing kind of soft and rounded and it's all because of this curve here so what I can do and this is something you do at existing 2018 is things start modifying this curve so I come over here and click on one of these dots and see it's giving me the soft curve but if I drag it off and drag it back on then I get this nice angle so I'm just gonna come over here to the curve here and I'm just gonna generate kind of step here so I want to take the curve and generate a harshness to it so instead of having that nice round effect you can see I now have this step and you'll notice the change here in your material so you see now with the step here I have basically two colors that are falling on the model and I have this bright white and this middle gray and then see I have a shadow of black and so if I rotate around my mesh here said of the backside like this you can see that it's replicating over here now once I have this I can change the focal shift and the strength over here and this is going to determine how much of the white and how much of that gray is being put on the model and so you see as I play with this I'm gonna start getting this kind of tune shaded effect on it so it's updating the material on the fly and it's giving me this effect now with this it's still not kind of looking too shaded and the main thing you'll notice here is in the shadowing so if I look at this area right through here you can see it's kind of giving this blending grayscale value so instead of giving me just two colors I'm getting kind of this blend right so it's a little bit darker gray right here than it is right on the edge here so what we've added is we've added the ability to preview flat shadows in the real-time render so if I come down here to my render tab and I go down to the preview shadows area we've now introduced a button called flat shadows and when I activate this you're gonna see these gradient shadows that are being cast in real time on the model turn into flat shadowing so turning this on you're now gonna see I'm gonna get more of that posterize defect so now I'm getting a harsh break up in my shadows and as I rotate this around this is gonna update in real time so now I'm starting to get these harsher shadows and then if I turn them off you can see them back to the blended ones so this flat shadow is going now to allow you to kind of reach more of the quality of say a comic book or two shaded style now in addition to the flat shadows this model's still looking potentially like a painted effect but i want to go and add some lines as well so i'm gonna go back to my material pallet up here i'm just gonna close this and i want to also talk about the specular before I get into lines and the specular I can also use to drive coloring so I'm gonna copy this and I'm gonna go to the specular here and paste this and the specular is going to allow me to put a color of specular on this which is going to be another grayscale value and the color for this is driven down here by this bottom so the specular color and if I come up here to the specular and crack this up you can see now I have that flat shadowing and I also have some of this blue color coming in from the specular now this stage it's looking pretty good but I need some line qualities to this as well so I'm gonna go and just disable the specular here to get back to my two tone flat coloring and then I'm gonna go down here to the mixer area and open this area up and all these panels here are located in the material panel now down in the mixer area you have these little sliders down here so you have an outline and a depth so for this version we've totally recoded our outline ability and this is gonna allow us to get even better line quality out of our real-time preview so if I come over here and change my outline you can see them to start getting outlines on my model and as I change this slider here it's going to allow me to increase or decrease the size of this outline and once again this is all in the real-time preview so as I rotate this round you're gonna see that it's gonna update on the fly I can also control the depth here and it's going to determine how much of this line is gonna actually look at the depth of model so I'm coming here and change this you can see as I go to a lower value it's gonna start getting darker so it's gonna start looking at more of the depth on the model so I'm just gonna set this to depth two maybe three and then change my outline to be like a little bit smaller so something around there and I can see I'm starting to get this almost kind of pencil like quality so I have my model here and it's getting this little pencil shape to it now let's say the line quality here you know it's coming in as this black or grayish value so let's say I want to change that so we've also added the ability now through the outline here you can change the cavity color of that outline so if I go back to my two material here you can see this is currently set to black so I've just come over here and click this and then drag to say a bluish color you're gonna see that outline is now going to change and then I come down here and adjust my outline and make this thicker or darker on the fly so at this point you may ask well why would I want to use this why would I want to view my model in this kind of cartoon or tune shade effect so one thing that's really nice about this it's gonna give you another take on the model you're at you have so instead of having the model say in madcap red wax you can now view it in the tune shaded option here and it's kind of gonna give you a different feel or a different vibe for your model so you may see things or irregularities that you want to soften or change or you may think things things that you like and now you want to focus on them more and kind of bring those details out now this process here doesn't just work with say hard surface models so I'm going to load in an example model here from one of our beta testers so this is Daniel Bell's model and I'm just gonna load this in where that load and rest I just want to highlight because I'm watching the chat some of the stuff Joseph is showing is new like that cavity changes new and the real-time ability with the flat shadows that's all new to ZBrush 2019 you don't have that in 2018 and then real time more look lots updates there in order to get even better tuned shader results that they get but just wait there's more there's more there's always more dresses got 15 page notes so don't worry so here we have a model by Daniel Bell so he was one of the beta testers for 2019 here this is an excellent model it's very dynamic and you'll see here as I'm rotating this around this is a real-time preview of this model so it's giving this tuna chef effect and the only thing that's changed here in terms of model is the material so I've just modified the material and the mixer here to generate these effect and so that is all that has changed and I now have this result on my screen now I can take this a step even further and I can just change my material up and in the real time area I'm gonna get that different result and these differences can be pretty drastic so here I have kind of this cool color toned version of it and then if I come over here and switch my material to say this material here I now have a totally different look for this model so just by changing the material that's set up for this comic toon style I now have a totally different effect and this one kind of has this really nice kind of earth tones down here and I really like how the smoke that Daniels modeled here kind of plays off the different forms and you can rotate this around reposition it because it's in 3d and now you can generate multiple images out of a single model now another thing nice about being in this view is that you can still model and manipulate your mesh while it's looking like this so if I say switch to the move brush here and say I decide that hey you know this Cape needs to be a little bit longer so I can just select that and I can start moving it out and I can start seeing this change happen on fly shrink that maybe I want his hair to be a little bit longer as well and I can just play with this in real time so this is another benefit of using this real-time system here so you come through and display your model in different qualities find things you like and kind of change your style that maybe you didn't even think of like you could have started modeling this model and you wanted to go fully realistic with it but then you start playing with the shaders over here in the materials and now all of a sudden you have this totally comic style result so really awesome stuff they're now getting into this a little bit further here and have another example here loading this in here quick is we have a little scene here with some robots and one thing we found when using this system or just testing the real-time mode of these shaders here is that you can bring in models that maybe you've created earlier reuse of old models and bring in a minute and just kind of seeing what they look like now with this new system and this is just the real-time mode so we went a little bit further and we decided you know we're getting really nice results with the real-time shading but you want to push this a little bit more so what if we go into the best preview render or our BPR mode that's up here and we start trying to enhance that to bring out even more of kind of an MPR or non-photorealistic quality to our renders so we've added a whole bunch of different features for our BPR and one of these is a huge change in our filter system so with the image here I'm just gonna come up and just click BPR and you're going to notice this is gonna render with that and now this is the result I'm getting so a whole bunch of new information has now been added to this render so it started out with just kind of that flat turn shading and now I get this result this is a drastic change than what I have now with this we've added the ability to go through and create things like this as well but we know that sometimes can be a little complicated so we've added a whole system of presets and these presets now live in lightbox and if you open lightbox up you'll see you have a render set and a area and in this filters area you can see you have a wide range of different filters that you can apply to your PPR renders so there's a whole slew of stuff in here you can actually go through now I've called some of these out just for these robots here so I'm gonna go through these guys real quick and the system to process this is pretty simple so we basically just did one single BPR render which gave us this result here and now if you want to change the look through our BPR filters I can just come into lightbox here and just simply double click on one of these so let's say I want to view the robots here in this black and white anime style so I double click and now boom I've got a totally different look to my model that wasn't me I didn't do the boom for somebody so going on okay what about a blueprint right double-click blueprint ooh colored pencil style here's that comic tone again what would you call that what is the sallman you made that one too it's not hard to pull me away from my desk with these things I'm just been Megan ton 3 cents comma key so you see just with a simple click I've totally changed my render and most of the models here that you're seeing they're all using this kind of black and white structures these are just models that just simply have a skin shade for material applied and now through the BPR system and come through and double click on this and get a totally different result and you can have a lot of fun and a lot of creativity coming up with different styles so if you want to do a whole series of models in a certain style you can make one filter and then apply it across multiple models and you didn't get this nice result now the final I'm gonna hit with these robots here is this kind of pencil sketch here and it's gonna get out lightbox and this was all done through these filters so I'm gonna go through and just quickly show you guys a few of the filters in this system that you guys can manipulate to get this example so I'm gonna highlight one of these robots here and just zoom in and reposition him like so and once again this is in the real-time preview right now and then I'm gonna click BPR here to get that render and this is the result I'm getting here so this is the my little robot here that has this nice kind of pencil sketch feel and I just wanna reset this back to the default filters here so just clear those off so this is the initial BP I render I started with now to access the BP our options for these filters they live in the render palette and I can open up the BP our filter area here and in here you'll see that this interface here has changed quite a bit so there's a lot of new things in here now you can mess with and change so if you're not familiar with the filter systems it works pretty easy do your BP our render and then you come in here and you can manipulate the render that is on your screen so some of the standard go twos or say 2018 that I often use if I'm using BP are our filters say like the sharpen filter so I just come over here activate that filter and then I can change the value of it and it's going to sharpen my image so if you're doing BPR filters all BPR renders already you're probably pretty familiar with sharpen another one that's often used is the oriT on filter and this will allow you to come through and basically brighten the image up so you can come through and just kind of enhance those stuff there and as we were working on this you know we get to this point but we decided still was breathing that kind of - computer-generated like it's just too precise to perfect which is what you kind of want for you know realism but for like NPR non-photorealistic stuff you kind of want that touch of the human error so we started messing some other filters now one of the filters we've added in here is a filter called displace and what the displace filter is gonna do I just apply this really quick it's gonna take the pixels of the BPR render and it's going to displace them into space now this place has two variables you can change two here so you have the main displace letter here and this is going to allow you to just take those pixels on the edges and it's just gonna position them back and forth so it's gonna determine how much of the displace is gonna happen so as I go in you can see it's gonna displace the pixels in a smaller distance and as I go out it's gonna displace them further away now addition to just the displace you also have a radius and the radius is gonna determine how large this isn't displacement noise is gonna be so if I come through and start changing this and make it larger and then I my displacement here and now we have a robot that's had a little too much fun last night what a little while he's saying he was just at the summit party or something might have been you never did redemption do you never know this all looks like we're coming into work that's right so currently with the filters here you have some different options you can choose and the main thing with filters is that you have the variables which control the filters and then you have a blend mode which comply to the filters and then below this you have all these different sliders in here which can determine how you're going to clip or crop mask that filter out so as an example this era have the displace it's currently taking over everything so I'm going to come up here and instead of having replace everything I'm going to change this to say a darken and with the dark in here now it's gonna take that filter effect and instead of just replacing the entire image in the order here it's now going to darken that displace factor on my model and now you'll see I'm getting these crazy little double lines so it's kind of given that effect where hey I drew this once and then I went back over it to kind of refine those shapes more and more and so I can change the displacement values here to maybe bring this down a little bit so not as wobbly and then I can come through and change the radius as well just to kind of hit that down and then maybe I want to change the opacity so it's gonna take that filter and now I'm making it a little bit lighter so now I have this kind of two-tone effect happening on the edges of the model so I have an initial one that's kind of giving my clear model silhouette then I have this other one that's now adding this random noise to it to make it look more sketchy now with this we can go even further and so we can start adding some different brush strokes onto this as well so I have some alphas that I've loaded in I'm just going to show you guys what these look like here and these are basically different sketch effects so we have different ones that kind of look like cross hatching we've got some other noises in here and basically what I want to do is I'm going to take this I want to apply this to different areas on my model so for this I'm gonna add another filter to my stack here so I'm just gonna cover here and open this one up and then just make this active and then through my filter selection here I'm gonna choose the option of texture I'm just gonna activate that now what texture is going to allow me to do it's going to allow me to take a texture and put it on top of my image here and it's gonna apply it as basically right on top of the model so I'm gonna come over here and click this and then in here I'm going to select this alpha squiggles which is one of these alphas here it's gonna load in like this so it's basically loading that texture tiling it and replacing my entire image now we talked about clipping stuff out at this stage so we have some modifiers here I can change so we have the black or transparent level here is clipped out so I can change that to get sure it's all solid now these nice black lines here and then down below here I can now start affecting where I want this effect this texture to be affecting the model so I can change this to say just the background and so now I just have my image and then I have this crazy effect in the background I can change this to just the model or just give me that or I can do say change this so it's only affecting the shadow so one thing to remember here is that the texture has its own properties and then all these options down here are gonna allow you to clip where this texture is going to be applied so currently this is set to 100% here and so it's basically replacing any shadowed areas on my model with this alpha I can make this a little bit smaller by going a larger here in the texture value that's gonna decrease that and then I can also now change my blend mode so right now I'm back to that replace option so just replacing the shadows with this texture they have applied so maybe instead of replacing I want this kind of darken a little bit some switch to average here and now you're gonna see it's gonna come in and start darkening those shadows or using the average with that map so now I can decrease this sum and make it a little bit smaller as well to get more of that kind of sketchy effect and then now I can come through here and I can start modifying another clip option we're still on me to blur where this effect is happening so then come and start changing this one blur this is gonna start blurring those edges out and you're gonna start seeing this texture leaking outside of where that shadow is we see now it's roughing past that border there I can also change how soft this is and you can see now I'm starting to get some of these hatch marks now covering out of the model and going elsewhere so it's no longer just being restricted to that area of the mesh now in addition to this I've got these shadows but you also notice that my model here has some gray values on it so if I turn off this texture here you can see I have these kind of darker tones here so what I basically want in the shadows here is I want the shadows with this hatch line but maybe I want first a different angle or variation to the hatch lines through here and then I want a hatch line in the darker area as well so I go to my modifiers here first and I can change the orientation of how this texture is being applied so I can rotate this it's gonna get like a horizontal or maybe a vertical version of this texture being applied across my mesh I can also change the orientations here and this is gonna allow me to determine based on the luminous values of the mesh here how many changes is gonna happen so it's looking at the render it's gonna find those grayscale values on your mesh and it's going to try to rotate the texture in so many orientations based on those values so now I can set say a standard one here and apply it across everything I can maybe change my opacity a little bit here to bring this down just some and then maybe change my texture size up a little bit more and maybe there was too many orientations so you can see you have a lot of control to kind of play with these different values here now after you have one of these I can steep applying these on multiple parts of my model so I'm just gonna copy this one filter here for this one and now I'm gonna go to a new slot and paste that back in so now I'm stacking it on top of each other and you'll notice as it's stacked on the top of each other here now I have this different kind of sketch happening so now it's gone through and made that sketch a little bit dirtier so I have the second version of this applying my mesh which is giving me more of that kind of pencil sketch now for this one it's going across all those shadows again so maybe I only want it on these gray areas so what I can do is I can also clip by a color so I'm going to turn off that initial one there and then turn my a pass down to zero here so I can just see the version of my mesh here and let's say I want this second texture that I've applied only to happened to these gray areas so what I'm gonna do is I'm gonna go down to this color value down here I'm gonna hold down click and drag and then hold down alt listen allow me to pick a color on my render and so I can clip out this effect based on the current render that I have here so wherever this is happening in my filter stack here I can now clip out by that value so if I click this gray here and now come up and increase my opacity and then I can change my intensity here so it only affects that gray area you can see I now have this sketch only happening in that gray part of the mesh so it's not happening on the white area and it's not happening in the shadow so I've clipped it to this color so now I can enable my other one now I have it in the shadows and in the gray I can also now modify this other one here maybe change my base orientation down and the number count there maybe I don't let to crazy adjust this one down as well pull back some of that shading that's happening and then we're gonna double up that filter again like we saw earlier so I'm going to copy that and then paste that there and now I'm getting this sketch quality back so there's a lot of stuff you can do here and play with these filters now once again you don't have to always dive in as deep into this you can always go back to lightbox there and load those presets already in or people can now save these out through the option up here through the filters tab you can actually save these filters out make your own save them share them with the community and then other people can download them and get the same kind of visual effect that you had in your models now I'm gonna do two more quick little things here so maybe one increase the intensity here just a little bit so we have a filter that would just allow us to do that so I can bring this up a little bit so it's gonna take a lot of that black out now I have more of this gray over there and then we can add one more here a quick one so we want some kind of paper effect here so we have a filter that will allow me to do basic dots on my model or maybe even say squares and now I can modify this really quick and start getting this kind of square effect happening and modify this and that I can now change my opacity here maybe set this to a lighten instead of a multiply and you start getting kind of this grid type pattern on your meshes so you have this all sorts of filters you can come through and play with to get your different results so as we've been using this I'm doing a lot of tests and trying to get this kind of different effect out of it so I'm going to show you another quick set of examples here some renders that I was experimenting with with this version there's got a tab over to this quick and we were talking about revitalizing old models and trying seeing them at a new light or a new process here some new perspective so these models here we're just rendered with that kind of grayscale value so just basically white models with a skin shade for applied to them and then the filters are what's driving all the work here and so you can see I can take a model you know that may not looked all that great when it was tried to be rendered in a photorealistic mode but now with this sketch shade option I'm now getting these really nice effects out of it and I've been going through a lot of the meshes that I've currently made and kind of running them through and you're starting to get these really nice effects some nice surface irregularities some different results out of these and so here's a searchlight as well using some of that kind of sketch effect so it has this one add multiple textures kind of overlaid on top of it to take it to this kind of level where it could be believable that it was drawn on paper there's another good example here of one that showed this is somebody that probably not gonna say it's 3d and using the filters you can isolate these outer edges it's like really small strokes that look almost like pencil and then you come across and kind of vary these different areas with areas that look like they're inks Pasha's or ink washes and really have some fun playing with us and another example which is now going to bring in another element of stuff here and this is taking your models and also applying color to these models and then using that color to offset or get different abilities out of it so I'm having a lot of fun playing with this so now most of these models here you saw with the robots they were all pretty much you know as was saying grayscale models so let's load in another example here and we're gonna take the show of some of the stuff and messing with to take the BPR stuff even further and some of the other filters that we have so here we have one here and this is just a simple girl model here and she just kind of faced off from the side here now for the robots we went through and we were using the filters so we're coming through here and double-clicking on these and these were changing the effect we were seeing in Vpr now the filter option here is looking at a file and it's only going to look at the options in the BPR filter area however we have a second folder here called render set now what render set is going to do is it's not only going to look at the BPR filter area what's going to look at the entire render palette so what this means is that you can now save and load your render sets so if you had a lighting setup you had shadows set up in another file you can now save and load these through a render set file and these are going to take all those values that exist in the render pallet and load them into your current scene so if you've never done a lot of BPR renders you know oftentimes you'll come through and you'll generate an effect now you either have to merge another model in or maybe you know recreate that effect from scratch so now you can save all these out and share them so if you have a project and you want all the renders to kind of look the similar or same you can now take those save this render set out so I have a few of these that i've culled out it well for this model here so this is just the standard vpr render here and i'm gonna go through and just click on these again and since this is a render set it's gonna have to recalculate the lighting here so he's gonna be a little bit slower than going through the filters tab but you're gonna get a drastic change using the render set verse just using the filter so I'm gonna come through here and just click on one of these and you can see I've just taken that model and now I have a totally different version of it so now I have this screen tone effect that's apply and this is just the same model with just a different render set on it I want to say get a charcoal effect right so now I have something like this and this is all using these BPR filters and they're just a being applied to the mesh so unlike you know just doing that traditionally say through Photoshop we have a lot of data that we can use inside of ZBrush and this data can allow us to get different things out of it because the model is a 3d mesh so we do things like scrape color pencil type stuffs this is giving some nice lines and qualities that in through your mesh there we can also take this even further and start generating these shattering effects so now you have a piece of work that's stylized right you can hang this up on your wall so it's this kind of stuff that's taking your 3d models and now transforming them into these kind of pure fine art works of forks of art so another example here this is another quick paint sketch one so similar to the model with the pumpkins but this one's now using that color as well so now I have these different colors blended through here and then also this nice ink quality you can take these even further and start doing some crazy effects on them so if you want some really really crazy stylized stuff you can start going that way as well and then finally we can even start taking this to a painterly love and here we have example all the same model here and all that's changing is this PPR filter so here I have this kind of effect that's looking like paint now right so someone came through and brush painted on this so now we have this nice totally different look that we had initially with the mesh so I'm gonna go through really quick and show this object here because this is another one of the filters here that's really powerful in this BPR render system so I'm just gonna reset this back a little bit here with this project here I'm gonna close lightbox and go back to my mesh here and I'm gonna go to the render palette over here and I'm gonna open up my BPR filters tab and now you'll see that there's quite a few filters I have your kind of loaded so instead of taking the entire thing I've loaded some of these in to kind of save some of this so if I go to the tabs here you can see I have a sharpen it's applying this so it's taken my initial model I'll just go back to this I've been sharpened it some made some of those values a little bit sharper then I've added an aura tone which is brightening it up and then I've also added at this place now this place for this version here I have it set to this darken so it's coming through and it's adding these kind of dark speckles to the mesh here but this still at this moment isn't kind of looking like paint so it's looking more kind of like a watercolor type effect on the mesh so what I'm going to do is an add another filter here and this filter is called over paint color now if i zoom in to this or just enlarge the effect here you're going to see that with this over color filter is doing it's basically going to take these squares and populate the filter with this and then each of these squares is looking at the information underneath it and it's generating the color from the average underneath it so you can see as these are big here it's looking at the average colors directly underneath where the square is located and now it's giving you that color now if I go to the modifiers area here and I start changing say V width and height here this is now going to change those squares and now by just adjusting this I now have gotten to an 8-bit kind of result so now if you want to do quick renders and say a 16-bit or 8-bit style you can just apply a filter here and change this and now you're gonna get something like this happening so you can see it's just taking the average for those squares there and then generating the color from it now in addition to just this by setting these as a constant about you I can come through and start modifying these as well so they don't always have to be squares so I can change the width here and you're gonna see they start growing right I can change the height and change them that way and then even down the bottom change these back to 1 and 1 here I have the ability to add slopes to these as well so if I come to this X slope here let me just adjust this you guys can see this make a little bit bigger and what this is doing is these slopes here it's now taking that square and now deforming it so I can change the slope in X or Y this is now going to allow me to get these kind of tapered effects and if I crank both of these up here I've now started getting some arrow effects on it and if you think about we were doing with the other filters especially with texture it's now you can take these and apply them your mesh change the blend modes and change some of the other options in here and you can start be able to get these layered effects on your model we also have things like drop shadow in this filter here so I now started doing this and then let's say I want to use this as a background I can make these smaller and then I can change my clipping on this to say maybe clip out the model and now I have this as a background so I use a filter now to create kind of a paper effect behind my model but for this option here we wanted to go through anyone to actually generate a kind of painterly style turn that drop shadow off and set my slopes back here and now I'm gonna just make this kind of wider and then make them a little skinnier and I'm gonna add some with variations to this this is gonna add some variety here but also modify my intensity here to make it so it's the same color and then I can make these smaller you know see them getting this kind of effect happening now I go back in here and maybe adjust my height so they just start running together and just my width I can change my orientation maybe add a little bit of a slant to this here I can adjust the size by the intensity so it's gonna make them smaller or larger there and then add some variation to that so you can see just by playing this filter with this filter you're gonna get some really crazy effects out of this now after I have these sets I can then you know make these smaller and you can see how I'm gonna start getting this kind of paint style on my model so we've been having a lot of fun just going in and experiment with these filters to get these different results so now I've taken this model which was kind of that flat color it started out as almost like an anime style and now it's gone into kind of more of this painterly effect now when you get here you can start even applying the other filters on top of it so I can come back in and say apply a sharpen we're just gonna hand some of those edges and come back in and say apply another displace and now this is making this paint a little bit runny err so you just keep applying these different filters on top of each other and then get these results now once you're happy with these you can then save these out as well so I'm just come up here and save the filter or rather save the whole render set and then I can open up another project and load these in and get this came same quality result now one of our beta testers have been doing a lot with this kind of painterly style so I just want to load his scene here really quick so I'm go to the project tab here just load this in and this is Pablo Munoz seen here so he's been doing some really interesting stuff using these filters so here I have a scene here and I'm just gonna render this with BPR and Pablo has now had the ability now through ZBrush here to take what he had and now I have a painting right so this is not looking like something see created in ZBrush right I've got areas where it looks like the pain has been stocked up blot it out I've got all these different kind of coloring happy now so now you can take your kind of images or renders inside of ZBrush here to more of a fine arts kind of mentality so really really awesome stuff and all this is is filters so if I come over here you can see Pablo's got some of the filters have already been talking about right so he's got some contrast he's got a sharp in he's got some vignetting he's got that texture coming across he's got another sharpen that over paint color we just went into the contrast auto color and displace so all sorts of different things just apply it on top of each other and he's getting this end result now for the modeling on this I was gonna zoom out here so you kind of see his mesh as well I just kinda show you how he has a scene set up so he just kind of all has the mesh here layered through space so he has you know his forest floor here and then he has some mountains in the background and then a backdrop in the back that's actually just been painted on and all this after changing the camera here is allowing him to kind of get this nice effect so really simple scenes can now be generating this really really powerful result inside of ZBrush so really awesome stuff using this now I've got some other examples here for some tests that I've been doing here so it's gonna tab over there as well and these are just bringing in that color information so using the color information on the model using that display sliders so here's that same kind of scene we saw earlier in black and white and now added with the color we now have this watercolor effect there's some more kind of experiments so going in and seeing like really quick objects so these were just created really quick with sculptors Pro applying some really really quick coloring to it and then using the filters on them and what this is going to give you it's going to give you these nice contrast areas through here so these models were all single colors with some dots and with the filters and now getting these white specks that are popping off they weren't there I'm also getting this kind of nice rough edges and shadows those weren't on the model either and I've even gone to more explanation of this so taking some my kids children's books and looking at the illustrations and seeing if I could reproduce the nice painterly styles in 3d so these were just really quick 3d models I scribbled some poly paint on them and then now apply with the filters are now getting this effect same with these birds here so similar like another children's book illustration say quick models come in and then just applying filters and getting a result another one that was most of all the effect you're seeing here is being generated by the filters so this model is actually really really rough and also he doesn't have any gradients on his tail like this his tails one solid color but with the filters and those displaces and that texture information filter I member will come in and just offset those things another example so not quite painterly but going to more of an Inc style and this was pushing the element as well so going in and adding some lines in poly paint and then using the filters to add the other elements to it now I could have done these with the filters as well that texture filter I came in and do that but you can just explore with different results here to get the style you're looking for and once again this is all in 3d so if it rotated too small around Andry rendered it would give me the same result and then finally here's just another example of kind of the different values you can get from a set of filters this is all the same model and the only thing that's changed here is the filters so I've taken it from kind of this charcoal type Scott sketch this is kind of clean paint it's a messy watercolor so like some I don't know wash ish type stuff but and then we gone down under like some line style that one went through the wash it's like a faded t-shirt that you've worn too many times you didn't wash it on cold so you can see just the amount of difference and the amount of style you can now pull out of your meshes just with this filter so we've been having a lot of fun going through it and playing with us so I'm gonna load one more model here before transitioning into another feature something's gonna load this here how am i doing on time Paul well you're doing your normal amount of time it's all my I won't have 15 minutes to show our future but it's you're good I'm good they're excited to see some more stuff they're cited to see more stuff more stuff other future getting a lot of great feedback in the chat it's good keep rambling I'm loading your loading unloading well it's getting pretty heavy there I see there we go all right feature so here we have one more example here so this is a little model I created for this version so I want to have some fun with this going through and kind of hinting on some of the features we've had added in this version so one with the kind of NPR stuff with these BPR filters so I want to do the render in something not typical of what I normally do so I don't really end up rendering everything shiny and realistic but kind of taking a step back and bringing in some more style to it also ended up generating some meshes that you know are cameras right and then maybe some meshes that are folders so why why you weren't using earthquake so I did this render and then as we were looking at it I did it vertical right then they're like whoa well we need a horizontal right so at this stage was thinking okay so I got a transition this model now the horizontal production right production so I started coming through and saying maybe I selected a box here and went to them transpose line and started moving it and then put it put that one on the ground but this was gonna take a while right I was come up to go through and start moving all these things individually so what I did instead is just went over to the sub tool palette over here and then I just clicked on one of these guys and then I came down here to this new folder button alright right so we're going into folders now folders in all caps in the chat people are very excited so let's go and see how these folders have helped me and taking the model here and reposition these things around so I don't think Oh through manually move each one of these things in space to get them where I want to generate a horizontal seat so to create a folder it's very very simple you just need to go this up salad over here you select one of these sub tools I'm gonna click this new folder option here better it's gonna lie it's a company we're in shortcuts generate a name for this Paul would like me to hit out that you could use the shortcut of yeah control F because for those missing users we still know what control f sometimes does to them mm-hmm now it'll just create a new folder it's a power like you guys to know that yeah it's a big deal mm-hmm just like right click army it's a big deal so after I have that generated now the folder and it's taking the sub five selected and placed in this folder now this stage I can come through and I can start dragging folders into it here something comes the dragging sub tools into this folder by just clicking and dragging you want to drag them out do the same thing drag them out drag them in let me begin right I can also make new folders as well so say I want to folder just for this one come over select a new folder for that one say other camera I got a second folder if you want to merge these together I can select one of these and go to this gear icon here and then I can do something like a merge up we're just gonna take that folder and merge it up to the top so now that camera is now in that folder and also do other fun things with the folders here so I can say turn off all the poly paint for those guys let me click the right option turn off all the poly paint so they can see all the cameras there or most of the cameras have their poly paint turned off it also turn that back on you can also do things like merge the folder into one sub tool using this option here to rename the folder and also come through and say delete the folder or even delete the whole folder and all the continents continents it's in a box and get back to my scene here so I could go through and select all the cameras and navigate and do all that stuff in there but what I want to do is I want to start grouping some of these off so first before I start doing that and using this other option we can use with the folders here as I'm just gonna start with this box here and I want to just show you guys a bonus trick here this is one that you guys might not know of what is this ocean to Joseph's dress backyard trick for you okay first my backyard from the Box gonna bring them back they got a while so here's one that you guys can do right now you can go try it out I'm 28 oh no no no no they need to watch anymore there's okay more feature monitors all right so much more so with my box here and my scene based I want to take this box I want to position it down at the ground right so I can start positioning it but then I have to rotate it and kind of try to get it lined up to a world axis so what I can do instead is like just position the Box at an angle something like this and I want to make sure I have the gives my 3d active in this stage and I'm gonna hold down my Alt key and I'm just gonna click and drag on a surface normal on my box here so I want to do it on the bottom of the box here and as I click and drag this is going to reposition my gizmo 3d so wherever I'm at if I click and drag it's gonna reposition that and you'll notice the first click when I do this it's gonna try to look at the axis of that model so it's gonna render it off the surface normal and now I can kind of align it like so so if I turn you're gonna see this is kind of aligned to this area and if I go out in space here you can see now my gizmo is going with the position of the bottom of that box and so I have the arrows kind of going like a fork forward or a horizontal axis here and it's normal for the gizmo 3d is off that bottom normal so now what I can do is just simply click this reset mesh orientation this is gonna reset the gizmos orientation to the world axis and it's gonna take the box with it so clicking this here I've now taken that box and I've positioned it like so so you can see now it's lining up if I would have done it correctly and now I can rotate this and say 90 degrees and now I can take this let's turn off perspective here and I can start moving this down and I can position it now to the bottom of the world there so now I've taken this bring back my entire scene here and now I put that box there and it's no longer at that crazy angle and now I have it kinda at the bottom so now I can move and say reposition this and reset my transform back and say rotate so now I have one of these boxes positioned in space right so starting to break my image down into this horizontal aspect now for the next thing it's a little trick there little trick you're very excited about that well trick it was a good one I was gonna throw it in with earthquake all right so now I can go through and I want to start breaking up some more of these right so this set of boxes right through here I want to take those May position those on the ground and then leave these other ones with the robot holding them so you know what some of them gone but not all of them and to select these what I want to do is I want to go through and select one I could select one make a folder and drag it into it but instead of doing that I'm gonna use the transpose all selected sub tools option to generate a folder or as it's known as pizza boxes so we're gonna switch to them gizmo 3d here and I'm gonna select one of these objects up here so maybe this camera and now I'm gonna go and I'm gonna activate the pizza box man now Paul do you want to explain your pizza box theory here do you want me to try to stumble through it so Paul has a great analogy for pizza boxes it's amazing well it's growing off your pizza box idea are you just having dinner by yourself or you having a party so do you want everybody to come to the party or you just want one person s party depends on the photo by turning it on your I'm having a party there's multiple come and I need multiple pizzas I need multiple sub tools that come to the party your logic is sound okay totally makes sense it's there with it okay so party mode non-party much here they've got one pizza or multiple pizzas that's how we're doing it here so I want multiple pizzas right um we're having a party you know multiple sub zones and what in the equation here so I'm gonna activate that and now I'm gonna hold ctrl and shift and I'm just gonna drag across these boxes here who's coming to the party and we're gonna see that's Paul said who's coming to the party right so anything in this green area here is not gonna be rendered without the hatch marks and these are all the people that are all the sub tools that are invited to the party ever since it started with pizza boxes and then you brought in the party and now it's where it's at so I want to take these now and want to turn them in a new folder so I'm gonna go back to the sub tool palette over here I'm gonna go this new folder option here and this is now gonna bring up a little dialog it's saying hey it looks like you're having a party do you want all these sub tools to go and of course you always say always yes oh is yes I mean why would you just be like no like no yeah you're definitely not you're always yes and so what this is done it's now it allow me to make new folder here and we're just gonna name this one party just straight up there you go and boom boom now I have a party sub tool so now with this party sub tool and get out of this mode here it's a conversation in the chat there's somebody coming to said they're hungry now so now that I have this party folder going on over here like SIA who everyone's in here like this is almost says half hassles David Hasselhoff but it's perfect man he's in the party so now I can start using this to my advantage to manipulate all the sub tools that are in this folder so then come over here and can activate transpose set and what this is going to do is gonna look at all the sub tools in this folder here and now add them to the transpose all selected sub tool mode and then it's always it's already gonna go through and kind of hatch out everything else and now allow me to control these right out the gate so now I can take this and reposition this out in the world and turn off perspective here and angle this and get this place where I want it so may I want it down a little bit like this and then maybe over here something like that it's now I got that repositioned right and now I'm gonna go back to my gizmo home and deactivate the pizza box is there and now I want to group up some of the other stuff here so I want to group up my robots you know MIT put him in a folder and then also group up the boxes so I'm gonna go and select the box here quick and we go back in the transpose mode activate transpose all spec selected sub tools hold ctrl and shift again and I highlight everything here so you can see the robot went with this but I really want the robot in the party he's not invited the boxes and the folders and the cameras they're invited at the robot he's not allowed so doesn't eat pizza he doesn't know he doesn't need to eat doesn't need to eat the cameras need it though so hope ctrl + Shift + I click on the robot now and this is also going to activate this transpose all selected subtotals mode I'm just gonna call him out of the equation there and now I'm gonna do a new folder on this and we're gonna call these carried boxes or just hold held typing hard people and there we go so now I have a folder called held boxes now you'll notice when I did this I had my other boxes here still going so it took those and put them in a folder as well so we want to change that really quick so I'm gonna cold the alt/option here call those out now let's do this one more time here well - this ice can read this at home and there we go so now we got our boxes and we got our actual held boxes and they're together actually and then for my robot here let's put him in his own folder I'm gonna name this robot Paul perfect so now I got a Paul Paul robot now this is gonna be very similar to what we were doing in Toy Fair up in New York so my flight got delayed and Paul had to go through and you know it's kind of set everything up so the paul was doing a heavy list lifting and then I'm gonna just duplicate this because I need to make myself a robot and so I just did the duplicate option here I now have a second Paul robot we're gonna need to rename this one so we can rename our folders as well and you name this as Joseph so now we got my robot now I'm gonna take this robot and I want to move him by himself so I'm just gonna go transpose set this is gonna select him if you add multiple tools in here they'd go as well I can move him off in space so I'm gonna make it look like how it really did if I made up all orange okay for the back here we go Paul's up front there right and you know I wasn't just running around carrying nothing here oh I might add dynamesh so I was carrying some stuff so I'm gonna duplicate this storage box and then I take this and now we're gonna position him back over there take that move it like so there we go people and this is the image that I wanted this balls up front doing all the work and I'm just in the back with my one single box worst part it's only funny to you and I acrylic you there and I set up the entire booth and tables and computers then Joseph but I literally came down the escalator said so what do we got left to set up and I said nothing so this is where this jokes comes now you're in it enjoy it was a lot of fun not really it was though it was fun for you well not really you were stuck in an airport for five hours this is true so there you go so that is a brief functionality of folders now there are some more things here that in hid so I want to hit on those really quick I'm almost done I swear so I'm gonna load up another project here really quick and this is a another example here this one's already been set up using the folders and the folders have been you know extremely huge and going through and kind of reeling and organizing my tools here one thing I forgot to mention which with the sub tool option here you also have a visible count now and you can change this which will grow or shrink the amount of substance you can see so you have a really tall ratio monitor say a 4k monitor you can actually extend your sub tool count here to be quite large and see more sub tools at the same time that's been really handy so here I have another model here and this is a helmet model Paul is gonna mention what this helmet may be for here in a little bit as he does some other news announcements and with this model here I have it broken up into a lot of different sub tools so the plan for this is to be kind of printed so I've gone through and kind of cut it all up into different sub tools you can kind of see all the different sub tool breakups on this and then I've gone through and put all these different sub tools into folders so I have all my different parts kind of organized really nicely and then at any time and come through and just kind of start hiding or showing these different elements here and so it's been really nice to manipulate the different forms here so the one part I want to kind of emphasis here in the folder is what this horn so I'm just gonna select that and open this up and I'm also gonna enable live boolean so when brick taking a model I'm breaking up for 3d printing you often have like multiple pieces you want to kind of merge together to get effect so with this horn here I have some different elements if I turn off this part here I have this kind of positive form and this form is made of multiple parts so I have the front of it I've then got these little keys that generate these aspects here and then I have kind of this plug type shape as well so I have one shape with the subtool that I want to generate this so I want this as one result and then I also want to have a result that looks like this right so I want the positive side and the negative side so with the folders now I can go through and I can copy this around and generate a positive and negative and I can also process the boolean result I'm getting here just through that selected folder so with this horn here I have it set up like this and now if I go to the gear icon here we have a two options one that's called boolean folder and then we have another option called boolean with dynamic subdivision now these are gonna mimic the process of using the live bullying aspect and say going down here and using the boolean make boolean mesh but it's going to do it at a folder level so if I come through and process this with boolean folder it's only going to look at the objects in that folder and then it's now going to give me a new result so now I've just taken that folder processed only what was visible there and now I have the end result for this part here now I can go back to this folder let me just turn these guys back on and now I can change which ones are visible against I'm going to turn that one off and that one back on and then turn this to subtractive here and so now I have this part I can now generate this as well some come here do boolean folder we're gonna do with dynamic subdivision this time because I can't remember if one of my parts that dynamic on it or not and now I have this and then I also have this and if I just move one of these alt and space here you can see now I have my positive and I have my negative and then I can say take the horn option here and drag that out turn that guy on as we'll move him off in space and so now you can see I have all three of those parts they were generated out of that folder I can then even come through and say hey I want this to be all in a new folder now come over here oops click on save final parts this is now gonna make a new folder there I can now drag all these pieces in and now I have the resulting meshes from that boolean all inside that folder now one more thing with folders so we have a bunch of options in here that allow you to do different things so here's all the Transpo set and transpose adds and he's gonna use the transpose all selected sub tools or the pizza boxes to use those modes you have the duplicate option wasn't lying to duplicate those folders you have a merge up which is going to take one folder and merge it up to the folder above it let's show polypaint hide polypaint the boolean options merge folder we're just gonna take the contents of not the continents of the folder and convert it into a new subtool you can also rename delete folder and delete all now in addition to this we've also updated the sub tool master plugin and in here you have an option which will allow you to do things folder only so you can enable this option here and this will allow you to use the existing sub tool master master options but only on a folder addition to this you also have more options down here which will allow you to do things like copy a folder so then come over here and copy this folder it's gonna copy the one I have selected and now I can say go to a new tool up here in the tool pallet I go to the Z plugin tab and I can paste that folder and now it's going to go through and copy all those parts and paste it into that new tool so a lot more functionality and using folders inside sub tool master so Paul I think that is it that is it yeah the clone folder - you have a Soviet well the big thing here is that we all the options now it's up to a master can be used along a folder as well besides the options that are just opening up there within the gear itself so yeah we're so that's Joseph dresses tents on the table you guys still awake alright alright that's all we do little song and dance here yeah so we're gonna switch right now I'm gonna jump on the computer and Joseph is going to come over and sit at my spot magically so this will just take a couple seconds I'm going to show a couple more new features to you so we're gonna do the swap right now so just hold tight one second [Music] all right welcome back okay it's my turn adjust your volumes this is probably about as loud as I'll go for maybe five percent of the time yeah and there's nothing I can do about I don't I just by the way here's Joseph's notes I'm just right straight gun let's just do this right so it's really loud I love the guy I love the guy but it's just fun so I'm gonna show you guys a couple other features here too that we're adding into this version so this little ship you see here was actually done with a new feature that Solomon's gonna handle and take care of but I want to show some other things here Joseph left me the really fun stuff yes the really fun stuff so I'm just gonna get rid of the what Joseph's been doing over here I'm gonna dock something I seen it in the chat people have been talking about it so we're gonna pull over the draw pallet over here I'm just gonna dock this over here we're gonna what we addressed Aria dress we addressed the more for the really bad joke because I'm gonna put some perspective in this demo now and what I mean by that is I'm going to show some camera stuff okay so there is more to the camera than we showed at the summit oh right there more GI Joe that's for you Joe okay he loves the idea so obviously we can have the capability now to switch between different focal lengths so all I have to do is obviously click any of these presets so now what you'll have here is you have a perspective and then you'll have a new Universal camera mode so I can turn off this Universal camera mode if I want to and turn it back on okay and we're gonna get to some things that we can do with this as well so you've got obviously your presets or now this looks like a flat coffin I guess ship that people keep calling it in the office so it's alright it hurts my feelings I'll cry tonight and taste the salt in the morning it's on so you have a slider ability of course here as well so you can adjust whatever you want to do okay so it really opens up now for us to be able to use a universal camera now what also we've had is undos so I can actually have 14 undo reduce here so I can go up and down the redo is and look at the different mistakes I've made to this model and into my life okay I'm good but not just that but we've also added is this is a big one I think is being able to actually store cameras so you're gonna have the capability now so if I want to see the back view right there's the back view and then I'm now if I want to see front view Oh gorgeous beautiful right and then you're gonna be able to rename delete I can cycle through cameras if I want to this way right so all I have to do is hit the store view and we're gonna be able to store different cameras right so this has been really nice and this is going to save with your projects okay so for those that don't know you have a tool which I am or you have projects so Joseph likes the big tool thing so that's over here in the tool pallet saving a tool okay and then in the file menu you have projects as well in the save as project so if you're gonna save projects all this stuff I'm doing with the camera and these stored views I'm just loading a project and they're all gonna be there that's all stored and it'll even remember have you noticed the camera was also switching if I start switching these views you might see I just switched from a 50 doing 18 millimeter right so we're getting different views going through here which is a nice way to be able to work I'm old school I used to use timeline but now that we have that it's a great way to figure out what view want angle I want it specially with all the rendering stuff that Joseph was showing to you guys so one of the other big ones is also I've been a request I know I've received many emails Joseph and miss Ullman as well so we now have the capability to lock a camera so with our Universal camera you can walk the camera what exactly is that doing I'm gonna switch to a new bra I'm going to switch to the demian standard brush so what this is doing is giving me the ability that I can come here and start sculpting the model is locked so I'm not gonna rotate my model now and then I'm be able to do whatever I want right so I can sculpt I can even switch to a paintbrush what color we feeling today I don't know green maybe and then I can come down here and maybe just start working on the edges and put a little green I have no idea why but just go with me on this right and then you can see my camera is not going to move right I can even come back here and switch role what does that look like in back view and I can start still painting and sculpting here and because the universal camera is locked I'm not worried about now rotating my model or shifting in my model and when I'm done I'm happy with this I just come out on a lock camera view and now we're back to be able to rotate move and scale what you're all gonna join the right click army now I'm using right click to do my navigation such I'm a big fan of so you can continue this process now so it's a great way to obviously setup look at what you're doing so obviously a lot of the questions you're all asking well I want to import I want to export I want to do some other things with just just having the camera in ZBrush is nice but I want to do some other things so I'm gonna load quickly another scene here and you can see it's gonna be it's just got gorgeous gorgeous wow green let's get rid of the green let's get so I want to do now a top render view so we have a top render view so what we're going to be able to do now with this because it's a universal camera we're gonna be able to use some other things with this so number one I'm gonna be able to go here into our render pallet and for those that have this I'm gonna close this filter things here an external render we can turn on key shot right so what this is gonna do is gonna set everything you see in ZBrush and throw it over to key shot so many of you are using this so what also now is going over is our camera so if I tap over here and we just unpause this you can see that I've sent this over right to key shot and now there's going to be a ZBrush camera available too so obviously this ZBrush camera if I go to my settings you can see through here all of our camera settings and easy here a 50 millimeter right and that's what I sent over when I did this so if I come back in you can see I'm sitting at a 50 millimeter for this particular shot now I want to take this a lot further right and think about some of the things that Joseph was going a lot of people are asking well how do I export this well how do I get this out right weren't thinking about rendering in passes and ZBrush is very popular for being able to do that it's a popular workflow for setting things to photoshop there's a whole plugin that exists just to send a photoshop and send your passes right so I want to now use maybe my FBX okay so this is gonna give us the capability to export from ZBrush or import into ZBrush now what we've added to this because now that we have a universal camera is we have export camera and an import camera so by default we're going to import export the mesh okay and now that this is on it's also gonna do the camera for you so you can say I only want the camera and I'll on either import or export so adding this feature opened up some new design and new ideas for me as an artist and figure out what do I want to do with this so I'm gonna tab over here to Photoshop and you're gonna see what we have here now is just just want to give you guys the idea of having multiple passes multiple renders from different applications so of course any applications that's using a universal camera that accepts an FBX import you're gonna be able to bring that camera into those programs and then vice versa export that camera bring it into ZBrush so here's just a quick example where right now I've got a folder with just a bunch of different key shot renders right so you can see this is all done in key shot so this is the ZBrush render of my hangar that I made here right and then these are just different key shot renders and everything's still lining up for me okay and on top of that okay we've got a whole bunch of now at different other renders coming through and figuring out what do i what do I want right what what kind of image maybe do I want to composite I'm a big fan of this one it gives me that the anime carts grayscale nevermind just follow along okay so these are just different and the one thing I like to point out too that Joseph was started his presentation talking about a material and doing things in the materials like for example this filter right here that we're looking at I actually started your favorite material was turned on red wax and then this is actually the render I got because the filter system actually has the capability to blend materials it also has the capability to just do flat shading rate on a filter filter pass itself so these are just examples of just some more different filters right and then compressing it so now what I've also done is I've had different shadow passes so I can figure out what shadow classes I want so I've got now shadow passes come from ZBrush I got different renders of the ship coming from ZBrush and obviously I got key shot and then the other thing I have in this scene is a Maya AO so this is just a quick while showing you that using that FBX capability I'm gonna be able to export import and start lining things up so obviously instead of launching all these programs for you guys I just wanted to show it in a little PSD file for you okay so moving on here okay we've got spatial world now okay so I'm gonna load another project here and there's something else that you want to think that you're gonna be able to do with this okay and it's not just about necessarily importing exporting or just using the BPR filters there might be something also where you want to have some kind of environment or some kind of scene and you want to put the ship in the scene so there you go wonderful apartment right so this is the obviously the model and what I have here is just an image that's inside of ZBrush and I just want to start putting this on the table because it's going to be out of some toy that's coming through here right and so this is the benefit also I find with having now this whole new expansion of the filter system I'll obviously that ship really standing out to that image that's in the background that we have here so when I go to render this I've done some things in our filtering system to try and make it feel like that it's fitting together so just a really quick idea because one of the big ones I know when we were testing this a lot of people are asking about right so I just have four filters and one of my filters that I want to highlight because I think it's pretty cool is using a displace filter to do a chromatic aberration so I'm actually using the displace filter to do that little red so if I turn this off you guys can see the red goes away I know this is a very popular thing for a lot of people and all I'm doing is telling ZBrush to only give me that red Channel and that's I'm kind of clipping it in that way and so it was a really fast way for me to be able to do this right and so now I've just now put these four filters on and oh I got a I got a fifth one there as well to allow me to kind of try and make this all fit together a little bit better so this is just another really great way to be able to start combining the images okay so having this Universal camera now I can start figuring out even for this scene right if we go back into our draw palette I can figure out what sure will millimeter do I want on this yes yes yes or really flat depressing looking mean I want to have it shot and when it was shot with now if I know what this particular image was shot and whether it be a 24 28 or 30 or any other millimeter I can now with inside a ZBrush just put this on and then we're off and running so this one particular one was shot 24 so I would render it out like this I know we're good to go right and now I've got a nice workflow of combining ZBrush with other applications or bringing in images and having them line up within ZBrush and if you are one of these users that really want to use this filter system you've got these options to go through there okay so that's that's the new camera I know it's the exciting stuff I get it Oh camera right so I want to move on to something else here that some of you were bringing up in the chat so I'm gonna load another project good this one's gonna take a while so Justin's gonna do a song he's gonna do a dance because I've got a lot of things that I'm loading into this project and what we're gonna be moving on to now is the zremesher so yes there is an update dizzy remaster so this is going to be 0 masters team remaster zremesher 3.0 and that's right you gotta say it that way it just sounds way cooler than version 3 3.0 so obviously you guys have had in 2018 version 2.0 okay so we've done some updating to this we've done a lot of actual changes to this like this wasn't just let's add some features to Siri masher this was let's take a look at what it's doing let's take a look at some models that people have had issues over the years with let's take a look at the user base that we have from various different industries how they're using and bringing something in ZBrush and let's see if we can revisit this and come up with new ways to attack this oh wow it's a cube it's gorgeous I told you I was loading a lot the Borg ship hello okay BAM there I just did I can't get away from that I don't even know I don't know why I do that anymore okay I only do it in streams ooh by the way I don't understand why it's like when I'm teaching in class and I like to have pretzels as a snack I do that's my go-to snack is pretzels okay roll gold rolls what is it gold who cares just listen no one cares about 1877 says zremesh them pizzas what happened here emission them pizza do you miss them Pizza okay I like that so going back to this so what we've done here is we've actually improved the speed so it's actually faster than version 2.0 we've added some new features through here okay and these additions have really opened up some stuff I know a cube is not very exciting but I want to first start Wow beautiful I want to first start with just having you before I dive into the features just visually have an idea of here what we did on just some simple files and also some complex files that were based upon our conversations with you the user base okay it's wonderful it's acute right obviously it's got a pull on top I'm not a fan of this so in this I have multiple sub tools so I have a version 2 and version 3 so from here on out I'm just gonna use my up and down arrow keys I cycle through so here's what version 2 will give you ok so now I have something like this I'll turn off live boolean okay so we can look at the solo of this and you can see we get we get a cube right looks great beautiful its cube exciting invigorating but you can see what we're getting here along the edge a little bit right is we're getting a little bit of some you know not flat surface and you can see the geometry and pay attention also to as we go through this conversation here because you and I we're gonna go through on a journey together right now okay so you can see your active points it's 3200 right so this is version 2 here's version 3 right and you can see I'm one-third the number of polygons so this is one of the big improvements and you can also see the polygon improvement now we're equally distributing them in understanding that there's an edge there and making sure that we put an actual edge right along there right so let's go back okay now you have this cube right with the image that's right I just did that okay and now I can go version 2 which it was originally trying to keep an edge by adding more spans and now version 3 just says now I can just know they're there and I'm did detect that there's an edge there and just give you the cube and give you nice equally distributed polygons so let's take now another idea here let's take this one right so this is just an of using live bullying's a lot of you who are users are using live balloons you can see there's a wide range of resolution here okay you've got stuff with a little more complexity you got stuff very simple this is what Joseph dress models look like when he's done no I'm just it is one of yours isn't it I told you so this is one of Joseph's right which version two gave us this which listen that's impressively let's be honest here we're pressing a button and getting a rematch okay like in seconds so it's pretty impressive like we've got pretty much the shape here you've got a little issue a little bit here in the corner and I I'm assuming you guys can see what's happening along the edges here right so now if I go Version three bingo right yeah I'm switching it bingo you got this and you can see the geometry flow is very different now you're getting also again look at the polygon count I'm sitting at 4,600 and Version three this is eleven thousand that's a pretty big swing you know I know I've been at a playground in a while but that's a big swing that's right and it's about a boom now we're just getting out of hand okay so continuing this idea let's get a little more complicated where another Joseph dressed nightmare okay so this one you'll be fine is it gonna be a download probably Joseph will share with the world it's gonna be great so alright and these aren't I know really well what amazing models it's more about that what I want you guys understand is the algorithm what we've changed here and the complexity now I'm showing I've got now squared parts I've got rounded parts I've got holes going through holes of holes and going through other parts here right so and you can even see there's a cut there and we've got individual pieces just floating whatever's in Joseph's mind he just creates so trying to recreate earthquake make them stronger Paul is quiet for this again it's a nice results a great result we're getting really good results here right if I turn off our Polly frame well good it's this is the original piece and then this is the piece we have and again also take note that this be is also very faceted right so if I turn that off you can see all the faceting that's happening in there right and the inversion too is giving us about 29,000 polygons and in version 3 is giving us this or 1/3 them out so the one big change that's happening here with this reason zremesher is it's getting more accurate to the polygon counts that you're asking for when it's coming out and you can see the result I get is pretty darn smooth and clean like this is ready to go now now Joseph will take this and do some things with this okay but moving along okay I'm gonna switch to this okay I know it's the same model it's fine but the big difference here is this has no poly grouping it has nothing right it's just a mesh and then this is for thinking about the people that are importing stuff from my CAD files right you're not going to necessarily maybe have group ID and poly grouping so this is what the new zremesher will be able to do with you even if you're just coming straight in and you're not even trying to use the brushes some of the things in ZBrush that you can do this is what version 2.0 will give us again it's pretty good I'm not again it's a couple seconds to make this piece then give me what I have I now I've equally distributed quads looking good ready to go to start sculpting but of course version 3 now gives us this right so again the biggest thing I'm trying to emphasize here is our polygon count right is really drastically changing now we're going from 20,000 like almost less than 5,000 we're getting cleaner topology flow we're getting automatic poly grouping for those that don't know a poly gripping it's like some of you might call group IDs right and you can click on and just look at that visible piece so again this started with none of that and now that zremesher is even giving me the poly groups based upon that so that becomes pretty powerful now moving on what we've also done is oh yes I know you thought we're gonna get complex and shapes no actually this is more complex than what you guys think it is it's I know it's a sphere but you got a look at we've been slicing things here right especially through here you've got really small triangles you have very tight tight tight little pieces of geometry through there right so version 2 would give us something like this and you can see it was trying to figure out and kind of issues when it was very tiny triangles and that's just gorgeous right there right and so this is what it had right and it's having issues trying to figure out well when you get really tight and small triangles right again these example I'm showing you everybody is really based off feedback from you and the emails the stuff we see on support and online and this is how we kind of started pushing this remeasure I'm just trying to give simple samples and there you go that's Version three you can see all my poly groups are intact I've got pretty much the same thing that I had in this version you can see switching from the original dynamesh sliced version to now the clean topology version it's pretty nice it's pretty clean okay so now let's get into some models then and really put this to some other ideas and testing or turn off our floor okay so this is something again that was done with like boolean so I've got a very nice clean mesh and the big thing I want to point out other this is three three million polygons because you can see how dense I'm getting any like I gotta zoom real up-close for you to even see the geometry that's going on in here right and then you've got just triangulation mess coming on through here right and you got a different resolution okay so version two actually did a really good job this like that's not bad at all right really good but obviously you can see there's some issues right through there so Version three cleans up nicely and I'd like to point out we've also got creasing so you can see not only am I getting poly grouping here being maintained but I've also got creasing so I'm gonna turn on this magnifier so you guys can see that okay that's your that's your visual cue inside of ZBrush that you have creasing in there and of course this all goes over back and forth let's go z you know by the way since we're here together okay the FBX okay those things you also want to think about is your poly grouping by selection sets you know I'm a my user since version two I want to say like since 97 yeah 97 so obviously this will go over selection sets in Maya that means selection sex can come over into ZBrush as poly grouping so this sends the poly people over as selection sets so it's just another thing to think about but our go Z also does all that and sends the creasing okay so moving on and looking at some other examples so I want to show some obviously I'm showing a lot of hard surface stuff so I want to show some results of some organic pieces so this was made model done by Michael Levy Tierra while I butchered that sorry Michael his image was literally just up right there Michael did the arrow I should be able to do this being french-canadian a little bit okay so this is his model where he sculpted everything right and now I'm gonna look at you can see he's got different polygroup and things like that and then here's just a straight remaster of version 2 right and in here's version 3 so the big thing I want to highlight here is here even though we have changed a lot of the like the guts of the zremesher like we've looked relook at the code and we've done some things in the code we're still not affecting it any way that we're still going to get even great results organic so here are some other just examples for you to be looking at the model right so we got this is a model of his and then this is what we get with version 2.0 and then in version 3.0 so you can see if I swipe between these two we're not getting a massive change right we're still getting even with organic the same nice flow that we're used to if we're already been using this right taking even something like this I think is even a little bit more complicated right because he just took the brush which looks like the move brush or display our snake hook right I'm a big fan of using the slide brush for doing stuff like this right so I have this guy available right and then this is what you get her version 2.0 and there's a version 3.0 so even though we've made these changes and we've looked at some things that we can do we're still maintaining the same results that we've been getting for again so let's get into this and let's see what we've added to this you guys seen enough examples right so I'm going to open up the zremesher and you can see we've got actually a legacy 2018 button here okay so what this means is you actually now have four xiri measures that's right I said four four okay and I'm only saying that because for those that maybe aren't aware of it even though it's in the documentation it's in video so it's okay you can hold the Alt key and if you click on zremesher there's actually another type of algorithm that runs so just pressing the zero measure button gives you one result then you can actually undo hold the Alt key you'll get another result so why I'm saying there's four is by default now zebra zremesher version 3.0 it's gonna be whenever you click on this button but for those that you maybe have models and stuff you can still switch to the version that you're used to in the current ZBrush which is ZBrush 2018 so this is the legacy code so in essence again this is version 2.0 this is this off and clicking on this is version three okay now with that said I got another model here from chivonne right so this is a piece that he did and again this is highlighting something else that solemn is gonna go into next this piece he used some new features to make this piece and have the capability which I am excited for all you to be able to get your hands on it as well and start using this so this is again super talent another amazing nice piece done by Qi so he took this and sent this through his test through the zremesher now you're noticing there are two new buttons so we've got keep creasing now and we've got detect edges right so in some of these examples I was showing some of these options were now turned on like for an example when we were talking about this piece right and I was saying we don't have any poly grouping but what we do have to send the remeasure is edging and we've got nice clean edging happening through here right so I can tell it just to detect the edges now and remesh so I have now these power to not only say look at poly grouping which a lot of us have been using these options in here right there are now two new options that we have right so you can now even use creasing as a driving force to push the measure and what ZBrush is going to do is look at those creasing lines and make sure an edge falls right along that line it's the same thing that now edge detection so if I didn't have any poly grouping on this and it's just like this all green this edit edge detection is gonna help me tell the remaster look at the very sharp edges and make sure you're putting edge looping right there for me and giving me a result right so what that said is what has also happened with this remeasure is this target polygon count that you're all used to using when I put in five here now you're going to get closer and closer now to that result okay so in some cases when we're testing this some old models that I pulled up when I would just do the defaults of zremesher which is this and it zremesher I would get maybe a range of 5,000 to 8,000 polygon counts with this new one and a lot of test I was getting I was getting a lot closer to this number that I was putting in a target polygon count so that also means and some of you requested also hey I want to be able to make this zremesher go to lower polygon count supposed to be those in the gaming world this is starting to give it a little bit more of that power I can start dropping things okay so let's just take a look at an example like this guy right so this was made okay obviously it's our logo but I've got creasing in here and I got poly grouping right so I get rid of the poly grouping and the only thing I have in here is creasing right so I turn off this keep groups and I just say there is a mesh it's again not the cleanest mesh this was made from our plugin so I made this from our plugin that we released little 9 2 4 R 8 right so is for all right yeah ok it was for all right so I use this I brought in an SVG so you can bring in a vector SVG file and make this local boom but honestly sit back because solids gonna show some other things here that's gonna be pretty awesome to do things like this so obviously I'm just gonna tell it now ok just detect the edges or keep creasing I'm gonna say well how about let's just look at what keep Greece creasing does and now I'm remesh Inge and the only thing it's really using as one of this driving forces is decreasing and you can see I get a nice clean result polygon count and you can see my count was at two and I'm getting really close to that number now in two people were just like screaming press the button press the button guys I go at my own pace here you can't it's wild sometimes sometimes it's cold and put together forget it I understand so with this thought processes Sochi using these new features right this is his boolean and then here's his new zremesh version right so now the benefit here is cheese got it looks pretty much the exact same right if I switch between the arms and turn off solo mode here right the only difference is she started doing some other design elements in the arm after he was done doing the main parts of his arm and you can see you can't really tell even between the boolean version where he's got meshes and then the remesh version but obviously our big thing is we've got now clean geometry in here especially to sculpt the vide up and do some other things with so with that said let's show this kind of in action as well and this is part of the problem was this file was huge ok so this is a Gundam that I'm working on that I'll let you know in this in this later on in this stream something very particular that I'm doing for this ok so this is just a pieces work in progress ok so let's just look at just these wings right so these are them again the resulted wings and you can see I've got various type of geometry through here because I'm using live bullying's I've got these triangles I've got poly grouping and I've got creasing so I actually want to use verge this new version I wanted to tell look at my poly grouping and look at the creasing and make sure you're keeping those creases because I know I'm gonna divide down the way and I want to keep those groups because I don't know maybe down the low down the way on when I export this to maybe an external application I want have those group IDs or just in zbrush loan I want to maintain that poly grouping okay and then on a note just because we're all here together right now this slider here smooth groups okay this is really powerful if you guys are as Erie meshing something that's a dynamesh and using this keep groups and while we're here okay come on up right there's fries groups and there's keep groups okay look up here this is me getting your attention now many you guys turn on these fries groups you're pretty much telling keep groups I don't need you okay because what fries groups is doing is very different than keep groups okay and cuz so fries groups is more doing this it's looking at each polygroup remesh it and making sure the vertex order never changes along the border like this is very important depending on what field on am and where I'm going that's why we add these various options okay we're keep groups is more doing hey just look at the poly grouping and use that as a driving force right and then the slider the smooth groups is telling it hey smooth the poly grouping edging before you actually go and remesh so we're this particular mash its I don't need it to smooth anything so that's why I have it turned off and I'm telling it I want to maintain my my groups and I also want to maintain my creasing right I have symmetry on now right so I can see that with the red square on the right and the certain of my brush size here you can see that right and then now if I hit zremesher it's looking at both and right now I don't have legacy turned on so I'm using version 3.0 and I'm just trying to get around sixty thousand polygons because all I'm trying to do is divide up and maybe start doing some damage start doing some sculptor elements and at that same time I just want the mesh to get cleaner I don't want to have all these triangles everywhere I just want to have a nice clean quad it version to this right so again this is opening up a lot of things for me so there you go it remesh like you can't even really tell the difference between the remesh version until you turn on poly frame and you can start seeing the polygons that is very different than what I had before right so this is what I had before and this is what I have now right so it really gives a great way for me to use some of these features that we're talking about which is live boolean and then be able to clean up our mesh and start going at it so that is what you can start doing now a version 3.0 so again you're going to still have the capability to use the version that's in 2018 and now we've got two new options your keep creasing and detect edging but again the other things behind the curtain is that we have a faster remeasure as well we have now that the target polygon count is going to try and keep to a closer number of course if you have things like the adapt on there's gonna be things that it's gonna see and say you're need some more polygons through there okay but this has really opened up a lot of really great more workflows with people that are in CAD based files or and using just a lot of live bullying's and you've seen some of the meshes that dress does okay so it's really made where you can click one button and get a perfect bright nice result and move on because that's our goal we're artists we want to keep going and working in our art okay so that does it for me I know I got the exciting stuff hold your mic I know you got a lot of height on the chat yeah thanks alright somebody said what is freeze again Oh freeze yes freeze groups or freeze border hard to say okay well I might as well just talk about book let's talk about both okay so remember freeze groups and in essence the measure the remaster is looking at each poly group individually like this so in essence think about almost like it breaks us off looks at the vertex around the edgings right so it's looking at all the vertex points around the edge and then making sure those points stayed they never move and then so it's an essence thing about it's moving I love that I'm doing this like you guys can see my arm like the camera's not this wide aya once caught a fish this big okay so you have obviously an edge flow right so it's instead it's starting from the edge and working it's weigh-in think about it in that sense and making sure all those edge/vertex points are being maintained and what it's doing is using the poly grouping to understand that to understand grab each one of these kind of an individual case and remesh them okay your freeze borders like I wouldn't even use it for this model the only model I would use this for is something more like this the demo head right because this actually has a border right so what a border is it's got an opening okay this is actually quite powerful for what I like to use decimation master and 3d printing and things like that there's times where maybe I want to rematch only a section just to maybe put a little more sculptural element to it so if you don't want to use sculptures Pro which now we have which will work for that mode as well you could also just use a word floor I like to use decimation master with the zremesher so by me turning this on that's doing kind of the same thing as frieze groups but what it's doing is looking at for an opening and it's going to make sure the vertex points along on the opening don't move and then start rameshan inward on this so that's well we just went through almost all the options of the zremesher tutorial sure why not is there anything else why I'm here so I think you're good and then of course you got used poly pane which controls the density so the higher you put this number for you're gonna get red paint and where the red is you're gonna get four times the density when you actually remesh and you can put this I'd say something point five you're gonna I'm gonna get blue and you're actually gonna get less density so in essence the polygons will be bigger in the blue there'll be a lot tinier in the red there was one question on the the button itself is there a zremesh to button or does that mean hitting the Alt key to use the separate algorithm yeah you have no system if you want to use the second algorithm where I said there's four and the reason why I'm saying there's four I press this button just by itself you're gonna rematch with version 3.0 right if I turn this legacy on and press the zremesher now I'm rematching with version 2.0 okay now with that said when we regionally built zremesher during that time we were doing a lot of different tests and we found there were certain parts element work better in some meshes than other meshes so what we did is let's just put them both in there and it's like an easter egg go find it right it's just like fine what's in Joseph's backyard I'm gonna keep pulling it back people I'm sorry but I like old jokes okay so now if you just hold the Alt key and press the zremesher you're now using the legacy code version 2.0 with another secondary type of algorithm looking at the mesh a little bit differently and obviously if I turn this off now and hold the Alt key and click on zremesher you're now you're using 3.0 but with that secondary different way of looking at the model no I can't share what that difference is that's a hidden secret only from myself my mom my cat my dog and my daughter you don't have a cat I don't but they don't know that dress thanks for ruining okay so that that's what that that's how that works so you have to hold the Alt key then press the zremesher so a lot of times I like to just hit the zremesher see what I get right and then I'll do like a snapshot to the document with polyframe mode on and then I'll hold the Alt key and then see what variations I have for a model right I'll do something like this turn on my poly frame snapshot it and in some cases like I know this guy there's not a huge change in him right so I can hold the Alt key now and press and now that's using a little bit different way of looking at the model and again there's might not be huge changes but there's this particular one there is like if you look here at the corner of the mouth right this is the alt one this is the non alt one I'm actually preferring this workflow a little bit more than this and especially look at this part of the nose right in there compared to there and look at the density difference as well right you can see it's giving me a little more dense geometry than in here right so that's that's just a quick simple example of the difference between the two wow did I go on a tangent with zero sorry I do the question I like it I like that's why we're doing this live people is so that we engage all right engage okay well I'm done now so I'm gonna have we're gonna do another swap and Solomon's gonna show some more things but also when Solomon's done there is more things so I'm gonna come back on camera you're welcome and you're gonna share some other elements that we have built so don't leave there's something pretty big at the end I'm just saying you know it's just like you all watch the credits of all your Marvel movies and everything else so why can't you stay to the end for us just enjoy okay so we're gonna make the swap right now so give us a few seconds to just swap our chairs we'll be back in one second [Music] [Music] [Music] [Music] [Music] [Music] so I mean the hot seat it's legitimately literally hot isn't it this welcome you could probably adjust your volume as well I don't speak nearly as loud as Paul does so as Paul kind of hyped me up I'm going to try and live up to this expectation here but I'm gonna cover some of the new and really exciting modeling additions into ZBrush and it might not be where you think it's actually inside of the spotlight feature so if you aren't familiar with this I'm going to go through everything and what you see here on my canvas is just a little workbench station that I've gone through and modeled up and all these parts and pieces you see here we're modeled with the stuff I'm gonna go and show you now so just really quick alt-tab over so I've got a quick key shot render sending over to key shot doing some material checks things like that and I'm gonna walk through actually modeling a particular component this guy sitting right here in the middle and go through some of these new techniques so going back to ZBrush let's go in here and I'm gonna go inside of lightbox and in lightbox we have a spotlight tab and first and foremost you'll start to see when you guys get this version you're gonna see that we have some presets provided to you so double clicking this hard surface spotlight preset I'm actually gonna go over here and just grab a poly mesh star here so we get a little more canvas space so what you've got here is a spotlight preset of a library of alphas so these alphas are just some basic primitive shapes and objects and things that we're actually going to be able to use some of these new spotlight features so if you're familiar with it if you turn on the spotlight wheel here you'll see that it's actually a little bit bigger we had to make room for some new stuff so we put some new buttons in here you'll notice the bottom left we've got some green and red ones which in the corner which I can't think of a better name for it Christmas in the corner has got a lot of action going on over here we also have a new button called quick select and sort of the the focus of this are gonna be these buttons down here at the bottom mainly this snapshot 3d and this Union now let's go ahead and show off this new snapshot 3d so what I've got is just this basic library in here and let's go ahead and just grab the old Z man logo everybody's favorite so you'll notice that when we hover over images now inside a spot we've got something new so we've got a horizontal vertical divider line we also have a snapping point to actually snap the pivot point of the spotlight controllers onto that alpha and then we can actually take this now and I can move this over the mesh so you'll see as I move over the mesh we now have some snapping points so the benefits to these some people will come to play when we get into modeling but if I move this just over the center of that star this is putting us at the world center so this star in ZBrush we have to have a mesh here on the canvas so this thing's just setting dead center in world space so the let's go ahead and show this baby off so the snapshot 3d button when I now click this button what this is gonna do is actually generate a piece of geometry so it's immediately extruding this piece from this alpha now this isn't technically something brand-new to ZBrush if you're familiar with some of the other methods it's comparable to say mat make 3d so loading an alpha using the depth and the resolution sliders click you make 3d or if you're sort of old-school ZBrush and you go all the way back to say using things like shadow box really awesome way to paint something and generate a 3d mesh but we've actually improved this system so we get a really really clean surface out of this extraction so going into the modeling process of this I'm actually gonna go into this library something you guys will have I'm gonna strip this down and working with something a little bit more simple so let's go in back into lightbox and I've made my own Solomon spotlight so this has got the reference of the piece that we're gonna go through and make really quick and I'm just gonna go back and let's delete the old Zeeman and we can even disable the star here so the stars just gonna serve as our sort of world space here now I want to go in and I want to use these new features so we've covered the snapshot 3d now the next phase is we wanted to sort of come up with a way to enhance the way you create especially when using the live boolean system so if you look at this piece here I've got kind of this sort of rectangular this very short rectangular piece with a vertical shape I've got a little subtraction in a line here so starting to build the foundational shape of this when we were developing with this feature we were trying to figure out a way to improve the way that we model and make this more efficient more quick and more easy so when it comes to saying with like millions if you're building it the dress way it might depend on the kinds of I remember I she's I'm and brush parts you have using zmodeler brush or maybe dynamesh now with this new system particularly this Union button this is actually going to allow us to build and customize shapes with alphas in 2d and then go through and make those in 3d so really starting in 2d and simplifying this process is going to give us a much wider array of toolset that we can actually use to make some of these shapes so going into the process of this I'm just gonna go in here and let's just make a fallen yes move your reference image down because your your face is there oh is it okay thanks for that we're gonna reference you you can see my face that's fine I mean this piece is the focal point anyways okay so is that fine yes all right so what I'm gonna do is I'm going to go through and start to block out this shape so starting with the primary shape here we've got this bar in this vertical space so with the alpha so I'm just gonna go over here and bring I'm just clicking on this square making a duplicate so I'm just using a hexagon a square in a circle I'm gonna try not to call these the three-dimensional versions but I might call it a sphere cube I've been spending way too much time in 3d over these years but taking this alpha I can actually go up to the paint option and we can reset this back to basically nothing so what we can do is basically create a blank template so this blank template we can now bring in other alphas and start to use this Union feature with so I'll start off with maybe another cube here and as I bring this into the blank template we can lock this to the center point we can play around with scale and then this takes us to Christmas in the corner so Christmas in the corner you've got external vertical that's it sticks extend vertical extent horizontal we've also got some flipping options here but these extend options actually allow us to quickly reshape this piece so I can scrunch this down in vertical space I can stretch this horizontally so I'm starting to get this piece here at the bottom now the union feature this is where this comes into play if I click Union this is going to take this existing alpha and Union it or add it to the blank template below so what it does is it makes the addition and then actually makes a copy of the one we have sitting here on top so I can now looking at this vertical space I can actually go in and maybe use the rotate holding the shift key I can lock this to every 5 degrees and now I've got roughly that shape but then I could continue to go in and play around with our extend make that a little bit wider and then there's some really easy alignment tool so just clicking and dragging upwards while holding shift will keep it locked to that vertical alignment and then same going left and right so I can keep these this stuff nice and clean and if I say mess that up or I missed the center point or I lose that center point another addition we've made is just the simple ability to undo so I can undo and go back and I can undo multiple actions of all these customizations so think of it as sort of a two dimensional modeling tool and so I got that general shape in there and let's just I'm just filling with this thing just a little bit more now if I click Union again this is going to go through and make that addition and if I just drag this guy out you'll see we're starting to add and compound these alphas to build something something new excuse me so moving forward I've got a couple more shapes here I've got the sort of thin line here and these are both subtractions this little circle piece so I can use this guy maybe I'll just shrink this down let's make this a little bit taller and thinner now using those easy alignment tools snapping that to the center I can bring this upwards like so and now I can go in and instead of just clicking you'll see in the top left here we've got some extra text so alt clicking is going to allow me to make a subtraction so I've now gone through and subtracted that piece and I can even go and let's just delete that so I just did a nice and quick easy subtraction on this new piece so let's finish this off with that circle so let's make a copy bring this over scale this guy down so holding that shift key to keep it locked vertically and let's do one more subtraction so now I've got the majority of that piece here and then just looking at the references one more thing I got going on in here which is you know some stilts or maybe some legs some extra little extrusions so I could be a big oh and in this case I'll grab the hexagon and this is going to get into some of the quick and easy mirroring options so while I've got this new piece here I could play around with this the size of this using the extender maybe shrink this guy down and just place this over top of this alpha let's do that Union to make the addition now I want to take this piece and I want to mirror this over on the other side so we've got our flip V and our flip H so these guys will basically just allow you to flip horizontally or vertically and you'll see it in the text on the top left we also have the option to mirror so shift-clicking is going to go left to right all clicking is going to go right to left and vice versa with the vertical space so if I shift click now I've got a quick and easy mirrored piece so then now I want to go through and I want to make this in 3d so I just customized this whole part now you can some really fun things you could do to play around with once you get a custom alpha is even just playing around with the extender maybe stretching this out and making a brand-new shape so I can continue to make modifications to this once I've gone through and made additions and subtractions to this new alpha so I want to go through and generate this and I'm gonna use the poly star I'm just disabling our perspective putting that thing at center space and let's just click that snapshot 3d so now I've got that new piece and what you'll see here if I turn on this poly star is that the thickness of this object this that we're creating with snapshot 3d is being defined by the current active sub tool so in this case the star is defining that thickness or that width of that piece so we're gonna go through and make some customizations I no longer need that star I'm just gonna go in and maybe just stretch this guy out based on that reference so stretching this out roughly to where I need it now the intuitive to ative nosov this is ZBrush is remembering the the scale of that active sub tool so let's just say I go in and I'm just going to do one more addition from this view so this front view let's go in and maybe we'll clear this guy out let's make a duplicate of this hexagon so maybe I want to go and do an additional sort of stair step or subtraction now this is where it gets really interesting because we're gonna start going in and using the labelling system so turning on live boolean's let's go and inline this guy up and you'll see that the mesh has Center points it also has a world center and we got the mesh mid edge so I can use these points to lock this say at the center and then let's go out he and sort of extend this out maybe just move this up just a smidge and let's just just a smidge just a smidge now the really exciting part with live buildings now instead of just clicking snapshot 3d let's say I want to tell this to be a subtraction so you'll see in the top left dialog text all the alt and clicking this is now gonna go in and apply a subtractive mesh so and another thing to point out here is that it's remembering that scale factor of that object so it's making it perfectly aligned to go through and do that subtraction so you get really quick results and we're getting this really nice awesome shape so we can start to stack this stuff on top we can customize multiple alphas and I'm just using a few basic primitive shapes so going back to that spotlight preset imagine if you have a wide array of all kinds of complex to simple shapes that you could add and subtract and build brand-new shapes from so it's really taken away the need to spend a lot of time modeling all those parts to use with live billions and you can go straight to just quick you know kicking these things out in 2d in simplifying this whole process so moving on to the next portion so I got the top view now I've got maybe these little sort of pill subtraction shapes for maybe bolts to shoot through the top so I'll rotate to that top orthographic view and in this case so I'm gonna go in and I want to create a new blank template so I can use any of these alphas I might just scale this guy up let's use that paint to clear this out and then I'm just gonna frame this border with the extend options around that match so it's locked at the center and I got this thing lined up so this is my blank template now to get those pill shapes a very easy way is to just take a sphere here I mean there it is take a circle we're working with 2d guys 2d so then using that extender I can go in and make that pill shape but I can continue to stretch this thing out let's move this into place do our little rotation and get this roughly into view so I can keep playing around with that extender shape when I'm ready I'm gonna go ahead and click Union and it's gonna make a duplicate so I could hold the shift key and move this over and let's do one more Union and delete that so now I've got this new one with the additions made in that corner so then once I've got that lined up I can easily just go in and shift-click to flip vertical and shift-click to flip horizontal now if you want to you can go in and use that extender again to control the placement or maybe move that inwards a little bit and then in this case I want to do another subtraction so hold the alt clicking snapshot now let's go in and let's take a look so this piece is now sitting here at the base of this so if I wanted to just take the gizmo let's just lock this guy at the center stretch this up and push this through if I want that to shoot through the top so very quick and easy and we could go through and do all kinds of things but let's say going back to this reference here we want to wrap this up well actually let's say I want to do one more because the reference does have a little circle subtraction you got to move it down your faces now yes I'm sorry I forgot that that's covering my face and then show them that when you can so you want to see the meshes themselves yeah they want to shore dashes yeah so one of the improvements that you're getting here is you're getting polygroups you're getting crease borders so it's automatically going in and assigning these things for you so if I I can switch to say a madcap gray so you can see this a little bit more clearly but you're getting a really nice extraction so this piece is super clean that's giving you that crease that's going to hold those edges really tight and then anything else if I wanted you just continue even from this view this could be a good opportunity to show the quick swap so I could go into my quick select this option allows me to take the currently selected alpha that's at a certain pivot and I can swap it for others so if I wanted to say swap it for this circle maybe line this guy up at the top now one of the things that we can do is to define the say I go in and I just alt click on the snapshot it's going to generate that piece but that piece that thickness isn't necessarily matching to the vertical space of this part and that always depends on the active sub tool at the time so if I delete this guy and let's just say I go back to that view let's line this back up and let's say I select this piece if I now go in and do that subtraction now that piece is lining up perfectly and shooting through that whole mesh so really quick and easy options that we can use and Rahl this is just speeding up the whole labelling process so imagine the stuff that Paul just showed zremesher we no longer have to worry about the cleanliness of that surface we can go and remesh this stuff later so to wrap this up let's go ahead and just I'm gonna need to load my spotlight again and make sure load it up that guy over so let's wrap it up with these little sort of neck detail something a little bit more interesting so I'm gonna rotate to this side orthographic view so this is where I'm gonna want to apply these and let's go and I'm gonna do something a little different so I'm gonna take this circle so I've got this piece I may be difficult to see from this angle but it's got a little bit of a frame it's got some extra little corner pieces in a slice through it so to use some of these new features that we have inside a spotlight first and foremost we have this frame option so the frame option if I just click and drag this around the wheel is going to create a stroke effect or a border effect so we can take any shape and apply this stroke effect to it but before I go to that I'm actually gonna go clear this out so I'm gonna blank template let's go make a copy I'm going to bring this circle in so scale this up as I need to and let's make a little frame now I'm gonna click Union and then with that duplicate I can scale this down now if I want to bring that circle back instead of swapping out for a new one I can actually use this restore feature so just clicking and dragging around the wheel it's going to restore this back to its default shape so now going in making another Union now I've got this new part so then I've just done one little sort of simple stroke some space between it now maybe I'll use that quick select to change out for the cube so I want to do this sort of crossbar effect shooting through the mesh so then just quick selecting I could use this to line this guy up and let's use that extender to stretch this out just a bit and let's go in here and we'll do a union subtract so now I've got just a little subtraction through that piece so any other additions that I want to make some really fun things that we could do with this is actually playing around with the pivot point so looking at those sort of we have this sort of cross these points that say 12 3 6 and 9 o'clock so if I use this let's go ahead and bring in the hexagon we can scale this guy down and I'm gonna position this roughly using that image Center to lock it and then dragging this up while holding shift I can now go in sort of scale this just to add some extra little detail now grabbing the spotlight center point and using the image center as my point of orientation so if I do a union that's going to make the addition and with that pivot point locked I can actually rotate while holding shift and now lock this to that next angle and let's do a union now carrying over some of the really awesome features in ZBrush even just the simple action of clicking replay last if I press the 1 key is going to repeat that action so now I just click that Union press one like that Union and now I got something a little bit more interesting so then we got this new piece and what I want to do is maybe do a simple little mirroring of this part here so this is going to require me to go in and do a frame of this so I'll use that mesh Center to line this up let's clear this out and then use that extender to kind of frame it all right so let's bring this guy in here use my scale factors to kind of line this up and let's do our Union and we can even just get rid of it so selecting this new one making sure this guy's aligned we can do just a quick mirror over if you wanted to flip vertically you could play around with doing additional ones but while you're here you can still always play around with the extender to kind of adjust that position as well so this last one I'll do just one quick subtraction make sure that this guy is sitting correctly so this one because of that active sub tool I had selected it's a little bit of a different scale but I could easily just go in here adjust now I got some nice little neck details so just a simple mirror and weld operation well don't just blow over that this well this is Joseph's excitement level Joseph loves beard weld well there's a new mirror and weld yeah so what is new about the mirror and well Joseph so the little dialog that would pop up and would tell you hey you don't have a mesh over here you can't mirror in weld it's now been read it's been resolved so now it will makes Joseph berry I'll check the geometry and if the mesh is on the one side versus the other side it will still perform the mirror so you won't sound even shorter step to getting that mirror no complications no questioning just hit that button and you're good all right so we got this thing finished up so now we could go in and we can continue to model keep using those features and again I'm just using a few basic objects in here to start populating this shape we could go into our sub tool we could make this final boolean mesh so going back to Pauls scenario Paul mentioned his spaceship that he showed in the his first part of his demonstration all of that was modeled with this feature so using spotlight and actually going in and using this library of alphas that we'll be providing to you I believe these are the only ones you use correct yeah and then yeah I used oh yea probably about 25% of those and then I also modeled it in like what Joseph was doing the very beginning because I knew I wanted to make it look like tune yeah so I actually mauled the whole thing in tune shading as well because now that we had the real time flat shadow capability I was able to see what I was doing a lot easier yeah and that's the result I wanted anyways so less constraints on having to think about how you're gonna make those meshes when you're using my building systems and now just full creative freedom to just design and just imagine the complexity that you can get out of just a few of these shapes and sort of building in this 2d space and working to 3d with that snapshot 3d and using union to build those alphas so all these parts and pieces within this scene there's the final piece just playing around with different materials additional components in that scene all using exactly the same thing even just doing simple bolts doing additional parts to do bevels it's so much fun in such a freeing process and so these additions have made a huge leap and labelling system and and using spotlight to do all of this so this part you may not recognize from the scene I don't know exactly why I decided to make the wheels look like gas tanks but but if you look I think I was just very tired of the sort of angular sort of design of all this stuff so let's just go ahead and nice little material so these guys all modeled with this same process and if you just take a look at these wheels just thinking about the sort of radial fashion of modeling I was able to use that same process of using the rotation moving the pivots to do subtractions for these making the bolts and even just taking simple objects and doing subtractions on top of there's so much room for creativity in all these areas so even more complex shapes that you'll see here like a piece like this this is all just taking a simple square alpha and framing and doing customizations and mirroring to get really complex shapes so the beta testers have gone crazy with that these guys show Chi's work which is incredible and much more creative in this sense but he really took that stuff and some one of the other testers have been using this so we hope you guys love this as much as we'd wait wait wait wait what else you jump off ship right away on me what else you got there's questions and I want to make sure people get them and get the answer I'm out there okay so yes you can import your own images obviously what are you're using your news illustrator dress what do you think infinite alright so yes you can use all their programs Kyle's face just lit up like a Christmas tree in the back ok but Solomon can you show them oh so when you clear it out grab going to paint Mona and just scribble paint because that was a question that was being asked because always anyone seeing very hard surface it's tough so if someone clears it out like he does and then switches to be xin paint mode and then grabs the white color that he asks just move your dial anyway no movie down no go to where you were just go blink like you normally do now with the dial out of the way oh I see you just moved the spotlight now just paint oh you want me to show ya oh yeah being able to paint your own alpha yes I'd be absolutely this is really powerful what I like out of this too is there's tons of just being able to capture alphas alpha Z we've gotten tons of alphas in our library but to generate even just some of these parts and pieces we've got a huge library of exponent O'Connor on Brian's hair now so Solomon clicks the button it actually becomes a matcha tea clicks the snapshot 3d button that'll actually be turned into a mesh and by the way that feature also been added you hold the shift key you'll get straight lines up and down vertically or horizontally as well oh there you go that's perfect should we change his hairstyle changes this snapshot that puppy right down there yeah - and the Alpha yes so that was what I was gonna mention here really quick so to generate even just these basic primitives that I loaded into my scene just imagine we've got a huge library of I mmm brush parts some of these Joseph has contributed tons of time into just making some of these parts you know that you see here in these insert brushes so this process even just being able to go in and select any of our 3d primitives if I wanted to make that hexagon shape going in to initialize maybe setting our horizontal divide to 6 or we could up this to something different so then inside of the Alpha palette we have the option to click from mesh so if I go click from mesh it's going to give me an alpha view so I can actually make alphas from geometry so I could zoom this thing out so zooming out it's gonna give me a little bit more room to apply say that frame border and we can choose map sizes which this won't play a part in to the mesh generation process this is if you crank this thing up to 2048 essentially that's just gonna make that image a little bit more crisp in the ZBrush space but it won't play a part or impact in terms of the mesh resolution that you generate so if we click OK now we've got this alpha and we have added an additional button the same button add the spotlight that you see inside of texture so the same button here we can now take this and send this straight into my alpha library so you can do this from all kinds of parts and pieces we could even just grab any of Joseph's parts and we can go into that modified topology let's go mesh from brush and we could go into that alpha palette and we could do from mesh so then this could give us something different or in this case depending on the depth of the thickness of these objects we might need to scrunch this thing now and our flatten it out even just flattening it out might give us something different but in this case it's basically gonna be the same thing as that cylinder but thinking about you know bringing this in from Photoshop or other applications of your choice you can do this stuff in ZBrush what I love about this feature is the ability to just take a few basic primitive shapes and make brand new ones and you could save this out as its own live shipping a button we're shipping a couple - yes our one of our beta testers yes there will be more yes so that about wraps it up for all my stuff guys what else do we have for them we've got some other exciting things for them for sure so don't go anywhere yet don't you go anywhere okay so I I'm exhausted not really never exist so you know that was a lot to take in and a lot to understand and take all that information is so but we there's still honestly there's still something else we have to share with you but before we start sharing some other items for you the team here has put together an amazing video just kind of shows again the idea and the breath yeah I know some people were coming in and out of this stream from time to time so we're gonna show the world premiere of our ZBrush 2019 video that we will guys want you to see and take a look at that so get your popcorn out again and enjoy the video [Music] all righty then okay well there you go that was a great video hats off to the team here and doing that so now what what else obviously do we have so obvious the big thing here is when can you guys get using this features and get your going on this so when is the release date you know ones it's gonna happen well guess what I don't have an answer for you don't don't have any idea no II do I do obviously of course so right we're very excited to announce this version of zebra 2019 is going to be released March 6 at 12 p.m. Pacific Standard Time this year that's right for those who are now running around in your calendar and trying to get through Google and all that that's tomorrow tomorrow just so everybody knows as understand so again at 12 o'clock Pacific Standard Time tomorrow you're gonna be able to download ZBrush 2019 so obviously now a question is is what's the cost of ZBrush 2019 so ZBrush 2019 is not changing in price it is going to continue to be eight ninety five ninety nine hour perpetual license what's for the last twenty years we've given free upgrades that's right we're on our 20th anniversary that's pretty awesome so let me probably not even know where that old the world okay nothing getting up there name in here name I get I it's a hard time putting my socks on in the morning get it so again the perpetual license is gonna stay for ZBrush 895 99 but we are giving you three options now to get into ZBrush so you have the 895 895 99 perpetual license and we're happy to announce a ZBrush subscription so there will be two options two zebra subscription so again you're still gonna be able to have a pret real license if you want to so the two options your subscription you're gonna have you can do a six-month subscription for one 7995 every six months or you can do 39.95 per month so that's three options down to get it in ZBrush you can do that perpetual license and continue to work with that with the having the ZBrush or you can go on subscription monthly or a six month period okay so of course for upgrading costs okay there's no changes because for the last twenty years we've continued to give you those upgrades okay so we have some other exciting news to share with you as well so you're aware of that so we've got some other exciting upcoming events coming up I know some people have asked us about this as well so we will be actually at comic-con 2019 this year so that Gundam I was doing I'm actually going to make a big version print it out I'm I can say I'm doing a Joseph we're not sure he's not sure he's not sure you never know I know what he's gonna do he's just a little scared to say right now for whatever reason I get it we made out a minute minute come out you never know I have faith in you it's only to delete my files and then I'm in trouble another side joke Joseph likes to delete my files in the computer from time to time always only before presentations though yes yes it's true so again we're gonna actually have be at a booth and out of our booth at comic-con this year so come by we're gonna have a bunch of different artists there we're gonna have a bunch of different things going on in our booth if you're in comic-con you're in the area definitely come by and see us and then of course we have our own event that is happening which is the zebra summit and we're announcing today that a zebra summit will be September 27th through September 29th of this year so that's the very last weekend in September same location same bat-time same bat-channel all that jazz and start on your calendars put it on your calendars now come on down if you've never been to the summit like in person I'm just only it's a very different experience there's a lot more going on when you're here in person it's a different atmosphere and I'm only telling this from just what people have told us from watching a line than being here in person it's a lot more fun eating pizza this year maybe pizza delivery pizza delivery I think we should do what Kyle wants to do is go 90s theme since it's our 20th anniversary the first version was 1999 I think just itching to do 90s anyways put put it in there what do you want to see right so again the summit will be the following weekend so that's all we have thank you for tuning in again keep an eye on all of our websites for tomorrow when that version is going to be available to you and the subscription will be available tomorrow as well so you'll have your three options to get the full version of ZBrush whether it be retro license whether it be a six month subscription whether it be a monthly subscription thank you all for tuning in I hope you had a lot of fun thank you guys do you want a little button click click it click it what does that mean does that mean click the okay here's a version alright so thank you again for tuning in this will go up online so you guys will be able to rewatch the videos on all our youtube and our twitch so make sure you can want to go back and watch that by all means please do also what's going to be coming online shortly for you guys is the online documentation so you can read up about other editions and these features themselves and our feature pages are gonna be coming live shortly as well so thanks for tuning in have a great day everybody bye everybody see you at the summit [Music] [Music]
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Channel: Pixologic ZBrush
Views: 46,933
Rating: 4.8666668 out of 5
Keywords: pixologic, zbrush live, digital sculpting, 3d modeling, art, design, tutorial, how to, making of, twitch, character creation, live boolean, vdm, sculptris pro, deformers, project primitive, illustration, mudbox, 3d coat, autodesk maya, adobe, photoshop, cinema 4d, 3d printing, concept art, games, reel, mobeon, npr, non photorealistic render, snapshot3d, folders, retopology, zremesher 3.0, universal camera, zcolor, intersection masker, zbrush 2019
Id: pgQ3uAQ8U6c
Channel Id: undefined
Length: 172min 33sec (10353 seconds)
Published: Wed Mar 06 2019
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