ZBrush 2022 Event – All New Features! New Version Available Now!

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you oh we have begun welcome everybody i see the uh conversation i see niagara falls niagara falls huh welcome i grew up there welcome uh thanks for tuning in we're excited to show you guys uh zbrush 2022 the next version that we have hello everybody i see everyone chiming in so my audio is jumping we're good there my video is good we're all good vibes so buckle up as i always say we're going to be going through a lot of items here i want to give you guys as much information as i can about this version and the features that we've added into zbrush uh it's going to be a lot of fun for us so and there's a lot of things we've done too i think when this version just expanding upon things that we've also been developing and previous versions so there's a lot of power as always that we're looking to do to add to zbrush so we're going to get going and jumping into this i will do my best to keep an eye on the chat where i can um but i'll be focused also on just making sure i'm showing you guys everything but i will do my best to keep an eye on the chat there as well okay so let's get going i want to get going into the stager okay so i obviously have a new model here that i want to start using the stager on so in particular let's go to the back here let's look at say this piece right here this piece right here so i'll turn on the poly frame real quick so what i want to do is start changing maybe different positions for this and this is also one thing that the stager is good for is i want to try maybe on the other side so i can make a home stage right and then now i can move this along here now one thing that i want to highlight when i'm doing something like this and moving in another direction obviously this thing is sitting on an angle okay so you can see that's sitting on the angle so something that would be important for all of you to know i'm going to turn on poly frame so you guys can see what i'm doing here all right and i'll i'll turn off dynamic subdiv so these vertex points here i'm going to hold the alt key and click and then you can see i'm moving my cursor around here and then boom i'm snapping right so this is now snap so you can see this arrow is actually snapped along the line of that mesh and the reason why i'm bringing this up okay is that i'm going to want when i move this i want it to move along that angle that's already been established on this particular sub tool right so that when i make my target state and i'm going back and forth between the two i know that i haven't i haven't done anything awkward with my angle so a little a little fun tip for you guys so what we've added here to the stager is an interpolation right so you guys have the ability to interpolate and now i can have as many of those going across that i want i can undo that and i can even change the number here so i can say i only want maybe four right going across and then now you have four going across so the idea here is you know experimenting i'm not sure yet maybe even for this scenario how many i want to have going across okay not only that is if we uh undo our target state and we just probably shrink this a little bit yeah there you go re-establish our target and interpolate you can see it also will change in size so the interpolation is going from the full original size that we stored on our home stage okay and then over here we have the ability where i shrunk it a little bit and then the interpolations happening in between them right so again if we put more of these in there so i go back to like say 10 then you're gonna get more of them and you can see an interpolation starting to happen through there okay so this is new within the homes the staging is having the ability to do the interpolation so what else is new and handy is let's say let's take our handy dandy demo soldier okay and i'm gonna say i want a home stage okay and then i'm just gonna move him just somewhere else maybe and even rotate him a little bit here again i can rotate i can move i can scale and i'm gonna store a target so what we have here now is the ability to copy right and then we're gonna be able to pace but i'm gonna i'm gonna take this one more step further i'm gonna go into our plugins and i'm gonna go into subtool master okay and in here what we've added the ability to do is do visible and you can see there's actually copy paste stager okay so if i hit ok it's actually went through all the sub tools okay and now not only do i have the ability to switch this guy okay if i down arrow key i can switch this one and now really also the big benefit of this is i in the sub tool palette can actually tell it to all go to the target i'll go home right so i'm creating this workflow or maybe you're trying to figure out where you want to put something or maybe even a different pose right you have a t-post and have a posed character you can store those home and target stages and now you guys have the ability to copy and paste those across the sub tools and do it with one click and then like i said in here do one click to go from target to home right so this just makes things a little bit more convenient for you to be able to go back and forth between like i said a pose or a non-pose or maybe you want to put something in a different position within your scene so really great way to work with that again so once again we've added in our stager we've added an interpolation ability and we've added a copy and paste so for those that have been using stager these are some nice additions for you i'm sure that you're going to really enjoy okay so moving on let me grab something else here let's grab this guy ah yes the truck okay another thing to help with just putting things together for us is our visible abilities here that we have now we have a v1 through v8 okay so this is going to help you guys control what you want visible and maybe in certain scenarios right so you can see as i'm going through here there's certain things now that are being turned off and certain things that will be turned on okay so if we start from scratch here we'll go to v2 and so how this works is you have all your sub tools turned on first or you don't have to first but in this scenario i have i just turned them all on so because i'm in the v2 okay which is your visibility sets i'm going to say what what do i want visible in this right so then i just decide okay the only thing i want visible is maybe the upper part of the truck and then that's it okay and then it gives me the ability at any point in time here i can go go back to showing all sub tools then i can go back to just the visible truck and then again i can switch and then obviously i can store up to i can store up to eight of these right in this scenario it's just only the tires that are visible keep in mind obviously in that scenario i had the body actually selected right so these are just swapped between your visibility so it's just another way to help you organize things a little bit i know sometimes when i'm working on something i need to turn sub tools on and off while i'm working this will also work with folders so you'll be able to use your folder systems with this as well right so nice little addition for us to be able to visually look at what we're wanting to do okay let's continue on and looking at some sculpting brushes now all right so we've added a couple brushes here um so we're going to cover a couple of them so there are two the new scribe brushes so there's a scribe chisel and a scribe standard i'm a big fan of the chisel scrub the scribe chisel just because i also just like the chisel brush myself personally um i really enjoy using that especially for hard surface stuff okay so what this is going to allow you guys to do now is when you draw out a curve you're going to get like you know something cutting in the surface here we'll go even up a little bit more let's let's make her a little bit more darker so you guys can see that a little bit better okay so you're getting just swooping nice model here right that has a nice respects and then you can go with a bigger brush size if you want to right you can go with a smaller brush size if you want to okay and then have different results happening there based upon your brush size and then it's what's happening here though is something that's we've added to the stroke ability so within the curves here we've added the ability for you to do other things with this alpha that's stepping okay so it's being controlled along the curve to allow different things that happen with this alpha so by default the alpha is going to be dropping wherever you see a black and a red transition so and i want really tiny or probably want too small here and what we have done is we've given you the ability between each one of those to drop the alpha even more okay so by default it's just going to drop one alpha at every time where you see a transitional red and black and now what we've done is added you the ability to actually do a little bit more um and i've gone too small with my draw so i went really tiny so i might just restart hold on sorry i'm just going to close so we can just restart i went too small i got excited okay so let me just launch again and then i'll load my staff talk amongst yourselves coffee talk coffee talk nearly here there all right one second please i gotta find uh there you are okay i'll load that file again so again this is uh a nice way to be able to i i found some good ways to use this for like creatures but then again this is also very nice for if you're doing something hard surface as well you're gonna have uh a nice ability here so it's just loading my project's really big because i got a bunch of files loaded for the stream so i wanted to have all those files already within this project so give it a minute it's a big file sorry about that that's me getting excited and we're loading and we're loading okay [Music] okay so again once this loads i'll show you guys what we're actually doing and i'll show you the slider where this exists and what you can do with this slider and then changing things up the slider so let's go back to her again okay and grabbing again the scribe chisel okay so you can see this alpha is just a circular alpha right um and again this is going to work with um any any alpha that you want to but in this case i'm just using what is already here okay so when you guys are doing strokes like this you're gonna have within the stroke palette in your curves there is now new and new sub steps slider so by default again we're dropping an alpha okay between each one of where you see a red black red black transitional portion okay and then this slider is saying give me 25 more in between each one of them that's why i was it was still calculating when i was doing a really small draw size which was way too tiny so this if i drop it to one okay and we just go like this you'll see what's happening here and this is going to work with the drag dot so because i have the drag dot turned on it's dropping an alpha on every dot right so that's what's happening here every dot is just getting that and so by me saying no i want to add a couple more in there even you know it's great to you can manipulate and play with this you can get very different types of styles within the stroke now that you weren't able to get before without this right so just trying different experimental things out and let's not forget you know you can do a z add as well right and have that surface be punched out and of course this brush by default has other things turned on okay so i'm going to put it back to the 25 and within the curve modifiers we've turned on the size and we're using this graph and that's why you're getting a taper on the ends is this graph is giving me that control so you guys can add whatever you want to this of course you know i can add another dots in here if i want to and go something like this just to change some things up okay and then now when we go and make our strokes okay you're going to see i get tapering starts getting what and then it gets a lot more wider in the middle than anywhere else okay so that's what this is controlling something like that so that's what these are doing for you and again i can delete these by clicking on the dot dragging off okay and then click on the dot drag off and then they're deleted and then since we're here to change them from a a harsh transition like this to more of a rounded transition like that you guys just click on the dot drag off and drag back on and then drag off and drag back on and you can actually switch between and you'll know which dot is actually classified as a harsh transition because you notice this one doesn't have the big yellow circle around it and then when i do this see it's got the big yellow circle around it so this is allowing you to even transition between the dots rolling off in essence what is this from this dot to this dot and then this to this okay so just a little extra fun-filled facts for you okay so it comes in really handy and it's a nice way to be able to work with it okay so let's continue moving on let's take the demo soldier again he's our friend right and i'm going to we'll make sure he's selected i'm going to throw on my gizmo okay and let's put them again up here in the top right so when we're working with our gizmo okay we have obviously ability to move rotate and scale okay and everything's staying nice and conformed to what the original mesh is what you guys are now going to be able to do is in the focal shift you'll see now the transpose are defaulted to a negative 100 okay that's because if i start making this go past any negative 100 it's going to be used more of i like to call it kind of like a deformer right so now you can actually deform your mesh kind of like i am using the gizmo deformers in a little bit and this is allowing me to do kind of like as you can see the transitioning the bottom is not really here we'll go to solo mode nothing's really happening here it's all it's all happening up in the top now we're talking okay so when you guys now if you're in the transpose and you change your focal shift we're going to give you ability to do different things with it so like you can see the higher i go see now it's only the head being adjusted right and if you go to a negative value then you're back to see having that adjustment so again if you're keeping a negative 100 it's going to be normal okay but anything now after that is going to give you a different result and then you can throw on your actual multi-selector ie the pizza boxes and you guys can even use that so if i throw this on now and i can start doing this you can see all the other sub tools are also being affected with this okay so if you grab say something like this you want to come over here and you can see what that's doing and then you can even turn on symmetry throw on a little local symmetry there okay and then saying okay i want to mess around with that and then you can have this kind of thing happening so there's a lot of ways to use this i found this useful even just doing like a little bit of a mask okay and then positioning this gizmo where i want something like that and then using these to kind of deform right because it's going to so if i turn this off now it's just only the finger okay so i found that to be fun and useful to use these for as well so you can start manipulating the finger because now i've got more of a soft transition happening with the gizmo itself okay so there you go so there's some fun there for you all again it's all the gizmos are going to be defaulted to negative 100 now because there's obviously three of them that ship with zbrush your transpose transpose cloth and transpose smart all right so good way to have some fun and style some stuff for sure okay moving on um let's grab this guy all right some of you might recognize him so i've made this model right and i started working on it and now in this scenario right i'm just gonna solo this out so we're just looking at the body right now and we'll just switch the brushes and looking at this this is a model right that is somewhat dense it's 1.3 million it's not crazy dense but there's some density here and here we'll turn off lines for now so you can see there's a polygroup here and there's a polygroup there and what i want to do is i want to add a bevel here okay so this has been where some of our challenges have been adding bevels for low polygonal things we can definitely use things like z modeler and you know manipulate the surface that way but when it came to something like this where i've got some a little bit more density to it or in that case taking something that has already live boolean results on it which has different type of topology as well so you have triangles you have quads in this case we do have triangles and quads and it's a dynamesh so what we've added is an ability for us to use something we call bevel pro so in the subtool palette there's going to be now a bevel pro button here and i'm going to click on this and this is going to launch another application for us and then this application does use your video card okay so this will use your video card is not using opengl though it's using vulkan so for those of you um need to check your video cards because you have a very old video card you'll want to check first and see if your video card can support something like vulcan okay so this is now what it's doing is giving me an area where i want to actually bevel okay and then this scenario i'm throwing an extra additive issue in here and my extra issue is that this is a dynamesh right so the transition between this polygroup and this polygroup are not the cleanest so as an example you can see when i get up close this is just really rough looking right now and the reason is is the geometry is rough around those edges so what we've done is we've taken what's inside of zbrush which we have a polished bite groups so i'm just going to polish this off right to just create a nice little polish here on the surface and so you can see what this is new is cal recalculating and figuring out okay you want me to polish this surface with inside bevel pro and then still give you a beveling surface so what this is showing us right now is where you guys are seeing kind of the pink that's actually a surface that's being generated and created that's going to give us a bevel so i'm going to do is i'm going to knock down my offset here a little bit so you guys can also see the other dots in here so i'll zoom in closer now all right so this is your bevel amount uh offset okay so this is saying the mesh that's being created how in essence thick thick is this going to be because this bevel pro is actually going to use live booleans to either give us a result or not give us the result and you'll see what i mean by that so in essence of a destructive or a non-destructive way so the first thing we have what's nice about this is that bevel is kind of really small and when i can see what my bevel is by the red dots okay and then the blue dots are your poly grouping so the blue dots represent where my polygroups are changing and the red dots are where the bevel's going to start and end in essence right along those so what i might want to change is my bevel amount so i can grab a slider here and change my bevel amount to have a completely different result if i want okay so let's do let's do one okay and so what this is going to do is make a larger bevel so the benefit bevel pro is i can change things on the fly right so now you can really see how big that bevel is going to be right this is going to be a really large bevel right and then this is a great example of seeing this is what you guys when you guys get this in your hands this is why we made this in this way so i wanted to have the ability to change my bevel on the fly but then i needed to kind of see is that working or is that not working so right now you'll see that that pink color is not solid everywhere okay so that's telling me that the mesh that's being made to create the bevel is not actually thick enough so this is where again this mesh offset so what you guys all you would need to do is just up this slider until you see in this case all pink right or a pinkish red tone right and then that is now the bevel that i'm going to get so this is showing me a quick way to change things within the bevel and if i even want to see what is this going to look like i can hit auto apply and now what this is doing is actually applying the bevel within bevel pro and then you can see what that looks like right now and then even though i have auto apply on i can change my mind and go you know one is a little too much for the bubble let's go point five again it's going to reanalyze looking at the mesh again and going okay well i see you want to have a smaller bevel let me go reanalyze that figure that out and then it's going to because i've auto apply on give me the applied result and i would say that's more of where i would want to live an example for this model okay so and then now i have this so to reiterate this if i turn on preview edges you can see the geometry that's being created in bevel pro for us right and i can even change the resolution of this and have less spans going through the geometry or more there's a reason for all this okay so what i'm gonna do is i'm gonna just send this back now to zbrush okay so i've got auto apply so when i hit ok it just comes back and then there you go i have the result within zbrush and you can see it even gets a new polygroup for us right and then you can see the geometry that was created by bevel pro and like i said it's using live boolean so there only will be triangles where there's some intersecting points okay so this creates a very nice way to throw bevels on something that might be you know a little bit more dense um for us right so uh let's see as an example let's see i have another one in here here you go okay so you go something like this guy same thing here right so i have this model okay this has some results already on it okay so again bevel pro is going to use live booleans okay to give us our results or like i said non-destructively i can actually just get the mesh that live boolean is creating so here's what's important about this because i have polygroups everywhere else i want to be able to control maybe where the bevel is going to go in the last scenario i just had only the two polygroups in this scenario there are a lot more polygroups so i can tell zbrush to hey like take something like this right and we can on mask right so i'll blur it a little bit more so you guys can see everything else is masked but this section right in here so you guys can actually use masking to tell bevel pro what to work on and what not to work on in essence to create the bevel so you can see in this scenario the bevel is now only happening along this outer edge and the rest of this isn't being touched at all and so you have a masking ability to do this and then once again if i want a little bit like this i want a little bit bigger bevel i can figure it out right so i can change and adjust my bevel amount to go at this and then say that that's what i want really look at it say auto apply and then i can see what that looks like now this is what i like to call a destructive way in the sense that we're going to you apply it to the surface so you're you're doing something in the surface you're destroying the surface in a good way we're making a bevel but if i don't want to do that i want to do auto apply off and then i hit ok what zbrush is going to do is send over the mesh actually and right now i'm in solo mode so right below you can see the mesh that was actually generated so if we arrow down there is the mesh that's generated from bevel pro and we did this because also there are now other things that maybe i could even do to this mesh and have some more fun with this mesh right there's nothing stopping me from switching to something like qmesh right and z modeler and then doing we'll do a little poly loop right and then just change the surface in essence okay so by us having the ability to do this okay i can bring in the mesh or not and then now this mesh is being going to be applied right to this and then i could use live booleans right with inside of zbrush to start applying it so you can see this is the one side and then there's the other side right and i because i have the ability to do either destructive or non-destructive this opens up other pieces for me and this is a great example of this piece might have subdivision levels and i don't want to lose my subdivision levels so i wouldn't have that auto apply on right and then you can see when i turn live booleans off what we are getting right so just a another example for you guys to go ahead and work in different ways right so again bubble pro is going to be a great way to use for more dents of a mesh right so we sent 1.3 and this i think this one was about 500 500 yeah almost 500 000 so that's where bevel pro is its strength and that's where it's going to be low polygonal you want to use things like zmodeler of course and we have those tools so we want to expand upon this and keep going along so all right let's keep moving along here we got a lot of stuff that we want to cover all right so i'm going to grab my handy dandy star okay and i'm going to let's dock something else over here let's dock our draw palette being here and i'm going to import a model so let me grab my mask let's go and i'm going to import an fbx here all right so give me a second i got to get to that file [Music] and where are okay and here we go so what i'm doing is x importing an fbx and our fbx's are importing cameras as it is right now but we've added some other ability here and what we added is image importing as well with the camera so in this in this scenario okay this model was is courtesy of our friends at 3dscanstore.com so they did photogrammetry with this right they had that person and they had their rigs all set up so these are some of the cameras from the actual photogrammetry so that i have the exact angles of the camera and not only that i've got obviously the photos that the photogrammetry is taking okay so thank you again to our friends at 3d scan store for uh giving us this model to show this to you all so this is what it's going to do is add more elements to the bottom of our draw palette okay so right now what you guys have available to you is ability to and bring in different cameras that i can select and you'll see as i select these the images are also changing the background so what we've added now is a section down here for images where you can load your own images you can store them and you can delete them but i can even swap between in essence i'm making the model transparent now so that i can really see through the model to the image because this is going to be handy if you're excuse me if you're going in and out and say you need to match even a model to an image this is a great way to do that as well it's like a combination of some things that we have so if i switch to something like move right and then i'm grabbing the model i'll see see i can see oh this is off i need to move that back into place so you can toggle off the transparency or you guys can can just control that however you want with this slider so in essence our fbx now is going to allow you to import images but not only that because we've added that you guys can now store multiple camera angles and then have multiple images me personally i know there's an old plug-in in the texture palette okay that some people use this one i think can replace it because it can hold more cameras and more images right so there's a hold up to about 64 cameras and which means it can hold 64 images and then you would save this within your project so but if you're in another program you've already lined up images and models as long as that fbx can support okay all that then you can bring all that into zbrush now so very cool way to be able to go at this and be able to work with this okay so there you go another way for fbx so let's let's continue on moving through through our models and through our stuff here so let me grab this guy now and i'm gonna put the model up all the way okay and i'm going to we don't need that image anymore okay so i've got something like this all right and i want to be able to manipulate and start adding a little bit more to this little capsule here let's say this little part right here okay and this model is courtesy of uh michael poplovich so thank you sir i'm going to turn off my quick saves and i might as well turn off my screen saver right now so this is a model right that i want to be able to start doing some more to this okay so i'm going to just switch to our standard brush i'm going to undock the draw palette and let's dock now our brush palette all right and i'm gonna grab an alpha let's grab you know let's grab this okay so now obviously when we're sculpting i'm gonna go z sub okay so we're going to start pushing in to this surface right and just start sculpting at this surface so obviously we've got this alpha that is allowing me to manipulate this and maybe add some kind of little damaging element in here in this right but i wanna i wanna spice this up a little bit so what we've added now is in the alpha and texture we've added ability for you guys to have two alphas not just one right so i can actually besides have this alpha selected i can come here and select a completely different alpha okay and depending on my pressure sensitivity i can switch between the two right and i can even have some more fun with this one i'm gonna go and let's go to modifiers and let's throw some streaks on this even too let's have a little bit more fun with this and a little bit more density something like this so now i've got you know an alpha right that is this when i'm really light with my pressure sensitivity when i'm harsh i'm getting more that this alpha okay so you can see i can really have a different combination of things coming here right so there's a lot of really fun ways to start using this right so just start damaging that thing up even to the point of i found it really nice to use this in conjunction with thick skin right so if we go to our thick skin and i turn on our thick skin so now that i have that i'm going to load another brush that i found very fun to work with for me so the brush that i made that i'm calling it relatively the same thing that i just did except it's on a clay i'm doing clay buildup and i found this really nice to be able to kind of just chunk in and then this is what i mean by having thick skin as you guys can see it stops at a certain point right and then of course you can add up and build up and cut in add up build up right so as i push harder see it's just really switching to like almost like it's chiseling away at it if i go light it's more of like scraping away right so this is where i found this brush extremely useful especially for something like this it would make sense that this guy's got his claws up here to start adding some streaks in here and then maybe he's at some point gone a little harsh up in here right so we'll go a little bit darker so you guys can see that a little bit better right so this is really nice to be able to just transition through these and so i found thick skin to be a very fun thing to start manipulating and using with this okay so you have a double alpha but more than that you also have color okay so i'm gonna let's fill this with just this color that we have right now so i'm gonna go color fill object okay so i'm gonna throw on some gradient i can say i want red for that color and then let's do like a blue right so now i can even get color gradients through here so i'm just using the color to manipulate this okay so obviously it might be something different right you might want to do this maybe it's a very dark color and then maybe you know maybe this was painted something right and so now right you can have a little bit of gradient happening through there to start transitioning things happening okay which is really nice but not only just having just the ability to do color right like this okay we also have texturing so if i want to say let's grab something like the brown and then let's grab a green okay i can now instead of using the colors i'm using the textures right so this is now with me again it's all pressure sensitive by me lightly going at this i'm getting this alpha with this texture by me pushing hard i'm getting now more this texture with this alpha and then you guys have complete control of that right so let's let's go to like a plane so you guys can see this also now a little bit better and let's make that a poly mesh and i'll get rid of this texture for the time being and let's fill it with some white there we go and we'll go back to this texture and i'll divide up some so now you can see i'm building up on my surface and if i push harder i'm getting something like that right so i can this in essence this can be dugging in more of like a hole and then this is like thinking about like environments right so this could be a simple environment piece now where i've got my grass up here but then i have trenches and then i don't need to switch to a different brush i just have to push harder and then i'll get that trenching so you're going to have also transitional points here each one of these have a graph so obviously if i start going this way more this alpha becomes now the main dominant alpha okay if i come more this direction then it's more this alpha so even when i'm light you're going to get more of also this so you're getting transitional items right so again if i'm going sorry this way gives this alpha this way is giving this alpha okay so now i have this and then see if i'm pushing hard you can transition not only with that but you can also with the color as well now the thing to keep in mind because we're using pressure sensitivity remember the brush that you're going to load also has pressure sensitivity to it all right so what i mean by that is up in here in your brush palette you can see there's also graphs here and you can see rgb has pressure sensitivity itself built in to just the brush okay so this don't forget about this because you might want to even manipulate that and just have this be a little bit different so you can this is very different now i'm pushing hard see now it's just pretty much that darker brownish texture now that i'm pushing hard i'm not getting any of the green right and then light is only green okay by default when this was like this i had an ability to kind of have a transition between the two by my pressure sensitivity as well okay so there's a lot of different things that you can do with this and load another brush that i had a lot of fun i like to call it like oil painting brush because it really started looking like oil paint especially when i started throwing colors on this right so if i start throwing this and then let's grab a different let's grab just a different blue in here and throw on a gradient now right when i started really it gave me back in the day when i used to do some kind of oil paintings at all it's what it reminded me of right it's all undo and we'll go a little bit smaller right so you have a very nice the harder i push see some of that blue is coming through now the harder i push and then if i'm lighter it's grabbing more of that right so and then of course you can make this have a texture on it so having the ability of having two alphas now and two textures on a brush has really opened up a lot of new brushes and since it's added to our brush system for sure all right so let's continue moving along let's go back to i gotta find that guy again let's go back to that column okay and let's go to having just the white color here no gradients okay so something that i also want to be able to do is which has been big for me is alignments uh when i'm working inside a zbrush so as an example these plates here okay you can see they're actually separate sub tools and in this case they're not aligned correct at all right so i want to look at all of these plates and find one and go okay this one's kind of sitting in the right position that i have here okay so if we open this up this has got all these sub tools in here right now and in particular these plates are within one folder okay so what i'm going to do now is i'm going to tell zbrush let's go ahead and do a transpose set what that does is with our little handy dandy multi-sub tool selection i.e the boxes right so what this is done now is focused only on the plates and then the creature and then the main the main column is actually in it's not hidden it's just not selected right and now what i'm going to be able to do is i'm going to come down in here again and i'm going to open up my align so you have now six ways to align and this is going to work across in this case multiple sub tools okay so i have these and again the one selected was this one right here that's purple right now okay and so what i can do is i can tell how do i want to align i'm going to say bottom edges and then you can see they all now aligned along the bottom edges and i'm doing this because this one is sitting in the right spot so i like that bottom edge and i want all of them to have that same line so i hit bottom edge there we go and of course you guys have all the other options you can also do by center right you could do by top edge okay and then you have obviously your horizontal center and then to the left where they're all and to the right so they'll all align based upon that okay so this opens up i can have folders i can use subtools and use this multi-selection ability what this also is going to help me with besides doing this if we look at another scenario here like this one okay where and in this can i don't have any folders okay and everything's at different heights especially let's say i want to start rendering this out right i'm going to throw my floor grid on and you can see my floor grid what the floor grid by default does is snaps to the lowest sub tool in this case it's that this little brick down here all right and now i have these blocks selected which this is a model from my main man mr joseph dress back in the day when we did 4r8 this is something he made for 408 but i thought again it's a great example so the idea here is i've got no folder this time and i have this this block is selected so in essence that is the subtool that's going to be used for the alignment so all i want to come down here to do is tell it the line based upon that bottom edges right and because all the other sub tools are on they all align so if i turn off perspective you can see now on the floor grid is right there and then this is why this is important for us of course is when we're doing this i want to be able to render and have this them actually be sitting on the floor when i go and render right because i don't want things floating if this is going to look like it's sitting in some kind of scene that becomes important for me to be able to do that okay so you have the ability to just go through your sub tools that are visible you have the ability to use multi-selection you also can will go back to this guy all right and this time let's take the folder pieces okay and let's come in here and let's say let's merge folder okay and then what this is going to do is take all of these and make them one sub tool so here i'll go to solo mode so you can see now they're all one sub tool so the alignment will even work in this scenario okay so if i now tell it to align this sub tool all along the centers right you can see it's using all subtools so if i want to i can say solo and now let's align in the center and then on solo okay and then now you have those plates back where i need them so it works also on a single mesh okay so you can use it this way or you can use it across multiple sub tools and i've just shown you guys two scenarios either with using the folder with our little multi-selection ability or not using it right so it can come in really really handy to be able to have this okay so there you go so another way for you guys to align things now something else that we added is let me grab now this column let's say something like this all right and let's say i'm going to start copying this column so i'm going to put one like maybe here and then i'll make another one here and again i'm just holding the ctrl key and to make copies of this so let's say something like this okay so this is obviously all one sub tool right now and i've made now a design change decision and i want all these now to distribute and be the same distance so also what we've added within the subtools right below alignment there's also a distribute so i can now look at this sub tool and tell it to redistribute it right so this mesh has multiple pieces in it okay so something like this i'm going to want to now say okay let's go ahead and dynamesh this all so in our dynamesh right if we turn this on right it'll dynamesh everything for us at the resolution that's selected but now what you guys can do is through here i can click and drag and it'll pick the resolution so if i come up with the cube so you can see my resolution is changing right so there's eight which is not going to work right and then here is all different resolutions so you can actually set your resolution by looking at a part of the model that you're happy with where the density is nice and then that's the resolution we'll be set to so you can use either the slider to do that or this is where we add this little picker button here it does the exact same thing okay so if we go to a model with a little bit more substance to it uh this one here okay let's go here where it's got a couple different scenarios again here too so if i want to dynamesh this all together now and i'm not sure i could do okay well this resolution to have something this dense i would need that resolution or do i want to go that dense or do i want to go this dense right so i'm going 72 344 or 27 and then that's it i find my resolution and then i dynamesh it okay and so you guys now will have the ability to pick what resolution you actually want to dynamesh with okay and there you go you're done so in this scenario i want to do a redistributing but i want to kind of i want all this to have the same dynamesh resolution so i just use that resolution picker there we go and now once again if i'm now going to make the copies of this okay and again i'm going to make them on purpose be not perfectly distributed okay something like that okay so even with all this dynameshing pieces come back to our sub tools we're going to come along here and then just redistribute it and now they're all redistributed in line okay so there is some great additions that way where i wanted to be able to have a resolution control now buy your mesh i would recommend this from my mind immediately went to i'm going to make a sub tool that has even just different meshes with different resolutions and then i can use that as an essence as my picker like that's where my head's going right now for something like this so but i know a lot of you are we're all using dynamesh on a regular basis so there you go there you have it all right so let's continue on and let's keep going down the path here so i'm just going to let's grab this all right i'm going to turn this into let's turn this into a cube right and yeah that's enough we'll go with that and we'll divide this up a little bit give this a little bit of resolution okay once again we wanted to keep adding to the brush system that we have here so i'm going to once again dock this let's go ahead and for the sake of alpha let's not have our streaks on anymore okay and then i'm gonna select my clay buildup right okay so we have something like this where we've got an alpha okay and then we have this ability to sculpt wherever i want but i want a little bit more than just an alpha okay i don't want to just have an alpha that's even just one image or anything like that i want to go a little bit more with this so i want to start using surface noise right so i can turn on noise and in this case i can say let's scale up the default noise let's even play with that noise a little bit aha the little thing i was talking to you guys about understanding this this system here being me being able to change this and make this be i'll go a little bit more harsh so it's a little bit more like a concrete feel a little something more like that maybe yeah there oh yeah there yeah there looks good okay so what i can do now is i'm sculpting on clay buildup right with this right so now i've got a combination of an alpha and a noise of course i can turn on the turn off the alpha and now i'm just sculpting with this right and cutting into the surface and this is just using a 3d noise everywhere and as you see as i move around the block i can keep having that noise being reapplied wherever i want it's not using an alpha now it's using the 3d noise okay now when we do this and we start let's go in here and we start using either the noise plug-in okay as an example or in this case i'm going to bring in an alpha because i know a lot of you tend to use alphas for this for sure right so i'm going to bring in an alpha uh let's see let me grab my oops wrong one here here you go so i'm just gonna in essence grab the alpha that's even inside of zbrush okay and here i'll up the strength a little bit so you guys can start seeing and then of course we're mixing right now right i'm mixing the noise so i'm getting this noise with this noise and so i want to i'm going to change that to be something more like the min i think min is the way to go yeah so what's happening here is see this noise here right is going in all the crevices of between this one so when i hit okay okay you guys can start sculpting but you can see this could happen right so if i go to the front though it's good but if i now switch to the side it's no good or the top it's no good so in this scenario the only thing and i'm going to switch to z sub the only thing that's working for me is if i'm looking at let's say the front or if i go to the back okay and so this isn't working so what we've done is added our ability to do a local projection mode because an image is only a 2d projection it doesn't have the ability to kind of be changing in this sense and moving around our surface here so now when i start to sculpt with this i can do this and then now i can actually rotate and do the same exact no matter where i go i can start getting that same noise and really start quickly sculpting up some beautiful little brick right that's really from a noise right so i can start manipulating this in different locations now the other thing that we added to this is the ability to have a dynamic scale so what does that mean to you guys that means it's using the draw size it's looking at the draw size and dynamically allowing the scale of the noise to change by the draw size so what i mean by that is here we'll go bigger right so you can see this is what we get if i now switch to the other side and let's go with the smaller draw size so you'll get smaller okay and then if i go again even smaller then i get smaller brick right surface so in essence your draw size is going to allow me to change on the fly how big do i really want some of this happening on the surface right so again the other thing too that comes into play with this is i'm using a tablet right so there's pressure sensitivity involved so i can also use pressure sensitivity so not only can i use my draw size so i'm not going to change my draw size so this is light and then if i go harsh you can see i can completely change and then now light so i can kind of transition into different sizes here just just by not even changing my draw size now just by just doing that right so we go back to i'm sorry michael but we're gonna we're gonna go back to destroying this thing again right so what this opens up for me if i got a model like this right i can start going like this and say okay that doesn't work okay i'm gonna go with a smaller draw size now and just start adding this element all over this little pillar that michael has sculpted sorry mike if you're watching okay and here we'll turn off the color so it's a little bit better to see for you guys too okay oh and we'll turn off let's turn off we also have thick skin don't forget so let's turn that off there you are let's turn off that thick skin right so you guys can see really and then i can go somewhere else make bigger bricks make smaller bricks you really can start doing a lot of manipulation right so now that's really all dinged up and banged up okay so also with this i'm gonna go back to the cube now okay just because it's a visually easier problem for you guys also to understand is there's also a slider which is your base scale okay so see this as a multiplier to now the draw size okay so in this scenario now my draw size is at 386 right so this is what i get if i just kind of go medium pressure right and so this is with a scale of five if i drop this down to say something like two right you can see everything's smaller okay so this in essence is a multiplier in essence when i go apply you know you've got to be looking at this how much larger of a scale do i want to the brush size okay that's what that slider is controlling so now let's think about this we've got an ability to add surface noise we got the ability to allow that surface noise in essence have projection based upon where our brush is located in everywhere i'm gonna go sculpt on then i have the ability to use pressure sensitivity to change the size of that and now i've got the draw size also with your scale slider right so it just again opens up more brushes for us all to be able to use okay modern art is right i'm feeling the modern art for sure okay so there you go there you have it now moving on let's go ahead and look at our demo soldier again you gotta look on the demo loader so what we've also added to our deformations i i've used these a lot i especially love my inflate i'm a big fan of the inflate um and of course you guys have the ability to say inflate and then i can say repeat the other and it does it to all other subtools but what we've also added we keep using this gizmo to add things for us and in particular i'm using again the selection sets okay so this is a multi-selection sub tool so i'm just going to select out the sub tools that i want to have control over so i just did that by just doing selection so again holding down ctrl shift and dragging over whatever's in the green box stays selected you can also hold down ctrl shift and then just tap right and that now those are deselected if i hold down ctrl shift shift and tap they're now selected okay and so what does this do for us now if we went and did this inflate it's happening to the demo body and now if i hit repeat to other it only happens to the sub tools that are currently within this multi-selection okay so we keep adding elements as multi-selection i just showed you guys how to use it with alignment it will use for distribution as well it's using for sub tool sizing scale now we're adding more things for even in the deformation ability all right so this is nice to be able to be able to do things like this okay i've i've i'm i'm a person that uses this inflate quite a bit and it'll use for many of these actions right so i'm going to let's undo that because i'm going to want to use him later on again i just i'm going to use my my demo soldier as much as i can all right so let's continue on let's go back to this plane let's get rid of what i sculpted on here okay and we're going to switch to the standard brush all right and so right now i've got an alpha on this right so we'll go z add right and then this alpha has got a squared and again i'm using this streaks okay i'm gonna keep it on it looks cool so what we now have is we've added is in the interpolate area okay you guys we've gave or interpolate the last uh version but we've added more power to this okay so i'm going to dock this again as well right so we're going to get rid of my brush palette we don't need that stroke and then okay so what does for those that don't know even what this does let me first show you what does this even do right okay so what this is going to allow us to do is i can make a stroke here and then i can make a completely different stroke here and then i can interpolate right and then now zbrush is going to interpolate through those strokes okay so start it a little bit more straight and then it starts getting a little wonky right so this is kind of like what this the stage where we started this whole stream with today so what i can do is obviously control the same thing and say how many of those do i want in between all right so you can also for that matter we can even add color into this so if i throw now color in this we can now right paint with a blue and then let's go ahead and let's do a green and a squiggly green even all right and then now if i interpolate it even now interpolates your color so the version you guys have now does not do this so you can see there's a nice gradient happening through here now with our colors okay and we didn't end there so if i now here let's go let's go with a larger brush stroke here and let's go with the blue and a tinier brush stroke here and do something like this okay and then i interpolate you can see even the brush stroke is even changing for us okay so this is now starting with a larger draw size and then this is a smaller drawer size and now interpolate we'll even appreciate that it will also respect your intensity so let's go pretty high and we'll go with a big brush size we'll go blue now and uh let's go green again let's go way less intensity okay and we'll go a smaller brush size and do something like that and then here we'll go back up to 10 on the interpolation and then interpolate and then you can see we're getting that gradient we're gaining a size change and you look from this view we are also getting an intensity change right which is very nice so um as and not this sorry well i clicked on the wrong model okay as an example i'm sorry it's not the one i want right now [Music] okay we are going to let me grab this guy here we go this guy okay so this is a model this is not my model for sure um this model is courtesy of pablo munas so pablo thank you for uh throwing this at me so i can use it sorry that i'm going to butcher this a little bit probably okay so pablo thank you for sharing this okay so we have this model he's got a beautiful render of this he's got it all colored in texture but i'm gonna let's go to say something like this shield all right and i want to start doing something else to this shield okay and it's just a sub tool that we have within here okay so i want to start doing a little bit of what we were just doing okay so i'm gonna switch to actually my chisel i'm a big fan of my chisel brush let's go with this let's go ahead and fill it with color this way right and then now let's grab say some kind of nice blue and i'm going to say maybe a little bit smaller draw size and i'm going to knock down the lazy mouse radius a little bit i'm going to put it at 25 and i'm just going to start doing something like this yes there there you go right and then let's switch to a completely different color let's go a little bit smaller let's just go half the size okay and then now i'm just going to stroke right along this part of the shield and again i'm using lazy mouse with the lazy radius to kind of just keep my stroke a little bit more clean up my table i'm used to using a cintiq right and then now i can interpolate that right so i can say give me four of those and then interpolate right and let zbrush figure out that transition for me of going for this squiggly into more starting something that needs to fit a little bit more the shape of this shield right and then because of just for sake i added color in there okay so now you have this ability to make completely two different strokes and have a nice transitional and that'll fit right it's a great way to do this you know with that said too this also opens up another thing for me uh for something else let's take say as an example this guy all right and looking at this chest right we want to start putting patterns on this we've also added some new pattern brushes right so these are actually taking advantage of the new ability with surface noise okay so again in the brush palette this is taking on surface noise and what i can do is just start looking at this and just start sculpting this wherever i want right so getting this noise wherever i want it to go is a nice ability right so i can grab my shoulder plates let's say something like this and then just start putting that noise right wherever i want it okay and then grabbing say something like this and putting let's see yeah putting that noise say only i want it only on this purple part right so then i would come in here this has got right now dynamic subdiv turned on so i apply that and then now this part's the only part that i really care about right so looking from above and then apply that noise right so this has been a really nice way for me to be able to put noise where i want it right so just another example of using this combination with things like this right just adding to the brush system that we already have okay so continuing on let's now select this bad boy okay this model um this one's courtesy of mr james kane so james uh thank you for sharing this amazing model with us okay so this is what we have all right so he's got this beautiful piece right of the soldiers right and now what i want to do is put these shoulders on the subtool that is that looks like that coin looking resource circular piece okay so now i'm going to come here to the sub okay and you can see there's a coin here all right and so now i'm going to come down here and now there is a project about relief so all i have to do is tell zbrush take that subtools that you see and project them into the selected sub tool so in this case the selected sub tool is that piece okay and so now i've got this nice ball relief with obviously there's a lot of controls here that we can manipulate this but what we've also done is something that's really nice to be able to do this is a great way to look at this something else we've added is some new masking options so in this case i've got this and you guys can see what that did okay with the with that projection of the character you guys remember that's a serious scene that's not small okay what i want to do now is mask by the normals okay so i'm just going to now have this position straight ahead okay and i'm going to say mass by normals okay and what that has done now is mask the normals that are not facing the camera okay so this is now using the gizmo i can even now manipulate this and you can see you can actually mask and i can even push out and do a little bit more pushing of this okay so that now has a mask by the normals again so it's going to be camera dependent so that's why i look straight at it so all if i inverse this right only the normals along here right are being masked out or anywhere else within this ball relief that's happening and again we just took this model from anywhere right so to simplify this okay again just to simplify visually we got this rhino right and you can see this rhinos on a completely different angle you know trying to make that be a kind of a relief would be more of like i'd have to do something like this maybe and then start squishing it some of you i'm sure have wanting to do this right so you can see you can see some of the challenges that you'll run into so now all you guys have to do is select that subtool that i want okay i'm gonna go to the sub tools once again and then i'm gonna say let's go ahead and put projection of that rhino in the coin in this case right and then i can even go and say how about let's just even change that rhino's position and just put it somewhere else maybe something more like that okay and then now come back to this and let's project that in okay and then now that gets projected in to that point so it's nice to be able to have this ability to project in but we didn't stop there okay that's not where we ended okay we also have the ability let's grab another model let's grab something like this and not out of solo mode okay so this is just some kind of little space uh satellite thing here that i made okay so let me all right so so this is just something that i want to put on the model so i'm going to say let's go to the standard brush i'm going to turn the alpha off like this okay and now what i want to actually do is instead of an alpha like that i want an alpha of this but i don't want just an alpha i want a bar relief alpha okay so i'm going to throw a little bit of contrast in this too and i'm going to say make bar relief all right and what this is doing is making an actual alpha that i can apply to anything else that i want right so now i can even come to say something like this and say hey this needs to be put because on here and then i'm going to say a negative 100 focal shift and i can even put that model on itself if i want right so this you can grab in essence anything you want okay to be able to do this and then i can even adjust this even after the fact if i want to as well all right and let me turn off the other alpha that i have on this model right now because you remember i i did this okay so now i just draw that out and then use a jazz adjust last and you guys can even change it to negative positive you can do whatever you want with that right so we can grab anything if we wanted to go back to this model from james okay i don't even have to do the projection part right we can just say don't even have those other pieces and just have this now what this is using is your document space and your camera right so however large this is in the document okay and what your document actual pixel rate is is what you're going to get right so again your document this is going to create a 1482 by 920 because i'm working on a really small resolution right now okay so then obviously this is as simple as then going to the alpha right and then make a bar relief and then now all this is doing is picking that up as a ball relief and then here we'll go to a cylinder this time and let's make that a poly mesh we'll divide that up okay we'll get into at least a couple men we'll go negative and then now you just draw it out like come on nice right and then again maybe i want to adjust it a little bit more make that pop a little bit more and so they're showing that you can put this around a long rounded surface so a lot of armor think about armor medieval nights things like that right think about like even this guy that i have right so if i have like this piece and i want to put this on here right at the center of that chest i can right do something like that okay and now that's on his chest right and then let's not forget you can just do a masking right and inverse it and then that's only going to go in that area right there okay so there's just so many things that this is going to open up for us right not only that here let's load something else okay let's load just because he's seen almost every stream we do let's load mr earthquake okay so mr earthquake has poly paint but he also can have a texture right because he's got uvs so you can even pick up your color information so what i mean by that is if i come over here into the alpha there's an option right here it says b texture so this is grab bar relief texture as well so if i come here now to this and i say make the bar relief now i'm not only going to get that alpha i'm getting a texture and what does that do for us again let's go let's because it just was fun having the cylinder again let's go ahead and divide that up okay and then now draw this out see there's no texture so let's go ahead and fill it first with a color so let's just fill it with some white and let's grab that texture again turn on that rgb and then there you go right and then there's some rendering options let me turn off some rendering options here we don't want wax and not really so there you go right and now you have the ability to draw out okay and with color or without color if you want okay and you have the controls all these controls within this they're the same whether you're in the sub tool menu or you're within the alpha value you've got a repeat a contrast a tolerance and a blurring radius so the repeat in essence is the algorithm how many times you want to run the algorithm okay the contrast is giving more of like a darker darks to whiter white less grayscale in essence like what a contrast does your tolerance is the tolerance between the grayscale points so if there is a large gap between the two points that that slider this tolerance slider here will put in filler grayscale in essence anything higher than point two of a gap will put in filler in there so it keeps a nice transition and then your blur radius is blurring the edges right because if you if i turn off this blur radius completely make ball relief now okay so it made it we'll go back to that cylinder beep and draw that out okay the difference will be along here so see along the here well let's go up even more in subdivision levels let's go up one more level okay so right along here and we'll turn the color off you can see this isn't being as smooth as it was if i switch to the other alpha so if we switch to this alpha right you can see the transition smoothing inside here we'll go i need to go a little bit darker for you guys okay so i'm like armor armor armor armor like right i just i'm sure you guys had okay now doing the projection and the i love where the question just came up it does not do a math but you already have a feature that will do it for you okay you already have a feature that that question i gotta show that question came up i'm gonna go ahead and i'm gonna show it it's gonna take me it's gonna take take a minute to reload that model but darn it i'm going to show it i love i saw the question and we're bringing it in uh let's see where you are well i got to bring in the model again because i've wiped wipes at the board where did you go oh sorry i'm looking for that model again and all right i'm just going to go this way with it hold on sorry i'm loading i need to load a project not a tool all right so i'm going to load that ball relief model from james that james kane won and that was a great question that just came up about well what about a masking from it the bar relief projection isn't going to make a mask but that doesn't mean you can't get the mask from that you 100 can okay so let me load that model let me show you that really quick and then there's this is perfect segue because i was about to go into another new masking option that we have as well so this is going to be a great segue for us to go into masking okay so the projection is going to work on whatever the surface is right so whatever your selected sub tool is it's going to work on it okay so let's have this again right so and in fact i think this is even curved this is curved right so this isn't flat the part that i'm projecting into is actually flat it's not like a perfectly flat surface right so i'm going to look at it this way and then we'll say okay let's go ahead and put a projection into this okay so again subtool project bar relief i'm going to even throw this time some contrast in this one and let's project it okay so now this has this projection in masking we add in the last version mask changed points so if you click that there's your mask so you just mask the change points okay so this if we inverse it you can see right the masked area that wasn't changed is now mass and the area that right was changed is now masked and then you have an ability this has got a little bit of a gradient happening to it okay so again if i scale this a little bit right or we move here let's move it this way so you guys can see right however you can also open up this little dot right and mass changed points this way instead right and then in fact we can even go back as far as using our undo history right and make a controlled point there okay and then tell it to mass change points based upon that undo history as well okay so it is possible to what you just asked okay now what also been added okay masking wise here we'll switch it up let's go with the doge the dig okay is there is now also besides a mass by normals there's a mass by depth so again this is looking at the position of the daw we'll turn perspective off so you guys can just visually see it better let me switch to a little bit different material there we go make it a little bit brighter so now if i mask by depth okay it's looking at what is the closest to us right now okay so in essence that dog head is the closest and this is not so if i even verse inverse this mask right you can see right what kind of masking i'm getting now now to really visually understand that let's go ahead and let's change this up a little bit let's go and pick a red color let's fill that with some red we don't need any of this anymore okay and let's go ahead and now do the mask by depth and let's pick a completely different color and fill that and then you can guys can see the math right you can see the blue bluest part is what was right available to me because it wasn't masked and then the red wasn't getting changed because it was masked and then we get a transition happening because there's a nice gradient happening within the mask and then you guys can control all of that of course right so then here you've got these graphs so you can control all of this however you want okay so let me turn off the paint so you guys can see so now see really only the nose see was getting mass so i can inverse it and if i do this see there's only now really see this front part yeah right but you can see you can make some cool deformation changes here okay so you can use this in essence to control your mass and obviously if i go the opposite direction it's going to do this is completely opposite right now you can see mostly everything is masked okay and then you can see only the back part and so if i reverse this see a little bit okay so you have a depth ability and you have by normal so like even if i grab this this is another great one to see this on i think it'll help visually so i mask by depth you can see the head's dark darker than the neck and the rest of the body see if i inverse that mask okay and then if we see you guys can see that now so now you have the ability to mass by depth you have the ability to mass by our normals and then of course i just showed again masked by changed points which was actually added to the last version all right so that's a lot being added into it so this is for version 2022 okay so to recap we've got additions that interpolate we've added interpolate to our actual sub tool we've got a lot of sub tool additions right we have a projection bar relief we've got alignments we've got distributing we now have bevel pro okay so there's just in the sub tool palette alone there's a lot of stuff added for us in here right okay so this is nice to have all this you have your visibility okay you've got um within the stager in geometry you've got the interpolation being added we even added more power to interpolate itself within your stroke so it'll now appreciate your colors your draw sizes this change in size your intensity we've added and moved in our brush system more we've added the ability for you guys to have two alphas and two textures on any brush we've added the ability for the surface noise ability to be a local projection by brush location right so we added fbx ability to import and support imagery which means also the draw palette can ins support images now within save and stored cameras we've added abilities within our multi-selection to use alignment use distribute use the deformations all now can appreciate the selection so don't forget about the dynamesh pickers also another big one for us all okay so there's a lot added okay and i can already see it i've already sought when is this available version available okay well this is version 2022 we just released 20 21 20 21.7 like i don't think what in august so 2022 is going to be available now you can go get this version right now you can get a free upgrade for all you registered users it is available right now i saw somebody i think already has it in this okay so these are all the updates we have there's no updates to fiber mesh this is available to you guys right now it's a free upgrade you cannot use the upgrader though this is a full version okay so you got to go get the full installer so when you guys install this you are now going to have a zbrush 2022 in your program files for pixel logic folder within um within windows and obviously applications folder within the macintosh side okay so you got to go get the full installer so you log into your my licenses page and you go get that full installer okay so um i'm going to go to it again if you guys want to as well i'm going to go to a page if you want to keep learning more about this as we go here i'm going to launch into our web pages okay so if you go to a zbrush okay so already your information's here that you guys can start getting for zbrush 2022 sadan this is one of saddam's amazing pieces we had like these awesome four horsemen and we turned it into a bar relief and it's just it's just fun grabbing your old models and seeing what you can do so happy holidays we are giving you guys 2022 now it's available to you again you're going to need to do a full installer the patch will not work oh my goodness i forgot about one thing here though holy moly yo man what am i doing this is a big one for us all oh come on right so before you guys go we've also added in our our knives we now have a knife circle right and a knife rectangle and then these also will obviously work symmetrically so i can now switch to not only have what you guys already currently had which is the lasso and the curve you guys can actually be able to do this okay so now i have all this ability and i can even do something like this and yeah and then i like to use a little bit of camera manipulation do this and boom there you go just create some kind of crazy piece like just using only those two brushes like this is fun to be able to do so it's just the same thing the knifes that you guys had you just got knife circle and knife squared and yes again this is a free upgrade so if you're a registered user of zbrush you're getting 2022 for free okay so no it does not punch a hole through you're gonna have to use other things to punch a hole through like ie live booleans there's other things that i'll punch a hole that can't punch a hole through no all right so here is the webpage if you guys want more information this stream is going to be live available to you guys to re-watch as well so there's the page that i'm on in the chat again you got to go to my licenses to get the full installer so you guys can take advantage of all this stuff that i've been showing today okay and then there's also one other thing that i didn't show um you guys are all also now going to get xmd so you guys will have the ability if you go to xmd's web page their base now uh toolbox is be given to you guys with brushes so you guys also within now the file menu there'll be an open xmd toolbox okay and that'll allow you guys to open xmd's toolbox so you're going to want to go and get that as well there are several over 100 free brushes in there and alphas that you guys can go get now as well but that's a separate entity you got to go download that as well to have that okay so we have a list here of what's new and a bunch of other things that we've added so this is a great place for you guys to go and check things out and then of course there's always the wonderful zbrush central right that you guys can go to and then there'll be information here as well and we've got upcoming streams next week we've got a stream happening where it's going to be a group stream that what we've done with uh previously at the summit where we had a bunch of our zbrush live streamers i'm going to join them in those streams so we'll be obviously i'll be using 2022 and we'll be making stuff with the the newer version also our colleague my colleague daisuke will be doing a stream in asian time uh uh for in north american time next thursday and then also we'll be having another stream following that on the 30th so to learn about that if you go to zbrushlive.com you can learn about any upcoming streams because obviously from here on out you guys are still going to want more information on 2022 so you'd want to see when are we streaming next so again the calendar in zbrush live is where you want to go okay and on the 23rd we're going to be having a zbrush live multi-stream with several artists again i'll be joining them for this so you've got one on the 23rd so you can get reminded here for that and then we also are doing one on the 30th with a group of artists and then as far as north american time my colleague mr daisuke is going to be showing stuff in 2022 3 a.m my time in l.a but in asia market or in the asia world uh it'll be in their time zone okay so you have all that as well so that's it go get 2022 right now log into your my license pages get that download again it's going to don't worry about 2021 it's going to install a completely different uh folder system and since you're already activated it's going to be automatically activated as long as you're activated and once again this is a free upgrade for anybody that is a registered user all right so hopefully you guys had a lot of fun you guys took away a lot of stuff uh i thank you for tuning in it was a blast i'll see you all on the internet and in other streams again i'm paul gaber with pixel logic you've been watching a stream on zbrush 2022 the release and i'm
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Channel: Pixologic ZBrush
Views: 55,024
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Id: yXH_JN8qV8I
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Length: 98min 4sec (5884 seconds)
Published: Wed Nov 17 2021
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