Zbrush Polypaint to Arnold! No Uvs, No Retopology Needed!

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foreign [Music] quickly go into today's video which is a really really cool thing that someone asked there in the comments Dr Manhattan one of her uh top fans here in the channel he was asking what's the process to bring your character from seabrush into Arnold without having to do v's and textures and everything you can just Polly paint him and bring him into seabrish and there is a way so I'm gonna show you uh the secretary did a couple of years ago for a demonstration I'm not sure if I've shown this before here on the channel but we're going to be using this as an example now I'm not going to be doing a super complicated um let's call it a poly paint job uh we'll we'll maybe talk about that let me know in the comments if you want me to do some sort of like skin texturing with poly paint I'm just gonna do a quick uh quick work here so uh first things I'm going to do is I'm just gonna go to the basic material I'm going to select white and I'm gonna go up here to RGV to fill everything with RGB we're gonna go color and fill object there we go now this object right here the character itself is completely filled with a white layer now I'm gonna go for a like nice color I'm going to go for this sort of like pale red color right there I'm gonna say color fill object not field layer fill object gotta jump back there there we go there we go so color field object and the way poly paint works if you guys have used a sea brush before is a you can uh pretty much paint each specific or individual vertex the more geometry you have the more uh resolution your poly paint is going to have if this is the first time you're hearing about poly paint and you want to check some like zebra tutorials we do have a very special bundle that I think you guys might like hey guys we have some great news for you we know how important it is to prepare yourself and keep learning amazing skills to improve your portfolio and that is why we're offering a super epic bundle of our best 50 courses for you this epic bundle is available through ART station it contains all of the videos and project files for our top 50 courses we have modeling sculpting rendering rigging animation Maya characters creatures prop substance painter C version real engine all of the topics that we've been covering in the past years are going to be there our top 50 courses are going to be included in this bond this bundle is a super price with an amazing 80 percent discount and we will have this bundle available throughout the January so if you are wanting or you want to have some very nice New Year resolutions if you want to increase your 3D levels and you want to become a master at the 3D art then this is your opportunity make sure to check the link down below very well so now that we have this base a red layer I can go to the standard brush and I like to change my standard brush to a color spray and change the alpha to Alpha 23. this uh pretty much looks like an airbrush and if you turn off RGB sorry if you turn off C add and you just leave RGB on you can select like a different color let's say green and we can paint like green colors here on top of the character now why is this technique useful well imagine we're working on the production and we want to get an idea of of how this character would look with like different color palettes this would be a really really cool and easy way to just like get a quick texture out of the door and just find something that works I'm going to sample by just dragging and selecting a color here I'm gonna sample one of those colors again and of course you can use your your tablet let me move a little bit here to the tablet and uh we can use pen pressure and stuff to to create like patterns and different elements and uh effects I'm gonna go for like a black paint black poly paint color kind of like to like uh frame some of this elements a little bit now I don't like the black looks a little bit weird let's go with white now as you can see the subtools change color when you're doing this because um it only is applying the color to the active sub tool so you will need to go to the other sub tools and fill them as well to generate a slightly different effect I'm going to go for a little bit of like blue color I want to get some some blue color and a couple of parts of the character let's go like on this like inside elements something like this kind of looks like a like a war paint I actually did this character as I was saying a couple of years ago and I did a really cool I think I think really cool texturing job instead of a substance with like 4K textures and stuff I'm gonna blend in some of the effects right here uh but you can like pretty much see why this technique is really important now if you don't want to be bothered by by this thing's changing I'm just gonna select like a weird cream color say color fill object there for the horns and then go to the eyes and just say color fill object there for the eyes that way if we change colors it's not going to change anywhere now again there are certain techniques that we can use to to paint the character in and generate like a really really cool effect pretty much everywhere for instance I can go for some like darker Reds and go to some of the corners here if it's automatically going to give me a little bit more of a of a fading effect like if I I usually use the term it's going to give us a visual interest right it's going to look visually interesting in certain areas and we're going to be able to to blend in some of this factors we can use masks to to filter in areas they announce on one of the recent uh seabershal Summit or C brush yeah it was super Summit they announced a a very cool uh like thing that's gonna be happening with masks in the next update I think that's going to be quite handy you're going to be able to create like complex masks so for instance here I can go like orange and then I can go like a little bit yellowish it's gonna kind of like make it a glow a little bit you know you can go you can pretty much go crazy I'm gonna break symmetry let's go for green blood and here on the scar I'm Gonna Fill In the green blood effect now again I want this video to be a reference for you guys so in case you are doing this you you are just gonna check the video see how it's done and then go in and continue working on your stuff so this looks okay right like a like it's a very basic uh uh just a poly paint example this is what you could like the sign and create like really interesting things how do we transfer this into um into my other first we need to go to or we need to export this and the way we're gonna do this I'm gonna clone or actually I'm gonna merge everything so geometry merch business well you can do it by separate pieces I'm just going to combine everything here for for simplicity's sake so I'm gonna go uh sub tool merge merge visible and we're gonna have this one right here which has the poly paint information this little brush right here that's the on and off of the poly paint information so as you can see we get this we're just going to give it one more thing I'm gonna go for like a dark red I'm gonna go uh masking mask by cavity I'm gonna mask all of the cavities right there I'm gonna invert that mask I'm gonna do a color fill object with like a 20 opacity on the RGB so color fill object and there we go so that's going to give me oh that's actually really really harsh let's let's go back let's I'm gonna uh smooth The Mask so blur mask and let's do a five percent intensity color fill object maybe a little bit more there we go it's gonna give us a little bit of an extra dark effect the way you can see how your body paint is working is by going to Flat color that's the information that we're painting looks like a clown right now but uh for the for the purpose of the the video it should work fine so now that we have this and we've merged this properly I'm gonna decimate this because bringing 4.8 million points into uh Maya is going to kill Maya so I need to decimate this I'm going to go see plugging decimation master and the most important thing here is we need to use and keep poly paint I'm going to pre-process current and we'll dial this pre-processing let's open Maya and the once that's done once the pre-processing is done we're gonna have decimate this to like 10 or 20 yes we're gonna lose a little bit of detail yes we're going to lose a little bit of like poly paint uh uh contrast and stuff but it's still going to give us a really nice effect remember if you want to do things the proper way it's definitely going to take longer you're gonna have to do retopology you're gonna have to do UVS you're gonna have to do texturing uh but you're gonna get a way more professional and produced result however for constant concepting or for just like quick searches here or here or there this could work perfectly perfectly fine uh well that's finishing let's go here to Maya I'm going to say file set project and I'm going to use the old next to live because we have some uh lights there there we go let's go back here it's done well it's reordering it's writing the file there we go so C plugin and let's decimate this at 10 and we're going to say decimate current as you can see the decimation has occurred in you can barely tell the difference from from the decimated one and this one 485 000 points it's quite a bit of points but it's there now we're just gonna go see plugin and we're going to go to the export or fbx fbx export input we're going to change this bin to ASCII we're going to export the visible sub tools and one of the things that we want to do is we want to make sure that we export width as normals right there that's pretty much it we just export this I'm going to have this on the desktop for now called merch alien and while that is going on there let's go here to Maya and I'm actually gonna what happened to my window there we go I'm gonna go file and we are gonna import I'm gonna import uh or just open teeth or it was the the minion render scene because I don't want to spend a lot of time on the on the lighting setup I just want to show you the the actual um way to make sure that the that Maya or Arnold in this case reads the material so okay perfectly it's very exported now we can jump back into Maya now quick tip here guys I've been renting or I've been doing a lot of um GPU rendering uh lately the hell is this that's new oh let's go viewport there we go I was on the on the render 2.0 uh if you're having issues with Arnold one thing you can do is you can go to Arnold over here go to utilities and do this thing called the pre-populate GPU cache it shapes it saves some like shaders or something on the GPU so that whenever you do your GPU render it doesn't take as long as it normally does so now that we have this let's delete this guy we don't need it right now let's delete that thing and let's import our heads so let's say file import let's go to the desktop and we have the merged alien right here it's gonna be a little bit heavy because it's uh it's 500 the thousand points instead of servers which usually doubles to the amount of polygons that we're gonna have here it's gonna be like a million polygons again Maya usually can handle a million polygons but if you're having issues make sure to decimate it even further and let's see where it is where are you my friend there we go oh it's really really small very common when you export from from C version my let's go here panels look to selection that's our render uh option I'm gonna bring this down to like a 10. there we go make it bigger and I like this scene because we have a nice light setup there's a couple of lights going like everywhere so um we get a very like professional looking shot right here so if I were to render this right now we wouldn't get absolutely anything so we need to do a couple of setup here's you of course can see the character right there but the poly paint is not going to be visible however each individual vertex has a specific color information assigned to it and that's where we're going to be transferring using the following things so first we're going to jump onto the um onto the attribute editor over here and we're going to go to the Arnold option and down here on the Arnold option we're going to turn off export reference points and we're going to turn on export vertex colors that's the first thing we're going to do then up here we go to the mesh destroys it object display now render stats there we go mesh controls you're going to find this thing right here the current color set this name is really important so I'm going to Ctrl C to copy that and I'm gonna use that to tell Arnold to sample the the color that's on the on the vertices even though we're not seeing it I'm going to right click I'm going to sign a new material Arnold let's go for AI standard surface very traditional material I'm going to increase the the roughness a little bit and on the color we're gonna insert an Arnold a I color ID or sorry it's uh no it's user data sorry user data color there we go if we go to the hypershade it's going to be a little bit easier to to see what's uh going on here so let me show you here real quick has a lot of materials right now because I'm reusing a scene that has a lot of things just wait for this to to load real quick come on Maya there we go so this is the uh whereas the AI standard I don't even know what number this is 13. this is why you need to clean your scenes so we're going to go to AI standard 13 there we go and as you can see we have this AI user data color plugged in into the base color here we're gonna paste the name that I just showed you the color sets zero you might have a different name if you're working on other pipelines you might get a different vertex color name but this is the one that we renate right now and once we have this um it should be pretty much it so let's say real quick we're gonna go Arnold and render and let's see what we get and there we go so as you can see the vertex color is there of course the camera is horrible so let's go to the camera panels to select it let's frame our character right there and that's it we got our poly paint here now the color should look wrong and this is it has to do with the linear way in which the color or the the color correction that we normally get inside of Maya as you can see all of the things look a little bit washed out and this is there was a this was a very common thing that happened back in the day when we didn't have all of this automatic like linear color mapping and you had to do traditional stuff so we're gonna have to do something called a gamma correction I'm just going to press Tab and add a gamma correct note here and we're going to bring the color in and the base color out like this and here we're gonna using we're going to use a magic number which is uh dot five four five four dot 454 and Dot 454 this magic number brings the colors back to the original like Hue and tone that we want to have and it should look as close as possible to what we have here on C rush if we go again to Flat color just the colors themselves like the value of that yellow should match the value of this yellow the reason why it looks very shiny um is because of course the material might be a little bit too shiny so we can bring the roughness up that's going to give us a more matted look but look at the difference that we can have by showing a potential client or our lead how we think something's going to look it's not the same to just show them a very ugly like a screenshot here even if we take the BPR which is technically supposed to give us some interesting Shadows we can go here to the light and just like increase the intensity a little bit and this right here does not look half as good as this right here and as you saw it's just five minutes five minutes just export the thing make sure you have your color like ID set up properly export the vertex colors and there you go my friends this is it um again if this is the first time that you're seeing like sea brush and you're seeing polypane this is one of those things that you definitely want to bookmark and uh you can check our free or there's not free but you can check the courses in skillshare where we do have a free promotion where you can check this all of our videos uh for a couple of days check this hey guys Abraham here I just wanted to remind you guys that we upload all of our courses to skillshare skillshare is this amazing site where you can access up ton of different content to learn improve and grow as an artist we have all of our courses available to watch and learn from right now in skillshare you can check the description down here and skillshare is offering one free month trial to their premium membership with this membership you're going to be able to access all of our courses and watch and learn all of the amazing things that we cover with all of the softwares so what are you waiting for check skillshare down here below so there you go guys if you want to learn C Rush check skillshare check our epic bundle make sure to leave a like share subscribe all of that helps and make sure to comment one of our commenters was the one who suggested this is a special video explaining this process so if there are specific things that you are curious about or you would like me to explore other than the series that we have ongoing such as the environment series and the little creature contest uh make sure to uh to leave a comment don't forget that this weekend we have our portfolio review the submissions are open and the link is down here on the descriptions as well thank you very much guys I'll see you back tomorrow bye
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Channel: Nexttut
Views: 14,667
Rating: undefined out of 5
Keywords: maya 2018, zbrush tutorial, maya tutorial, nalini kanta jena, character sculpting, zbrush sculpting, zbrush turorial, beginner zbrush tutorial, human anatomy zbrush, modeling tutorial
Id: 6vjTvrxq4qE
Channel Id: undefined
Length: 16min 50sec (1010 seconds)
Published: Wed Jan 11 2023
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