ZBrush To Blender Rendering Pipeline 01 from zbrush to blender

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[Music] hello guys and welcome to another tutorial about how to uh render your huge huge zbrush file in blender okay we're going to talk about a few tricks that we can make it work to get the best quality we can get and without a lot of effort of doing things like rhythmologizing texturing everything we just get what we have from the brush since like high poly model and probably paint everything into blender because it's kind of able to handle it anyways and it has a better render ev right zebra has has its own render but it's it's it's always lacking of some features compared to uh those dedicated renders right for things like uh you know volumetric lighting or things like that z versus just doesn't have that okay uh all right so to get it to work then we need to use actually a uh a plugin a plugin if you go to google search and you search for this thing called gobi so what you do is search for blender gobi ignore those things right scroll down to the github version from jose consido can conseco right go there and then click on the code and download it okay it's a python project and when it's finished you'll get this right you right click and then extract okay you have this copy master double click to open it and let's rename this guide to just go b and copy it copy this file and then you move to where you you install blender so it's going to be underneath uh c drive and default setting of course c drive program files add then blender foundation blender 2.1 double number one python scripts add-ons and that's all the add-ons right they're all listed in here so all you have to do is ctrl v to paste it in here and say continue and i should put copy in there okay when you're finished with that you can try to go to edit preferences and then you look for add-ons and search for gobi okay if it's not in there then we'll have to let's see if we can just refresh it yeah if we refresh it you can see now we have this copy editing just check that out okay and that's gonna check that out and it doesn't know where the brush is so you have to also tell it where z brush is so again uh program files pixel logic zbrush and then we'll look for oh look for the brush here accept okay all right and moving on down here to the input let's just set it up real quick right so we're going to import from poly pin because we don't have texture we only have polypent and we also wanted to have the polygroups to vertex groups it's easier for us to make selections and assign material differently if we wanted to be able to get access to polygroup that we have in zbash so everything checked out right and then change that to polypin and that should be everything right and then we're just going to close this guy and then you you can create anything like a mesh for example a ubisoft here right we don't need to do anything just have something in here and also let's have z bash open okay the brush open drag it over here okay so with zbrush open now we can go back here to blender and say grab the model and hit export okay you can see now we're instantly jumped to the brush i can drag out the sphere oh hit f1 oh don't know why it also gave me a cube but we have disappearing here right that's the saphir from blender we can of course drag it and then we can go to the reset and choose blender now okay i don't have anything else just reset and choose blender right and hit cozy and continue right and then you go back to blender and you hit input and you can see it's already imported right that's the thing we did in in z okay if you toggle that on right it's always going to detect the difference so let me delete this back here to the brush i can find anything else for example like this hat and i can go the right away right and when this is finished now you can see it's already in blender so this is really fluent all right check that out so of course i want to work on my own scene so i'm going to go to my recent project and open that okay so i have a i have a fairly big scene as you can see and not just this guy though i have this whole thing here uh so i want to get this whole thing into blender however this is probably too dense for blender to handle because zebras can always handle more polygons right even it has a performance feature sometimes but it's able to handle it okay so we'll have to do some preparations for our model to work uh because we can't really bring in millions and millions of polygons that wouldn't really uh blender can still handle quite a quite a few like tens of millions of polygons it's able to handle that but for a big zebra project you can reach this to like 80 million or even if not more so that's when blender is now able to handle it nicely so we'll have to reduce the polycount right this is something we we can do to help so i have this environment down here and this guy you can see this this one has uh a little short of one million polygons if you take a look at the polygon you can see this is actually a decimated model okay so i want to bring our model to this kind like decimated poly pen state before we move to blender okay let me show you how to achieve this okay i have this environment here this one however is oh i had all these guys and i have some weapons in there okay so this is the original environment if you look at the rock you can see well it does have three million polygons right and there is also a plate that has a 25 249 k the flowers oh yeah they're already simplified so that's only 250k okay all right so you want to bring your model to a lower enough resolution so let's do that on the rock then they haven't been simplified yet that's three minutes which blender can still handle it it's just gonna be a little bit slow it's not gonna be even slow if you just bring those guys in it can be quite fast in there actually but it's gonna get really slow when you bring in millions and millions and millions of polygons so that's when it's really hooking up so if you have a model that's just a few million like three four million ten million it's fine do it right away don't have to do what i'm doing here but i have a lot of things right if all of them are you know three four five minutes the adds up and becomes too big so that's when you really need to think about how to simplify this but again if yours is only something like 10 million it's fine blender can handle it no problem okay anyway so let me show you how we can simplify this right so i have this rock here that's three million all i have to do is go to z plugin destination master and then of course i want to keep the poly pin and then also i want to kind of like define a polycount i want to go for okay uh i guess 1 000 or k which is 1 million could be better than 3 millions right uh but let me go for a bit lower than that um 700 okay right and then i'm gonna go click on the custom button this is a re-evaluate the model and decimate it into 700 million um 700k polygons uh because we have checked to keep the poly print it's also going to keep the poly pin quite nicely so we probably wouldn't lose a lot of detail at all from this this distance there shouldn't be much difference okay all right of course destination will take some time so let me pause the video alright my decimation is over um before it was having material so now i have to change it back anyway now you can see well there is not that much difference right with 700 polygons this one is 249. uh let me just do that again simplify it also as well let me reset my ui here let me delete something levels and then go for let me save this yeah i'm gonna go for a uh another decimation master for this one i'm gonna go for let me try 150k you can just click on the numbers to reduce okay this should be faster yeah okay all right uh let me just maybe reduce it even further this is not a lot of things so let me try 55k yeah still holds up okay all right so i have that and then that's all three of my environment things right let me grab the folder and say merge folder let's not give me a merged version that's the whole environment a little short uh higher than one million but that's fine right that's something uh blender can easily handle okay so with this selected then you can go click on the go lead just to test it okay click on body now and continue and this will export this guy and get into blender automatically okay you have to wait for this to say file saved disk successfully you can go back to blender you can see blender is also already trying to read it okay so basically you do that on all the models until they're all in blender or you can do them uh you can do everything needed to be done in zbrush first and you you just you know do all these cozy things but i think it's easier to do one thing click on goldie let blender do is do its thing on the background and you move on to the next next thing right that way it's easier for you to to get everything in faster without have to wait for blender okay all right now it's in blender already right we can hold down z and go to rendered mode okay you can see now this is really fast you don't see any lag at all right i think part of the reason is because this is using using uh the video card so this is like no lagging at all it's faster than the bash as you can see in the i can still rotate it no problem but it's kind of like a little slow okay even solo it right in blender this is instant feedback okay now to set this up of course we all we can do is go to the material okay grab the model i'm not sure why it doesn't give me a material for some reason it should should give me some material anyway if it doesn't give me one i just could add a new one here right and then click on new and then in the base color i'm going to choose vertex color doesn't give me all the vertex color here okay of course there's something that needs to be different for example maybe i want the rock to be shinier like that but maybe not the dirt and the flowers how can i do that okay um if you go to the i just hit the tab button to go to the component mode or edit mode which will take some time for like a model that has one million uh polygons let me click in the empty space to deselect everything and then i'm gonna go hit three to choose to go to the face mode right and i'm gonna go for uh the object data you can see that's all the vertex groups that's all the polygroups we have uh assigned in the brush okay so if i go select this one you can see that's the locks okay all right and then i'm gonna go to the material create a new material give the new description and then assign it to the current selection that's going to make this material to be applied to the rock we can hit tab button now to go back you can see now the rock is using this material i call this one rock and these ones are others others okay anyway so rock is in here and i guess for the rock i can also choose the vertex color right but i can then define like i want the rock to have some more shinier material i can do that now okay for the others i can then say okay you're not gonna be as shiny so i can crack that up okay like i can differentiate the materials uh of course uh if i wanted to i can also say well let's let's make it not having all those hard edges right to do that all we have to do is go to the object settings okay numbers and check on auto smooth uh that wouldn't do it yet you also have to go to the object and change it to shader smooth to make it to be viewed as a smooth model okay and this is going to be all the setup needed for the environment here those of those things will be you tweaking it right but it's basically it uh okay let me maybe uh do one more i have a lot of things in here but i guess i can get the i have finished one of the body here right maybe the griffin yeah those are all done the same way you can see right that's a minute so i don't have the original model anymore actually so those are oh yeah i have in this file but you can see the human being here the human body is 1.6 million because i want to get all the data in there i have poly pins i have sculpted facial details so i want all these things to be in there so 1.6 million for the body okay all right um so you don't need to do anything other than after you did all the cleanup right all the decimation just click on the goldie again right and continue i guess blender is still having trouble getting all those things here i need to change that number but you know this is not that bad anyways let's not do that anymore i think because the brush is already doing the let's okay uh if blender doesn't really work sometimes like this you click on the import and again it should be able to pick up the new things basically what they're doing is just having a directory they're keep transferring file back and forth right so uh if it doesn't update you just click on the import again toggle it on and off and that's gonna import in the new model again okay right so if you don't have a lot of models this shouldn't be too hard but when i'm doing it myself i have a lot of things so i need to combine quite a few things like for example these three things are combined you know those clothing are combined right so those things uh are organized first before uh transferring over and all those things so you have to organize your file otherwise it will take you uh it's gonna make the model too big and all those things so you really have to deal with uh uh size and everything yeah but now the body is in right let me grab the light hit g button drag it over you can see how performing this is right even when it's like a super high-res model it's able to do quite well right and this one is having the material or vertex color already ascend the reason being is because it doesn't have the polygroup i guess if you have the polygroup it doesn't know how to create materials so if this one doesn't have that much of a polygroup it's able to just use it right away okay so uh that's good to know right in the material part uh grab the model and in the material part for this one we can toggle sub surface scattering on okay oh that's too much right you can see this is really performant on the little five maybe is enough right because you've got really nice real-time feedback for projects okay so let me get everything in and pause the video while i'm doing that alrighty so everything is in takes uh you know around 10 minutes to go but it shouldn't be too hard and then there's some missing materials probably because i have different polygroups when you have multiple polygroups uh it's not having trouble creating materials so uh if you don't really care about polygroup one thing that can make it better is in go to the preferences here right in the kobe i just don't check that out if you don't check that out then it's always going to be able to create a material for you okay so there's one thing that's worth noting all right for the griffin for example i lost the material at all it doesn't have anything so i'm going to add one here and then new no problem base color vertex color and that's all you have to do uh for anything that's missing this one actually works for some reason it does have multiple polygroups okay and this shield is not working right so let's do that um so i'm gonna go give it a material and then a new and this is i'm gonna name this one would okay and then color will be vertex color and that's for the wood so roughness will kind of be high but the rest of things should be metal right should be metal so i need to go to the polygroup here right i'm gonna grab this guy oh i actually have to go to the component mode by hitting the tab button click somewhere else to clear your selection and you can go click on select to select and you can see i'm selecting the wood so click on there and then maybe choose this one and then select yeah now i have the the wood faces okay i'm gonna go to the material here and then i'm going to add a a new material new assign right and i'm going to name this metal and that's going to be applied to the current selected faces let me hit that button to disable that you can see now i can go to the base color and choose vertex color okay you can see now that's assigning the color and then very important for anything that's model you that's metal you drag on the metallic up okay and that's going to make it more metallic looking okay of course you can also take things like the uh roughness to make it even more shinier right and yeah the same thing can go for this one now i have one material but i need a a leather one and another one so basically the same process right so let me see uh i'm just gonna try to guess this is a higher resolution i guess that's the wood okay so i'm gonna select that oh that's actually the leather okay well no problem close the materials i'm going to add a new one okay hassan don't forget to do that and then i'm going to call this guy a leather okay and then click to deselect that and then let me just do another one that's the wood okay new and then ascend and that's what we would and then this one has to be metal okay and then i just need to go ahead and set up the material here that's already set up the leather one i also have to use the vertex color wood one will also use vertex color okay now i i think the wood one can have a higher roughness a leather one can have a little bit less roughness it's hard to tell in this case let me move this light away a little bit uh yeah that's away all right that's easier to see now so grab that and go to the leather material let's see you can see the highlights it's changing i think i think yeah somewhere around point five is not bad at all go to metal now mano is the one that needs a lot of tweak right so metallic needs to be all the way up to one and then we can also tweak the roughness and make it shinier yeah i think that's good enough all right and i guess this one is the last one i need to tweak the metallic um maybe i can make it not all that metallic okay oh i don't know this feels like plastic now uh maybe it's the the roughness thing so okay all right yeah so this is going to be the basic uh process of bringing things from zbrush to blender as you can see still right really fast and no lagging at all right that's amazing i guess this is the power of the graphic card okay so that's the first video and in the next one we're going to talk about some of the basic uh tricks that we can do to set up lightings to render this in blender okay see you next
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Channel: UIW 3D Animation and Game Design
Views: 6,713
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Id: 3fq1Uu7ssKo
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Length: 24min 36sec (1476 seconds)
Published: Fri Nov 27 2020
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