Michael Pavlovich
Michael Pavlovich
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Sculpting a Likeness of Walton Goggins and Creating a Fallout Vault-Tec Jumpsuit!
Download the free base meshes here!
rebrand.ly/y5h457b
ArtStation Resources: www.artstation.com/michaelpavlovich
CZcams Resources: czcams.com/users/Pavlovich2005
Intro to ZBrush:
czcams.com/video/Yx8Ni_7bgYw/video.html
Ref Switcher ZBrush Plugin:
www.artstation.com/marketplace/p/6lXzz/zbrush-plugin-ref-switcher
Hard Surface Document:
docs.google.com/document/d/1rW1xgJk6QZ33SNunk7oYen65qceetyX9b-tNK2KgfO4/edit#heading=h.97hivhlvayjp
Get Character Creator here: bit.ly/46Rb4op
Get iClone here: bit.ly/3R99t7U
Get Face Tools here: bit.ly/3GtC7vx
All Reallusion products here: bit.ly/3NeneRj
Character Creator Pipeline - Body, Accessories, and Clothing:
czcams.com/play/PLkzopwqcFevb_Nl1KBzLe1_NaBmcOQJY0.html
Character Creator Pipeline - Face and Headshot Mesh Conversion:
czcams.com/play/PLkzopwqcFevZc94_d8grmzh71JPd629M5.html
ZBrush Mesh and Character Creator Arbitrary Mesh Pose Management:
czcams.com/play/PLkzopwqcFevZPD511TZxfcshIrELHLNDy.html
www.youtube.com/@MichaelPavlovich
gumroad.com/pavlovich
cubebrush.co/pavlovich
pavmike
www.linkedin.com/in/pavlovich/
3d.cgmasteracademy.com/instructors/michael-pavlovich.html
www.artstation.com/michaelpavlovich
sketchfab.com/pavlovich
www.twitch.tv/pavmike
0:00 - Intro
4:00 - Importing Reference Images and Spotlight
5:00 - Storing Camera Views for Reference
20:50 - Ref Switcher ZBrush Plugin Match Likeness
31:55 - Standard Materials and Lighting
38:46 - Blocking out the Vault-Tec Jumpsuit
58:00 - Boot Blockout
1:08:00 - ZRemeshing and Projecting Blockout Detail
1:10:38 - Cloth Sculpting and ZBrush Dynamic Simulation
1:11:20 - Projecting Marvelous Designer Wrinkles
1:17:30 - ZModeler Hard Surface Accessories
1:21:00 - Creating and Controlling Wires
1:26:48 - Splitting Clothing into Panels and Projecting Detail
1:31:08 - Ribbed Panel Loops
1:40:06 - Dynamesh Hard Surface Technique
1:46:05 - Boolean Hard Surface Technique
1:49:45 - ZRemesh Hard Surface Objects
1:52:16 - Zipper IMM
1:59:26 - Cleaning Up Hard Surface Sculpts
2:03:57 - ZModeler Retopology Brush
zhlédnutí: 9 348

Video

Customize / fix your characters face expressions - Mesh, Morph, Bones, GoZ - Facial Profile Editor!
zhlédnutí 3,8KPřed měsícem
Download the free base meshes here! rebrand.ly/y5h457b Get Character Creator here: bit.ly/46Rb4op Get iClone here: bit.ly/3R99t7U Get Face Tools here: bit.ly/3GtC7vx All Reallusion products here: bit.ly/3NeneRj Character Creator Pipeline - Body, Accessories, and Clothing: czcams.com/play/PLkzopwqcFevb_Nl1KBzLe1_NaBmcOQJY0.html Character Creator Pipeline - Face and Headshot Mesh Conversion: czca...
Download Fully-Rigged 3D Character Base Meshes Free from Reallusion - bring your creations to life!
zhlédnutí 9KPřed měsícem
Download the free base meshes here! rebrand.ly/y5h457b Get Character Creator here: bit.ly/46Rb4op Get iClone here: bit.ly/3R99t7U Get Face Tools here: bit.ly/3GtC7vx All Reallusion products here: bit.ly/3NeneRj Auto Setup Workflows - Unreal, Blender, Marvelous Designer, etc... www.reallusion.com/character-creator/pipeline.html Blender Pipeline videos: courses.reallusion.com/home/character-creat...
Ultramarine And Koh Livestream Workflows Quick Overview!
zhlédnutí 1,4KPřed měsícem
Free Character Creator Base Bodies Download: www.reallusion.com/character-creator/free-3d-character-base.html Character Creator Auto Setup Plugins (Blender, Unreal, etc...): www.reallusion.com/character-creator/pipeline.html Get Character Creator here: bit.ly/46Rb4op Get iClone here: bit.ly/3R99t7U Get Face Tools here: bit.ly/3GtC7vx All Reallusion products here: bit.ly/3NeneRj Avatar Livestrea...
Ultramarine and Koh the Facestealer - ZBrush techniques and workflows!
zhlédnutí 4,2KPřed 2 měsíci
Avatar Livestreams: czcams.com/video/PHJGydzq5do/video.html czcams.com/video/T7I7be2Pmcw/video.html czcams.com/video/UUjaUd7-z6E/video.html czcams.com/video/TRneziHYbtM/video.html czcams.com/video/eL6kv5Qb0os/video.html Warhammer Livestreams: czcams.com/video/Ifvmy8nNamk/video.html czcams.com/video/BArEW8Q5cqc/video.html All Previous Livestreams: czcams.com/play/PLkzopwqcFevYbX_GIGg6cHyvb0pBue8...
Time Lapse Koh the Face Stealer from Avatar the Last Airbender - Making Of!
zhlédnutí 3,8KPřed 2 měsíci
Time Lapse Koh the Face Stealer from Avatar the Last Airbender - Making Of!
05a Keeping Clothing and Accessory Positions when Importing into Character Creator!
zhlédnutí 2,8KPřed 2 měsíci
05a Keeping Clothing and Accessory Positions when Importing into Character Creator!
KOH the Face Stealer Livestream! Creature Sculpting and More!
zhlédnutí 2,9KPřed 2 měsíci
KOH the Face Stealer Livestream! Creature Sculpting and More!
ZBrush Live Q&A with Chapter Breakdown - Anatomy to Portfolio to Hard Surface & More!
zhlédnutí 2,2KPřed 3 měsíci
ZBrush Live Q&A with Chapter Breakdown - Anatomy to Portfolio to Hard Surface & More!
Wrap & Conform Surfaces & Objects in ZBrush - IMM Project, Dynamic Collision, Projection, Deformers!
zhlédnutí 10KPřed 4 měsíci
Wrap & Conform Surfaces & Objects in ZBrush - IMM Project, Dynamic Collision, Projection, Deformers!
Model and Animate Mickey from Steamboat Willie - Livestream!
zhlédnutí 5KPřed 5 měsíci
Model and Animate Mickey from Steamboat Willie - Livestream!
5 Minute Overview - Character Creator, ZBrush, Headshot & Face Tools Series features & workflows!
zhlédnutí 5KPřed 5 měsíci
5 Minute Overview - Character Creator, ZBrush, Headshot & Face Tools Series features & workflows!
006 Body to Face Tools Workflow - take our Body series goblin sculpt & apply Face Tools Expressions!
zhlédnutí 1,3KPřed 5 měsíci
006 Body to Face Tools Workflow - take our Body series goblin sculpt & apply Face Tools Expressions!
005 Face Tools to Body Workflow - transfer your detailed head sculpt & expressions to a CC body!
zhlédnutí 1,2KPřed 5 měsíci
005 Face Tools to Body Workflow - transfer your detailed head sculpt & expressions to a CC body!
002 Base Head Setup - Morph your Character Creator body and head to begin dialing in your character!
zhlédnutí 2KPřed 5 měsíci
002 Base Head Setup - Morph your Character Creator body and head to begin dialing in your character!
004 Face Tools & Creating Custom Expression Shapes and Wrinkles! Super intuitive and easy!
zhlédnutí 1,3KPřed 5 měsíci
004 Face Tools & Creating Custom Expression Shapes and Wrinkles! Super intuitive and easy!
001 What Are Expression Wrinkles in Character Creator?
zhlédnutí 2,3KPřed 5 měsíci
001 What Are Expression Wrinkles in Character Creator?
003 Face Tools & Custom Creature Base Head - Vampire Sculpt!
zhlédnutí 2,2KPřed 5 měsíci
003 Face Tools & Custom Creature Base Head - Vampire Sculpt!
007 Headshot v2 Workflow - turn old sculpts into a CC compatible character!
zhlédnutí 4,2KPřed 5 měsíci
007 Headshot v2 Workflow - turn old sculpts into a CC compatible character!
Vampire Anatomy Body Sculpt Livestream!
zhlédnutí 4,5KPřed 5 měsíci
Vampire Anatomy Body Sculpt Livestream!
ZBrush 2024 What's New 2 Minute Overview - Knife Split, Repeat Similar, DragStamp, and more!!
zhlédnutí 3,9KPřed 6 měsíci
ZBrush 2024 What's New 2 Minute Overview - Knife Split, Repeat Similar, DragStamp, and more!!
2024 ZBrush Surface Noise with Maxon Noise Patterns!
zhlédnutí 7KPřed 6 měsíci
2024 ZBrush Surface Noise with Maxon Noise Patterns!
ZBrush 2024 Masking Update - Gizmo Drag & Center Mass, Drag Blur, Grow & Shrink All, Crease UM!
zhlédnutí 6KPřed 6 měsíci
ZBrush 2024 Masking Update - Gizmo Drag & Center Mass, Drag Blur, Grow & Shrink All, Crease UM!
ZBrush 2024 DragStamp Stroke - a new stroke type to quickly & easily detail your meshes with alphas!
zhlédnutí 9KPřed 6 měsíci
ZBrush 2024 DragStamp Stroke - a new stroke type to quickly & easily detail your meshes with alphas!
09 Character Creator Facial Animation - Add Facial Anim to Mocap with AccuFace & Mocap Cleanup!
zhlédnutí 4,8KPřed 6 měsíci
09 Character Creator Facial Animation - Add Facial Anim to Mocap with AccuFace & Mocap Cleanup!
2 Minute Overview - Character Creator Accessories, Textures, Mocap iClone Cleanup & AccuFACE!
zhlédnutí 2,5KPřed 6 měsíci
2 Minute Overview - Character Creator Accessories, Textures, Mocap iClone Cleanup & AccuFACE!
08 3DPrint Posing & Character Creator - GoZ your Accessories and Clothing High Res Source!
zhlédnutí 1,7KPřed 6 měsíci
08 3DPrint Posing & Character Creator - GoZ your Accessories and Clothing High Res Source!
07 Importing Clothing & Accessories into Character Creator, Textures, Materials, & Library Assets!
zhlédnutí 4,3KPřed 6 měsíci
07 Importing Clothing & Accessories into Character Creator, Textures, Materials, & Library Assets!
06 Texturing Armor, Clothing & Accessories for Character Creator - Materials, Baking & More!
zhlédnutí 2,8KPřed 6 měsíci
06 Texturing Armor, Clothing & Accessories for Character Creator - Materials, Baking & More!
05b Low Res Creation, Clothing & Accessories - Geo Reduction, Material IDs, Vertex Normals, & more!
zhlédnutí 4,3KPřed 6 měsíci
05b Low Res Creation, Clothing & Accessories - Geo Reduction, Material IDs, Vertex Normals, & more!

Komentáře

  • @Screamus
    @Screamus Před hodinou

    This guy sculpts, rigs, textures, and animates? FFS, Is there anything he CAN'T do!?!?

  • @FlagSmashers
    @FlagSmashers Před 7 hodinami

    What if I want to do symmetry on zsphere (means my symmetry was on but i did some work by doing isolation and now the one side is different and other side little bit different in zsphere so how can i do the symmetry on the zsphere after doing a little bit of work)

  • @j_shelby_damnwird
    @j_shelby_damnwird Před 9 hodinami

    wtf, were the developers smoking crack when they designed this program? "why make it simple and straightforward when we can make it convoluted and counterituitive?"

  • @LordYodel
    @LordYodel Před 11 hodinami

    very nice, thx a lot Michael. One thing I can't figure out. When you created a Circle Mask, and let's say you want to re-use the same Circle Size, over and over again for the next mask. Is there a way to keep the first circle size mask, and then re-apply the same size for the next mask? I hope it kinda makes sense. thx a bunch and keep rocking!

    • @MichaelPavlovich
      @MichaelPavlovich Před 4 hodinami

      Sure, I'd use the drag dot stroke or apply last relative button

  • @kevindung1785
    @kevindung1785 Před 14 hodinami

    Also careful: nowdays the LOcal symmetry has a "dynamic" on top, if you followed all the steps and it aint working, it's probably cuz "dynamic" is turned on

  • @kevindung1785
    @kevindung1785 Před 18 hodinami

    you cant use an alpha with transpose smart anymore, at least for me it was greyed out

  • @MichaelPavlovich
    @MichaelPavlovich Před dnem

    For people stopping by, check out the Knife brush for shapes like these: czcams.com/video/8LNjAkqr_lI/video.html

  • @kevindung1785
    @kevindung1785 Před dnem

    during the first part where you started dragging with the gizmo, i first tried to drag it without holding down Ctrl, and the edges seemed very jaggy, Holding down Ctrl while dragging maintains the smoothness of the slice.

  • @kevindung1785
    @kevindung1785 Před 2 dny

    my brain is fuming but im trying to keep up...2 more videos and im hitting 50%!

  • @puchingballz
    @puchingballz Před 2 dny

    After more than 13 years this Contact feature is still garbage

  • @leonaraya2149
    @leonaraya2149 Před 2 dny

    Someone can please tell me why when I import the model in Maya or Blender, there is no mesh? Please help! Thanks!

  • @da_drood-digitalart

    I'm so grateful for all this shared knowledge you give out for free. Thank you so much Michael 🙏

  • @LordYodel
    @LordYodel Před 3 dny

    1:30 strange. When I do the same and only select Detect Edges. All my Polygroups are gone. I am using the latest version.

    • @MichaelPavlovich
      @MichaelPavlovich Před 3 dny

      your edges need to be really "detectable" for that option to work; for a more failsafe method, run a polygroup > group by normal, then do a zremesh with Keep Groups on (Smooth groups set to 0 if you have a clean cut edge)

  • @LordYodel
    @LordYodel Před 3 dny

    Thank you Michael. Even if this seems a simple task, I can't find a way or option to straighten an entire edge loop when using the Zmodeler brush! For example, select an existing edge loop, and then straighten or align the edges all at once, horizontally or vertically? When using Blender it's super simple. I can select my edge loop and scale them, for example, until I have a perfect aligned horizontal edge loop from all the edges. But I am not able to find a simple operation like this when using the ZModeler brush. Hmmm, I am sure there are multiple ways, but wonder what you would recommend to get this job done. And how you would approach that. Thx a bunch!

    • @MichaelPavlovich
      @MichaelPavlovich Před 3 dny

      for edge selection and scaling, you can use edge action > transpose > edgeloop complete, that'll unmask your edge and you can z-scale it flat like you said. you can also align edge strip with 0 specified curvature in lateral situations: x.com/pavmike/status/1014241038154813441

  • @da_drood-digitalart

    Learning Zbrush and found your tutorial series. It's so nice to follow along and comprehend everything you say, i'm learning a lot. So thanks very much for sharing your knowledge. However i noticed something strange at about 10:00. After clicking dynamesh if i try scultping with standard brush nothing happens, but the other brushes (like move, clay, etc.) work perfectly fine. Is it a bug or is it maybe something changed in 2024 compared to 3 years ago? EDIT: ok, i honestly didn't understand if i accidentally hit some shortcut combo but going to the Brush tab and clicking reset current brush did the work ^_^

  • @tdsw
    @tdsw Před 4 dny

    Currently working on a project using cc4 to pose a none cc4 character, posing goes fine but when I send back to zbrush some subtools stay in original position, some get duplicated, some lose subdiv levels. Any idea what I'm doing wrong?

  • @kevindung1785
    @kevindung1785 Před 5 dny

    In case anyone struggled like me: if Zbrush keeps giving you tips about pop up instead of letting you assign the hotkey, it's possible that you went into the Brush MENU instead of the Brush PALETTE

  • @marcelorenno1195
    @marcelorenno1195 Před 5 dny

    It is Genious man. Thanks a lot

  • @thomasgrrz6548
    @thomasgrrz6548 Před 6 dny

    Awesome, great tips. Thanks Mickael!

  • @noosman16
    @noosman16 Před 6 dny

    I really enjoy your videos!

  • @mustafadheyab6513
    @mustafadheyab6513 Před 7 dny

    Hi , I want to use the spotlight above the existing texture but it doesn’t work. Can you tell me what’s the problem?

  • @kevindung1785
    @kevindung1785 Před 7 dny

    "Document" and "Tool" don't really refer to what I thought they'd refer to😅 At some point i will get used to it

  • @LoneBagels
    @LoneBagels Před 8 dny

    I love ZBrush. But it feels like I have to unlearn a lot of software tools to use this bad boy.

  • @LordYodel
    @LordYodel Před 9 dny

    Thx Michael. If you want to conform a low-poly mesh to a high-res mesh (conform zremesh to dynamesh) what features and options do you have? Any recommendations or videos to this subject? Thx a lot and keep rocking! 🙏🏻

    • @MichaelPavlovich
      @MichaelPavlovich Před 8 dny

      The ZRemesh result should be pretty close to the high poly mesh, so probably something like this: czcams.com/video/zRQD3HkQ92E/video.html

    • @LordYodel
      @LordYodel Před 8 dny

      ​@@MichaelPavlovich Thx Michael, appreciate it. Hmm, I guess I was thinking about something like Zwrap. I found this video here: czcams.com/video/-IxHfOi87FM/video.html I was hoping something like this would work with Zbrush Vanilla? In Blender I found something similar, using the ShrinkWrap Modifier. I am just not sure if there is a Zbrush feature or workaround that would do a similar job? The issue I am running into: I need to convert high-res characters to max 5k active points in zbrush. Zremesher works not too bad, unless I need a bit higher resolution for areas, like the eyes, mouth, nose, ears. Because of the extreme low-poly constraint (for mobile games) the face doesn't have a lot of polygons, and when lowering the zrmesh target count, the low-res mesh deviates too much from the high-es mesh. As a result, the the bake fails. I was testing the Zwrap Plugin a while back ago, with pretty good results, but was hoping I was missing a feature that already comes with Zbrush, without the need to buy that plugin. I hope that explains a bit more what I am looking for. Again, thanks a bunch for all your great videos and keep rocking!

    • @MichaelPavlovich
      @MichaelPavlovich Před 8 dny

      @@LordYodel Yes, the easy answer is the ZWrap plugin or Wrap2020 (or whatever version is out now), plot points, let it do the heavy lifting for the primary and secondary volumes, then grab details with history project. If you have lots of free time and patience, and a few hundred bucks won't pay for itself as a tool, you can also manually mush a base body into place: czcams.com/video/n5_cZK-9peg/video.htmlsi=CEtwOaZAlf1XCM-u&t=3031 and/or use the cloth deformer to snap a base mesh to body topology: czcams.com/video/iAy8PhnKswE/video.htmlsi=0HNF3163hP6l7avf&t=2 ; there's also other plugins that'll do similar wrap functionality for the CC base mesh in particular, but I still end up doing a refine pass with ZBrush and projection: czcams.com/video/4TTEJ8tC9Xc/video.html

    • @LordYodel
      @LordYodel Před 6 dny

      @@MichaelPavlovich thank you 🙏🏻 so much Michael!!!

  • @zavellart
    @zavellart Před 9 dny

    If an object was already designed as hollow, I'm guessing blockers don't work?

  • @BenCorvo-iy1nc
    @BenCorvo-iy1nc Před 9 dny

    Watched few tutorials from other channels here on youtube i can say that this series is the way! beginners might find zbrush little complex especially with the switching to edit mode part however this channel made it very easy to follow and understand the concepts, thanks a lot

  • @kllth4427
    @kllth4427 Před 10 dny

    How do you prevent the mesh deformation? Arms start to look wavy when I move them

  • @twanab12
    @twanab12 Před 11 dny

    you pro bro

  • @AA25-bc6sw
    @AA25-bc6sw Před 11 dny

    thank you for making this zbrush series. I learn a lot

  • @solventob
    @solventob Před 11 dny

    Turning L.Sym on works fine for one hand, but the other still scales away from center.

    • @MichaelPavlovich
      @MichaelPavlovich Před 11 dny

      Turn off that little word "Dynamic" at the top of the L.Sym button

    • @solventob
      @solventob Před 11 dny

      @@MichaelPavlovich You also replied pretty quickly last time I asked years ago. It's good to see you still remain the same person. All the best

  • @chairarms
    @chairarms Před 11 dny

    THIS is the tutorial to follow for learning ZBrush to those coming from Maya (at least from what I've gathered as a Maya user myself), the thing to note with ZBrush- outside of how clearly unintuitive it is- is how you can't truly be precise with this program. i absolutely love how clean Maya gets down to a single vertex (probably because things like mirroring demands us to be precise from the start), but Zbrush demands us to be loose and uncommitted to our geometry. it's like you have to let go and discover the final result (i guess like real physical painting/sculpting in a way). that's been a hard thing to process throughout watching this entire tutorial watch all the videos; this playlist will definitely help you in the long run

  • @temmietim1023
    @temmietim1023 Před 12 dny

    Amazing!

  • @maxmoudison6551
    @maxmoudison6551 Před 12 dny

    Is there any process by which you could change the vertex order of one of these base meshes into a more complex character and still use this pipeline?

  • @D_R1se
    @D_R1se Před 13 dny

    ❤T❤H❤A❤N❤K❤Y❤O❤U❤

  • @sajjadabouei6721
    @sajjadabouei6721 Před 13 dny

    perfectly explained thank you man I am starting zbrush this week and your channel is gold you are a great teacher

  • @nvvsaibaba
    @nvvsaibaba Před 14 dny

    really awesome. thank you.

  • @FullCaber
    @FullCaber Před 14 dny

    some reason my dirt seems to seep outside of the targetet anchor am i doing something wrong

  • @Abedeuss
    @Abedeuss Před 15 dny

    This is EXACTLY what I wanted. Here I was being dumb and UV Master-ing 1mln poly model and getting frustrated over inability to retain detail... assuming it didn't crash the software.

  • @pascalliderknalli
    @pascalliderknalli Před 15 dny

    thats the quality of a fallout game that we want

  • @georgemurdock7670
    @georgemurdock7670 Před 15 dny

    Can you replace the models of feral ghouls in fallout 4 with your model? So that every feral is him?

  • @teamEP789
    @teamEP789 Před 15 dny

    as always amazing work! can you calculate how long it took you?

  • @jrzero100
    @jrzero100 Před 15 dny

    fuck333rrr ( y ). thx for video.

  • @clbrett29
    @clbrett29 Před 15 dny

    Hello, thank you for these very interesting tutorials. But if I've understood correctly, all the work done on Face Tools with 6 levels of subdivision is lost when we export the complete mesh with CC4 and we had to use a subterfuge with a projection to recover all the details? It's a bit of a shame, isn't it? I'm interested in this software and it looks great, but I tried your process on 2 simple spheres with the morph target and it doesn't work like it did for @Mr_Dee (I think it's the version of Zbrush that's at fault). And if you use a classic projection, you'll have to make repairs and you won't necessarily have exactly the same number of polygons, which can be a problem later on. Are there any plans to develop CC4 in this respect? Thanks in advance

    • @MichaelPavlovich
      @MichaelPavlovich Před 15 dny

      yes, you have to bake the details to a map, since (as of this writing) we can't animate 50 million polygons, but we can animate several thousand polygons with details baked to a map. I guess it's a shame, but a limitation I've worked with for 20 years, so doesn't bother me too much anymore. Keep in mind you won't lose the source model, you can always make changes to it and rebake your maps as needed. As far as maintaining vert order, that's another limitation of the technology - in order for a vertex to know where it needs to go while interpolating between two states, it kinda needs a specific number, so it knows where to start, and where to end up (I may be misunderstanding the 2nd half of this question) In either case, if you develop an alternative to not having to bake details to a map, and not have to maintain vertex order for blend shapes, you'll be a very rich person, give me a heads up if you figure it out!!

    • @clbrett29
      @clbrett29 Před 15 dny

      @@MichaelPavlovich Thank you Michael for your quick reply. Sorry if you didn't understand the 2nd half of my question (I may have misspoken, Shakespeare's language is not mine). My question is not about an animation but about a Zbrush creation. So I'm going to ask you a new question so that you can understand my problem. In your tutorial you work with Face Tools with a neutral expression and you export your model with CC4 with the same neutral expression (with 1 level of subdivision) and you project your work done with Face Tools with a projection. OK, that's not too much of a problem. But how would you do it with a different facial expression (a closed eye is a smile on the lips for example) to keep your work done with Face Tools knowing that you start again at a subdivision level of 1 with CC4 (and in this case you can't do a projection as the face has changed)?

    • @MichaelPavlovich
      @MichaelPavlovich Před 15 dny

      @@clbrett29 Getting an expression (composed of arbitrary face shapes) back into ZBrush is easy (just GoZ from CC to ZB), but you're right, expression wrinkles themselves are more of a run-time solution, meant to be blended in while a character animates - so not really meant to have much to do with the original high res source. The manual way to get the wrinkle data back onto the high res for any given face shape (remember that you can have, say, 20% of a wrinkle blended in if the shape driving the wrinkle isn't fully activated) is tricky and time consuming...but there may be a more elegant solution coming at some point, keep your eyes peeled

    • @MichaelPavlovich
      @MichaelPavlovich Před 15 dny

      (in the meantime, if you need the expression wrinkles for 3D printing, it's usually only a few minutes of work to sculpt those in on top of the expression shapes in ZBrush, using CC as a reference)

    • @clbrett29
      @clbrett29 Před 13 dny

      Thanks a lot Michael, I'm going to be tempted by CC4 and I'll be sure to keep my eyes peeled.

  • @edboymovies
    @edboymovies Před 16 dny

    Love the video, Mike. Maybe it's the way I sculpted my figure (in A pose), but when I rig and rotate an arm it brings a lot of the upper leg in the influence and when that happens it looks like the low poly model is chunky if that makes sense

    • @MichaelPavlovich
      @MichaelPavlovich Před 16 dny

      The leg following along you might (?) be able to fix with helper zspheres (see me making those at 11:33 to keep the torso verts from following the arm for example); the chunky part can sometimes (?) be from having the low poly actually have too many polygons, and zspheres are struggling moving the verts, and giving you a "stepped" result rather than a nice soft falloff (in which case, using a lower resolution proxy setting might help)

  • @futuresdojo
    @futuresdojo Před 16 dny

    My friend, I can't thank you enough! You just saved me hours and hours of work. Thank you ever so much for giving us top-notch and concise instruction! You are amazing. God bless!

  • @user-sy6ls5yr8n
    @user-sy6ls5yr8n Před 16 dny

    VERY difficult….

  • @haurg7418
    @haurg7418 Před 16 dny

    Clearly a pro, on which games have you worked?

  • @biskveeet8877
    @biskveeet8877 Před 16 dny

    You're my hero!!!

  • @ZephrusPrime
    @ZephrusPrime Před 16 dny

    Mike P just making it all look so easy-peezy.

  • @-_Ash_
    @-_Ash_ Před 16 dny

    Would be no surprise if Pavlovich knows Zbrush better than ZBrush by itself.