Smooth directional is also a very powerful brush. Extremely handy when you're doing say, anatomy. Good for keeping form and still smoothing out strokes as long as your brush strokes follow the same direction.
Zbrush is hard to use, but once you got the hang of it it is wonderful! I am a beginner and I am currently learning to use it and I have so much fun! You have to be patient.
Alt smooth still is useful for that particular case 4:20, but if you don't need the lower sub-div sculptris pro smooth handles this case extremely well. That particular mode is game changing during the concepting case--which seem to be the primary way you would encounter bad spikes such as the one demonstrated in the video.
When you mentioned smoothing I remembered a little trick that sometimes helps me a lot. Smoothing is part of it. Let say you start adding details to a creature like scales ot wrinkles. Almost every time I create layer and morph target first but in very rear cases I forget doing this. In such cases the thing I do is to hit morph target and then smooth the whole model after this. Then create a layer and hit swich Morph target. After this I can play with the intensity of details.
That's a really good tip! Thanks for mentioning that. We did a video showing something similar some weeks ago called 'Enhancing your sculpt in ZBrush'. It's such a powerful little trick.
FlippedNormals... and then the intensity of the details can be increased/decreased with the help of the morph target brush and alt+morph target brush... The layers and the morph target function/brush are always super, super helpful.
A great hard surface technique for smoothing and getting sharp edges is to do a negative inflate in conjunction with morph targets. I accidentally found this out and got really excited.
Would you want to do something on the 2.5D features of Zbrush? They're not used a lot, but I'd assume they would be handy for texture artists-exporting sculpted height or normal maps.
Here is the list of few things which community could use: like some short and sweet pro tips. 1. understanding sculpting/reference 2. 10 steps of sculpting(from sphere to anything stuff) 3. useful brushes (rare and secrets).....
Watched the Live stream and all the new features looks amazing yeah! There is no hidden free student version of Zbrush perhaps that nobody has told me about tho maybe no?
Unfortunately there's only the Core verison which is 500$ cheaper but it's still behind a 300$ paywall... I understand the struggle, I'm a student myself and I'd love to get a student version but the normal version costs like a 4 month of rent of the place where I'm right now, so yeah...
Yeah sucks sometimes that all of these programs are so expensive and in US Dollars makes it even less affordable. I have a full time job and study when I get home and weekends but all my money goes towards life stuff and tutorials at the moment. Would be nice to be able to use a free student version until I can eventually afford the program. All the updates are free so far tho once you buy it so I can understand the price.
Helmut Rabe yeah. Allegorithmic Substance plan is awesome. 2 (or 1, I don't remember now) years of free license and the option to upgrade to the paid version next year with a 50% discount, that's awesome. I wish everything was that way. The only thing I like about the paywall of ZBrush is that once purchased you can update as many times as you want, that's awesome too. But still, 800$ are 800$
Great video guys! Quick question. I'm planning on building a new workstation but I don't know if Quadro gpu's really make a difference in viewports or rendering compared to GTX 1080ti's. I focus on Maya and planning to learn ZBrush and Houdini. Thanks !
Thanks! Glad you like them. We are definitely going to do a lot of videos in the future on texturing. It's something we've been wanting to do for some time now.
ZBrush is great for creating high poly characters but you can also create hard surface or non organic sduff. It is more artistic then let's say Maya but you still need to then now how to UV your model and export a low poly with maps to Substance or Maya or Unreal or wherever. I'd say ZBrush is a necessity. I never heard of a bigger game company that didn't use ZBrush ;)
I recommend learning all the programs at once but for simpler assets. So you know the whole process: create a high poly model on Zbrush, create a low poly version in Maya and the go texture it in Substance. One asset at a time, start with something really simple, like a single piece background prop, then an asset with multiple pieces, then something more complex like characters. But it's important to do the whole round. If you can, import the assets to a game engine from the beginning.
It will in some cases for sure. But it's not always an option to be able to change your topology. But in a concepting environment or early stages of production where things haven't been locked yet, definitely.
Your tutorials are even 100 better than Pixologic company's tutorials "Which i find it useless and annoying plus they disabled the comments " i don't know how people likes their tutorial videos or its just youtube promotions
having one guy mumble and stutter through the tutorial was bad enough but now we got to have someone else in the background repeating everything like an annoying parrot. Why?
Thanks for covering this topic. Now I can smooth my models without losing the details.
You're welcome :)
Smooth directional is also a very powerful brush. Extremely handy when you're doing say, anatomy. Good for keeping form and still smoothing out strokes as long as your brush strokes follow the same direction.
Zbrush is hard to use, but once you got the hang of it it is wonderful! I am a beginner and I am currently learning to use it and I have so much fun! You have to be patient.
It really is - by far one of the most powerful 3d tools out there.
Thank you. Smooth strong is what i needed
Any "smooth topological" functions? A way to only smooth our your topology while retaining your sculpt volume?
This is what i’ve been looking for
Thanks for sharing
Alt smooth still is useful for that particular case 4:20, but if you don't need the lower sub-div sculptris pro smooth handles this case extremely well. That particular mode is game changing during the concepting case--which seem to be the primary way you would encounter bad spikes such as the one demonstrated in the video.
Wow magic ! :D I needed this so much ! Thank you !
Thank you guys, nice tutorial!
When you mentioned smoothing I remembered a little trick that sometimes helps me a lot. Smoothing is part of it. Let say you start adding details to a creature like scales ot wrinkles. Almost every time I create layer and morph target first but in very rear cases I forget doing this. In such cases the thing I do is to hit morph target and then smooth the whole model after this. Then create a layer and hit swich Morph target. After this I can play with the intensity of details.
That's a really good tip! Thanks for mentioning that. We did a video showing something similar some weeks ago called 'Enhancing your sculpt in ZBrush'. It's such a powerful little trick.
FlippedNormals... and then the intensity of the details can be increased/decreased with the help of the morph target brush and alt+morph target brush... The layers and the morph target function/brush are always super, super helpful.
A great hard surface technique for smoothing and getting sharp edges is to do a negative inflate in conjunction with morph targets. I accidentally found this out and got really excited.
Huh interesting. I'm definitely going to give that a shot!
soooooo helpful ! thanks heaps
lol I might be a nerd here but this was actually supercool. takk skal dere ha!
Would you want to do something on the 2.5D features of Zbrush? They're not used a lot, but I'd assume they would be handy for texture artists-exporting sculpted height or normal maps.
There might be some interesting use cases here, like capturing alphas. Adding to our list!
/H
Here is the list of few things which community could use:
like some short and sweet pro tips.
1. understanding sculpting/reference
2. 10 steps of sculpting(from sphere to anything stuff)
3. useful brushes (rare and secrets).....
Awesome, great tips! :) We might do some of these as tutorials.
I just want to shade smooth similar to blender shade smooth and not pixeletted once , how to do it ?
Good
Hello,if can help me ,i cant find the set smoothing at the PanelLoops section.
Wow really helpful , thank you ! :)
Thanks for the tricks :)
You're very welcome!
Very helpful!
Thank you as always :)
awesome guys, thanks for the peak trick! :D
Cool, no worries! :D There are so many of these little tricks in ZBrush.
You guys excited for the new zbrush ?:)
Watched the Live stream and all the new features looks amazing yeah!
There is no hidden free student version of Zbrush perhaps that nobody has told me about tho maybe no?
Unfortunately there's only the Core verison which is 500$ cheaper but it's still behind a 300$ paywall... I understand the struggle, I'm a student myself and I'd love to get a student version but the normal version costs like a 4 month of rent of the place where I'm right now, so yeah...
Yeah sucks sometimes that all of these programs are so expensive and in US Dollars makes it even less affordable. I have a full time job and study when I get home and weekends but all my money goes towards life stuff and tutorials at the moment. Would be nice to be able to use a free student version until I can eventually afford the program. All the updates are free so far tho once you buy it so I can understand the price.
Helmut Rabe yeah. Allegorithmic Substance plan is awesome. 2 (or 1, I don't remember now) years of free license and the option to upgrade to the paid version next year with a 50% discount, that's awesome. I wish everything was that way. The only thing I like about the paywall of ZBrush is that once purchased you can update as many times as you want, that's awesome too. But still, 800$ are 800$
Yeah exactly $800 is If you don't have it a lot of money even if it is worth that much.
Great video guys! Quick question. I'm planning on building a new workstation but I don't know if Quadro gpu's really make a difference in viewports or rendering compared to GTX 1080ti's. I focus on Maya and planning to learn ZBrush and Houdini. Thanks !
Stick with the gtx, better value for money in your case. The only case where you might consider it, is for vfx level texturing in MARI.
thanks for your fun and educational videos full of information. I love watching them. Are you going to do something about textures and maps?
Thanks! Glad you like them. We are definitely going to do a lot of videos in the future on texturing. It's something we've been wanting to do for some time now.
You can also use Polish as an alternative way to smooth.
Ah - good point! Thanks.
You welcome.
learn a lot things from your youtube channel. are you guy planning to cover the new feature in zbrush 2018?
That's good to hear. And yes, definitely
Hi off-topic question ; i have 0 knowledge in zbrush and i;m curious if it's gonna help ease the workflow of creating game ready assets
ZBrush is great for creating high poly characters but you can also create hard surface or non organic sduff. It is more artistic then let's say Maya but you still need to then now how to UV your model and export a low poly with maps to Substance or Maya or Unreal or wherever. I'd say ZBrush is a necessity. I never heard of a bigger game company that didn't use ZBrush ;)
alright cool i'll try to get into it after i finish maya and substance courses
I recommend learning all the programs at once but for simpler assets. So you know the whole process: create a high poly model on Zbrush, create a low poly version in Maya and the go texture it in Substance. One asset at a time, start with something really simple, like a single piece background prop, then an asset with multiple pieces, then something more complex like characters. But it's important to do the whole round. If you can, import the assets to a game engine from the beginning.
Alrightly
Sculptris Pro will fix that Dynamesh pole issue.
It will in some cases for sure. But it's not always an option to be able to change your topology. But in a concepting environment or early stages of production where things haven't been locked yet, definitely.
the msooth brush does 100% nothign for me on 100% intensity buying zbrsh was the biggest mistake I have ever made
posing in zbrush next?
That would be a cool video ye :D
It's actually something we've done in the past. But it might be time to do an updated one as the existing one is pretty old :D
Oh.. im stupid dont worry about it ;)
5:30 why not just inflate the hook and then smooth that. I find the alt smooth to be too situational
You can do that too :) Many ways to skin a cat.
Where are we gonna have a Smooth layer... T___T that smooth just the 3d layer information we added....
Subdivide! :D
dritbra shit, keep it up
Takk! Will do.
Your tutorials are even 100 better than Pixologic company's tutorials "Which i find it useless and annoying plus they disabled the comments " i don't know how people likes their tutorial videos or its just youtube promotions
having one guy mumble and stutter through the tutorial was bad enough but now we got to have someone else in the background repeating everything like an annoying parrot. Why?