Sculpting SKIN DETAILS with Zbrush

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  • čas přidán 31. 05. 2024
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    Chapters
    0:00 Intro
    04:21 Reference
    07:29 Default Brushes
    10:01 HD Geometry
    14:31 Using Surface Noise
    17:04 Breaking up the Surface
    19:16 Morph Target
    21:17 Fine Lines
    22:16 Detailing the Nose
    24:10 Sculpting the Lips
    29:42 Asymmetry
    31:52 Skillshare
    32:43 Exporting
    35:34 Outro

Komentáře • 323

  • @rodrigosanchez3983
    @rodrigosanchez3983 Před 2 lety +28

    You always been a Huge Inspiration J! Thanks for your tips to improve our art. 😁

  • @Shashwat_445
    @Shashwat_445 Před 2 lety +26

    If anyone is having the Small Circle problem then here is how to fix it: It happens because either you have low memory (RAM) or too high poly count so before running Zbrush make sure you've closed every unnecessary app cause Windows is just Awful with their task & Memory management, also make sure CHROME isn't running in the Background. Second thing is to make sure your Polycount is under 100Mill as Zbrush can only display 10mill poly at a time when using HD Geometry. I hope it helps!! Also Thanks J for making such a cool & awesome video, It really helped me & I learned a lot. And now I'm gonna hop onto the Skin Texturing Video!!

    • @artofjhill
      @artofjhill  Před 2 lety +1

      Good tips! Glad you liked it. Glhf with your project

  • @gabocavallaro
    @gabocavallaro Před 2 lety +15

    Thanks for doing this videos!! You are a huge guidance and inspiration to all the community that love this field.

    • @artofjhill
      @artofjhill  Před 2 lety +2

      Thank you! I hope it helps

    • @sergiogonzalez2611
      @sergiogonzalez2611 Před 8 měsíci

      @@artofjhill wonderfull work, thank you for your kind work,, i can ask, what settings do you reocmends for normal map export? thank you again

  • @pixbstudios
    @pixbstudios Před 2 lety +4

    Wow the result looks so amazing!. Cant wait to see the video.

  • @MaxonZBrush
    @MaxonZBrush Před 2 lety +110

    ❤️

  • @MrJeremyopio
    @MrJeremyopio Před 2 lety +23

    Looks amazing, just bought your skin kit and I am loving it!

  • @Alexander_S_K
    @Alexander_S_K Před 2 lety +1

    Amazingly detailed breakdown. Subscribed and waiting for the next video in the series.

  • @philmehrart
    @philmehrart Před 2 lety

    Awesome, thanks for the photo zoom refs as well - those look amazing.

  • @zahraaamir6381
    @zahraaamir6381 Před 2 lety +2

    I’m in love with the process, can’t wait to start 3D sculpting

  • @CHITUS
    @CHITUS Před 2 lety +6

    You were already killin it when you worked on Evolve (awesome work!) I noticed a huge jump in your work after you took Chris's class. You really are doing a wonderful job sharing your skills! Thanks again!

  • @vicker111
    @vicker111 Před 2 lety

    thank you for this, answered a lot of questions about skin detailing that will help so much in future projects. really appreciated

  • @zedman68
    @zedman68 Před 2 lety +1

    You're doing it sooo great! Thank you!

  • @deqa
    @deqa Před 2 lety +1

    That surface noise idea is legit genius, I remember Kris mentioned you had that idea in one of his classes. Helps a lot!

  • @rodxxvi
    @rodxxvi Před 2 lety +3

    Amazing tutorials man I love the way you teach, love your technique

  • @tracemilit1053
    @tracemilit1053 Před 2 lety

    wow. this is actually very helpful. as novice i had really big problems with skin detailing and this solves must of them

  • @vitorborsato3d
    @vitorborsato3d Před 2 lety +1

    His videos and works are always inspiring!

  • @chpdigital
    @chpdigital Před 2 lety

    thank you for the tutorial!!! it's awesome!

  • @dinadin001
    @dinadin001 Před 8 měsíci

    Thank you sooo much for your tutorials!❤❤❤

  • @xiangchou2373
    @xiangchou2373 Před 2 lety +4

    I look forward to your tutorial on texturing😁

  • @GabrielDiasCanal
    @GabrielDiasCanal Před měsícem

    Brazilian artists!!! ahhh

  • @andcaru
    @andcaru Před 2 lety

    Thanks a lot for sharing these valuable technics!

  • @uzzellart
    @uzzellart Před 2 lety +1

    What a great video, thanks for sharing. Looking forward to the next ones after this.

    • @artofjhill
      @artofjhill  Před 2 lety

      Glad you liked it. The texturing one is the next one after this. I’ll make a playlist today so they’re easier to find

  • @KianSaadi
    @KianSaadi Před 2 lety +1

    Perfect timing, thank you

  • @santiagotrejo5948
    @santiagotrejo5948 Před rokem

    Hello, one question: how can I do so that once the resemblance and the shapes and relief of the features have been achieved, I can efficiently erase the traces of the brushstrokes at a level 5 of subdivision? since at that level of subdivision the smooth brush does not smooth so much

  • @guillaumetiberghien7565

    Hey very instructive. Thank J!

  • @RS3D
    @RS3D Před 2 lety

    Great video, very informative and to the point. Thanks for sharing!

  • @cellacyben101
    @cellacyben101 Před 2 lety

    Thank you so much for making this.

  • @gainsum
    @gainsum Před 2 lety

    Hey man. Great work! How did you split the head in half when you sculpted the lips? I saw you just clicked on it and then started sculpting?

  • @joshuabierdz5937
    @joshuabierdz5937 Před 2 lety +3

    Love your stuff, wondering if you can answer a question I'm having!
    I'm sculpting a face and finished blocking in primary forms for a 'neutral' facial expression; however, eventually I want a 'smiling' facial expression. Obviously this changes the secondary forms and wrinkles quite a bit. Would you recommend adding in pores/HD details BEFORE or AFTER changing the face to it's final 'smiling' facial expression? The model will not be used for animation or rigged.

    • @artofjhill
      @artofjhill  Před 2 lety +4

      If it’s not going to be rigged, could go either way but I think adding before is good because then when changing the expression you could get squashing and stretching of pores and details in a natural way

  • @giabaudo
    @giabaudo Před rokem

    Hi man! Thank you so much for your amazing tutorial! I saved it as my favorite video for learning likeness, thanks again!!

  • @jun5230
    @jun5230 Před 5 měsíci

    thank you so much

  • @nayandurge8877
    @nayandurge8877 Před 2 lety +1

    Fantastic work sir

  • @mx3ky41
    @mx3ky41 Před 2 lety +1

    Love the tutorial.

  • @markmaher7245
    @markmaher7245 Před 2 lety

    Fantastic as always!

  • @vasiligavoyani1819
    @vasiligavoyani1819 Před 2 lety

    this worth like gold to me , thanks man

    • @artofjhill
      @artofjhill  Před 2 lety

      Glad to hear that, I hope it helps in your projects

  • @yahyatarek443
    @yahyatarek443 Před 2 lety +1

    Thank you man

  • @vedanttiwari6287
    @vedanttiwari6287 Před 2 lety

    Amazing as always!

  • @Iced_Out_Soul
    @Iced_Out_Soul Před 5 měsíci

    Hey J! Amazing tutorial, super easy to follow and giving really cool results. Your brushes are amazing too and the video that comes with it really adds lil complementary details to this one. I used the brushes without using HDG and now I’m kinda confused on how to create UV maps and export them to Substance so I can start painting the skin. Do you have any detailed tutorial on it or could you recommend some? Thanks for sharing your knowledge ✌🏽🫶🏽

    • @artofjhill
      @artofjhill  Před 5 měsíci +1

      Hey there, thanks. Maybe my texturing video covers that. I have some more demos available for channel members too but check the texturing video first. Gl!

  • @KevinCease
    @KevinCease Před 2 lety +4

    I took his class also he’s great. But I can work at 30-40 million without having to use HD so I haven’t found the benefit, it seems more complicated to me. Love the surface noise tip!

    • @vanilla6537
      @vanilla6537 Před 2 lety

      I have a question, what's your graphics card?

    • @puppy3908
      @puppy3908 Před rokem +2

      @@vanilla6537 Zbrush isn't GPU intensive, its a CPU application

  • @user-pg3pd4wc9s
    @user-pg3pd4wc9s Před 2 lety

    Excuse me, where is the hair imported into marmoset toolkit, and the display effect is so fine?

  • @ruslandad365
    @ruslandad365 Před 2 měsíci

    AmazingTutorial!!!
    THANKS!!!!

  • @Colorful_Blender
    @Colorful_Blender Před 2 lety

    This man is a legend

  • @MarbleTD2066
    @MarbleTD2066 Před rokem

    excuse me how did you remove the edge caused pas surface fonction?

  • @cattani2007
    @cattani2007 Před 2 lety

    6:45 - hahaha, before you mention that i thought exactly the same! By the way, intimate cirurgies make use of that skin sometimes!

  • @swarmX
    @swarmX Před 2 lety +1

    loved this vid. i always have issues on where to place alphas (always second guessing), and this really helps simplify the process. also on a side note, the hair thats in marmoset is it fiber mesh or realtime? if its fiber mesh how did you go about exporting? i remember i tried once and marmoset just wasnt having it

    • @artofjhill
      @artofjhill  Před 2 lety

      Thanks. The hair is XGen which I converted to geo then imported it. for Fibermesh you could just straight up export it as an OBJ and bring that it. Should be straight forward

  • @osbelhernandez5989
    @osbelhernandez5989 Před 2 lety +1

    BEST VIDEO OF EVER!!!

  • @sirluka7238
    @sirluka7238 Před 2 lety

    amazing, thanks man!

  • @maldo_95
    @maldo_95 Před rokem

    Amazing insight! Is there any chance you can do (or maybe already did) a tutorial on how to export these high detail models as lower poly base meshes and have all the details be used in a material so that its easier to use on programs like c4d?

    • @artofjhill
      @artofjhill  Před rokem +3

      You’d export a lower subdivision level and the details as a normal or displacement map. check my hyper realistic rendering video

  • @sirinepeace9086
    @sirinepeace9086 Před 2 lety

    this is amazing, thank you

  • @nayandurge8877
    @nayandurge8877 Před 2 lety

    Can you make video about export and import, this high polygon mesh import into maya from zbrush please explain each and every step how texture and skin details export, which is used for maya high polygon or low polygon and which hypershades you are used

  • @willettfx
    @willettfx Před 2 lety

    The digital sculpt of Dick Smith is amazing. I miss my Friend.

  • @granvalenti2207
    @granvalenti2207 Před rokem

    Great video.
    recently I am trying to use your method for my personal project.
    what to say thank you :)

  • @rahulpaul.3d
    @rahulpaul.3d Před 2 lety +8

    Waiting

  • @janourzua
    @janourzua Před rokem +1

    Is very rare to me , make a comment respect skills , but , ur job in Z Brush , is tha best bro ...

  • @travisbrady9959
    @travisbrady9959 Před rokem +1

    Thanks!

  • @jojofox5269
    @jojofox5269 Před 2 lety +2

    ur so awesome :) i am so gonna buy your skin kit when i get paid

  • @TheCarloGVV
    @TheCarloGVV Před 2 lety +2

    Hey!! nice tutorial, just bought your skin kit and I love it, one question. How to increase de area for geomtry hd when you press A?

    • @artofjhill
      @artofjhill  Před 2 lety +1

      It shows the max polys it can show. So you’d need to do less subdivisions, start with a lighter base mesh, etc. maybe even computer specs factor but idk

  • @3dscanstore
    @3dscanstore Před 2 lety

    Great Video J!

  • @berylvanness9012
    @berylvanness9012 Před rokem

    this tutorial forcibly opened my third eye thank u

  • @homasadeghi1795
    @homasadeghi1795 Před 7 dny

    Hi J!
    Your work is amazing and thank you for sharing your knowledge, I always benefit from your tutorials and thank you again.
    I have a question, when I use HD, there is a line around the selected area that I can't remove, and when I work in the rest of the area, the line is visible, to remove it what should I do? Thank you for helping me

    • @artofjhill
      @artofjhill  Před 5 dny +1

      Thanks for the message. HD can only display to its limit so the edge is outside of the area. You have to go in and out of that mode and try not to sculpt over the border. It can be a pain for sure and isn’t worth it most of the time. Only for models needing the most details as possible

  • @RenanMenendes
    @RenanMenendes Před 2 lety +4

    Hey J, I bought your skin pack and I loved
    I will tell you another way to spread the seamless pores;
    I go to substance and load the mesh and your pore alpha, I apply the alpha in the Color and Height map, I use the Height just to visualize better inside Substance, but I export the Color map.
    Then I load it as a texture, flip V, make alpha and use to apply a Displacement map in a Mesh with more levels and no HD Geo,, I use the morph target too, then I project in a duplicated mesh with HD Geo, the pores will be applyed using the UVs and will not have streched areas.

    • @artofjhill
      @artofjhill  Před 2 lety +1

      Glad you like it and are finding cool ways to use it!

  • @yt_bharat
    @yt_bharat Před 11 měsíci +1

    Wow, simply top notch content

  • @adamgunn2885
    @adamgunn2885 Před 2 lety

    I bought your skin kit and it’s awesome! One problem I’m having when using the HD Geometry however is it creating circles on my mesh after coming out of HD. Is there any way to get around this or is it a case of just not using any brushes too close to the edges of the HD geometry area ?

    • @artofjhill
      @artofjhill  Před 2 lety

      Hey, thanks! Yea this happened to me too. I just had to use the morph brush and smoothing and such to fix this edges then project and blend over the seams

  • @fractalelement857
    @fractalelement857 Před rokem

    but how can i project skin details for human fingers,nails,hands ? texturing xyz ? thats hard

  • @hobikukeren7660
    @hobikukeren7660 Před 2 lety +1

    is the video on patreon the same as here? or the video on patreon explains more without skipping the process at all? I'm very interested in learning from you . thank you

    • @artofjhill
      @artofjhill  Před 2 lety

      The Patreon has the full recording of the process but without audio

  • @User-hx7gc
    @User-hx7gc Před rokem

    I’m rewatching this because I’m working on a piece and needed some help but I just realised, isn’t adaptive subdivision in blender the same as hd geometry? It only taxes your pc based off what’s visible on screen

    • @artofjhill
      @artofjhill  Před rokem

      adaptive is probably more like "sculptris pro" HD geometry can be used to make the mesh 100 Million+ polygons

  • @AnimeBadBoi
    @AnimeBadBoi Před 2 lety

    Hey is there a tutorial where you explained how to use your skin kit with substance painter ?

  • @SamG-nq4pi
    @SamG-nq4pi Před 7 měsíci

    hi ! as non english speaker this part is not clear for me 14:00. Can you explain exactly why you do that ? thanks a lot for your video

  • @hydroweapon
    @hydroweapon Před 2 lety

    That's some nice skin

  • @user-bz1ot4ye6g
    @user-bz1ot4ye6g Před 2 lety +1

    wow, it's great!!!!!

  • @denomo
    @denomo Před 5 měsíci +1

    Hello J. Very good tutorial! I'd like to ask about the pipeline steps here - So before working with HD Geometry you unwrapped UVs on a low poly and only then started working with details?

    • @artofjhill
      @artofjhill  Před 5 měsíci

      hi. yes, I had UVs on this mesh already. you could update those after you start but it's better to just start with a mesh that's good for sculpting and UVs so you can bake out the details when you're done

    • @designdroid
      @designdroid Před 4 měsíci

      Was browsing for the same answer - thanks!

  • @youngartist2427
    @youngartist2427 Před 2 lety +1

    We want texturing entire body tutorial. Please please make a video

  • @grayfox8904
    @grayfox8904 Před 9 měsíci

    I got kinda confused on adding details to the nose with Alt. Won't Alt make the the pores seem a bit like pimples? Or this part is used to generally track the new details and just control the depth of the pores by applying the morph brush afterwards?

    • @artofjhill
      @artofjhill  Před 9 měsíci +1

      Could be clogged pores, pimples, bumps, etc

    • @grayfox8904
      @grayfox8904 Před 9 měsíci

      @@artofjhill Thank you

  • @erminaavdisha
    @erminaavdisha Před 2 lety

    Please and Hairs? How did it? Thank you

  • @nikkynokki
    @nikkynokki Před 2 lety +1

    Hi J! :) Amazing video! I have a question tho I hope you will answer. Why do you sculpt with closed eyes? How do you open them after? Arent you afraid that after you open them they wont look the way you wanted them to? If I sculpt with opened eyes for games (realistic) what will happen when the model is blinking? Thank you for your answer:)

    • @artofjhill
      @artofjhill  Před 2 lety +3

      Hi. I just closed the eyes for this demo to keep it focused on the skin and such and not the eyes which is another topic. I pretty much always make my characters with eyes open. blinks are so fast, it doesn't matter. The only time you'd create them closed and open them is if there was a planned shot/close up of the character with closed eyes. 99% of the time though you can just make them open.

    • @nikkynokki
      @nikkynokki Před 2 lety

      @@artofjhill Thank you so much! Yeah that makes sense:D Just got confused when saw you applying details with closed eyes. Thought maybe there is special feature that allows to sculpt all details with closed eyes and then easily open them like you never closed it. Ooops! That sounds like a good idea for a new feature that everyone is going to use.. :O

  • @TheBonpo
    @TheBonpo Před 2 lety

    Очень круто мужик , спасибо :)

  • @hamidsalami7022
    @hamidsalami7022 Před rokem

    Thanks for sharing! really useful techniques! do you have a tutorial for creating the skin brushes as well?

  • @spandanghosh9503
    @spandanghosh9503 Před 2 lety

    Hey J... Thanks for the awesome and very informational video... Its coming really useful for my new likeness sculp project... i jst had a doubt and will be really helpful if u can help... I actually made my sculpt on a base mesh with no uvs and 1 am done with some details and have till sub.D. level 5... So is there any way by which i can swap the base mesh with the another mesh but uved in a diff software and still have the division levels preserved... No changes in shape or topology have been made in the new base, jst uv unwrapped.

    • @artofjhill
      @artofjhill  Před 2 lety

      Yea just reimport the new mesh with UVs at the same subd level

  • @Razeyouken
    @Razeyouken Před 2 lety

    hey amazing tutorial. Question, whenever I press A to use HD geometry the radial space is always too small no matter how big i make the brush or where I position it. Do you know how to fix it?

    • @artofjhill
      @artofjhill  Před 2 lety +1

      It just displays the maximum amount so if it’s small it just means your mesh is dense/computer limitation. Either do the division below that or work inside that small region

    • @Razeyouken
      @Razeyouken Před 2 lety

      @@artofjhill thank you, will doing a subdivision lower result in a loss of quality for the final product

  • @eddwarriior
    @eddwarriior Před 2 lety

    Could the same workflow be used for game characters? especially the exporting part? are Zbrush baking tools reliable?

    • @artofjhill
      @artofjhill  Před 2 lety +1

      Sure. Zbrush bake is good and it’s really good that it won’t have interference in areas like the lips

  • @user-xr3pp8fv3y
    @user-xr3pp8fv3y Před 2 lety

    Hi, I bought your brush, I have a question for you, if it is the whole body, can you use hd geometry? Displacement map export takes 1-2 hours... Very slow

    • @artofjhill
      @artofjhill  Před 2 lety

      you could but it's probably overkill for most things. Normal map would work too and depending on how close you get to different parts you wouldn't need to much specific detail

    • @user-xr3pp8fv3y
      @user-xr3pp8fv3y Před 2 lety

      @@artofjhill Because I wanted to bind, the HD geometry of the head disappeared after the head merged with the body。。

  • @pclarkson85
    @pclarkson85 Před 2 lety

    Great vid man!

  • @chickenlixs
    @chickenlixs Před rokem

    I am having an issue with Geometry HD where I seem to be unable to change the size of the area that is selected?
    I have tried changing the brush size, focal shift and position on the canvas but nothing seems to work :/ do you have any ideas on how I would be able to fix this?

    • @artofjhill
      @artofjhill  Před rokem +1

      The size is determined by the amount of polygons that can be displayed. The only way would be to have less divisions or a mesh that is less dense to start

    • @chickenlixs
      @chickenlixs Před rokem

      @@artofjhill when using the geometry HD it seems to always select half of the total points and doesn't go off of my brush size. Is this the only way it works?

  • @bhuvansrivastava1546
    @bhuvansrivastava1546 Před 2 lety

    thanks man....can u make a small video on how to make a marmosat setup where u can throw the models n see....it looks damn cool...

    • @artofjhill
      @artofjhill  Před 2 lety

      yea I'll write that down. Seems doable

  • @dj_multiple_one
    @dj_multiple_one Před 3 měsíci

    Is that head being previously unwrapped?

  • @muralivijay1101
    @muralivijay1101 Před 2 lety

    thanks man

  • @cactusauvage
    @cactusauvage Před 2 lety

    This video is really top high quality, thank you for sharing with us your knowledge 🙏🏽 I was wondering if it was possible to show us the best way to project all those details from high to a low poly? Like the best workflow? Blender didn't really appreciate all those polygons haha! Or do you have a course where you show it?
    Again, thank you 🙏🏽

    • @artofjhill
      @artofjhill  Před 2 lety +1

      I showed it in this video. You use the multi map exporter in Zbrush to export a normal map. You can’t export HD geometry so you can’t bake it outside of Zbrush

    • @cactusauvage
      @cactusauvage Před 2 lety

      @@artofjhill Thank you for your answer 🙏

  • @killer8217gaming
    @killer8217gaming Před rokem

    I know I'm late but how possible is it to do that in blender? I can add the alpha brushes easily but im not sure if it can even handle the detail Zbrush has

    • @artofjhill
      @artofjhill  Před rokem

      Blender can not handle the amount of polygons. That’s what makes Zbrush, Zbrush. You’d just use high resolution textures instead of sculpting them if you were using blender or anything else

  • @saurabhshivamverma2910

    Thank you so much sir

  • @yyin2612
    @yyin2612 Před 2 lety

    HI, how to put zb's displacement map to toolbag4? I mean, the same displacement map has completely different effects in Maya Arnold and toolbag4

    • @artofjhill
      @artofjhill  Před 2 lety +1

      Toolbag won't do correct displacement. It's best to use a Normal Map there

  • @user-vl6zp1ou4g
    @user-vl6zp1ou4g Před 2 lety

    Super!

  • @xiaominew7721
    @xiaominew7721 Před rokem

    How did you render that hair in Marmoset? I mean isn't it particle hair system? Does marmoset able to render it?

    • @artofjhill
      @artofjhill  Před rokem

      It’s strands not particles and you convert it to geo. I have a video on rendering this hair with marmoset on my channel

    • @xiaominew7721
      @xiaominew7721 Před rokem

      @@artofjhill Can you give me the link?

  • @cgbaddour
    @cgbaddour Před 2 lety +2

    ​j i have a question, faical cartography site can be useful for texture painting (stencil) i mean like xyz textures, or ur just using it as a reference?

    • @PowerfullUs
      @PowerfullUs Před 2 lety

      I was thinking the same thing

    • @cgbaddour
      @cgbaddour Před 2 lety

      @@PowerfullUs yeah i think we can do that but the problem is we need a same sculpture to fit with textures because it will be weird I don’t know it’s a little bet complicated i will try , and maybe j will help with thatXD

    • @PowerfullUs
      @PowerfullUs Před 2 lety

      @@cgbaddour Yea :D, but at least I think it's possible to extract some maps from there

    • @cgbaddour
      @cgbaddour Před 2 lety

      @@PowerfullUs yoo maybe ur right, maybe if we extract a normal map from the original picture then use the normal map as a stencil in zbrush i mean for geometry then it will solve the problem, i mean displacement same thing different vector

    • @vedanttiwari6287
      @vedanttiwari6287 Před 2 lety +2

      No, absolutely not, the cartography images are a hi res camera image, the stuff you get from xyz are real 3d scans, the displacement map you get from xyz has an alpha channel, similarly the albedo you get from xyz is a base color, the skin color without any SSS,roughness,specular, or lights to it, whereas the cartography you see you get a mix displacement, SSS, Skin color, roughness, and I dont think its good to use for a stencil.

  • @vectorhunter4659
    @vectorhunter4659 Před 2 lety

    You can always like this guy's videos before you watch it because he's a nice guy

  • @Enz1612
    @Enz1612 Před 2 lety

    So basically with the Morph Target you are Storing, Deleting, Storing, etc every time you are done with certain skin detail pass?

  • @akka6193
    @akka6193 Před 2 lety

    Hi J! Can i have question? At 14:58 you importing poremap, these map you made in zbrush?

    • @artofjhill
      @artofjhill  Před 2 lety +1

      Yea. Did it on a plane and exported it as a height

    • @akka6193
      @akka6193 Před 2 lety

      @@artofjhill Thank you! And thank you for this video! :) it's very helpful :)

  • @chenrain
    @chenrain Před 7 měsíci

    I hope more videos can be added with Chinese subtitles
    Thank u

  • @tobiasdeja
    @tobiasdeja Před 2 lety

    Great content thanks a lot, short and simple. Btw. after this video D. Boschung's site is down lol :D

  • @yoelrodriguez3420
    @yoelrodriguez3420 Před 2 lety

    muchas gracias

  • @miroslavpivonka5558
    @miroslavpivonka5558 Před 2 lety

    Díky!