Create FACIAL EXPRESSIONS in Zbrush FAST with Scan Data!

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  • čas přidán 11. 09. 2024

Komentáře • 20

  • @bluestonearcher
    @bluestonearcher Před rokem +1

    Holy smokes, what a nifty and potentially powerful tool! Thanks for sharing it!

  • @CosmicComputer
    @CosmicComputer Před 2 lety +3

    Wow that’s really cool. I didn’t even know it was this easy, thanks man!

  • @SVisionary
    @SVisionary Před 2 lety +5

    Awesome stuff as always. Thanks for sharing.

  • @noahpomilio6593
    @noahpomilio6593 Před rokem

    omg I love your updated videos. I just found 3d scan store plug-in and you made my day by explaining how to make it works with a stylized character. Just what I needed, Thanks a lot! (sorry for my english, i'm from Argentina)

    • @hartgameart
      @hartgameart  Před rokem +1

      Thanks Noah! Your english is perfect!

  • @fgr3677
    @fgr3677 Před 2 lety +1

    Love your content! Helps so much

  • @live3dprintspt920
    @live3dprintspt920 Před rokem

    Thanks will have to try it out

  • @user-gy7tz9vt5s
    @user-gy7tz9vt5s Před 2 lety +2

    Thank you!!!

  • @shivangipriya4153
    @shivangipriya4153 Před rokem +1

    Thank you, my question: if I have character from one website ( no morph has) , Can I use this way ( the above video) for create morph for my character?

  • @kickassets6414
    @kickassets6414 Před 6 měsíci

    I just want to know how the scanned expressions were isolated to b able to mix n match on base sculpt

  • @ammonn9930
    @ammonn9930 Před 2 lety +1

    Your content is like always genius

  • @lamaloz
    @lamaloz Před rokem +1

    This is awesome. The thing I don't understand is how do you add the teeth ? The model is tooth less , so I tried to merge down some teeth on it, but then you loose the layer. Do you just keep them in separate sub tools ?

    • @hartgameart
      @hartgameart  Před rokem +1

      Hey Romain! I would keep the Teeth as separate subtools for simplicity's sake. You can move them manually if you were just trying to pose for a static render or do some parenting in maya etc to have them follow the expressions

    • @lamaloz
      @lamaloz Před rokem

      @@hartgameart Thanks ! I didn't know you could do this in maya. I'm rendering with C4D, I haven't check out maya yet. I should. I'm not sure you can do parenting in c4D.

  • @evro_art3953
    @evro_art3953 Před rokem

    🥰😘😘😘

  • @nicholaspoyser
    @nicholaspoyser Před 6 měsíci

    When i slide the layers it goes back to the base mech default look

  • @KindTom1
    @KindTom1 Před 2 lety +1

    Thanks, this is amazing. My question is, how does this workflow go what if your scupt is a full body? The 3D scan base model is only a head.

    • @hartgameart
      @hartgameart  Před 2 lety +2

      It's a tricky one. In most cases it's not recommended to have blend shapes on a full body character as it can get pretty expensive. If for some unique reason you need a body past where the seam is on this head you would probably have to sculpt your own expressions.
      In a game workflow I would just keep the head and body separate and bake a seamless normal map between the two assets if the character was shirtless or had a deep V neck or something like that. There is probably other approaches that I'm not thinking of but it's def a tricky one.

  • @artofmactag7862
    @artofmactag7862 Před rokem

    why i cant load multi expression base mesh in zbrush??
    it says error has been encountered while trying to load a tool. loading hasbeen aborted