Zwrap Tutorial: How to Combine Sculpted Geo and Scan Data

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  • čas přidán 11. 12. 2022
  • UPDATE 1-28-2023: As of recently, it was brought up to my attention that Zwrap is not supported in Zbrush 2023. Let's hope that is resolved soon. For all those, such as myself, who are still using 2022 and earlier, we can still benefit from this awesome plugin. cheers!
    Here is a brief walk through of how I combine scan data plus sculpted geometry. When using Zwrap, you wrap preexisting geometry/topology to the shape of your model. However, what if you want to combine sculpted details along with the scan data. This tutorial will basically show you how I use layers to make that possible. It's basic, it's simple, it works.
    For those who previously asked for me to explain this process, sorry for the delay. Work, life and everything else in between made 2022 a busy one but I always had intentions of making this video and explaining the simple method I use.
    For more content:
    www.artstation.com/somuch3d
    / somuch3d
    Zwrap:
    www.russian3dscanner.com/zwrap
    3D Scan Store:
    www.3dscanstore.com
  • Krátké a kreslené filmy

Komentáře • 33

  • @m1sterv1sual
    @m1sterv1sual Před 9 měsíci +3

    Great work! When projecting scan data, any reason why u use smooth brush instead of morph brush?

    • @somuch3d
      @somuch3d  Před 9 měsíci +1

      Hello and thank you for the kind words and support. As far as your question, normally at this stage, I've just created a new surface details that are transferred from a separate mesh. Thus changing the surface and with new topology. Which means no previous state for me to have saved a more target. That said, i do save a morph target with that tertiary detail/data so that i have it saved by painting it on a new layer. I hope that makes sense as i type it out, haha.

    • @m1sterv1sual
      @m1sterv1sual Před 9 měsíci

      @@somuch3dthank you for reply. It's clearer now! :) When I project stuff on mesh, I store MT before projecting so when I'm fixing projected details morph brush returns to original mesh, cuz sometimes smooth brush wont fix it that well .Sometimes I cheat and I use smooth brush haha

  • @mado5650
    @mado5650 Před 9 měsíci

    After sculpt it and wrap it with a 3dscanstore scan geometry and then add some extra details by using texturing xyz maps for skin pores and wrap it process tutorial

    • @mado5650
      @mado5650 Před 9 měsíci

      If u want resources i am gonna give u

  • @jz8990
    @jz8990 Před rokem +1

    Dear instructor,I've one question. As I can see, there are two heads in the subtools and both have useful details so will you transfer the detail textures from one to another or just merge them together in zbrush (does this make sense btw?) in order to get into the next steps such as rendering. Thanks a lot.

    • @leoking7949
      @leoking7949 Před 11 měsíci +2

      transfer details from one to another

    • @somuch3d
      @somuch3d  Před 9 měsíci +1

      Yeah, as the reply stated, we're transferring surface details from one mesh to another.

  • @authentic4225
    @authentic4225 Před rokem +1

    A scan and a scupt 3D printed. Poured rubber with best of both worlds?

  • @eatsleepwithme5062
    @eatsleepwithme5062 Před rokem +2

    hello. what is the purpose of combining scanned and sculpted? or what are some uses? sorry i am new to 3d. is it just mainly for adding details super fast?

    • @somuch3d
      @somuch3d  Před rokem +5

      Hello and thank you for not only watching my video but for your question as well. So there are a few reasons for taking this approach. For some, it yields great results with less time. Also, typically in the gaming industry, working under in a collaborative effort with multiple departments and a production timeline, taking the time to create tertiary details and full custom skin details is a luxury you don't often have. So this alleviates much of that time. However, you still want the model to have its own identity or specific details that make it unique and not just a perfect skin match to scan data. So this helps create a blend of custom detail and fine tertiary details. Personally, when I have the time, I prefer to create /sculpt my own details. From wrinkles, pores and imperfections, I find it more rewarding and I enjoy the process. 🙂🤓

    • @eatsleepwithme5062
      @eatsleepwithme5062 Před rokem +1

      @@somuch3d thanks so much - will try these techniques soon!

  • @drvic5498
    @drvic5498 Před 7 měsíci +1

    do the same with a body scan!!

  • @babi92100able
    @babi92100able Před rokem +1

    hey, I have a question for u.
    Lets say I have a good retopo model with mouth bag and all and I want to wrap it around a zbrush model sculpted without a mouth bag. Both have closed mouth.
    I'll pin all the point but will the mouth bag get where it should be ?

    • @somuch3d
      @somuch3d  Před rokem +1

      Hi! so sorry for my delay in response. I've actually tried doing that some thing before and it caused issues as zwrap didn't know where to put that geo and gave me wonky results. There are two solutions I would try. First one, mask the mouth in zbrush first before trying to wrap and that should prevent it from trying to wrap to geo that doesn't exist. My other would be, to detach or cut the edges where the mouth bag starts and zwrap the rest. Once you have a good wrap, stitch the mouth back. See if that works. Thank you for the support as well, my friend!

    • @babi92100able
      @babi92100able Před rokem

      @@somuch3d it's ok, thank you, i will try with the trial version

  • @macrobethgaming973
    @macrobethgaming973 Před 13 dny

    Great work!
    I just a question regarding the wrap/projection process. Like I have a sculpted full body model, which is a single mesh (a single subtool). Can I wrap/project the head part only from the scanned model without splitting head/body into different subtool?
    I am assuming some scenarios such as:
    1. I wrap/project head from one scanned model, and wrap/project body part from another scanned model.
    2. I wrap/project body part from a scanned model, and manually do the texturing/detailing part on head for mild stylized vibe.
    Thanks!

    • @somuch3d
      @somuch3d  Před 12 dny

      Hi, first off, thank you for the support and kind words. Second of all, yes you can both. The way I would do it but only wrap certain aspects of the model is mask it off. That way you're only wrapping parts that are not masked.

    • @macrobethgaming973
      @macrobethgaming973 Před 12 dny +1

      @@somuch3d Thank you for the info! I have udims on my mesh and it is polygrouped based on uv. I guess hiding polygroups might work like masking. Definitely will give it a try.
      Just finished the sculpting & UV unwrapping phase, currently looking into texturing step. Wrapping/projecting and procedural generation are two relatively easier methods I have run into.

    • @macrobethgaming973
      @macrobethgaming973 Před 8 dny

      @@somuch3d lol, I have tested out both masking/hiding methods, and ended up redoing the mapping 3 times on the scanned head. I'm writing feedback here so anyone else run into this situation might skip the headache.
      We're morphing the scanned head into the shape of our own sculpted character, and therefore, the scanned head cannot have hidden parts. To avoid wrapping unwanted parts such as mouth bag, we need to mask it off, but DO NOT hide it away by polygroup selection. If anything is hidden away, ZWrap can wrap successfully, but the scanned head will not change shape after exiting ZWrap menu.
      For our own sculpted character, it's safe to hide part of it by polygroup selection, since we're not changing the shape of it. For example, I have a full body character, and I can hide away the body and the mouth bag, only keep the head displayed.

  • @mehulsoni843
    @mehulsoni843 Před rokem +1

    hello sir, I am unable to understand what you did after plotting points in zwrap what settings you did can you please tell us what to do after plotting points because I am not able to get the scan detail to my mesh after plotting details, thanks

    • @somuch3d
      @somuch3d  Před rokem +2

      Hi! Thank you for your question. So I was trying to not make a full zwrap demo since there are quite a few that can explain much better than me, I'm sure. Haha. That said, upon plotting points in zwrap on both respective models, it's a matter of pressing the "wrapping" button at the bottom and once at that screen, press "start wrapping" in the top left. I'll drop a link below for a quick demo of this. I hope this helps, my friend. 🙂

    • @somuch3d
      @somuch3d  Před rokem +2

      Watch this quick video:
      czcams.com/video/uGvofMIC9Ak/video.html&ab_channel=CGPlugins

    • @mehulsoni843
      @mehulsoni843 Před rokem +1

      Thank you so much now I am able to transfer the details.. much appreciated 🙏

  • @elvismorellidigitalvisuala6211
    @elvismorellidigitalvisuala6211 Před 8 měsíci +1

    I have a problem, first mesh have a tongue, and wrap fucked up.
    How can I remove the tongue from wrapping? or hide or what?
    Thanks

    • @somuch3d
      @somuch3d  Před 8 měsíci +1

      Thank you for your comment and question. Yes, easy solution. Mask off the area like the mouth so it's not included in the wrapping process. I forget to do this sometimes as well. 😉

    • @elvismorellidigitalvisuala6211
      @elvismorellidigitalvisuala6211 Před 8 měsíci +1

      @@somuch3d yeah I've solved thanks, i'm new to zBrush, I moved from Blender recently, zBrush UI make me crazy.
      Thanks for your answer!

    • @somuch3d
      @somuch3d  Před 8 měsíci

      Absolutely. Yes, the zbrush ui can be a bit jarring at first but customization really helps make it your own. Happy zbrushing and thank you again for your support!

  • @user-ol9qg4kk5n
    @user-ol9qg4kk5n Před 11 měsíci

    hi, im a college student in Korea and I've a question. Do you know the reason why when I select the point and apply a wrap, the mouth part doesn't apply beautifully and breaks?

    • @user-ol9qg4kk5n
      @user-ol9qg4kk5n Před 11 měsíci

      I'm asking you a question because there aren't people to ask here.

    • @leoking7949
      @leoking7949 Před 11 měsíci +1

      you have to use the select polygons node to isolate polygons that you don't want to wrap and want to stay in position like the inside of the eyes and the mouth bag

    • @somuch3d
      @somuch3d  Před 9 měsíci +1

      Leoking is right. Another easy method is masking the area you don't want to wrap. Great question, i too have had the mouth bag transfer effortless sometimes and other times, not so much.

  • @kriros97
    @kriros97 Před 7 měsíci

    I lost all the scan dettails using zwrap. I don't know what is going on