🔪 Slice & Dice time off your sculpt with these tools in Zbrush!
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- čas přidán 14. 07. 2024
- My Gear:
My 3d Printer | Elegoo Mars 3 Pro amzn.to/3ju4AJd
Resin Printing Wash & Cure Station | amzn.to/3WP8j2q
3d Printing Ventilation Fan | AC Infinity Cloudline amzn.to/3GuAX3D
3d Printing Ventilation Box | AC Infinity CloudLab amzn.to/3i48Bnu
3d Printing Ventilation Ducting | AC Infinity Ducting amzn.to/3CcGYiG
My Headphones | Sony XM5 amzn.to/3Iaw54P
My drawing tablet | Cintiq Pro 24’’ amzn.to/3i3BZu0
The camera I use to film these videos | Canon R6 amzn.to/3hXMxuN
Lens I use to film these videos | Canon RF 24-70 amzn.to/3Cfe7ua
Mic I use for these Videos | Shure SM7B amzn.to/3G0eWrY
My favorite Lav Mic | DJI Mic amzn.to/3IdH0L1
Audio Interface I use| GoXLR amzn.to/3CcGE3s
The light I use to film these videos | Godox VL150 amzn.to/3C8sS23
My favorite Keyboard | Drop ALT amzn.to/3hZCSnw
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Social:
Twitch: / erichart_art (Aiming to start streaming regularly)
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Artstation: www.artstation.com/erichart3d
Website: www.erichart3d.com/
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Chapters:
0:00 - Intro
0:45 - Topic Overview
1:05 - Creating rough geometry
1:55 - Brush Overview
2:30 - Clip Brush
2:54 - Knife Brush
3:14 - Slice Brush
3:40 - Trim Brush
4:05 - Brush Comparison
4:19 - Brush Control Options
5:00 - Using these brushes in your workflow
8:00 - Use these brushes for hard surface
9:52 - Outtro
I used to Zbrush a lot, but I stopped for a good 3 years due to some life circumstances. Now that I have a PC again, I have been a bit hesitant to start sculping again, but your videos have definitely freshen up my memory, and have given me the confidence to get back. Thank you!
That’s awesome! sculpt some cool stuff 💪🏼
Same.
This is the most concise explanation of how to split apart a mesh for clean remeshing I've seen. It was very helpful. Thank you!
Your channel quickly became one of my favorites ❤
thanks a ton it helped alot!
This is incredible. Thank you!
Thank you for your content! As always very useful!
thank you as someone who started learning zbrush for hardsurface purpose this helped me a lot
Super helpfull , thank you !
Jsut wanted to say, found your channel last week, and damn am I glad I did! You have such a calm and easy way of explaining functions and how you can do stuff in Zbrush, and I really appreciate the way you demonstrate things!
Good quality tutorials, Thanks!
This is what I call a tutorial! Wow man, simple and easy explanations! Thanks for sharing!
Very helpful, thanks for sharing!
Excellent tutorial :) Thx!
Interesting, I think i need to rewatch it to actually get it. Ty
very detailed, it's good.
Your videos are awesome!
Appreciate it!
Thank you, very good information 👍
Great video as always
Dude... you're doing Gods work. Seriously. The way you explain stuff so quckly, and simply is fucking Rad! Seriously, you're a born teacher by FAR! id pay GIOD money for complete tutorials on Zbrush from you!
Thanks Glitch! appreciate your kind words and happy you find the videos helpful!
@@hartgameart Helpful is a Massive understatement lol, but without a doubt! believe me when i say ive bought probably thousands of dollars worth of Tutorials, and Pirated HUNDREDS of Thousands of Dollars worth, and your free tutorials are better than all of them. you SHOULD be doing paid tutorials, that's how good you are at it. which, saying that is counterproductive to myself, since im basically telling you "Make me pay for this info" but really. when you're this good at explaining stuff you should be getting paid for it. its really sad the Algorithm hasn't caught your channel yet and boosted you into TONS of Subs. but honestly when it comes to Zbrush it seems like zbrush channels don't do nearly as well as Blender channels, cause Blender being Free, everyone and their dog can/will use it. if i was you, id mix some blender info in WITH the Zbrush, so people would A: See how useful Zbrush is, and B: come for the Blender info, just an idea though.
@@Glitch-Gremlin I know what you mean about paid tutorials. I've paid serious money for tutorials that i've never even finished either because the audio quality was bad or it wasn't clicking with me what they were saying. That's actually part of what drove me to make this channel. I might make paid tutorials in the future but if I ever do I want to make sure the value is there.
You're right about blender channels popping off more. I've thought about doing blender stuff and I might but I think there is also value that if someone is coming from blender there is a channel for them. Would love to do both but there is so much time in a day or even frame some tutorials as if you're coming from blender like you mentioned.
Thanks, very clear explanation ))))
Man! Thank you for this video. I feel like I'm so far behind the tools in Zbrush, though I'm using it everyday. I have no idea that ctrl+shift and clicking the the brush panel will give you a list of clipping and knife brushes.
Your video helped me a lot in using zbrush. Thanks a lot. I love you
wow, this channel seems quite useful. I was just making an armor
Thanks for Useful video! :)
woah this is frickin poggers
Hey you are making some actually good content. You deserve much more view of your stuff. Keep on going! you will be seen for sure
Thanks Yen! I really appreciate the encouragement!
Damn I found a gold mine channel
So glad I found this video, about to lurk the channel now haha.
nice!thanks
Tnx this was helpful
gostei do conteúdo, muito bom
That's really interesting.
I use another kind of workflow that I think it fits better for me, I can't stand zremesher, 8/10 times on complex shapes it will not work so usually I block something like you did using brushes and knife, then I do a quick retopo in maya to get the topology right then I go back to zbrush and start working on it again.
It can take a take more time but saves a lot of frustration when you're trying to work on the high poly, specially if it's a complex hard surface object.
If I'm being 100% honest I do the same. Especially if I'm aiming to have very clean edges I'll almost always hand retopo so I have the most control. Sometimes you can get lucky with zremesher but more often than not you can't beat a little manual labor
For the love of God this is the best tutorial I’ve come across so far. I can 3D print all day. But I can’t cut and key files because I don’t know if Zbrush and Meshmixer is garbage. Can you give make a video for Zbrush noobs like myself on cutting and keying?
Hey can you make a video on how to redirect loops on Zmodeler that would be really helpful . Your Videos are awesome and it has been helpful always . Keep it up😊.
thanks vaush
😩
This is a great video!!! Please sell classes :)
New subscriber here. I really dig your teaching style, will be following your channel with keen interest. ¿May I ask, what graphic display are you using?
Hey yeah it’s a cintiq 24inch I believe. One of the older models
Hello nice tutorial as always :) i have a small question, at 7:30 how do you grab the points of the split armor and snap them together?
oh mate. the knife tool sounded so cool on paper when first released. utter disaster in complex HS stuff tho.
sticking to good ol trim
interesting! good to know
@@hartgameart Cane Townsend has a mindblowing course of some ingenius( at least to me at that time) uses of the clip and the trim brushes ! He's got a very nice (free) breakdown on 80lvl as well :) ''Dynamesh: The Best Tool for Hard Surface Design''
Is there a way to do symmetry slice for quick concepting instead of mirror and weld after? Nomad scuplt for ipad had this option. Cant find in zbrush
Hello, a question, where can I get a matcap, like the one you have?
Nice video. I have a follow-up question on the workflow however. At 08:27 when we suddenly have a bunch of pieces after the process. If all the pieces is supposed to be deriving from same armor chest plate in the end result for example, think game character. I'm trying to figure out when you merge them to same armor plate, in which order you should do it when it comes to the baking and unwrapping process. Trying to understand in which order merging the pieces to one object happens in relation to baking and uv unwrapping. Also, when merging them, do the pieces have to be stitched perfectly by vertices also or can there be overlaps of the finished merged chestplate? Thanks! :) Appreciate your channel.
Hey Andreas! I think you are asking how would you merge things back together for baking? For your low poly it really depends on the target polycount. If you are going for something fairly high in this case I could probably have seperate plates in the low poly all modeled out and then bake them in seperate groups to avoid normal errors. If I was going really low my low poly would probably be the whole chest as one mesh and I would merge every on the high poly I want to bake to my chest together. In that case you don't have to worry about things being stitched perfectly or anything like that since the normal baking process just shoots out rays to figure out the surface and doesn't really care about how your geometry is built.
@@hartgameart Thanks for answer but what about the unwrapping? Don't you unwrap your low-poly before you bake onto it? I mean, when you create the UV map from the low poly you gonna bake onto, how do you handle the seperate objects, if they are not merged they don't share the same UV map/coordinates? I think i'm trying to understand if the pieces should be stitched together into one piece to make a optimal chestpiece laid out on UV map before you bake it. Or if you unwrap them one by one as seperate objects and then merge all pieces to one object in the end to make all pieces share same UV map? Maybe it's easier to understand what i'm trying to figure out now. What to do with seperate meshes/objects that you want on the same UV map/texture space before you bake. Can you merge them into one object and then unwrap or do you unwrap them one by one as seperate objects and then merge the object and place out the UV islands?
Sorry for long text! :) Not gonna bother you anymore after this one.
@@andreassvensson811 @Andreas Svensson No worries happy to help. You can have as many different meshes as you want on one UV map you just lay them out so they aren't overlapping in 0-1 space. So you could have one plates UVs in the corner another next to, another in the bottom corner. This is packing your UVs. It sort of depends on the program your baking in if you merge them together or not. Most programs have a way to bake multiple objects at once but result on the same normal map, the important thing is none of your UV islands are overlapping
@@hartgameart Thanks for the info. :) I'm trying to work in a way where i can get away with using only 1 material (Unreal Engine material) for one character. I suppose best would be to bake certain meshes individually first because if you have clothes and stuffs on-top of each other the ray cast baking you mentioned would maybe not get as clean. So i suppose i would bake stuffs that hides underneath seperately and then merge it together when the baking is done. Like handle the delicate pieces seperately perhaps and let the more "easier baked" stuffs could be merged before baking to save objects flooting around for organizational reasons.
How’d you merged the vertices at 7:32??
what i want is to cut thru a box so i can make fingers, my character has badly made hand the fingers are in one mesh so i want to cut thru it
im not able to access these tools even after pressing and holding ctrl and shift plz help
I always have problem with Clip Brush. Whenever I try to use it, the mesh and the result become weird :(