hi Marlon great tutorial! one little thing that might help for people that uses Arnold, you can use the feature "autoBump in SSS" if you are in a version of Arnold that its older than 2022 you will find it in the render settings, if your version is newer you find it in the attribute editor.
Yes it m aware of that. The reason why is bcs newer versions Xgen crashes during the collection/description baking process. That’s why I don’t upgrade to newer ones :)
hello, this tutorial is very good, thank you, by the way, I would also like to see the topology version, how is it done professionally? and how to do UV MAP correctly, otherwise I find this information brilliant in 20 minutes, I understand it better than other long tutorials
I do my retopo in 3dsMax using the ribbon tools. You make me question if is something people is interested to know since is a max workflow …. Regarding faces, I don’t do head retopo since a while ago. Already have my base meshes . Only body and elements
Hey Marlon, awesome video! Quick question: How many polygons do you usually work with in ZBrush? I noticed the geometry has 6 divisions, but couldn't spot the poly count. Thanks for sharing such a great video!
you didnt mention in order to use map from texturexyz, we need to have the same uv as their ( texturexyz ) base mesh. Or we need to bake those detail into our own UVED mesh. I think this part is most important
Glad you mentioned ! No worries, I will be covering that in the next video. I didn’t wanted because will make the video so long since I use wrap splines methodology which are way better than zwrap
Yes, but no need of unwrapping. If you are using a custom basemesh you need to transfer the textures. There are couple of folks that asked me the same, so I am creating a tutorial how to do using Faceform. The other option is using the default XYZ basemesh, so you have already all maps aligned
something you forgot to show is the difference between rendering sss using the gpu and cpu, although gpu is faster, its not equal to the quality from the cpu when using displacement on sss, cpu its a better option when rendering the final image
Absolutely, but the main difference will happen on the level of noise. For such a simple displacement set up it wont have as much noise in GPU. But you are correct, CPU overall is better for a final render
Hi! Thank for the tutor. Can you tell me how much is the demand for creating realistic characters? Because in my country on one freelance site it's not so demand as in others countries i think
I wouldn’t recommend you advertise yourself on any job platform, normally the pay range is very low. Instead try to use LinkedIn wisely and try to get visible. Obviously all will depend on your portfolio, so a cleanup is very important !
I hate to be one of the inept ones, but when I convert the red channel into greyscale and save it as a tiff, zbrush does not read the file for some reason. Do I have to convert ti back to RGB?
@@mrnunez3D Okay, don't ask me how, but today it worked, 32bits and all. The only different thing I have done is subdivide more the model and delete some history. Muchas Gracias!
Why not apply xyz displace maps at the texturing stage in Substance Painter? Thus, the details of the pores will not depend on the model's subdivides. The detail will depend on the UV and resolution of the textures. Plus, Substance Painter has more control to make skin details more unique. I'm doing this, I stopped creating micro details in zbrush
You can definitely, but my own tests the displace always behaves better when it comes from Zb. Then is just about the shader setup I explain to sharpen those
3:00 That's not totally true, though. You don't need to sculpt every single pore individually OR use an external texture map from textureXYZ. Another option that is widely used is to simply use a pore alpha texture composed of multiple pores and apply it on the skin manually. It really doesn't take long at all to do that and you can apply it in multiple ways (dots, drag, etc). Just to be clear, I'm not saying the XYZ option is bad. I'm just saying that there are other ways to do it if you don't want to download their textures. Also, their textures will only work properly if your head has compatible UVs.
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Such a good video, full of crucial information! Thank you
Glad you find it useful! More coming :)
First! Thanks for the video already loving getting more character information from pros!
More than welcome! Yeah, everyone was requesting it ;)
Will be making more of these
omg this is such a life saver, thanks for making this, its very useful
You're welcome!
Wow, this is a great material. It helped me lot with my sculpting issues! ❤ Lots of tips and knowledge. Inshallah my friend.
Glad to hear that, those are very common issues
This is incredible, Marlon. I will definitely use this tutorial on my next realistic character project. Thank you!
Glad it was helpful!
best tutorial ever, you have filled in the blanks for me with multiply and add node
Awesome! So happy you liked it! Let me know if you have any more questions or need help with anything else!
This is amazing Marlon! I will start using your noise workflow now, specially the dent plugin you mentioned ! Thanks !
Glad it was helpful!
Insanely good tutorial. Thank you!
You're very welcome!. As you know is all about the pipeline and observation :)
hi Marlon great tutorial! one little thing that might help for people that uses Arnold, you can use the feature "autoBump in SSS" if you are in a version of Arnold that its older than 2022 you will find it in the render settings, if your version is newer you find it in the attribute editor.
Yes it m aware of that. The reason why is bcs newer versions Xgen crashes during the collection/description baking process. That’s why I don’t upgrade to newer ones :)
Oh my god that Inflation happening while applying displacement was a major pain while i was working. Thanks so much for the tip.
Happy to help! Got this problem so many times models !
Me too🎉
Haha, glad is working for everyone !
You can also try adjusting the Displacement Mid Value directly in Zbrush at Displacement tab
great tips man, I do like starting with the noise layers
Thanks Magda! Yeah it helps a lot to break the surface indeed :)
thanks for sharing! very useful ; )
You are welcome man! More like this coming :)
Perfectly explained!
Thanks bro!
you are awesome. thanks for the upload
My pleasure man!
yooo lets gooo! great video dude
Thanks man!
hello, this tutorial is very good, thank you, by the way, I would also like to see the topology version, how is it done professionally? and how to do UV MAP correctly, otherwise I find this information brilliant in 20 minutes, I understand it better than other long tutorials
I do my retopo in 3dsMax using the ribbon tools. You make me question if is something people is interested to know since is a max workflow ….
Regarding faces, I don’t do head retopo since a while ago. Already have my base meshes . Only body and elements
Hey Marlon, awesome video!
Quick question: How many polygons do you usually work with in ZBrush? I noticed the geometry has 6 divisions, but couldn't spot the poly count.
Thanks for sharing such a great video!
The head basemesh lv1 has 80k triangles. Will depend on your computer spec how many times you can subdivide it !
you didnt mention in order to use map from texturexyz, we need to have the same uv as their ( texturexyz ) base mesh. Or we need to bake those detail into our own UVED mesh. I think this part is most important
Glad you mentioned ! No worries, I will be covering that in the next video. I didn’t wanted because will make the video so long since I use wrap splines methodology which are way better than zwrap
@@mrnunez3D im looking forward to see it, thanks alot man
You are welcome !
I'm looking forward to see it!
Thanks for the video, but how does your displacement map perfectly align with your mesh? did you do a round of UV unwrapping before hand?
Yes, but no need of unwrapping. If you are using a custom basemesh you need to transfer the textures. There are couple of folks that asked me the same, so I am creating a tutorial how to do using Faceform.
The other option is using the default XYZ basemesh, so you have already all maps aligned
Thank you
Glad I could help up :)
Make a video of how to set up skin in maya please
Did you check the last section from the video? ;)
@@mrnunez3D Thank u so much
Thanks!
Welcome!
something you forgot to show is the difference between rendering sss using the gpu and cpu, although gpu is faster, its not equal to the quality from the cpu when using displacement on sss, cpu its a better option when rendering the final image
Absolutely, but the main difference will happen on the level of noise. For such a simple displacement set up it wont have as much noise in GPU. But you are correct, CPU overall is better for a final render
Hi! Thank for the tutor. Can you tell me how much is the demand for creating realistic characters? Because in my country on one freelance site it's not so demand as in others countries i think
I wouldn’t recommend you advertise yourself on any job platform, normally the pay range is very low. Instead try to use LinkedIn wisely and try to get visible.
Obviously all will depend on your portfolio, so a cleanup is very important !
@@mrnunez3D Okay, i definitely will try, thank you for advise!
I hate to be one of the inept ones, but when I convert the red channel into greyscale and save it as a tiff, zbrush does not read the file for some reason. Do I have to convert ti back to RGB?
Save it as a TIF 16bits. Let me know if that works ?
@@mrnunez3D Okay, don't ask me how, but today it worked, 32bits and all. The only different thing I have done is subdivide more the model and delete some history. Muchas Gracias!
Why not apply xyz displace maps at the texturing stage in Substance Painter? Thus, the details of the pores will not depend on the model's subdivides. The detail will depend on the UV and resolution of the textures. Plus, Substance Painter has more control to make skin details more unique. I'm doing this, I stopped creating micro details in zbrush
You can definitely, but my own tests the displace always behaves better when it comes from Zb. Then is just about the shader setup I explain to sharpen those
3:00 That's not totally true, though. You don't need to sculpt every single pore individually OR use an external texture map from textureXYZ. Another option that is widely used is to simply use a pore alpha texture composed of multiple pores and apply it on the skin manually. It really doesn't take long at all to do that and you can apply it in multiple ways (dots, drag, etc).
Just to be clear, I'm not saying the XYZ option is bad. I'm just saying that there are other ways to do it if you don't want to download their textures. Also, their textures will only work properly if your head has compatible UVs.
Yeap, you can create clusters but even then you need to merge them individually by doing single pores. At the end of the day take longer