Sculpting SKIN DETAILS with Zbrush
Вставка
- Опубліковано 4 тра 2024
- The first 1,000 people to use this link will get a 1 month free trial of Skillshare: skl.sh/jhill10211
💪 BECOME A MEMBER - ua-cam.com/users/artofjhilljoin
👉 Join the Discord - / discord
✍️ My Skin Brushes www.artstation.com/a/1551330
🔷 My Work - artofjhill.com/projects
🎓 My Game Character Course - charactercreationforvideogames...
🖥 My Setup - kit.co/artofjhill/my-setup
🟥 Subscribe - ua-cam.com/users/artofjhill?sub_con...
Additional Links
• Realistic Portraiture ...
▶️CONNECT
Website | artofjhill.com
Instagram | / artofjhill
Twitter | / artofjhill
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
❤️
You always been a Huge Inspiration J! Thanks for your tips to improve our art. 😁
Amazingly detailed breakdown. Subscribed and waiting for the next video in the series.
Wow the result looks so amazing!. Cant wait to see the video.
Awesome, thanks for the photo zoom refs as well - those look amazing.
Thanks for doing this videos!! You are a huge guidance and inspiration to all the community that love this field.
Thank you! I hope it helps
@@artofjhill wonderfull work, thank you for your kind work,, i can ask, what settings do you reocmends for normal map export? thank you again
That surface noise idea is legit genius, I remember Kris mentioned you had that idea in one of his classes. Helps a lot!
Glad to hear it helps
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!!
Good tips! Glad you liked it. Glhf with your project
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!
Np. Thank you
thank you for this, answered a lot of questions about skin detailing that will help so much in future projects. really appreciated
Glad to hear it
Looks amazing, just bought your skin kit and I am loving it!
glad to hear it!
I also bought it and it is wonderful...
I’m in love with the process, can’t wait to start 3D sculpting
Have fun
wow. this is actually very helpful. as novice i had really big problems with skin detailing and this solves must of them
great, glad to hear it
You're doing it sooo great! Thank you!
Amazing tutorials man I love the way you teach, love your technique
I appreciate that!
I look forward to your tutorial on texturing😁
thank you for the tutorial!!! it's awesome!
What a great video, thanks for sharing. Looking forward to the next ones after this.
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
Thank you sooo much for your tutorials!❤❤❤
Brazilian artists!!! ahhh
Hi man! Thank you so much for your amazing tutorial! I saved it as my favorite video for learning likeness, thanks again!!
Great video, very informative and to the point. Thanks for sharing!
Np, glad you liked it
Thanks a lot for sharing these valuable technics!
for sure, hope it helps
His videos and works are always inspiring!
🙏
Love the tutorial.
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?
Fantastic work sir
6:45 - hahaha, before you mention that i thought exactly the same! By the way, intimate cirurgies make use of that skin sometimes!
Thank you so much for making this.
Np, hope it helps
Hey very instructive. Thank J!
hope it helps!
Perfect timing, thank you
Cool. I hope it helps
Fantastic as always!
🙏
Great video.
recently I am trying to use your method for my personal project.
what to say thank you :)
Awesome, good luck!
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?
You’d export a lower subdivision level and the details as a normal or displacement map. check my hyper realistic rendering video
thank you so much
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 ✌🏽🫶🏽
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!
Amazing as always!
🙏
this worth like gold to me , thanks man
Glad to hear that, I hope it helps in your projects
this is amazing, thank you
Thanks, I hope it helps
amazing, thanks man!
For sure, glad you liked it
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!
I have a question, what's your graphics card?
@@vanilla6537 Zbrush isn't GPU intensive, its a CPU application
This man is a legend
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
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
The digital sculpt of Dick Smith is amazing. I miss my Friend.
AmazingTutorial!!!
THANKS!!!!
BEST VIDEO OF EVER!!!
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
Great vid man!
Thanks, glad you liked it
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?
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
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 🙏🏽
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
@@artofjhill Thank you for your answer 🙏
Thanks for sharing! really useful techniques! do you have a tutorial for creating the skin brushes as well?
Happy to help. I don’t but not a bad idea
@@artofjhill So there is a chance :D
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
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.
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
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.
Glad you like it and are finding cool ways to use it!
Thank you man
Np, I hope it helps
Excuse me, where is the hair imported into marmoset toolkit, and the display effect is so fine?
ur so awesome :) i am so gonna buy your skin kit when i get paid
Thanks I hope you enjoy it!
Thanks!
Thank you!
Очень круто мужик , спасибо :)
Hey J, looking forward to it. Will you be using your Artstation Skin Brushes pack on this video? Thx
Yes I will but I wouldn't say they are required
@@artofjhill Awesome, thanks man!! Looking forward the video to start!
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.
Yea just reimport the new mesh with UVs at the same subd level
this tutorial forcibly opened my third eye thank u
👁
Hey is there a tutorial where you explained how to use your skin kit with substance painter ?
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...
yea I'll write that down. Seems doable
Is very rare to me , make a comment respect skills , but , ur job in Z Brush , is tha best bro ...
thank you
wow, it's great!!!!!
Hey man im definitely missing something in the tutorial but im having trouble not being able to store morph targets multiple times? Thanks for this tutorial man super helpful and I highly recommend the skin packs to everyone!🤙
Thank you! You can only have a single morph target at a time. whenever you click it, it stores the current positions on that subdivisions level. In HD it just stores it inside there, as soon as you get out of the HD view, it goes away and is lost forever. Until you make a new one. Cheers
Waiting
You can always like this guy's videos before you watch it because he's a nice guy
Thank you. You sound nice.
Díky!
🙏
Great Video J!
Thank you!
We want texturing entire body tutorial. Please please make a video
thanks man
For sure
Thank you so much sir
Np I hope it helps
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?
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
Was browsing for the same answer - thanks!
Super!
Great content thanks a lot, short and simple. Btw. after this video D. Boschung's site is down lol :D
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 ?
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
Wow, simply top notch content
Glad you think so 🙏
muchas gracias
De nada
That's some nice skin
HeyJ, big Fan of you!!, can you please show how you made those light hair all ove the face on your cyberpunk girl character??
Hey, thanks! That’s the vellus hair/peach fuzz. I made a video of that process on my Patreon
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:)
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.
@@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
I hope more videos can be added with Chinese subtitles
Thank u
¡Gracias!
thank you!
excuse me how did you remove the edge caused pas surface fonction?
Please and Hairs? How did it? Thank you
Could the same workflow be used for game characters? especially the exporting part? are Zbrush baking tools reliable?
Sure. Zbrush bake is good and it’s really good that it won’t have interference in areas like the lips
gr8 video thx..btw is there a way to duplicate the subtool with its HD geometry? 🍻
thanks. good question, I'm not sure actually. I want to say no though but I'm not sure
@@artofjhill thx 4 the reply..yea unfortunately.. that would b very useful if u want a symetrical copy of the mesh ...🍻
I'm waiting too)
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
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
adaptive is probably more like "sculptris pro" HD geometry can be used to make the mesh 100 Million+ polygons
Hi J! Can i have question? At 14:58 you importing poremap, these map you made in zbrush?
Yea. Did it on a plane and exported it as a height
@@artofjhill Thank you! And thank you for this video! :) it's very helpful :)
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
The Patreon has the full recording of the process but without audio
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?
Could be clogged pores, pimples, bumps, etc
@@artofjhill Thank you
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
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
@@artofjhill Because I wanted to bind, the HD geometry of the head disappeared after the head merged with the body。。
How did you render that hair in Marmoset? I mean isn't it particle hair system? Does marmoset able to render it?
It’s strands not particles and you convert it to geo. I have a video on rendering this hair with marmoset on my channel
@@artofjhill Can you give me the link?
Is that head being previously unwrapped?
Any plans for updating your character course 🙂. I really looking forward to learn but the tools are felt outdated 😬
I'd like to make another course but it takes a long time. The tools are the same though and the techniques are still used today.
Eye lashes against the lids are a lil off and the inside of the nose is a tad choppy and flat but besides that it’s beyond realistic. 👏🏽👏🏽👏🏽