Thanks i would love to see a good workflow on how to handle this correct from the beginning and with the context of retopo and baking. Have never found a good video on this.
Thank you so much for making this. I've been embarrassed trying to figure this out on my own and utterly destroying the mouth of my sculpts. While in school none of my teachers ever bothered to talk about this, they just expected you to do it. And I felt very judged when I did ask about it. Thank you for this detailed tutorial and sharing your knowledge!
Glad to hear it’s helpful! It’s funny how many weird details like this are often overlooked or deemed not worth teaching/talking about. One for me that comes to mind is how it seemed like everyone just understood how to handle geo from marvelous designer to zbrush meanwhile I felt like I had no idea what I was doing!
Aw dude, you’re just way too awesome. This is actually some high tier knowledge and techniques which I’ve been looking for everywhere. Your channel definetivly is one worth subscribing to and sharing
This was a massive help!! I had no idea where to start with creating the mouth cavity for a model I'm working on for school and this was exactly what I was looking for! Thank you so much!
Thank you for making vids about these niche topics, these are only covered when you actually worked in a company. Please continue these videos and share with us your industry knowledge. Cheers!
Buddy, how amazing of you to share this knowledge. It's practically a MASTERCLASS in 20 minutes. It's amazing, I thank you so much for this technique and I will definitely use it! Have A Nice Day 👍
great method using the zmodeler, i've been doing the boolean way of having a "mouth cavity balloon" then zremesh and keep polygroups as another way hehe
This is awesome, Eric! Thank you so much for making this tutorial! I've started modelling characters a couple of months ago and I've been struggling to find an actual guide for doing the insides of the mouth. I'm definitely looking forward to your next videos!
For game design, do you typically use blend shapes for a temporary open mouth position to run your bakes? What about things like gums and teeth, do you just use a model explosion?
When it comes to game ready models, do you sculpt the faces with an open mouth in order to have an easier time during retopology or you add the mouthbag while creating the low-poly itself? I'm struggling to find what would be the best method in that regard.
It's definitely tricky! It will vary from artist to artist but typically I like to model with the mouth closed since that helps the face look most natural. When I'm ready to retopo I might add a layer and slightly open the mouth just enough that's it's easier to work around those hard to reach areas. Then on the lowpoly you can go back and reclose the mouth or create blend shapes for expressions. Having it slightly open is often easier for baking as well.
Thank you very much to create this tutorial I really was wondering how the heck do I do that HAHAHA... now I need to, understand what tools are that omg why zbrush is so complex ??😭😭😭
I do still need to upload the full hair time-lapse I'll try to do that in the next couple days. I'll definitely be doing more hair videos in the future too!
Thank you for this guide! But I’m still confused about how to retopologize and bake it, because the space between lips is too tight for Marmoset (which I use).
That's always a tricky area! Sometimes you can adjust the values on your cage just enough to avoid it, or in marmoset's case you might have to play with painting and offset/skew on the low poly. If none of that works sometimes you just need to go back and open the mouth ever so slightly to bake and then you can close it against after you bake. I've also seen people invert their mesh to bake and then flip the channels after but I haven't tried that myself, I typically stick to one of the other two options
Is this needed only for sculpts you want to animate/have multiple shape keys. If i simple want a static pose of a smiling male i can just dig into the mouth and add something there?
You're absolutely right. If you just have a specific static sculpt or pose you're going for you can just dig in enough to place teeth and really shouldn't have any issues. This is more for a production-ready model or a model you want to have more flexibility with.
@@hartgameart okay thanks, love your content by the way! Just wanted to be sure since im still in the learning phase and its important to me i understand the 'why' just as much as the 'how'
So all this has happened before you have actually done a proper retopology in 3d software? I thought typically you would retopo then add mouth cavity in 3d software. Then bring back to zbrush and reproject. then subdivide to continue sculpt, but then use the unsubdivided version of retopo'd mesh as the low poly for baking.
My five cents 1) sculpt faces with the mouth semi open and or use blendshapes 2)have a 100% topology animator/rigger approved mesh with all the polygroups in their place 3) use zwrap, and you´ll save hours of work
I love the fact your tutorials are directed towards what will actually help students get better
Thanks i would love to see a good workflow on how to handle this correct from the beginning and with the context of retopo and baking. Have never found a good video on this.
completely agree! i'm trying to learn zbrush on my own and its really hard to find examples of a good workflow
Thank you so much for making this. I've been embarrassed trying to figure this out on my own and utterly destroying the mouth of my sculpts. While in school none of my teachers ever bothered to talk about this, they just expected you to do it. And I felt very judged when I did ask about it. Thank you for this detailed tutorial and sharing your knowledge!
Glad to hear it’s helpful! It’s funny how many weird details like this are often overlooked or deemed not worth teaching/talking about. One for me that comes to mind is how it seemed like everyone just understood how to handle geo from marvelous designer to zbrush meanwhile I felt like I had no idea what I was doing!
Aw dude, you’re just way too awesome.
This is actually some high tier knowledge and techniques which I’ve been looking for everywhere.
Your channel definetivly is one worth subscribing to and sharing
Awesome content! I’m turning 3D scans of clay sculpts into digital assets and this is exactly what I was stuck on. Thank you!
You're just outta this world, amazing content and I can't get enough comming back here! Just amazing!
Loving these little tips that can help workflow like hiding half the face to align the teeth better, thanks man.
Are you looking at my Google searches? I swear you make videos on the things people are actually confused about! Awesome work, man.
haha just a coincidence I swear!
awesome vid! this is by far the most elusive technique I needed to learn. it is so tricky if you don't know all of the controls/methods! thank you
Thank you! I used to add mouth bag during retopology, but highpolys do look much better if you add mouth bag when sculpting
For sure! I don't think either way is wrong just whatever works best for you or the character. I switch around sometimes depending on the circumstance
This was a massive help!! I had no idea where to start with creating the mouth cavity for a model I'm working on for school and this was exactly what I was looking for! Thank you so much!
thanks buddy 😊. I have been searching for this video almost 3 months,
I hope it helps!
Thank you for making vids about these niche topics, these are only covered when you actually worked in a company.
Please continue these videos and share with us your industry knowledge.
Cheers!
This video is what I have been looking for 👍. Thank you for making this video
you deserve 100x better views and subs man, you're a legend
Buddy, how amazing of you to share this knowledge. It's practically a MASTERCLASS in 20 minutes. It's amazing, I thank you so much for this technique and I will definitely use it!
Have A Nice Day 👍
Thanks Honk! Happy to hear people find it useful!
this helped loads, thank you!
great method using the zmodeler, i've been doing the boolean way of having a "mouth cavity balloon" then zremesh and keep polygroups as another way hehe
I can tell this is a great channel already.
You are a massive help to the CG community. Thank you bro
Thank you Phil! Glad the videos are helpful
Thanks Mate for great tutorial🦾
This is awesome, Eric! Thank you so much for making this tutorial! I've started modelling characters a couple of months ago and I've been struggling to find an actual guide for doing the insides of the mouth. I'm definitely looking forward to your next videos!
Thank you! Now I became a God of Gameready Creators ) ! waiting your next tutorial anyway
Woow very cool video, thank you for sharing this kind of stuff!!
YOU SAVED ME OH MY GOD
Thank you just what I was looking!
Thank You So Much! Brilliant!
Really handy stuff
Thank you so much for this!
You helped me so much!!!
Hey Man I just subscribe to your channel..
Top notch quality
Keep it up man
Can't wait For next video
Thanks Clorox love your products
I hope u be the next jhill. Or even better
great video!
Hello Eric (Hart) - Do you have a full The Making of this character, It'll be nice to see how he was created. Thanks
Hery helpfull tips, thank you! 😊
Great video!!!
You are the best! thank you so much for this tutorial
8:52 (is just for me, tomorrow i know where i have to continue the video
Great video, Eric. You have a new subscriber
That’s awesome. Thanks Silver!
Great tutor
For game design, do you typically use blend shapes for a temporary open mouth position to run your bakes? What about things like gums and teeth, do you just use a model explosion?
When it comes to game ready models, do you sculpt the faces with an open mouth in order to have an easier time during retopology or you add the mouthbag while creating the low-poly itself? I'm struggling to find what would be the best method in that regard.
It's definitely tricky! It will vary from artist to artist but typically I like to model with the mouth closed since that helps the face look most natural. When I'm ready to retopo I might add a layer and slightly open the mouth just enough that's it's easier to work around those hard to reach areas. Then on the lowpoly you can go back and reclose the mouth or create blend shapes for expressions. Having it slightly open is often easier for baking as well.
@@hartgameart Thank you so much, man!
Thank you very much to create this tutorial I really was wondering how the heck do I do that HAHAHA... now I need to, understand what tools are that omg why zbrush is so complex ??😭😭😭
Please tell us how to correctly bake a maps for character with mouthCavity in Marmoset or Substance for example!?🙏
This was exactly what I needed, thank you!
(Also ur cute af)
cool vid man
Dude this is amazing!!! Are you planning to do those hair videos?
I do still need to upload the full hair time-lapse I'll try to do that in the next couple days. I'll definitely be doing more hair videos in the future too!
Thank you for this guide! But I’m still confused about how to retopologize and bake it, because the space between lips is too tight for Marmoset (which I use).
That's always a tricky area! Sometimes you can adjust the values on your cage just enough to avoid it, or in marmoset's case you might have to play with painting and offset/skew on the low poly. If none of that works sometimes you just need to go back and open the mouth ever so slightly to bake and then you can close it against after you bake. I've also seen people invert their mesh to bake and then flip the channels after but I haven't tried that myself, I typically stick to one of the other two options
@@hartgameart Never heard about inverting a mesh for this... Thank you, I will experiment on in)
LET HIM COOK! :D
Your the Indian youtuber who always has a vid
How did you get to see the back of your faces?
I can't see the back of my lips after isolating them
Is this needed only for sculpts you want to animate/have multiple shape keys. If i simple want a static pose of a smiling male i can just dig into the mouth and add something there?
You're absolutely right. If you just have a specific static sculpt or pose you're going for you can just dig in enough to place teeth and really shouldn't have any issues. This is more for a production-ready model or a model you want to have more flexibility with.
@@hartgameart okay thanks, love your content by the way! Just wanted to be sure since im still in the learning phase and its important to me i understand the 'why' just as much as the 'how'
Noice
So all this has happened before you have actually done a proper retopology in 3d software? I thought typically you would retopo then add mouth cavity in 3d software. Then bring back to zbrush and reproject. then subdivide to continue sculpt, but then use the unsubdivided version of retopo'd mesh as the low poly for baking.
It’s up to you really. There is lots of different ways to handle it. This is just one option! What you described it totally viable too
@@hartgameart Ok gotcha. Thanks bro!
My five cents
1) sculpt faces with the mouth semi open and or use blendshapes
2)have a 100% topology animator/rigger approved mesh with all the polygroups in their place
3) use zwrap, and you´ll save hours of work
Great content, very helpful! I would say work on the tone and energy of the vocal deliverance, very monotone. Otherwise very technically sound!
I think it's no a extremely niche topic, people just lazy.