This is just the perfect video and shows why you’re such a great teacher. Good speed, thorough explanations, different approaches so we learn more, but above all, love how you address issues your students might run into. You’re the best! Thank you.
Thx Michael. If you want to conform a low-poly mesh to a high-res mesh (conform zremesh to dynamesh) what features and options do you have? Any recommendations or videos to this subject? Thx a lot and keep rocking! 🙏🏻
@@MichaelPavlovich Thx Michael, appreciate it. Hmm, I guess I was thinking about something like Zwrap. I found this video here: ua-cam.com/video/-IxHfOi87FM/v-deo.html I was hoping something like this would work with Zbrush Vanilla? In Blender I found something similar, using the ShrinkWrap Modifier. I am just not sure if there is a Zbrush feature or workaround that would do a similar job? The issue I am running into: I need to convert high-res characters to max 5k active points in zbrush. Zremesher works not too bad, unless I need a bit higher resolution for areas, like the eyes, mouth, nose, ears. Because of the extreme low-poly constraint (for mobile games) the face doesn't have a lot of polygons, and when lowering the zrmesh target count, the low-res mesh deviates too much from the high-es mesh. As a result, the the bake fails. I was testing the Zwrap Plugin a while back ago, with pretty good results, but was hoping I was missing a feature that already comes with Zbrush, without the need to buy that plugin. I hope that explains a bit more what I am looking for. Again, thanks a bunch for all your great videos and keep rocking!
@@LordYodel Yes, the easy answer is the ZWrap plugin or Wrap2020 (or whatever version is out now), plot points, let it do the heavy lifting for the primary and secondary volumes, then grab details with history project. If you have lots of free time and patience, and a few hundred bucks won't pay for itself as a tool, you can also manually mush a base body into place: ua-cam.com/video/n5_cZK-9peg/v-deo.htmlsi=CEtwOaZAlf1XCM-u&t=3031 and/or use the cloth deformer to snap a base mesh to body topology: ua-cam.com/video/iAy8PhnKswE/v-deo.htmlsi=0HNF3163hP6l7avf&t=2 ; there's also other plugins that'll do similar wrap functionality for the CC base mesh in particular, but I still end up doing a refine pass with ZBrush and projection: ua-cam.com/video/4TTEJ8tC9Xc/v-deo.html
Hello Michael, Thx for the great video ! It is very useful indeed. Let me ask: Is there any way to wrap a cylinder all around with a low relief flat subtool, that is genereted with an alpha which was created from a bitmap image? As you shown; overhangimg parts creat an awkward result...
quite a few ways to do that - if you can fit the alpha to the objects UVs, just bring in as a displacement map and apply the height, or use UV > Morph UV, apply sculptural changes to your object while it's flat, then morph it back to it's cylindrical shape. If you can't use UVs, you can always make your sculptural changes to a plane, and use gizmo deformers to make it into a cylindrical shape, etc....
Thank you sir, thank you. Can you please do a video explaining the curve features, like how to make a curve brush and the settings required in zbrush. Also maybe explain the curve settings in the stroke menu. Thank you sir.
My guess is if you would want to have those letters embedded you would have to put them in a separate subtool and use live Boolean? like if you would want to 3d print the model? Thanks for your videos!
Yeah but live boolean is only a preview, if you want an actual mesh, you can put the subtools into a folder, and do a "boolean folder". It's going to boolean the pieces into a new subtool while keeping the original subtool intact, quite useful.
This is awesome, but would have been super useful a few weeks ago when I did 2 characters with badges XD. The only clean way ( cloth isn't really clean ) to conform the badges I knew of was using the Zproject brush and project a flat lowpoly model, and then extrude the pieces of the badge to give volume, which was a waste of time. Zbrush has so many options and 12 000 ways of doing a single thing, it's hard to know what all these menus, buttons and sliders do, even after 15 years.
This is just the perfect video and shows why you’re such a great teacher. Good speed, thorough explanations, different approaches so we learn more, but above all, love how you address issues your students might run into. You’re the best! Thank you.
Magnificent , thanks.
Very informative. As always.
Bro... so so helpful. I love your multi-faceted approach, thanks.
Dude you're a life saver.
Ohhhh this one looks juicy! Love your work Mike
such a cool video, always learning new things on your channel.
Thank you very much for what you doing!!!
Very interesting !
Thank you . I love it
Amazing. Thank you so much.
great tutrial
Great video! It's funny, I was wondering how I would do this last night.
That is so cool and so useful
Holy shit what a great tutorial! Thank u so much! Thank u for sharing this stuff
Amazing
Thx Michael. If you want to conform a low-poly mesh to a high-res mesh (conform zremesh to dynamesh) what features and options do you have?
Any recommendations or videos to this subject? Thx a lot and keep rocking! 🙏🏻
The ZRemesh result should be pretty close to the high poly mesh, so probably something like this: ua-cam.com/video/zRQD3HkQ92E/v-deo.html
@@MichaelPavlovich Thx Michael, appreciate it. Hmm, I guess I was thinking about something like Zwrap. I found this video here: ua-cam.com/video/-IxHfOi87FM/v-deo.html
I was hoping something like this would work with Zbrush Vanilla? In Blender I found something similar, using the ShrinkWrap Modifier.
I am just not sure if there is a Zbrush feature or workaround that would do a similar job?
The issue I am running into: I need to convert high-res characters to max 5k active points in zbrush. Zremesher works not too bad, unless I need a bit higher resolution for areas, like the eyes, mouth, nose, ears.
Because of the extreme low-poly constraint (for mobile games) the face doesn't have a lot of polygons, and when lowering the zrmesh target count, the low-res mesh deviates too much from the high-es mesh. As a result, the the bake fails.
I was testing the Zwrap Plugin a while back ago, with pretty good results, but was hoping I was missing a feature that already comes with Zbrush, without the need to buy that plugin.
I hope that explains a bit more what I am looking for. Again, thanks a bunch for all your great videos and keep rocking!
@@LordYodel Yes, the easy answer is the ZWrap plugin or Wrap2020 (or whatever version is out now), plot points, let it do the heavy lifting for the primary and secondary volumes, then grab details with history project. If you have lots of free time and patience, and a few hundred bucks won't pay for itself as a tool, you can also manually mush a base body into place: ua-cam.com/video/n5_cZK-9peg/v-deo.htmlsi=CEtwOaZAlf1XCM-u&t=3031 and/or use the cloth deformer to snap a base mesh to body topology: ua-cam.com/video/iAy8PhnKswE/v-deo.htmlsi=0HNF3163hP6l7avf&t=2 ; there's also other plugins that'll do similar wrap functionality for the CC base mesh in particular, but I still end up doing a refine pass with ZBrush and projection: ua-cam.com/video/4TTEJ8tC9Xc/v-deo.html
@@MichaelPavlovich thank you 🙏🏻 so much Michael!!!
Hello Michael, Thx for the great video ! It is very useful indeed. Let me ask: Is there any way to wrap a cylinder all around with a low relief flat subtool, that is genereted with an alpha which was created from a bitmap image? As you shown; overhangimg parts creat an awkward result...
quite a few ways to do that - if you can fit the alpha to the objects UVs, just bring in as a displacement map and apply the height, or use UV > Morph UV, apply sculptural changes to your object while it's flat, then morph it back to it's cylindrical shape. If you can't use UVs, you can always make your sculptural changes to a plane, and use gizmo deformers to make it into a cylindrical shape, etc....
@@MichaelPavlovich thanks again I will try so 🫶🏻
Thank you sir, thank you. Can you please do a video explaining the curve features, like how to make a curve brush and the settings required in zbrush. Also maybe explain the curve settings in the stroke menu. Thank you sir.
Dig through his videos, he's covered all of that already. Just type "Curve Brushes" in the search field of the video tab.
First time I've had to put Mike Pav on 1.5 speed.
My guess is if you would want to have those letters embedded you would have to put them in a separate subtool and use live Boolean? like if you would want to 3d print the model? Thanks for your videos!
Yeah but live boolean is only a preview, if you want an actual mesh, you can put the subtools into a folder, and do a "boolean folder". It's going to boolean the pieces into a new subtool while keeping the original subtool intact, quite useful.
Matchmaker brush looks oddly similar to Zproject brush.
THX :v
This is awesome, but would have been super useful a few weeks ago when I did 2 characters with badges XD. The only clean way ( cloth isn't really clean ) to conform the badges I knew of was using the Zproject brush and project a flat lowpoly model, and then extrude the pieces of the badge to give volume, which was a waste of time.
Zbrush has so many options and 12 000 ways of doing a single thing, it's hard to know what all these menus, buttons and sliders do, even after 15 years.
Thank you very much. You are very handsome.
s shattered glass island on the ground is more complete than ZBrush.
Thumb up if you still use 2023 perpetual and refuse to pay Maxon who ignore the perpetual sub