Hey, thank you for the great tutorial. I would like to add that you can control the direction of curling (spiral brush, 20 min) by holding Alt button - so you do not need to change your point of view for that. And also - to move hair strands separated by polygroups you can just use move topological brush, so you do not need to change automasking settings for the move brush.
The GREATEST hair tutorial for zbrush, so far (better than danny mac tutorial) !!! Thanks a lot, I was looking for this king of tutorial for while !!!! I suscribe !
Finally I found a tutorial about hair that is REALLY helpful. Love how you also explain which buttons you press to get to your desired results. Really good tutorial. Thank you so much.
At 25:39 you learn how to move individual pieces of hair clumps by polygroups. To do this you need to first clear the mask, otherwise you can't select individual groups by clicking them. It took me a while to figure out why it didn't work, so wanted to share.
I am SOOOOOO happy that I found you! This helped me a lot! I would love to see you do a video on long hair, since there are some aspects I'm having trouble with.
hi, little late to the party, but regarding the point about using the Spiral brush to twist the ends of a mesh for a better curvature @19:42, instead of turning the whole mesh around to tackle it from the back, there's an alternative: hold down Alt while you apply the Spiral. This will cause the spiral to run anticlockwise instd of clockwise (if you have Zadd toggled on).
As long as the subtool does not have subDivisions, activate the translate gizmo and while holding CTRL, drag one of the translate handles to move the subtool. It will leave the current location add a copy wherever you move the new object. This is a quick way to duplicate objects.
That's a good idea. I certainly can make a video on custom brushes. But note that the brushes I used in this video are created by different artists. There is a link to them in the desciption.
@@junki9718 On the right side bar there should be a button called "solo". This will hide any other subtools. I have it set to the hotkey ; because it's so useful. But I forgot to say how I do that!
Just curious to know, do you know that your tutorials have been subtitled in Chinese and are uploaded in a chinese website? I mean did you give permission to any chinese company ? or is that simply breach of rights ?
@@sculptZ Kindly give me your mail id, I will send you the link there as I do not want to want to publicly disclose it. Then you can take any steps against them if you want
I have a question and I will be really grateful if anyone can help with this... When I try to mirror the eye to the other side of the face using mirror and weld.. It says object contains no polygons and even when I try to use just mirror, it still don't work.
My best guess is that the axis that is being mirrored on isn't correct. The default is the X axis, try switching it to Z (or even Y, though that's less likely.) There is tiny xyz letters don't he mirror and weld and mirror buttons. Turn on the Floor and see which direction you're actually trying to mirror. Sometimes the direction isn't what you'd think.
The multimesh selector should be at the top of your UI. It may be that the brush you are using doesn't have different meshes to choose from, and that is why it is not showing up. You may also use the hotkey "M" to bring up the menu where your cursor is.
There isn't a default hotkey to go into solo mode to isolate a subtool. I created my own hotkey for this, which I set to the ; key. You can create this hotkey or a different key very easily. The solo button is on the right toolbar. Hold down Ctrl+Alt and click on the "solo" button on the right followed by the hotkey you want to see it to. Then it should be set. You'll want to save your new hotkeys for later though. Got to Preferences>Hotkeys> Store to keep it for next time.
Do you know how one would go about UV Mapping this type of hair? I’ve been trying different methods and it’s all been really difficult for me. This tutorial is great though !
Thanks for the tutorial, looks great on my model but when I bpr render. It shows dirty messy shadows all on the face. When I render without the hair subtool. the bpr render comes out fine
That is strange. The hair subtools shouldn't be causing any messy shadows. Perhaps is a setting in your bpr render. I would try resetting your bpr setting to check if it's something in the settings. Go to the menu Render>Lightbox RenderSet and then scroll until you find Default (or try other presets). That'll give you a clean slate to work from.
hi anyone knows how you go back to another hair to edit?....after I've done the second strand of hair i don't know how to go back to the first one to do some adjustments , thanks for the future replies...
In the subtool menu, under "Split" use the split masked point or split unmasked points. Make sure the base mesh is masked first and it will separate the masked base mesh from the curves into different subtools
i create a hair mesh and crease it then i use frame mesh> creased edges. now when i apply hair brush some of the creased edges strats from hair root and some straats from hair end. plz help
So, unfortunately, there isn't a way to select a single curve and flip its direction. You can flip the direction, but it will clip all of the curve lines created along the creased edges. To flip a curve use the menu Stroke>Curve Modifiers>Curve Falloff and use the fH button to flip horizontally. Then click on the curve to update it. But again, it will do this for every single curve. A workaround is to create two versions of the curves as separate subtools and delete the ones in each that are incorrect until they all go the correct direction. Another method would be to delete the curves that are going the incorrect direction before applying the curve. If you activate Zmodeler brush and hover over a curve, it will have context specific options for curves. The default is to delete a curve. With Zmodeler you could delete the curves that are going the incorrect direction. Apply the curves, and do the same thing for the opposite direction using the fH option in stroke. Both are not the best workflows, but it would accomplish the goal.
Such a great tutorial, thank you for this! ♥ I have a few issues though: I still have a standalone curve from the makkon brush, even after I made modifications, merged subtools, etc... Also, when drawing another hair strand, sometimes the curve merges with the previous one! Another thing is that sometimes, it's like the brush went to another mode and even if I change the brush size and click the curve to update the hair strand, nothing happens. Last problem, sometimes the hair strands don't act as expected, I mean, it's like their were rotated on the side instead of flat on the base surface... Please, help? :(((
Glad you found it useful! 1) I think you mean by standalone curve, it's not separate polygroups. To create separate polygroups, go to Tools>Polygroups>Auto Group. This will make any manifold or whole separate geometry into a separate polygroup. It Then use mask by polygroups in Brush>Auto Masking>By Polygroups slider to 100% to move these individual polygroups around. 2) If the hair strand is merging with the previous hair strand, the curve might still be active. If you still see the red and black dash mark at the center of your stroke, the curve is still active. Delete the curve so you can start a completely new curve. To delete a curve, simply single click on the mesh, but not on the curve or newly created hair strand. 3) Perhaps this other mode the curve is going into is when the curve is deleted like mentioned above. Is the red and black dash line still there? If not, the curve was deleted. Undo until you see that dashed line again and try changing the brush draw size then. Another thing is if the brush draw size is blue when you change the size, that's the manipulator and not the curve draw size. Make sure the brush cursor is red, then change the draw size. 4) The hair strand snaps to the surface normal of wherever you first started the curve on. This means that if the initial click points polygon was facing to the side, the curve angle will also be facing that direction. Sometimes it's hard to see the direction change on tiny surface changes. Smooth out the surface you're using as a starting point and try the curve again. And other times the curve just isn't perfect at figuring out the correct angle to start. :) Nothing really to do about this but to undo and start a new stroke at a different point.
Let me ask you a technical question. How did you manage to make the boxes for brushes, materials, dots and such so small? I need to make such space like you have please...
You can change the size of your UI buttons. Preferences>Interface>UI> and turn off "wide buttons". Then adjust the slider for the button size. These changes won't take effect until you restart ZBrush though.
@@mandlawi 38 is the smallest it will go. I'd say your screen resolution will be the only other way to get smaller UI than that. There are some other tricks in this video if you'd like to try them out as well. ua-cam.com/video/sosnKCD-ePM/v-deo.html&feature=emb_logo
good stuff. I am just getting stuck when I try to zremesh, the ends of the curves always mess up. Looks like I'll be stuck with the 40k poly hair for this model lol.
If you draw out a new curve, it should have a separate polygroup. However, if you duplicate the curve, it will have the same polygroup as the source. So what I do to separate all strands of hair into their own polygroup after the hair is placed, is in the tools palette on the right go down to Polygroup subpalette and use "Auto Group." This button will separate all manifold geometry into their own polygroup.
2 Things affect the hair placement. 1st, in Brush>Depth>imbed slider will determine how inset or above the mesh the hair will start. up the sider to positive 100 so it doesn't sink into skull. 2nd determines if the hair follows the background meshes contours all the time, or only when you start the hair. For the hair I like to have each strand follow the contour the whole time. to change this setting: Picker>Depth> and set it to "Const Z". To only sample the depth at the first stroke and then just use screen space flat, change it to "Once Z"
Awesome tutorial, I just have one question. How do you retopo this type of hair for animation, if you don't intend on moving it much? I am having trouble adding squares on everyu strain of hair which is poking out.
You can make the strands of hair thicker by increasing the brush size by hitting the “S” and increasing the brush size. Or use the space bar and increase brush size.
Each new hair strand you make will use the same polygroups the brush was originally created with. In order for each new strand to be its own new polygroup, you must use Auto Group. In the palette Tool>Polygroups>"Auto Group" button will automatically group manifold geometry, each surface that is one mesh will be separated into its own group.
damn that bend modifier is awesome. glad you like the brush, thank you for showcasing it!
Thank you for making an awesome brush!
wow this has been so much more helpful in understanding curves than many of the other curve tutorials of watched
Hey, thank you for the great tutorial. I would like to add that you can control the direction of curling (spiral brush, 20 min) by holding Alt button - so you do not need to change your point of view for that. And also - to move hair strands separated by polygroups you can just use move topological brush, so you do not need to change automasking settings for the move brush.
Thanks! I did not know you could that, but that makes sense.
за кисти реально благодарочка, греванула прям от души душевно в душу
The GREATEST hair tutorial for zbrush, so far (better than danny mac tutorial) !!!
Thanks a lot, I was looking for this king of tutorial for while !!!!
I suscribe !
This bend function is so powerful, it is good to see the control of the hair mesh!!
Finally I found a tutorial about hair that is REALLY helpful. Love how you also explain which buttons you press to get to your desired results. Really good tutorial. Thank you so much.
You are life saver thnk u for the brushes and the video! You can not possibly imagine how much i needed this :)) Thank you so much.
At 25:39 you learn how to move individual pieces of hair clumps by polygroups. To do this you need to first clear the mask, otherwise you can't select individual groups by clicking them. It took me a while to figure out why it didn't work, so wanted to share.
thankyou for share your idea
3 years later and still a great tutorial, thank you!
Great tutorial. I've been finding it difficult to even get a good start with designing hair, but you walk through every step very well. Great job!
amazing video, been looking for hair modeling everywhere and none made happy 'til there was you....
I am SOOOOOO happy that I found you! This helped me a lot! I would love to see you do a video on long hair, since there are some aspects I'm having trouble with.
Best hair tutorial around youtube
I second the texure tutorial for this type of hair. This video was so great and thorough. I appreciate your content.
Excellent tutorial!! Thank you for showing us your process and being so detailed! Great video!!
Januard Palejo I’m a little jelly.
I wish I actually learned stuff like this at university, I feel so behind. Thank you for this.
Same. We barely did anything with zBrush besides basic 3D modeling classes but never went into stuff like this.
This tutorial was so helpful! I had that issue with the Makkon brush and not knowing about the continuous Z issue-it was driving me insane-THANK YOU!
This is literally the best hair tutorial I've ever seen. I wanna hit that like button a thousand times!
hi, little late to the party, but regarding the point about using the Spiral brush to twist the ends of a mesh for a better curvature @19:42, instead of turning the whole mesh around to tackle it from the back, there's an alternative: hold down Alt while you apply the Spiral. This will cause the spiral to run anticlockwise instd of clockwise (if you have Zadd toggled on).
You have some great videos ! I hope you continue to upload more tutorials
oh thank you thank you thank you so so so much!! i cant emphasize enough how helpful this was to me
This is the best tutorial of zbrush I ever watch !
With the Spiral Brush, you can press and hold ALT, and you get opossite side of spiral. Thanks for the tutorial :)
Thanks, I never thought about trying that!
this makkon hair brush is amazing. thank you so much
Man this turorial is fantastic! You saved my life!
This is such a great tutorial! Straight forward and concise, thank you so much
Thank you for showing such a great flow to work with hair and thank you again for brushes as well.
Excellent! Hair is so hard and you have it down, thanks for sharing
yep..its really hard part for me too. I wish fibermesh was more easy to use
I'm so sad that she doesn't upload video anymore...
Wow! this was amazing! Good luck♥
Everything I was hoping for and more. Thank you for making this!
This is how I usually do my stylized hair. I was wondering though if there's a way to use fibermesh for stylized hair?
Best hair tutorial so far, very simple and effective. Thanks
Great video, thank you for sharing your techniques with us!
Great tutorial. You are a geat teacher. As a couple of people have mentioned here, is there a way to easily uv map hair tubes?
Thanks for sharing your techs,helps me so much!
Thank you very much for the Brushes 💖💖💖💖💖💖💖
CARI!?
NO WAY!!!! :)
Been a long time, I hope you're doing well! Great video, I learned a lot!
Hey Jesse!! Yeah it has, how's it going? Thanks, glad you found it useful!
@@sculptZ Going great! Keep up the awesome work!
I really liked this tutorial! The shortcut tips and other tips were all very useful thanks :)
How to copy-past object? pls, i need to know how to 22:54
As long as the subtool does not have subDivisions, activate the translate gizmo and while holding CTRL, drag one of the translate handles to move the subtool. It will leave the current location add a copy wherever you move the new object. This is a quick way to duplicate objects.
@@sculptZ , thank you very much. omg this so easy, i broke my eyes and brain while i was trying to do this myself.
Kiss your lips :3
Thanks you so much! hope you make more tutorial like this in the future it really help me a lot
Can you make a video about how you make your custom brushes
That's a good idea. I certainly can make a video on custom brushes. But note that the brushes I used in this video are created by different artists. There is a link to them in the desciption.
This tutorial is incredible. thank you so much!
I’m confuse with 15:40 my extra dot is not occurring
Pull the orange cone to add more dots. the orange/yellowish cone controls how many dots there will be.
@@sculptZ okay thank you, one more thing how do I hide a object. Because when you made ur head disappear so you could twist it I was very confused?
@@junki9718 On the right side bar there should be a button called "solo". This will hide any other subtools. I have it set to the hotkey ; because it's so useful. But I forgot to say how I do that!
@@sculptZ okay thanks for the help
What a great tutorial!
oh my god, i recalled myself making all the hairs in maya with a cube then i found this zzzz great tutorial btw thats very awesome
Just curious to know, do you know that your tutorials have been subtitled in Chinese and are uploaded in a chinese website? I mean did you give permission to any chinese company ? or is that simply breach of rights ?
I was not aware of that no. Thanks for bringing it to my attention!
@@sculptZ Kindly give me your mail id, I will send you the link there as I do not want to want to publicly disclose it. Then you can take any steps against them if you want
GREAT I LOVED THIS TUTORIAL! SO CLEAR THANK YOU!
Wow! Just what I needed. Thank you!
I have a question and I will be really grateful if anyone can help with this... When I try to mirror the eye to the other side of the face using mirror and weld.. It says object contains no polygons and even when I try to use just mirror, it still don't work.
My best guess is that the axis that is being mirrored on isn't correct. The default is the X axis, try switching it to Z (or even Y, though that's less likely.) There is tiny xyz letters don't he mirror and weld and mirror buttons. Turn on the Floor and see which direction you're actually trying to mirror. Sometimes the direction isn't what you'd think.
how can you modify later the hair that you have already put on? It wont let me
Hey, where can I change the shape of my brush like you did at 3:05? I can't find that table of different selections.
The multimesh selector should be at the top of your UI. It may be that the brush you are using doesn't have different meshes to choose from, and that is why it is not showing up. You may also use the hotkey "M" to bring up the menu where your cursor is.
Thank you...! Amazing tutorial...!
Thanks so much for this tutorial, it really helped me improve!
Hi ! I'd like to know what shortcut did you use ate 25:24 for isolating the base ? Thanks ! (great video, byw ;) )
There isn't a default hotkey to go into solo mode to isolate a subtool. I created my own hotkey for this, which I set to the ; key. You can create this hotkey or a different key very easily. The solo button is on the right toolbar. Hold down Ctrl+Alt and click on the "solo" button on the right followed by the hotkey you want to see it to. Then it should be set. You'll want to save your new hotkeys for later though. Got to Preferences>Hotkeys> Store to keep it for next time.
@@sculptZ Thanks !!
Do you know how one would go about UV Mapping this type of hair? I’ve been trying different methods and it’s all been really difficult for me. This tutorial is great though !
DE = Dylan Ekren, if anyone was wondering. Amazing artist!
Thanks for the tutorial, looks great on my model but when I bpr render. It shows dirty messy shadows all on the face. When I render without the hair subtool. the bpr render comes out fine
That is strange. The hair subtools shouldn't be causing any messy shadows. Perhaps is a setting in your bpr render. I would try resetting your bpr setting to check if it's something in the settings. Go to the menu Render>Lightbox RenderSet and then scroll until you find Default (or try other presets). That'll give you a clean slate to work from.
first link isnt working. der link itself works but if u want to download it, ist not working
thx u so much one of the best tuto for hair :)
how to isolate from those hair and base mesh can someone tell me @@ ?
hi anyone knows how you go back to another hair to edit?....after I've done the second strand of hair i don't know how to go back to the first one to do some adjustments , thanks for the future replies...
Hey..how do you separate the hair from the base mesh i cant figure it out
In the subtool menu, under "Split" use the split masked point or split unmasked points. Make sure the base mesh is masked first and it will separate the masked base mesh from the curves into different subtools
Absolutely incredible!
Amazing workflow thank you , you saved me today :3
I have a couple of questions. Is this type of hair creation suitable for a game dev and how can I unwrap it?
Love it....thanks for sharing the sources...you rock..!!
I had to comment. This is great, thank you for posting.
How do I make this game ready? Do I just do something with Zremesh to lower the poly and bake normals?
i create a hair mesh and crease it then i use frame mesh> creased edges. now when i apply hair brush some of the creased edges strats from hair root and some straats from hair end. plz help
So, unfortunately, there isn't a way to select a single curve and flip its direction. You can flip the direction, but it will clip all of the curve lines created along the creased edges. To flip a curve use the menu Stroke>Curve Modifiers>Curve Falloff and use the fH button to flip horizontally. Then click on the curve to update it. But again, it will do this for every single curve. A workaround is to create two versions of the curves as separate subtools and delete the ones in each that are incorrect until they all go the correct direction. Another method would be to delete the curves that are going the incorrect direction before applying the curve. If you activate Zmodeler brush and hover over a curve, it will have context specific options for curves. The default is to delete a curve. With Zmodeler you could delete the curves that are going the incorrect direction. Apply the curves, and do the same thing for the opposite direction using the fH option in stroke. Both are not the best workflows, but it would accomplish the goal.
Such a great tutorial, thank you for this! ♥
I have a few issues though:
I still have a standalone curve from the makkon brush, even after I made modifications, merged subtools, etc...
Also, when drawing another hair strand, sometimes the curve merges with the previous one!
Another thing is that sometimes, it's like the brush went to another mode and even if I change the brush size and click the curve to update the hair strand, nothing happens.
Last problem, sometimes the hair strands don't act as expected, I mean, it's like their were rotated on the side instead of flat on the base surface...
Please, help? :(((
Glad you found it useful!
1) I think you mean by standalone curve, it's not separate polygroups. To create separate polygroups, go to Tools>Polygroups>Auto Group. This will make any manifold or whole separate geometry into a separate polygroup. It Then use mask by polygroups in Brush>Auto Masking>By Polygroups slider to 100% to move these individual polygroups around.
2) If the hair strand is merging with the previous hair strand, the curve might still be active. If you still see the red and black dash mark at the center of your stroke, the curve is still active. Delete the curve so you can start a completely new curve. To delete a curve, simply single click on the mesh, but not on the curve or newly created hair strand.
3) Perhaps this other mode the curve is going into is when the curve is deleted like mentioned above. Is the red and black dash line still there? If not, the curve was deleted. Undo until you see that dashed line again and try changing the brush draw size then. Another thing is if the brush draw size is blue when you change the size, that's the manipulator and not the curve draw size. Make sure the brush cursor is red, then change the draw size.
4) The hair strand snaps to the surface normal of wherever you first started the curve on. This means that if the initial click points polygon was facing to the side, the curve angle will also be facing that direction. Sometimes it's hard to see the direction change on tiny surface changes. Smooth out the surface you're using as a starting point and try the curve again. And other times the curve just isn't perfect at figuring out the correct angle to start. :) Nothing really to do about this but to undo and start a new stroke at a different point.
@@sculptZ Thank you very much for taking the time to answer my questions! :) This helps a lot!
Thank you so much for this tutorial!
Let me ask you a technical question. How did you manage to make the boxes for brushes, materials, dots and such so small? I need to make such space like you have please...
You can change the size of your UI buttons. Preferences>Interface>UI> and turn off "wide buttons". Then adjust the slider for the button size. These changes won't take effect until you restart ZBrush though.
@@sculptZ Button size 38 is the lowest one but still too large if i compare it to your screen. how to make it even smaller than 38?
@@mandlawi 38 is the smallest it will go. I'd say your screen resolution will be the only other way to get smaller UI than that. There are some other tricks in this video if you'd like to try them out as well. ua-cam.com/video/sosnKCD-ePM/v-deo.html&feature=emb_logo
how do u get that( menu)when u press bend curve at 15:08?
While the move gizmo is activated, click on the gear icon right above the gizmo.
@@sculptZ i dont have the new gismo version. is their a way in the menu bar?
@@kairus1 Unfortunately no, this is a feature of the new gizmo that comes with 4R8. Without the gizmo, it's not available
@@sculptZ i just upgraded free so everything should be fine Awesome!
Thank you sm! Really helpful 🙌🏼💜
good stuff. I am just getting stuck when I try to zremesh, the ends of the curves always mess up. Looks like I'll be stuck with the 40k poly hair for this model lol.
best hair tutorial!
thank u so much share!!the brushes is great!video also wondful!
Thank you! And I like your voice
this can use for animation? i mean,can the hairs move such as when wind blow~ and which is easier, use zbrush or bezier? i'm newbie
Could you please describe how you got each strand in it's own polygroup? I must have missed that part. Thanks, love the video btw.
Never mind. Found it. :) Again, thanks for the video. Extremely helpful.
If you draw out a new curve, it should have a separate polygroup. However, if you duplicate the curve, it will have the same polygroup as the source. So what I do to separate all strands of hair into their own polygroup after the hair is placed, is in the tools palette on the right go down to Polygroup subpalette and use "Auto Group." This button will separate all manifold geometry into their own polygroup.
At 23:13 how come hairs go into my skull and urs sit perfectly on top
2 Things affect the hair placement. 1st, in Brush>Depth>imbed slider will determine how inset or above the mesh the hair will start. up the sider to positive 100 so it doesn't sink into skull. 2nd determines if the hair follows the background meshes contours all the time, or only when you start the hair. For the hair I like to have each strand follow the contour the whole time. to change this setting: Picker>Depth> and set it to "Const Z". To only sample the depth at the first stroke and then just use screen space flat, change it to "Once Z"
Awesome tutorial, I just have one question. How do you retopo this type of hair for animation, if you don't intend on moving it much? I am having trouble adding squares on everyu strain of hair which is poking out.
Thank you.. really useful tutorial.
Thank you so much!!! This video help me a lot!! 😁
What time you do it ?
Very nice work men
really beautiful!!
Thanks! Beautiful voice.
とても勉強になりました!
一つ質問なのですがブラシの厚みを持たせるにはどういった操作をすればよいのですか?
よろしければご助言お願いします。
You can make the strands of hair thicker by increasing the brush size by hitting the “S” and increasing the brush size. Or use the space bar and increase brush size.
When I make a new strand of hair it doesn't add it to a new polygroup, what am I doing wrong?
Each new hair strand you make will use the same polygroups the brush was originally created with. In order for each new strand to be its own new polygroup, you must use Auto Group. In the palette Tool>Polygroups>"Auto Group" button will automatically group manifold geometry, each surface that is one mesh will be separated into its own group.
Incredible! Thank you so much!
i wonder what shortcut do you use when you reselect another hair curve to maintain the direction, (the time you speed up the video)
Anyone know how I could UV this hair?
Great Tuto!! help a lot!
btw what is the music at 29:50 :o
Great Tut!! Thanks a lot!!
Thank you for sharing, it helped me a lot
Awesome! Thank you!
can u texture it? it would be really helful if u do so.. i want to know ur way..
Could you please make video how implement eyes on model like this?