Zbrush artist talks about sculpting in Blender
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- Опубліковано 17 жов 2024
- I share my thoughts about sculpting in Blender after less that 10 hours of testing it with more than 10 years experience in Zbrush sculpting :).
All my courses on Udemy: www.udemy.com/...
My Artstation: www.artstation...
My Artstation marketplace: www.artstation...
"Blender's a little bit cheaper" The understatement of the millenium.
Haha came to comments to find this 😂
Funny joke though
maybe he bought add ons. lol
@@rodolflum3444 that's a totally fair point, but I think he mentioned that he was only using the stock program right now.
You're absolutely right that add-ons add up though.
Not really.
You take in the cost to time used ratio as well.
Blender is cheaper but without Zbrush I wouldnt be able to make $300 in 8 hours lmfao.
It's crazy how far Blender Only simps will trick themselves.
And for the record I use BOTH.
Hey Nikolay! Big fan of your videos and your courses (I've bought almost all of them that you've released on ArtStation so far), and since I've recently spent quite a while trying to get into Blender sculpting, I thought I'd leave a few tips for you here!
First thing, you might want to set one of your pen buttons to the middle mouse button so you can move the camera around more easily by holding it and moving
When in sculpting mode:
If you want to mask as in ZBrush, press B (for box mask) and drag out the box over the area you want masked or Ctrl + Shift + Left click for Lasso masking
Ctrl + I inverts the mask
F lets you change your brush size, Shift + F lets you change the brush strength/intensity in the same way. For some brushes, both strength and size pressure are enabled by default - you can disable one or both by clicking on the little circle icon with a pen touching the middle. If you want the pen pressure to determine the size, not the strength, disable strength pressure. I think that having both on isn't really optimal for most brushes
For remeshing, you can press Shift + R to set the size of the voxel remesh by moving left and right. It will show a rectangle in front of your currently selected object (marked by a chisel icon to its left on the outliner, and the grid size will determine the current voxel size, kinda like the Dynamesh slider in ZBrush). So Shift + R to set the voxel size, Ctrl + R to remesh immediately after
You can change your Matcap by clicking on the little white arrow below Options on the top right, then clicking the sphere. I like the default one, but you may find that another one is better for you
You can press the / key on your keyboard to zoom into the currently selected object and hide all others from view (lights, other meshes, etc), if you zoom out they'll still be hidden - this is useful if you want to focus on what you're sculting without having to manually hide or delete other objects from your scene. You can disable the automatic zoom it does in preferences too, by looking up / in Edit > Preferences > Keybinds > search for / and untick the "Frame selected" box
You can add a multires modifier from the object's modifier properties (blue wrench icon) to get the same thing as subdivision levels in ZBrush. The sliders in the modifier determine which level of subdividion you see in the viewport in other modes, in sculpt mode and in the final render. You can't remesh while that modifier is active though
If you're going to look into retopo in Blender in the future, I recommend trying out Retopoflow (Blender add-on) that you can download for free from the public Github repo, or pay around $70 if you also want to get tech support for it) as it's incredibly convenient
If you're looking for good blender sculpting tutorials, the FlippedNormals guys released a Sculpt in Blender - Quick start guide video on UA-cam around 4 months ago and they show a lot more stuff!
I hope this helps!
That post has pretty nice tips man :). Thank you. I will use some of them definitely. I will also mention some of them in my upcoming video about Sculpting in Blender and how to do it :).
@@SpeedChar When using Shift+R, hold Shift or Ctrl for better control. Also the tool Mesh filter is great for smoothing after retopology.
Why can't I copy and paste this! I need this in my notes!! Thank's so much for those tips
I have been using blender for a few years now, and you have already discovered things I did not know about or had not thought about using. I myself mainly use the clay brushes, never even touched the scrape one. You have inspired me to mess about a bit and try new things. I can't wait to see what you can do in blender once you learn a few things that I can tell you don't know yet.
My main takeaway from this video, is overall sculpting experience is more important than the program or medium you sculpt in. Knowing how to sculpt achieves more than knowing all the ins and outs of a program.
Absolutely. Doesnt matter what medium you will use - Clay, Zbrush or Blender. The skills matter :)
Hey! You can use shift+R and drag to change the resolution of the remesher! I agree it's it's not as intuitive as zbrush when you use the slider but the grid gives a nice representation. Also thanks for the videos they've helped me a lot!
Was going to say the same about shift+r 😊
Not as intuitive as Zbrush? I have never heard anyone call Zbrush intuitive. So that’s saying a lot.
@@DisgruntledPigumon in zbrush big number means more geometry in the dynamesh in blender a super small number with 3 zeros after the decimal point means more geometry in the remesher. Zbrush is bad with its interface and navigation not everything.
@@DisgruntledPigumon I think he meant on the remesher side, which indeed is more intuitive. But I fully agree that ZBrush is far away from anything intuitive.
@UCicP6Yj0PDydk23hZuCpMfA yeah when the UV's are in place or your using a basemesh but like to get proportions and secondary details in when you're making something from scratch or just doing a study sculpt remesh and dynotopo are better I think
"Woah what happened. My menus disappeared" describes the blender experience so well lol
So stoked to see you using Blender! When you remesh to higher polys, you can use the 'Mesh Filter' brush set to smooth which will smooth the mesh uniformly. Just an idea for you, love the videos, more Blender!! :)
love your random ramblings. I’m not even sculpting and had a great time
i cant watch all of it in one sit but just wanna say, ur tutotial a few years back help me stick to blender sculpting til now and im graceful
Probably good idea to use more up to date version of blender. It have had plenty of improvements in sculpting since 2.90. More masking options for example. 2.93 is latest stable and 3.0 is in beta so it will be out soon as well. Blender navigation is so focused on middle mouse click so it's good idea to bind it to side button of your stylus, in case you're not fan of using alt.
This is so exciting! I've been using your videos and sort of translating them into blender, but now that you're using blender I can finally see how you'd achieve your stuff in blender itself!
Thank you saved me a lot of time trying to browse videos for an actual working one
Blender sculpt forces you to work in the classic style of Zbrush multi-res low to high workflow. Part of what makes Zbrush great today is how many raw polys/pixols you can put on the screen and still have it move like butter. There are times when I'll still sculpt in Zbrush in the classical way(doing stylized cloth, for example) of faceted mesh > lv. 2 > lv. 3>denser mesh, but I like that Zbrush lets you treat the surface closer to real digital clay.
Ok i'm watching the full video and here are the notes for people to get used to blender.
Edit > perefence > keymap > pie menu on drag - will fasten your menu switching when you pres Tab
Shift Space - to access all your brush
Shift R - to change the resolution of the remesh
Ctrl R - to remesh the object
Ctrl shift and mouse click and hold - to create a lasso tool that will create a mask
For my part i map the middle mouse button to one button of my stylus so i can use ctrl to rotate and shift to pan
Ctrl Alt Q - to have a quad view of the object i like to have 2 3d viewport one where i sculpt and one where i have the quad view
Thank you, it was very informative! Besides, it's such a pleasure to watch artist at work
It does feel weird at first and difficult to reach the same sculpting quality going from Zbrush to Blender. Even the brushes that are supposed to be the same, work a bit differently, so it'll take some getting used to. Zbrush is still a lot better for sculpting than Blender, but I haven't really touched my main program 3dsMax in a long time. Blender feels great to work with for my other stuff, and I've been coding my own addons for it when I hit a problem, so even better and now I'm hooked. Similar thing with Krita vs Photoshop, painting in Krita is a lot better than in Photoshop.
Ah I envy so much people who can build addons for themselves. All I can do is try and learn the given tools.
@@UnknownDino It seems impossible at first, but you just have to start to get over that fear. Look up how to do some simple stuff and if you end up liking it, with practice, you'll naturally get better at it. That's how I did it, I'm a self taught programmer, not a master but I've learned enough to be able to make some cool stuff when I need it. Sometimes I'll go on rightclick select and look for problems that people are having, then I'll make a tool for it just to see if I can do it. That's how I learn basically, practice, google, youtube, udemy, etc.
Really enjoy your videos they're much easier to understand than any other youtuber/teacher I've seen. Thank you!
It always cracks me up when you get side tracked, love your stuff like always.
One thing I like when sculpting with Blender is multi-viewport , oh and another thing is Fspy that can help to match the referneces perspective, In Zbrush I have to set them by hand and store them in Zapplink.
btw, I'm a fan of your teaching way, your female character courses really help me to be improved a lot.
That's fucking funny because Blender users need to download 20 addons to even be useful and there is a single Zbrush addon that enables viewports.
Like, ya'll need to stop coming at the camel with water when it's not thirsty, smh.
@@zigfaust why are you so mad?
@@zigfaust you don't need any add ons for multi-viewport
Nikolay, use the multiresolution modifier in blender to increase the polycount like zbrush. BTW very good tut. Keep going bro!
first, i love the way you react to the camera. you''re both funny to hear and watch and a great teacher imo. SEcond , i wanted to let you know that knowing you want to apply your knowledge in 3d sculpting accessible to the blender community really made my day, thanks a lot for all this share of knowledge, you rock !
I love your sculpting videos so much and i would LOVE to see your blender tutorials!
Nice to see your point of view from a Zbrush experienced user! A comment in relation to the zooming, panning and viewing with a pen: it's key to enable the "emulate 3 button mouse" in the configuration and everything gets better :D
voxel remesher hotkeys (Shift + r = select voxel size on screen... click to confirm) ... after... (Control + r = remesh at selected voxel size.) . Every time you remesh... it's at that size unless you change it. Very intuitive when you get used to it.
This was wonderful! I’m starting to migrate to blender from C4D and this video was super helpful. Can’t wait to see your next videos!
This tutorial was well detailed. Earned a sub. I can confirm this is legit.
I don't use either atm. I first started in Zbrush where as a new person it was surprisingly welcoming and easy to use. I loved using it. I ended up quiting after leaving school, then years later I thought about 3D modeling again. So I tried Blender. And MAN it was so foreign to me. I felt so lost and it didn't feel as fluid as Zbrush. I'm not sure why, but was just my experience. Have been thinking of picking up Zbrush again.
I love both, and use both throughout the sculpting process. The GoB addon works great.
Great job! looking forward for your lessons in blender
YESSS thank you for making a video about blender
Excellent video. I really enjoyed watching and listening. Thanks for sharing your skills.
to get the best performance you have to use the multires modifier once you have your lowpoly (like 10k quads)base, it's a bit tricky because if you subdivide too much it crashes because blender eats all your ram. I reached like 90 million quads with multires. it was slow but could still add alphas, but you need to have a monster computer for that.
i'm sure many others already told you, but you can add a "multires modifier" in the object's modifier tab so you can sculpt the dettails and maintain them even if you go back and make big changes to the proportions
also, do you usually not use the "shade smooth" option? i don't really like seeing all the quad faces when sculpting
I’m adding your tips to my Blender notes…. Thanks for them!
He's mentioned before that flat shading allows him to see topology a lot easier than smooth shading. I agree. With smooth shading, everything can become too uniform to distinguish, especially at lower poly levels. However, there's nothing wrong with switching between them every now and again.
@@Sogi020 You can set it to smooth shading, then while in the sculpting tab open the Overlays section in the top right, and enable Wireframe in the Geometry section and you have a smooth shaded model with the topology highlighted. You can control its opacity this way as well.
I tried so many times to learn blender before but i couldn't but now you said you're gonna teach us the whole thing, now I can rest that this time I'm gonna learn it for sure....
I'm a little familiar with blender but I avoided sculpting like the plague 😂 it's time to evolve and I subscribed to your channel, you sounds like a great teacher, I like both the style and the personality. Cheers from Italy, see u in the next blender video 🙂
Really nice video! thank you very much!! chers from Argentina!
Videos like this are really valuable, because it's easy to get stuck in a bubble of what you're used to when there's plenty to learn from how the other half lives.
Prior to 2.8, Blender's user interface was quite frankly terrible, to the point where I couldn't even get started with it. They've put in a lot of hard work and effort and it's now far better and more sensible than it once was, but there's definitely still work that needs to be done. Comparisons between this and tools like zBrush would help a lot with continuing to make Blender better.
Why are you so good holy shit, awesome man.
Thanks for your work (in blender)
Well this is gonna be interesting !
I´ve used 3D Studio since 2006. I did a test with Blender in 2016 and never came back to MAX again. I was stunned with how much it had to offer for free.
for people that already have zbrush like me, do you recommend trying to sculpt in blender?
Not at all. Maybe only if you are curious.
Appreciate this video, thanks a lot. I used your zbrush hand sculpting tutorial for my blender characters. It's nice to hear your opinion on blender
Very good video. I've done many sculpting in Blender and after some learning phase, it can be as effective as zbrush, but the devil lays allways in some details. My biggest problem in Blender, not only in the sculpting tab, is the horrible memory and caching mechanism. The good news, they will address this in 3.0. Blender will then hopefully get some caching and instancing system like the queen of the kings in this department Clarisse. I guess this will help a lot in Scene building and handling massive amounts of polys. We'll see.
At the end of the day, it all depends on the artist, his eyes, his taste, his skills and not so much on the tools they use.
Multires Modifyer in blender is the Subdivision in Zbrush. My old PC can handle up to 40 Million Polygons with that. Not as mutch as Zbrush can But hey its enough to make the most baking stuff i do normaly :)
Bro, your head model is like, thousands of worth but that hair at the end just killed me, lmao
it worked! thank you so much!!
Good video! Why don't you use Multiresolution modifier instead of remeshing for each detail level? It's same as Subdiv in Z
You have to look at this guys work on artstation. He's super talented. I bet he could sculpt Batman with nothing more than butter and a tooth pick.
Completely new to sculpting and even just getting started with blender, but from using a lot of programs (and not getting good at any lol), I would suggest changing your shortcuts to match your muscle memory, if you're very used to something already. There's no point relearning different keys if it's easy to change to what you're used to.
Hi!! You can press Shift + R (or alt +R I can't remember) to remesh, and then ctrl + R to apply
This was extremely helpful.
By the way, do you like working in perspective more than orthographic view? I sculpt in orthographic because there's no lens distortion at all when zooming in or out. Anyway, you probably know this already, but you can press 5 on the numpad to switch between them.
Thank You for video with Blender!
an important point you missed is that blender has sculpting on top of modeling and you can jump from modeling to sculpting and back and use modifiers, which can come in handy. the sculpting performance and utilities are good enough for a lot of stuff, especially stylized models. zbrush is still king, and if you need the functionality, you propably won't find a better solution. but for a lot of things, you don't really need the full zbrush package and blender will do the job just fine.
This is a really nice video for sculpting in Blender. It seems you forgot to use the multires modifier, symmetry and cursor are also better in blender. Price is pointless, I think any model could cost hundreds of dollars, even if you pay $900 it is very easy to compensate if you're working with it, if not you should consider cheaper or free versions (zbrush core/mini).
The best advantage for blender is that it is like any other 3d software, it has proper positioning and measurements and a lot of modeling tools that are almost industry standard. The time you try to combine Zbrush with any other software is when you realize that Zbrush only plays well with Zbrush.
The best advantage from zbrush is its performance and more advanced tools.
Overall both softwares are really helpful and adequate for sculpting.
A part of blender that most people miss, is that if you come from a "industry standard" software and you don't want to bother learning navigation in blender, you can simply go to the keymap section in preferences and change the mode to "industry compatible", then basically most of the navigation would be like maya or 3dsmax
And then all the tutorials online will be useless for you. Been there done that.
good to hear from a professional that Blender even being a Swiss Army knife is doing a good job, how come such a free tool can be so powerfull
Saludos, estimado Niko, gracias por compartir tu arte.
actually i replaced one of my wacom pen buttons with middle mouse it gets way easier to navigate that way worked for me might work for some others :)
I use a free addon called mouse look navigation that lets you pan/zoom/rotate in Blender the same way you would in Zbrush.
You can use the multires modifer to use higher and lower resolutions for sculpting.
UA-camr *Outgang* also made the comment about lighting being better in Blender, especially as relates to sculpting a _likeness._
Blender CAN manage a lot of polygons too, the difference is that ZBrush has a special and clever feature that allows it to alocate all the resources to each individual object at a time, virtually making them as dense in polygons as the PC can handle. Both software has similar strength with very different workflows and resources management. Edit: yes, the real 3d vs 2.5d is a key difference.
Hi, I am about to finish the other orc course (the one with the bull) with ZBrush. Is it possible to follow along your orc course (the one with the guns) with Blender in regards to polycount? I am asking because I haven't tried to sculpt in Blender yet, I just did hardsurface modeling. Sculpting with Zbrush is awesome but hardsurface modeling is kind of complicated in comparison to Blender.
For me both Blender and Zbrush are okay :). Hard and soft surfaces both. So in theory i think you could follow most of the orc cyborg course in blender, though for some detailing i am not completely sure. But for the most part i think no issue. Soon i will start making blender character courses and videos in Yutube so you will see :).
@@SpeedChar Great, I am looking forward to check your new tuts out. The orc bull course is awesome by the way, thanks for that one.
Blender is good in so many things but have its flaws.
It can handle great number of polys using multiresolution modifier and you can manualy retopo your model in a easyer way then in Zbrush (at least for the last time i used Zbrush).
Theres other plus, as you sayd, Blender is "real" 3d, so for example, for "you" artists that only going to sculpt, on the Sculpting interface, you can change the most right top part of the windows for another 3D view, or for the final render camera, or for a reference image, or... etc... It can be so mutch more costumized.
Another thing, as you sayd, is lighting the scene.
I love ZBrush and i was used to him, but Blender can be good to after learning him and even better with some addons.
Btw i like your sculpts.
Sry if i reply to some comments to find "Creating Realistic Portraits with Blender - HUMAN - Course Trailer", it is a good looking course but i dont have nothing to do with them, is just the results if they are realy like the result showed on video is so dam realistic that is hard to believe that a OpenSource (Free) program can be used to do that.
About live streaming, live streams let you interact better with your audience, not like talking to a computer. It can be a good for motivation and you can reply live. It may have some cons, like controling chat and disctractions but live streaming is more fun to watch than watching a recorded video.
what's it like going back to zbrush? how's your muscle memory on them hotkeys?
it is great....will it be another tutorial beginner sculpting in blender ?
also in blender you can split screen and have 2 diferent view point, and sculpt in real time see the resolts on both views
1:05 Depends on hardware. I have ryzen 7 3700, blender 2.93. 25~ mil in one object is possible, although it does get a bit slower when slupting with a big sized brush. Probably could go with larger poly count, but remeshing starts to be wery slow up there. I remember creating a 40 mil model by mistake. And if you work with meshes that dence, remeber to disable them in veiwport before saving the project, cause blender can crash if it has to load multiple highly dence objects in one scene when opening a project, you can enable disabled objects one by one afterwards.
Hi Nikolay, is it possible somehow and somewhere to ask you about sculpting and stuff, because I am a beginner with sculpting and I really need some feedback?
Yeah getting started sculpting with a tablet in zbrush is kinda weird, first thing you ALWAYS have to do is rebind your pens clicks to zbrush itself and get used to having your hand to the left of the monitor on the alt, ctrl, shift keys... the rest is just fumbling around... that's how i learned XD
Great video. Have you tried Nomad Sculpt on iPad?
I have tried it on my note 20 ultra. I have the result on my Instagram @speedchar3d
So glad to see this video, I have followed your amazing work for a while. Would love to see an artist with your talent and teaching ability make a Blender course! Would love a Blender version of your Absolute Beginners ZBrush course on Udemy! I'm buying it when you do!
Also, to remesh quicker, use Shift+R and you can adjust amount with mouse or pen, the hit Command + R to remesh
Tbh if you know how to sculpt in Blender you should be able to follow his sculpting courses as well.
You must use Dynatopo. The workflow of Blender si not the same in Zbrush.
For refine details. You must use Dynatopo. Work like sculptrips un Blender. Only put more resolution en the zone where You need more changes an polish.
This si My worflow. Contant details option enable.
With this method, Blender can work more fast and eficiently
For users Zbrush. I recomend changes the shorcut in Blender like for brush size.
You can see muy scupt head female in my Devianart. Regards.
Very interesting. Thanks!
thank you, great help!
I hope this question gets seen, I have been studying your process in sculpting the eyes and it is different from some guides on creating eyes by basically adding to sphere meshes to the geometry and placing them inside. I do prefer your way of sculpting them, but Im not sure if it is going to affect the process of rigging the eyes to be used in film. Can I rig eyes that are sculpted like this? Would anything hinder this process?
Absolutely not :). This is just a sculptor's approach. Traditional. You dont rig a marble statue arent you :). So normaly for animation, low poly, games etc, you put spheres inside and work the eyelids around those eyeballs :).
Blender is actually good for stylized character, because main developer of sculpting tools in Blender (Pablo Dobarro) is a huge fan of this art style.
I would like to state a big advantage of blender in sculpting : multiple interactive viewport !
Great stuff!
You can use the Multiress modifier if you wanna go back and forth between high and low poly resolution; I think that conflicts with dyntopo though.
Im just learning blender, what did you do in 1:55? How did you do this?
Ctrl+r - remeshing. Watch my latest video for a bit more info :)
First subdivide the sphere then grab the mesh to create the face. Next mask the neck and use snake tool to extrude the neck. Then you can sculpt like zbrush.
"if your model goes over ten million polygons, it's going to be hard to work with" Ah, so that's why my 20mil polygon blender sculpt makes my computer sound like i'm in a busy subway.
I'm curious why no dyntopo(dynamic topology)? it gets me far more detail with far less geometry....using flat shading is a very good choice. I thought I was the only one who did that...really helpst to make out the angles better.
Don´t use the REMESH! You should use Multi Res modifier instead! That way you can control the detail back and foorward without being destructive and that way you can start with the max detail at the beginning, because you can always go back with just one click! That´s the beauty of multi res! For that you just need the updated version of Blender!
What focal range were you using for this sculpt? because the default is set at 50mm
If you watch carefully you will see me changing it to 100mm :)
Try Shift R to configure the Remesh density before Ctrl R :-)
Shift + R to interactively see how the remesh density will be then CTRL + R to apply it :)
Wow!!! Blender... I love yuo!!
In the beginning you said ZBrush is able to handle more portables. What does that mean?
Polygons is probably what I wanted to say :)
what focal length of the camera do you recommend to sculpt characters?
As small as possible. I use 100mm focal lenght
9:00 in you say it's very hard to change the mesh after you add more polygons. did you try the multi resolution modifier that may make it easier to switch back and forth
How did you feel when you discovered the undo glitch?
first thing I did when I moved from 3dsmax to blender was to rebind all the controls so that the camera and other stuff behave the same. It took a bit of time to do but it's totally worth it, you can customize Blender a lot that way. I don't think having to rebuild muscule memory is a good thing, it's just confusing to the brain for no reason.
It's hard to put my finger on precisely why blender feels worse for brushes like clay buildup but it genuinely feels better to work with in zbrush for me. And since clay buildup is my most used brush I don't see myself sculpting a lot in blender. Although yes, blender being free is amazing. That said zbrush core is much more affordable than the full package.
Does blender let you sculpt multi-res and flip between detail levels?
Yes there is a modifier called Multiresolution it gives you the subdivisions
@@SpeedChar I may give it another try. My main issue still revolves around it not feeling quite right to sculpt with. I definitely have to fidget a lot more than I'd like to with blender sculpting to get close to my zbrush results. Or at least that's how it felt last time I gave it a go.
And I wouldn't say it's a big knock against blender because no other sculpting program I've tried gets that easily controlled working feel just right the way zbrush does.
Blender is an amazing piece of free software I use quite regularly, just not for sculpting 😅
for me zbrush is unusable. i absolutly have to have accsess to the vertecies, i can modify things from a 3d programm perspective... then just keep sculpting. at any point i can just move vertecies around manually change topology or texture, do shaders to see if the shapes look right.
Great video - But Im so use to Zbrush its hard to go over to Blender 😝. Controls for me in Zbrush is just more intuitive. Will try Blender more
It's about practice. After 15 hours In Blender it will be hard to go back to Zbrush :)
Very interesting
Blender is about 85% to 90% of any other 3D program, but it is also an animation and material editor, which Zbrush isn't. Its a Compositor and sculptor, which 3DS Max isn't and so on. As of today, blender isn't as fast as the other programs with their fine tuned workflows, but for the price and license cost blender is, by my personal judgement, the superior software. You won't get to the same point as fast as may, 3DS Max, Zbrush, Substance or Houdini, but you can get there.