Hi Hossein. Do you use the default FOV settings in Zbrush? What I you want to export your character to a 3D application for rendering? The camera settings may have to be tweaked right? I am always a bit unclear about the FOV settings required. Any help would be greatly appreciated. Thanks
Hey, awesome work you did there ;) The PSD you used for the alpha where those extracted (cut out) of a picture from skin or where can I get such great Alphas? Thank you for sharing your workflow with the world. You help newcomers to increase their skills by teaching them how a good workflow should look like.
@38:11 how do you get the groomer strong bush to the eyebrow hair to follow the contours of the brow?? When I use it, the hair just points outwards and I can not get it going in the direction I want without putting the camera at really awkward viewing angles. Even then its not easy. Great piece btw, Bravo!
The brush names are near the upper-left corner of the screen. Seems to be Standard and Dam_Standard, which is pretty standard (bu-dum-tch). He also has an alpha turned on.
This is good for showing how you place details and use Fibermesh, but I'm much more curious about the base mesh. Did you start from Dynamesh or did you create the base in 3ds Max or similar? If the former, at what level of detail did you decide to use ZRemesher?
I would personally start from a low poly base that has proper edge-flow and loops for a face. You could easily start with Dynamesh, but you will probably have to retoplogise to get the prope ede flow before sculpting proper. ZRemesher is rubbish at creating accurate and clean edge-flow for a face sculpt.
For a beginner or in the first couple of years with no prior experience there are pros and cons to working with either dynamesh as a base or good topological base. Dynamesh you have to work through a stage where things look bad, eyes will take longer to look refine, and you may risk using your crucial hours of concentration getting a head done let along likeness. Its way harder to make large volume changes with dynamesh. The good thing about dynamesh is you have total freedom without edge loops dictating your free form sculpting that a pre mead good topological mesh can have, but id advice using the well built topological mesh for a likeness sculpt as it gets you onto the important stuff faster. If building a good topology mesh from scratch id recomend sculpting a basic head learning some key anatomy skull structures, then retopologize it at a very very low level, then sub d it once to produce your final base mesh. If you can get your very low mesh at 1000 polygons or just above, one level sub d model will produce a head little over 4k which is a nice balance. Dan
Thanks for the really informative video. Must admit, I've never had a much control add you on fibermesh so it was great to see you manipulate your fingers so well. Do you think that the scale of the head model in zbrush has any bearing on the overall outcome. So if my head are half the size of yours in zbrush, does that make any difference?
Let me start by saying...your work is absolutely breathtaking...i am totally convinced you are the best Zbrush portrait artist in the industry...With that said your tutorials are really not tutorials, they are more like demos of your workflow. ..you leave so much out ..You assume everyone already knows how to use the Spotlight tool, and how to position it...you don't explain what brushes you are using and how much or how little pressure, size intensity and focal shift you are using. You also make reference to Frank Jenks gumroad sculpting tutorials and alphas but you should provide a link to his gumroad...because I searched for Frank Jenks and can't find it (The CC/subtitles reads your pronunciation as Frank Jenks). It would also help if you provided the base mesh you are using as a dowloadable asset
Cutting off the eye painting probably wasn't a good decision. I'd been waiting it for most. How much memory should be on the board to keep over 10 000K points?
just a noob question. can i add more subdivision as i can? like will always use ctrl+D? and why not start subdivision 4? and also what do u mean by adding layer?.. btw thankyou for this video. u are an inspiration to us
Yeah you can add as many subdivisions as your computer can handle. You should always start with the lowest subdivision because it's easier to move around features of the face and create a basic shape in lower sudbiv. Layers are in the layers tab under the tool menu. Layers are good because when you make a mistake you can just delete the layer instead of having to fix it.
Nice work when you say you like to not use symmetry on even doing fine details. How do you overcoming remembering what you did from say around the eye on the left and then working on the right do you spend quite a bit of time bouncing from one side of the face to the other on detail parts. That didn't appear that evident in the tutorial . Or can you retain in your own memory the steps you took to get there and just work on one side for a length of time and then repeat to a degree for the other side. Hope I didn't make this too wordy to understand.
+Dimitris M Papadakis Not everyone has had a 3D Scan made of their head, and if they did it's not easily accessible to everyone. Being able to create an identical likeness is a very valuable skill.
I get the need for reference but for the next tutorial please load your images somewhere else, that switching made it a bit hard to watch, otherwise great tutorial
A very good model and timelapse, but the tutorial has a lot to be desired. For people studying a head, they need to understand how to translate what they see into 3D. Simplifying shapes into simple polygonal structures, paying attention to angles and contours, defining planes with shadows and highlights, judging depth and the distortion of focal length on the camera, etc.
I don't think this is meant to be a beginner tutorial or even a tutorial at all, rather an explanation of his workflow over a timelapse. He has in-depth stuff on the gnomon website.
Thanks for the kind words guys, I'm glad you find it useful, cheers.
+Pi Pun Nope, I got my skin alphas from the net
Use alpha for the neck. So simple.
just wow
If only you could share your base mesh with us :) ? i would appreciate it alot
Hi Hossein. Do you use the default FOV settings in Zbrush? What I you want to export your character to a 3D application for rendering? The camera settings may have to be tweaked right? I am always a bit unclear about the FOV settings required. Any help would be greatly appreciated. Thanks
great tutorial, I like the way the hair came out. Also, I really like seeing Evolve characters on your page there ;)
Thank you hossein to shear this with us it's very awesome work and thanks to artstation for the channel :)
Thank you Hossein for sharing your knowledge !!! its really helpful .
This 3d version of GC looks better than the real life GC. Holy cow! Great work Hossein Dida!
A wonderful video I learned alot just by watching how you work. Thank you for sharing.
Great work and really insightful, thanks for sharing!
thank you! I was trying to learn Zbrush I was lost and this helped me alot !!
BTW great work.
I really wonder where are you right now and what do you do with sculpting.
@@ismailerdem2060 Eh ?
@@critche95 did you improve your sculpting skills after 5 year
@@ismailerdem2060 Not on ZBrush, modo is life now.
So amazing, thank you Hossein Diba!
This is amazing. Love the process!
That was amazing trip and tnx my fav actor !
Amazing work!!!
Awesome!!
Hey, awesome work you did there ;) The PSD you used for the alpha where those extracted (cut out) of a picture from skin or where can I get such great Alphas?
Thank you for sharing your workflow with the world. You help newcomers to increase their skills by teaching them how a good workflow should look like.
Cant thank you enough for this the video was really good
You guys are the best!!!
Thks for sharing this video, could you share me the alphas you used for the detail plz? :) thks
subscribed and looking forward for more works
Thank u so much sir...for this knowledge..why don't u use pureref seeing reference images while sculpting...
Great work, I really hope the guy got a 2nd monitor since then though.
Awesome ! Can you share your brush archive ?
@38:11 how do you get the groomer strong bush to the eyebrow hair to follow the contours of the brow?? When I use it, the hair just points outwards and I can not get it going in the direction I want without putting the camera at really awkward viewing angles. Even then its not easy.
Great piece btw, Bravo!
awesome work man... 👌🏼
Where can I get this "Base mesh" ?
GOD dude WTF... That is not normal. Amazing work :)
how did you create that base mesh to start?
great work!!
Very useful tutorial.. what gadjet your using while scuplting?
Great work Hossein ! Do you use image planes?
excuse me
what pespective you
used
Excellent work Diba ! Is there any short animations with such type of sculptures ?
Awesome! Thanks for sharing.
oh cant wati to get a graphics tablet for scuplting ...
very helpful... can u tell me your perspective settings..
Thank you very much sir
For your help
This is really helpful.
What's that brush you're using to get those details? at 20:17? Thanks!
The brush names are near the upper-left corner of the screen. Seems to be Standard and Dam_Standard, which is pretty standard (bu-dum-tch). He also has an alpha turned on.
Sir, how much time u took for this model to finish the sculpt.Without hairs and eyebrows.
use deskpin bro
to pin the concept image in front
u put so much time to switch the windows
Please help me
I want to export my fbx model from zbrush with texture .but when I import fbx to blender it's not opening. Guide me.
This is good for showing how you place details and use Fibermesh, but I'm much more curious about the base mesh. Did you start from Dynamesh or did you create the base in 3ds Max or similar? If the former, at what level of detail did you decide to use ZRemesher?
I would personally start from a low poly base that has proper edge-flow and loops for a face. You could easily start with Dynamesh, but you will probably have to retoplogise to get the prope ede flow before sculpting proper. ZRemesher is rubbish at creating accurate and clean edge-flow for a face sculpt.
For a beginner or in the first couple of years with no prior experience there are pros and cons to working with either dynamesh as a base or good topological base. Dynamesh you have to work through a stage where things look bad, eyes will take longer to look refine, and you may risk using your crucial hours of concentration getting a head done let along likeness. Its way harder to make large volume changes with dynamesh. The good thing about dynamesh is you have total freedom without edge loops dictating your free form sculpting that a pre mead good topological mesh can have, but id advice using the well built topological mesh for a likeness sculpt as it gets you onto the important stuff faster. If building a good topology mesh from scratch id recomend sculpting a basic head learning some key anatomy skull structures, then retopologize it at a very very low level, then sub d it once to produce your final base mesh. If you can get your very low mesh at 1000 polygons or just above, one level sub d model will produce a head little over 4k which is a nice balance.
Dan
Insane, very good!
Can you tell me where I can find the alpha skin material you use?
was the final render done in Zbrush or Keyshot???
I want this base mesh to dpwnload
Very nice :). But i guess i got an epileptic shock now.
TheSlash389, me too!
Thanks for the really informative video. Must admit, I've never had a much control add you on fibermesh so it was great to see you manipulate your fingers so well. Do you think that the scale of the head model in zbrush has any bearing on the overall outcome. So if my head are half the size of yours in zbrush, does that make any difference?
how do you fix right
angle of view
He is amazing. Check out his Wolverine sculpt, too, it is top notch.
Let me start by saying...your work is absolutely breathtaking...i am totally convinced you are the best Zbrush portrait artist in the industry...With that said your tutorials are really not tutorials, they are more like demos of your workflow. ..you leave so much out ..You assume everyone already knows how to use the Spotlight tool, and how to position it...you don't explain what brushes you are using and how much or how little pressure, size intensity and focal shift you are using. You also make reference to Frank Jenks gumroad sculpting tutorials and alphas but you should provide a link to his gumroad...because I searched for Frank Jenks and can't find it (The CC/subtitles reads your pronunciation as Frank Jenks). It would also help if you provided the base mesh you are using as a dowloadable asset
This is an amazing sculpt! I just a had a question. How are you masking clumps of hair and moving it independently?
he first masks the portion he wants to move independently and then inverts the mask :)
Damn dude. You're good. Almost as real as a scan. How much practice did it take for you to get to your 2015 skill level?
Well done !
Thanks for sharing this!
What program
Do you sculpt in real life? Like with clay?
Cutting off the eye painting probably wasn't a good decision. I'd been waiting it for most.
How much memory should be on the board to keep over 10 000K points?
Daniel Novikof what? 0o
Yeah, I was kind of disappointed about you skipping over the eyes
I can work with 20mil polygons easily with 16gb of memory and my ryzen 1700, fyi
i'm sorry but do you have base mesh (head) for share ?
Create one! Very simple! Start in a hard surface program, make a sphere, deform, then bring into Zbrush.
amazing!!
just a noob question. can i add more subdivision as i can? like will always use ctrl+D? and why not start subdivision 4? and also what do u mean by adding layer?..
btw thankyou for this video. u are an inspiration to us
Yeah you can add as many subdivisions as your computer can handle.
You should always start with the lowest subdivision because it's easier to move around features of the face and create a basic shape in lower sudbiv.
Layers are in the layers tab under the tool menu. Layers are good because when you make a mistake you can just delete the layer instead of having to fix it.
How do I transfer the fine details of pores made in the zbrush to the Maya?
The pores look beautiful in zbrush but do not appear in Maya.
Displacement maps
ur pc specification?
Nice work when you say you like to not use symmetry on even doing fine details. How do you overcoming remembering what you did from say around the eye on the left and then working on the right do you spend quite a
bit of time bouncing from one side of the face to the other on detail parts. That didn't appear that evident in the tutorial . Or can you retain in your own memory the steps you took to get there and just work on one side for a length of time and then repeat to a degree for the other side. Hope I didn't make this too wordy to understand.
Where I get those alphas to skin ?
Surfacemimic.com and Texturing.xyz They sell the full face patches that you then have to slice up into alphas yourself.
Can u help me on lighting? hehehe I finished Dumbledore actor (Michael Gambon) and i'm getting problems to understand lighting.
40:19 eyelashes
Hi Hossein where are you from ?
and how to find basemesh head ?
There's a decent basemesh included with Zbrush called NickZ
Nice Job.
Nice job
37:08 eyebrows
awesome
Amazing ...thAnks
many thaaaaaanks Dear so much
6 minutes to looks like him, I got 4 days and even not close
why can't you use a 3d scan or at least 3-4 2d pics from different angles to help expedite the process?
Dimitris M Papadakis just use it for obama / dead person mate
lelz
+Dimitris M Papadakis Not everyone has had a 3D Scan made of their head, and if they did it's not easily accessible to everyone. Being able to create an identical likeness is a very valuable skill.
+Dimitris M Papadakis where's the challenge and fun in using a scan?
Only professional studios do scans with lots of high end cameras, and doing the base model is the easiest part of the sculpt.
How long is takes?
کارت خیلی درسته دادا (CG_mask)
YOU ARE MY SAVIOUR! MUACCKHH!!
I get the need for reference but for the next tutorial please load your images somewhere else, that switching made it a bit hard to watch, otherwise great tutorial
14:45 thx
The nose?
"Poros de la piel" No puedo encontrar estos alfas en ninguna parte :(
That was not a base mesh. From the beginning, it already looked like him.
super!
A very good model and timelapse, but the tutorial has a lot to be desired. For people studying a head, they need to understand how to translate what they see into 3D. Simplifying shapes into simple polygonal structures, paying attention to angles and contours, defining planes with shadows and highlights, judging depth and the distortion of focal length on the camera, etc.
snowman yeah it's pretty challenging to
take a simple shape and model it into a complex shape like George Clooney
I don't think this is meant to be a beginner tutorial or even a tutorial at all, rather an explanation of his workflow over a timelapse. He has in-depth stuff on the gnomon website.
It’s just me or the jaws of actual george clooney are
slightly larger than in the model. But good job anyways bro
ArtStation good my friend , like and subs ,
Well at least you didn't have cg peers open in this one
اموزش فارسی نداری؟
epileptic shock
Nose is wrong. The tip is far too round, makes a big difference to the entire look of the face.
LuciferTheWonderChicken well he did his best in sculpting the head :P i cant even do that
I'm sure the technique is good but the flickering is totally unwatchable.
Now do the same thing but in Blender
Q feo trabajar así en ZBrush blender es superior en eso
Too much focus on detail realism killed the expressive reality of your model.
switching between zbrush and refs - extremely annoying
I hate this meadiastar!
This is unwatchable because of the flashing.