Lead ZBrush Trainer at Maxon.net | Training Manager | Digital and Traditional Sculptor |
About Me:
Ian Robinson is an Expert ZBrush Trainer at Maxon Software, the owners of C4D and ZBrush. Ian is responsible for creating digestible content to help ZBrush users of all experiences understand how to use the software effectively. From creating video tutorials, live streaming, hosting events and interviewing some of the top artists in the world, Ian is dedicated to helping others learn how to use the software to the best of their abilities. Covering topics from 3D printing and toy design to game assets and animation ready modeling, Ian helps you learn the skills you need to succeed while having fun in the process! Zbrush Tips and Tutorials
Schooling: 3D Character Workshop - www.3dcharacterworkshop.com/ Vertex School - www.vertexschool.com/ Studio Arts - studioarts.com/
Does the .002m thickness throw the placement off and leave a gap where it joins? Have not tried this but I'm seeing more and more video on zbrush. Might try this technique. Kind of tired of getting models that are already keyed but then you ho put it together there is gaps. I keyed one of them on mesh mix came out good no gaps.
Most of the time, when you cut up a model this way, the gap should close up nicely. And this is due to the fact that the dynamic thickness helps keep the cut between the key and the slice even all the way around. .002mm is super small, so you shouldn't see much of anything. Hope this helps and definitely give it a try
The issue I'm having is , the alpha image looks like it's under layers of my already textured model. So, the alpha image doesn't appear to look like it's on top of my model. I also wanted the alpha image to look like it was carved downward into my model. Please help
thank you. But for some reason, this method doesn't seem to work anymore. Using Zbrush 2024.01.17. I show the issue in this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-NzYZ4dA4rMs.htmlfeature=shared
Thank you. When I have my RGB Intensity set to 100% and I am using my Wacom Tablet with the Pen. The Paint is still not 100%. Any idea what I am missing here to get the intensity all the way up to 100% when using my Pen with my Wacom tablet?
Thank you. Absolutely stunning tutorial. I was looking for a guide to increase the subdivision of my model to add more tiny details. DynaMesh has its limitations and lacks proper topology loops, as well as the ability to switch to different levels of subdivision for editing the model faster. Now I'm ready to add pores to my Thanos head model's skin as well as wrinkles to the eyes. Needless to say, it will simplify the process of preparing UVs for a model =)
The honest answer is it depends on the production team. A lot of productions I have worked on have very particular topology layouts they demand for the rigging team to produce the best outcome. So, I encourage to chat with the animation team and show them your results. They might like it and if so, then one less thing to do. But this method is designed for the sculpting process to be easier with edge loops that support the flow of capturing the details we want to achieve :) Hope that helps!
Once brought in Blender, I'd like to continue vertex painting. Vertex color (now called Attribute in Blender) from Polypaint is usually automatically called "col". I can add an attribute and paint on it but it doesn't add to the polypaint. And I can see what I paint only if I hide the polypaint col layer attribute. Any idea please how, once imported, one can go on Vertex Painting in Blender.
Can someone tell me what im doing wrong? Im following all the steps but it doesn't polygroup it. Does the lines have to be very dark? Im using the newest version of zbrush and its frustrating that I can't get past the first step
Make sur you selected the pure black color (rgb 0:0:0) + Focal shift = -100; and, if you work with your tablet: Brush - Tablet pressure - rgb intensity -> flat high (each side must be on highest point). 'should work!!
This is really usefull! Do you know if there is a way of not loosing your gizmo last position after switching from Bend Curve back to GIzmo? Thank really!