Find Me Here: linktr.ee/irsculpts Hello everyone. In today's video, I will show how I use Poly Group It to get better and cleaner topology within Zbrush #zbrush #zbrush2021 #pixologic #pixologiczbrush #polygroupit #zremesher
I've been struggling so much with this process. Between this video and your UV video I think I've finally conquered the pipeline I've been attempting to achieve. Thank you so much
So technically after this process, the character is READY to be animated? I've seen so many videos saying we have to use Maya to accomplish it but... Looks like it works from what you just showed us! Great video!
Thank you! Technically, this could be used for animation; however, when working in a studio or with a animation team, I highly recommend that you show them what you have and see if they can work with it. For personal projects, I have used it myself, but for professional work, I will typically retopo manually with topogun or zsphere retopo in zbrush.
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 =)
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!!
Hello thanks for a great tutorial, i have som issues with my polyit, not all areas ive painted get a separate color, ive checked the lines but they are good, what could be wrong?
You’re welcome. The reason why I don’t recommend this for animation ready models is because there are a lot of errors that can occur during the rigging and animation and render phase. Manual retopoing your models gives you complete control of your mesh so you can control the deformation and pole positioning in your mesh; making it as clean as possible to get the best results. Even though this helps to keep my mesh clean, zremesher is still unreliable for the reasons above. Hopefully that makes sense.
Thank uou! I’d try to keep them in case if I want to break them up into UVs for any substance Painter or Marmoset action, you can use poly groups with UV Master for some quick unwrapping. Hope that helps!
hi, nice video thanks! the last thing of the nice topology in the dynamesh model too is not working for me, i don't know why it doesn't change the topology than before, do you know why? I went through all the steps you did
Hi there. I wouldn't be too sure without actually seeing the model, but from the sounds of it, you might want to make sure the polypaint lines you use are nice a dark. Sometimes if the polypaint is soft, the polygroupit feature will just ignore it. Also, sometimes it does work, but the polypaint is just a different shade of the same color and looks like it didn't work. Definitely try again with really dark lines and see if that works. Hope this helps :)
Can you explain why polygroupit is useful if not using it for retopology? Also is retopo still something i should worry about if im just looking to 3D print my models, and use them for pictures/illustations?
Great question. If you’re just 3D printing, retopology is not something you have to concern yourself with that much. The reason why you would want to use a technique like this is because there will be moments when sculpting where the topology will not respond well to your geometry changes. It may get jagged, or real crunchy looking. So, having your topology cleaned up will benefit your sculpt; providing a clean and optimal experience. I don’t recommend this process for professional animation because there is a proper way to prep a model to be rigged; giving the animation team the best chance for success. Manual retopology gives full control of how your mesh will look and respond, where as this does not. You might get perfect results for one mesh and get ok results that are workable for sculpting on the next. At this time, ZBrush can’t give us guaranteed results, but it can get us most of the way there. 🙃
+IR Sculpts Great indepth tutorial. Could you also do the same concept for hard surfaces? LIke a a dynameshed hard surface with rounded edges being zremeshed to a lower counterpart so that the final normal maps could be baked for games?
Hey Los Kolkatos - I’m so glad you liked it and found it useful. When I get some time I can definitely do that. However, in the mean time, what I would recommend you try the same method for hard surfaces with a. Slight different approach. Try using groups by normals and adjust the slider angle from 45 to 25-30 for edges that are a steep plan change to get different polygroups on connected surfaces. Then crease poly groups, keep polygroups , then zremesh with smoothing turned off. I will definitely make a tutorial showcasing it, but hopefully that gets you started in the right direction. 🍻🙏
It’s safe to say that if your model isn’t going to be animated, then yes this method is perfect for that. A lot of times, I’ll clean up my mesh like this to have a clean surface to work on. but of course, if the model is going to be animated, definitely check in with the animation team or just manual retopo just to be safe.
HOOOOOOOLLLLLDDDDD UUUUUPPP!!! Are we just gonna pretend like we can't see Prince Vegeta's head as a reference point in the top right corner of the viewport??? DUDE amazing!! How can I get that on my Zbrush??? Thanks for the tut..😂
HAHAHA - yeah, kinda glossed over that a bit lol. But, I have released the file in my discord for anyone there to have. Feel free to pop over there and grab it discord.gg/Ht8BKBf3 Glad you liked the tut - 🤣
HI! been struggling for months,i need to make solid my hollow sculpts. on the inside its a mess so when printing it. can you make a "make your models solid (full) " video? PLEASE CHEERS
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!
Is Polygrouping supposed to happen after the sculpting is finished? Because all layers and subdivisions will be gone after Re-mesh. So is this a method for finalizing a model? I get many artifacts on my Dynamesh's topology after I have finished sculpting. What is the correct workflow? Thanks!
Yes - this will be more towards finalizing your model. You can project history afterwards to get back all of your work. You’ll want to make sure your dynamesh work is cleaned up a bit because if your model has artifacts before, that will cause issues when doing this method. Hope that helps.
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?
Hello. I'm trying to divide the polygroups according to your tutorial, but there's a problem It is not divided into polypainted zones and other zones. A polygroup as thick as the polypaint is created, resulting in a total of 3. What's the problem?
dont know if ur still having this problem but i was having this same issue and changing to a bigger brush n making sure the Z intensity was at 100 made it start working! also if ur using a tablet with pen pressure that can cause issues, if you are then go into preferences-tablet and turn off 'use tablet' n that should fix it hopefully!
@@IRSculpts thanks for answering!! I did the topology manually tho, I did not came out very well in the flow on the vertices and edges, I guess I need to practice more
@@marigrafito yeah, it can take a bit of time, but once you get it, it makes life a whole lot easier. Just make sure you have really clean paint lines. And sometimes the color of the polygroups might look the same, but they could be different. So you can shift + ctl click to see if they are different or not.
@@IRSculpts Hi!! I just wanted to tell you that after my attempt to make the manual retopo (it didn’t turned out well), I did step by step what you explain in this video, and the result was fantastic! I am very grateful, this tutorial saved my final project!!
Some studios my accept it if it works well for them, however there are other studios that have very specific topology that they want to adhere too. Always check with the team you are working with to see if it works for everyone :D