This is the simplest tutorial I've ever seen. I wish I saw it a month ago, I was struggling to bring my sculpture from Zbrush to blender. I had to look for so many different tutorials to get it right
Just checked the whole process by myself. See that "easy" word, right there in the title? Wonder why it's in all caps? That's because it is easy, trust me, I just lost my mind trying to find a quick tutorial on how to do it, and I'm so thankful I found this video. Thanks Ben.
Hello. Your video helped me a lot, but how many polygons for animation from Zbrush to Blender? They talk differently everywhere. What is the correct polygon figure best for animation in blender? (can someone explain it to me, that's the only thing that confuses me) To wrap up the matter forever.
I've been trying to go back and forth between Z-brush and Blender using the GoZ/GoB plugins for while here. Is it a known problem where the model looses all it's sculpted details every so often when going from blender too Z-Brush? I swap back forth trying fix things like proportions in Blender, then do sculpt work over in Z-brush. Also, I've noticed that if I project on things like claws, sometimes the high level sculpt data explodes like a bomb, is there way to stop that?
Awesome video dude, thanks a lots man, you're incredible, I was search for that for a looooong time ago, you will change my life of a designer a lot, thanks man your deserve the world
I would probably go from Zbrush to substance painter then to blender last, if that makes sense? If you already have a model in blender you would export it to an fbx and load it in substance painter, then make textures.
Thanks a lot for this tutorial! This is exactly what I'm looking for and didn't find before. I love the way you make clear the logic of the buttons. So helpful!
Ben, can you answer a beginner question? I'm sculpting a dinosaur and I've reached the end of the volume modeling stage. The next step is to model the scales, but at this point the polygon count will get very high. Should I retopology in Blender first and go back to detailing in Zbrush?
Sculpting for volume can be done with lower subdivisions, typically. Higher subdivisions should be for details. If you find that your model has too many polys already, you could try to split it up into different subtools. This may be trickier seeing as you are working on a dinosaur, but you could try to separate the head/legs/tail, etc and hide the seams with scales or other cleverly placed details.
You would import the high poly model into blender if you want to retopo and maybe bake maps there. Blender runs really slow with meshes that have millions of polys, which is why I prefer to make it low poly and bake maps before.
there is a million ways to expot i dont understand. Do i need to transfer details method ? do i need decimate master ? do i need anything else ? i am lost z brush is so hard
very good content. really helped a lot. one question, does this mean, that if I don't have polypaint on my mesh, i don't need to do the texture map step? Thanks man!
Fwiw, when I start to lose my patience with most tutorials, I become (admittedly unjustly) frustrated with most instructors... but not with you. Your tone is very level, focused yet not devoid of personality... doin a great job dude!
could you please tell me how can i bake high poly on low poly ? i used this tutarial but i have my high poly detail just in render mode , how can i bake them ?
Thanks for sharing this workflow knowledge. Are there ways to export both low poly (SDiv 1) and high poly (SDiv 4) into Blender together? Reason is that, if I later on want to add more detail to the muscles, and this must be working on the high poly. Or, should I go back to ZBrush to work on the high poly again, and once done, repeat the workflow again? Thanks. :)
You can possibly import them both to blender, however the high poly will most likely be really slow. It would be best to edit again in Zbrush then remake/export over again.
@@VeryFunStudio Happy to help! I have yet to try the multiresolution modifier in any real form of tests, so I cannot comment on that. Good luck & thanks for watching the video!
Instead of using Zremesher, can you just export a lower subdivision level of your model and use displacement maps for the details onto the lower subdivision model?
helo sir. sory for my stupid question, im just a newbie. " do i have to keep the high poly after bake into low poly? or deleting the highpoly after baking? before start riging? hehehe. coz my sculp has a thousands of mesh and im always getting lag.. .. sory for my supid question sir. just only curiosity.... thank u