#AskZBrush
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- Опубликовано: 25 янв 2025
- #AskZBrush - How Can You Maintain Sculpted Details on a Model After Applying ZRemesh?
This video covers how you can maintain the sculpted detail of a model after performing a ZRemesh.
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Zbrush is an amazing piece of software, truly.
started the video with: heh.. i know how to do this. ended the video with: omfg i didn't know this!!! thx the vid! this is dope!
Same here, this is a super streamlined pipeline of the workflow. Love it
I CANT BELIEVE THIS IS A FEATURE. Really zbrush is too good. Thanks again for showing the awesome features the sw has that are not that commonly known
I've been doing it the hard way all this time🤣 what I did is that you keep the original high poly mesh > duplicate it> z remesh the duplicate> and THEN hit project
THANK YOUUU
isn't it the same basically?)
Tip: If your Hi Res mesh has lots of peaks and pointy bits which got flattened in your Low Res mesh, in the Project section, under project all, move the Dist slider up, should fix it right up.
had me stumped for a while why my spikey bits looked like flat nipples after the projection LOL
Thanks for that, I had the exact situation arise, and now gonna use that tip.
I wonder how many lives you just made better with this video. Thank you Paul.
Holy crap. That last bit was amazing
My question is: the mesh is still at 4.8 mil count. Can I have a mesh with lower poly count, but with details?
yea i dont understand this.. the mesh ended up having more polygons im very confused
@@nymusxuv5373 in the end you have a multiresolution mesh that in the lower subdivision has less polygons (around 19000) zbrush should works better with subdivision mesh than dynamesh
@@nymusxuv5373 Also confused by this, my best thinking is that this is less concerned with polycount and simply wanted to clean up the topology on a high res mesh without leaving zbrush to retopo?
@@Binkoboy3I think it’s so you can get nice UVs from the lower poly version, then import it into a painting software and then bake the high poly details back onto the model
Ooooh, this is cool. I didn;t know about this. I'm still using the duplicate and reproject method XD.
That’s a big help. Thanks!
Is this way can keep the UV of the low res one to hir res projected one
Love you , you have given really really good info which sorted my long due problem
Where can I get that material?
No need to duplicate>zremeshed then projectAll.. Thank you zbrush team
I was searching for this , thanks
Thank You Paul 😁 ! Happy St. Patrick's Day 🍀! (belated🥳)
why i haven´t my undohistory in orange like u do. mine is gray
How much time to learn zbous
This was so helpful!
Is there a big difference between using the project history method vs just using the Project option with the high poly model being shown? I guess what are the Pros of this approach as opposed to the older approach before Project History was an option?
It appears there's none but I assume there's no waiting time 😳, correct me if I'm wrong
how is this any different than re-projecting detail from higher to lower meshes we've done in the past?
you don't have to make a duplicate and this allows you to pick the history point you want sculpted detail from but you can use the other method as well.
should I turn PA blur off when projecting?
Please how I can collect uv's map in one map in zbrush ?
Thanks a lot for the video it was really helpful.
now is there a way to maintain polygroups after zremeshing? that's my biggest concern right now.
thanks as always for the awesome tutorial
"KeepGroups" in the ZRemesher menu?
I'm relatively new to ZBrush, so I have kind of a beginner's question...
I lost the subdivision history of a model I made. I need it to create a normal map. So, I was told that the process demonstrated in this video restores a low-to-high-rez history. And, so it did.
Then, I needed to create UVs for the model. It created seams I didn't like, but it came time to close the file down for the night. I opened it up again and that resolution / subdivision history was gone. UV seams are there, but the only thing that exists in this scene is a seamed, low-res version. I still have the scene (lower version #) with the subdivision history restored by the ZRemesher technique, so I can go back and try again.
Thanks folks.
Awesome tip Paul thanks ✌️
Great contribution. Great tutorial. You have my like. Thank you so much. Greetings
Another crazy workflow.
you save my life thank you so much now I can get A grade
thank you so much!
Paul is the best!
Hi Paul!
Love it. Thank you
thanks you so much
Wait what? end? Why not talk about difference project history vs project all - if there is any difference. Freeze borders as well etc.
thanks !
Yeah, thx - didn't know that😮
Anyone recognised Paul's voice😁😁
amazing
amazing,. now i dont have to duplicate and project each subd one by one
Dunno why, but I kinda miss the vibe that Joseph's AskZBrush series gave
3:01
I love you bro
is there anyone else who is missing Joseph's voice?!
IS ZBRUSHCORE DEAD?
5:07 the rest is just useless fluff
Waaaaaaaaat :0
ok, not a big deal/hold my beer! Can you do the same trick in real life?!? to repoject our younger details onto our...you know... BIG thanks! yeah, zbrush rules!
doesn't work. disliked. :(
Whaaaaaat
개쩐다
What a horrible, unintuitive workflow.... one of many workflow methods from zbrush that make very little sense
I've been doing this wrong the whole time 🫥
fantastic