How to Sculpt SKIN DETAILS in ZBRUSH

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  • Опубликовано: 3 фев 2025

Комментарии • 97

  • @robertdouble559
    @robertdouble559 Год назад +42

    So refreshing to see someone go in and put real detail and effort into their work rather than just jumping into spraying it with a bunch of pre-packaged alpha maps. Kudos. That's a beautiful model.

    • @jchave7
      @jchave7  Год назад +3

      Haha thanks! Appreciate it!

  • @nancyvandermeer4480
    @nancyvandermeer4480 4 месяца назад +1

    I'm starting to realise how much detail gets lost in baking for sure and having to be mindful to not make the detail too small as to not lose too much of it, especially when making skin. Love this tutorial I will make full use of it for my alien sculpt! I have been watching all of your videos since yesterday cause they seem very fresh and pull me back into what excites me about game art so much! Have a good day :D

  • @raxlyy6416
    @raxlyy6416 Год назад +3

    hands down the best creature design ive ever seen. I badly want to recreate this whole creature you've made here.

  • @shadowmead8506
    @shadowmead8506 Год назад +1

    I was looking for a skin tutorial and boy did I find it on the coolest looking model! Thank you!

  • @FullCaber
    @FullCaber День назад

    god it already has so much detail on the modle i want to learn this DX

  • @thiabreu
    @thiabreu Год назад +3

    great content and LOOOVE the ambience music.

  • @AaronWeberGA
    @AaronWeberGA Год назад +2

    Fantastic work. Thank you, Jared! Cannot wait for more.

  • @Hemadrum
    @Hemadrum 10 месяцев назад

    Dude! This is exactly what I was looking for. I learn fast so the way you made the video helped me a lot.

    • @jchave7
      @jchave7  10 месяцев назад

      Glad it helped!

  • @DhananjaySingh-cu1pq
    @DhananjaySingh-cu1pq Год назад +1

    TTeamBlends here !!! We are inspired by your work. Thank you so much :)

  • @VIRTUAL_PRODUCTIONS
    @VIRTUAL_PRODUCTIONS 10 месяцев назад

    Beautiful work 🙌

  • @boyeffendy
    @boyeffendy Год назад +2

    Amazing. Thanks for sharing! I'm starting to save my work in progress lately thanks to you man!

  • @JamieDunbar
    @JamieDunbar Год назад +2

    Thanks Jared, really great information. It's so hard to get a good tutorial on adding the tertiary forms. It's easy enough finding info on primary and secondary forms and the tertiary detailing, but very few people talk about that in between stage, where you're still needing to manually sculpt skin and fat and bone. And I really feel that's the stage that's been missing from my own work. Thanks for sharing ;)

    • @jchave7
      @jchave7  Год назад

      🙏🏽 thanks!

  • @MosquitoHater
    @MosquitoHater Год назад

    Im a danish student, new at 3d. This was very interesting and helpful. Best video on skin so far ty :D Hope you upload more

    • @jchave7
      @jchave7  Год назад +1

      Thanks, glad to hear! Workin on more!

  • @Agherr08
    @Agherr08 11 месяцев назад

    awesome and brief guide!

  • @obscura_studio
    @obscura_studio 10 месяцев назад +1

    Can you share a little bit about your custom buildup and standard brushes?

  • @_TetKaneda
    @_TetKaneda Год назад

    Great contribution. Great tutorial. You have my like. Thank you so much. Greetings

  • @TalhaRiaz197
    @TalhaRiaz197 Год назад

    I am always keeping you work as a Refrence Thank you so much for your Tutorials you are my Inspiration ❤

  • @creaky7777
    @creaky7777 Год назад +1

    Would you consider doing a video on how you approach the initial stages of your character art? Like for example how you began blocking everything out from a blank canvas?

    • @jchave7
      @jchave7  Год назад +2

      Ya, at some point. I do have live streams working through some of the initial blockout process on my page as well as Zbrush live

  • @markmaher7245
    @markmaher7245 Год назад

    Fantastic thanks for sharing Jared

  • @Satan_said_DRAW
    @Satan_said_DRAW Год назад

    Omg this is very useful stuff, thank you!

  • @draudeky4508
    @draudeky4508 3 месяца назад

    can you go over the part with the layers again? but more detailed?

  • @Silver-xf7it
    @Silver-xf7it Год назад

    Your channel is amazing

  • @bulbenka6343
    @bulbenka6343 4 месяца назад

    cool

  • @dman3d
    @dman3d Год назад

    Thanks for sharing your thoughts and workflow(s)

    • @jchave7
      @jchave7  Год назад

      Hopefully it was useful!

  • @artofecora
    @artofecora 8 месяцев назад

    🔥🔥

  • @IWDSoon
    @IWDSoon Год назад

    awesome!

  • @digitalsmithy
    @digitalsmithy 4 месяца назад

    Hey Jared! really digging your stuff. I'm extremely interested in rendering similarly to how your thumbnail is rendered, what are you using for those? do you plan on doing any render videos in the future? thanks!

    • @jchave7
      @jchave7  4 месяца назад +1

      Thanks! These were rendered in marmoset. I hopefully can make something in the future.

    • @digitalsmithy
      @digitalsmithy 4 месяца назад

      @@jchave7 dannng Marmoset has come a long way, wow. I just re-DL'd it the other day (haven't used it in over a decade), I will absolutely give 'er look a now. Looking forward to more stuff from you!

  • @rogue3d303
    @rogue3d303 Год назад +1

    incredible video, when it comes to the noise maker did you use custom alphas and if you did do you mind me asking where did you get them or recommend people to get them from?

    • @jchave7
      @jchave7  Год назад +2

      Thanks, for the alpha I honestly don’t remember where I got it from. Most of my alpha do just collect over time

  • @christianivaha5057
    @christianivaha5057 Год назад

    Good video. Shame we cannot really see the brushes used as the bottom of the screen is cut off.

  • @deepu_george_80
    @deepu_george_80 4 месяца назад

    ♥♥♥♥♥♥♥

  • @BenjaminMartineau
    @BenjaminMartineau 11 месяцев назад

    Hey bro, amazing video ! I was just wondering, had you already retopologized the model and projected the high poly on it Before adding all of these micro details ?

    • @jchave7
      @jchave7  11 месяцев назад +1

      Ya, the I already had topology.

  • @michaelsulesky7221
    @michaelsulesky7221 Год назад

    This has soooo much valuable info!!! One question I had is how do you have that higher quality looking viewport that's shown around 2:59 ?

    • @jchave7
      @jchave7  Год назад +1

      That’s my own custom layout! And materials

  • @eugenemishibinijima6287
    @eugenemishibinijima6287 10 месяцев назад

    Nice! my only comment is its too symmetrical from the beginning... but hey its a tutorial. nice sculpt!

  • @therealKrak
    @therealKrak Год назад

    When creating those skin strokes why don't you already use layers and morph target at that stage? Since you don't know exactly what you are looking for and being afraid of making strokes on the clean forms, wouldn't that be the perfect time to start using those two tools already?
    Btw great tutorial and a very nice sculpt of yours!

  • @00beast7
    @00beast7 Год назад

    how to decide to switching from one subd to another and when to work on secondary and tertiary..
    like primary is confirmed to be the base but secondary and tertiary is bit confusing for me... and well done with your all recent projects... I love all of your recent work especially back 4 blood ones

    • @jchave7
      @jchave7  Год назад +1

      Ya I always kinda had a hard time when making that distinction on when to move forward. There isn’t really a hard answer it’s more up to you .

  • @Kampotscity
    @Kampotscity Год назад

    Looks amazing, thanks a lot, but what maps u used for the details ? can you share please?

    • @jchave7
      @jchave7  Год назад

      I think they’re all just maps you can find inside the light box!

  • @matazzer
    @matazzer Год назад

    this is awesome!! how did you mask the noise detail without applying it?

    • @jchave7
      @jchave7  Год назад

      There’s a mask button in the noise maker

  • @MateuszWendowski
    @MateuszWendowski 5 месяцев назад

    Do you have those modified brushes somewhere on sale?

    • @jchave7
      @jchave7  5 месяцев назад +1

      I do not!

  • @vahagnandreasyan298
    @vahagnandreasyan298 Год назад

    Fantastic work.
    I have a question about resolution.
    In that case 66mil polygons were enough, but what about if i need more polygons in some ares of the body(for example hands), but i can't subdivide as it will be very high or split geometry(as i don't want seam there)

    • @jchave7
      @jchave7  Год назад +1

      How to use ZREMESHER to create efficient TOPOLOGY in ZBRUSH | Tutorial
      ruclips.net/video/jIq9ahYOb54/видео.html

    • @jchave7
      @jchave7  Год назад +1

      I actually split the model up, you can see how I split it to avoid seems in the video I linked. That way I can get more millions per mesh.

  • @KianKrashesky
    @KianKrashesky Год назад

    Amazing video! Are you sculpting tertiary shapes and forms in subdivisions or dynamesh? When do you ZRemesh?

    • @jchave7
      @jchave7  Год назад +1

      In subdivisions. I usually sculpt in dynamesh till I get my primary forms and remesh after that

    • @KianKrashesky
      @KianKrashesky Год назад

      Thank you! 😃@@jchave7

  • @ManilaSh8-co3fn
    @ManilaSh8-co3fn Год назад

    Can you do your texturing process on this? thanks

    • @jchave7
      @jchave7  Год назад

      Haha working on it!

  • @kukkutdas4621
    @kukkutdas4621 Год назад

    thankyou so much for providing these valuable information. I wish to become a character artist one day. and I'm now sculpting for an hour everyday hoping I will get better like you one day. Any suggestions or advise to get a job in the industry like where to start or whom to approach? Thankyou

    • @jchave7
      @jchave7  Год назад

      Tailor your portfolio where you wanna work, and start sending apps!

  • @pratikbaidya3201
    @pratikbaidya3201 Год назад

    love your work!!! when are u planning to open a discord channel?i would love to join

    • @jchave7
      @jchave7  Год назад

      Thank you! I am not sure! I maybe a little while!

  • @ifREED92
    @ifREED92 Год назад

    Thanks for the helpful content! The model looks very natural. How long did it take for high poly?

    • @jchave7
      @jchave7  Год назад +1

      Thank you! Ahhh 🤷🏽 I’ve been working on and off of it for like a year. But it wasn’t a super long time to make it. Maybe like 40 hours?

  • @jhonjairoquinterovergara202
    @jhonjairoquinterovergara202 Год назад +1

    que programa usaba para renderizar

  • @rg3dart778
    @rg3dart778 Год назад

    nice

  • @j_shelby_damnwird
    @j_shelby_damnwird Год назад +1

    My man Jared! 🙌 I was wondering...is that UI configuration available for purchase at Gumroad?

    • @jchave7
      @jchave7  Год назад

      It isn’t! Maybe at some point I’ll throw it up somewhere

    • @j_shelby_damnwird
      @j_shelby_damnwird Год назад

      @@jchave7 Please do! and keep up the cool work.

  • @MrBoombasticc001
    @MrBoombasticc001 Год назад

    may i know the alpha what you used at 7.28

  • @JR-jt7cn
    @JR-jt7cn 11 месяцев назад

    what is the material that you are using in zbrush?

    • @jchave7
      @jchave7  11 месяцев назад

      Just the basic material

  • @denischetyrin6980
    @denischetyrin6980 Год назад

    Tnx

  • @ankurgoel1294
    @ankurgoel1294 Год назад

    hey can you share this UI ?

  • @renderpeach
    @renderpeach Месяц назад

    AAA work. The audio sounds a little tinny?

    • @jchave7
      @jchave7  Месяц назад

      Ya, could use some adjusting

    • @renderpeach
      @renderpeach Месяц назад

      @ I highly recommend Adobe Podcast, it’s a free online software that uses AI to enhance audio… The results are mind blowing.
      Your sculpting work is ridiculously good, almost daunting…

  • @kinoomich
    @kinoomich 5 месяцев назад

    This guide ! The noises from noise maker does not react on morph brush, no matter what i am doing. I found three actions that you didnt mention and that are necessary and still nothing works. You really missed A LOT of info, dude.

    • @kinoomich
      @kinoomich 5 месяцев назад

      And model is really cool,

  • @ArnoldTohtFan
    @ArnoldTohtFan Год назад

    Zbrush and Blender allow artists to produce assets that are both high-poly and stylized, and the results look much better than any Quixel assets I've seen. I think it's because they have that personal touch, because they have been meticulously crafted from the ground up. Megascans lack this touch, which is why I find the now widespread reliance on megascans disheartening. It feels like another quick fix, a way to avoid the effort that goes into digitally sculpting assets from scratch.

    • @jchave7
      @jchave7  Год назад

      Ah megascans like everything has a time and a place. And I can’t say I know many people who use them, characters don’t really find much value in them.

    • @ArnoldTohtFan
      @ArnoldTohtFan Год назад

      @@jchave7 I think pretty much everything in Unreal Engine 5 is a megascan. I really loathe UE5. The drab colours, the desaturation, the ugly opaque filter which I'm beginning to suspect is an inherent feature of the engine. I just hate it.

    • @musashidanmcgrath
      @musashidanmcgrath Год назад +1

      Megascan assets are environment/prop assets derived from real world scans. I'm not sure why you think they are in any way related to sculpting characters/creatures?

    • @ArnoldTohtFan
      @ArnoldTohtFan Год назад

      Because they look as bland and boring as the environments scanned from real life. There's no style.

  • @maxgordon3194
    @maxgordon3194 2 месяца назад

    HI jared, I recall you showed a similar way where the model is effected in a similar way with a mesh underneath like one subtool as a bone and the one on top as the skin being effected by it but I forgot how to do it a sI haven't touched zbrush in nearly over a year. I had been looking for it for quite a while, if you see this comment then please do tell and reply. thanks.

    • @jchave7
      @jchave7  Месяц назад

      Hi Max, I’m not exactly sure what you’re asking. Would you mind expanding what it is you’re trying to do?

    • @maxgordon3194
      @maxgordon3194 Месяц назад

      @@jchave7 well what I am trying to achieve is let's say I have one separate subtool as a bone or something as a base mesh and on top of it I have another subtool such as skin or tissue or meat or anything. is there any way in ZBrush to make it contact it as I sculpt on it like it takes the polygons of the other subtool into consideration during sculpting like a cloth sim but I don't want to do a cloth simulation. just need a subtool behind to interact with it like a Conform when we do retopology. I thought the ribcage you sculpted is a separate mesh but you added details on a single highpoly mesh so I was wondering if there is a way to do it with multiple meshes like conforming.