Classic LoKi Zwrap Process
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- Опубликовано: 6 сен 2024
- I thought I'd try out R3DS's Zwrap plug in for Zbrush since this was a time sensitive personal project and I really wanted to try it. So here's a quick and rough demo of the process using my Classic Loki head sculpt and that popular free head scan from 3d Scanstore.
Hi everyone. I just want to start off first by saying, Thank you!. thank you for viewing, the support and having an interest in the demo. Also, thank you for asking or inquiring further as to how i transferred details and still kept the sculpting done to the target mesh. I could write it out that step and possibly confuse myself in the process lol, OR I can make a video to further shed some light on combining both level of details. So stay tuned. I'll try and get to that soon. Also, I plan on streaming my work and full creative process from time to time. Which I hope will also be helpful. If you don't already, follow me on ArtStation and Instagram. I've been crazy busy with contracts but I will be back in full portfolio creative mode soon enough. Hope everyone is having a great holiday season and being creative. Cheers!
Great content
Thank you!
Thanks for sharing your process! still I don't get how once the wrap is done you can keep both the fine sculpted details of the original model and the pore-level detail of the scan... When you project the mesh details you either lose one or another don't you?
Hi! so sorry for not getting back to you sooner. I plan on making a short video to address this very question. Sorry for breezing past this part in the demo.
@@somuch3d Oh thanks! looking forward to see that then
Hello ! This is really cool tutorial and model ! The thing i didn't understand is how did you transfer only the texture and not the whole mesh wraping around the scan head. I hope you can find some time to answer. Have a great day ! :)
Hi! Thank you so much for dropping by and watching this demo/ tutorial. I actually did transfer the tertiary details and rgb data. I created enough detail on the target mesh(loki), mainly skin folds and wrinkles. Then proceeded to use zrap and transfer the tertiary details on a layer. I then smoothed out the lower subdivision levels and kept the high level details. Which contains the pores and micro details. I hope this long winded answer suffices. If not, by all means, reach out to me on artstation or ig. I'd be more than happy to share further. Thank you again for your support. Cheers!
@@somuch3d with "transfer the tertiary details on a layer." do you mean you used ProjectAll?
@@somuch3d or rather, can I also contact you through Artstation for asking more questions? Great demo !
@@monicagreco5577 Hi Monica. Thank you for watching and taking interest. I'm going to make a video and address your question. I should have slowed down that part and dove into it more. Sorry, that's on me, but I will address this.
@@somuch3d Really?! Thank you! I'm only studying but I want to take advantage of this plug in, I think it's fantastic for both topology and texture, but I didn't think it was possible to transfer the actual detail in mesh. Or maybe it isn't, it's just the diplacement. Regardless Thank you!
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just learn to sculpt
I think you miss the point of the demonstration. This is an alternative to sculpting tertiary details. Some projects and studios, specifically cinematic and vfx need and require a level of detail in a production pipeline and timeframe that doesn't support the sometimes tedious(yet rewarding) process of hand sculpting tertiary details. This is only the first time I've used zrwap as all previous works are products of pure sculpting. Thank for stopping by.
You don't get the point. It is a fantastic tool for professionals who has a deadline.
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