Question, you said that doing it with displacement Maps it’ll be sharper? Does that mean Mari bakes it while you’r painting and simulates the high poly mesh so you don’t need to jump into the render to see it working or do you only see the final in the render, maybe its a dumb question but i was wondering that the whole video 😅
@@malikgarcia699 It is sharper because you are relying on the resolution of the UV maps rather than the density of your mesh. I am only visualising the maps as bump in Mari which gives a very accurate representation of how the final model will looked when they are applied to the geo as displacment in a rendering engine.
@@tomnewburycg Hey thanks a lot for taking time to Answer i really appreciate it! So as i understand it its like a Bump preview in Mari so you can see what your doing right? But how can you get such a high amount of detail in the Render if its still dependent on the actual Geo displacement and Polycount? As you said your polymodel is quite low, so i dont really understand if its still dependent on the geo displacing in the render, sorry if im annoying just cant wrap my Head Around it
@@malikgarcia699 At render time you need to set a subdivision level which you can set rather high to gain all of the details in the textures. Arnold then adds any details it cannot displace into the bump automatically (this will be ultra fine details around the pore level), so if you have a decent amount of UV realestate, you can obtain some very high detail on your surfaces.
It’s me, I was the person sculpting the textures in zbrush 😫 this gave me a whole new perspective on everything!! Makes sense why all my sculpts feel not as crispy as I want
You know what's funny? When I start the video, watching that big 50 MINUTES that seems infinite, almost keep me off. But at the end of the video I'm more like "wait, what? Is it over?", craving for more details. Really enjoyed that, even if I work on stylized hand-painted texture (WoW like)... It still a huge source of knowledge that will surely improve my perception in texturing and keep pushing for an higher quality. I wish to see more contents like that, unfortunately this is probably not a RUclips material... People nowdays turn around from anything longer then 90 seconds. Unfortunately quality content is underrated... Thanks again for sharing.
It was really great to see a workflow that avoids using Zbrush for higher frequency detail. I've always found that part of the process to be cumbersome and frustrating, so having an alternative is exciting. I'm definitely going to give some of those techniques a try in an upcoming project. Thanks for providing us with this awesome interview!
Absolutely loved this, J you're the hero on RUclips for our industry, the amount of things I have learned from your channel is crazy. I appreciate what you do with all my heart, thank you so much
Good collab, Tom is such a curious mind, seen alot of his stuff years ago and he has put some good stuff on his gumroad through the years that helped me out alot of times.
Holy crap! I totally feel the same way about my projects! Starts very motivated and high energy and then it slows down and I lose interest. Good to know I'm not the only one out there like that!! I even think that maybe I don't love doing this anymore, but at least now I know it's not just me!!! Hahaha!
After learning Substance 3D I don't feel intimidated by the Mari node work flow and it really looks like a great direction of non destructible texturing.
16:30 you're limited by the geo in Zbrush, yes, but you can utilise Geo HD and UDIMS. I've used Mari off and on over the years on different projects but I've always found the projection painting workflow clumsy and not very artist-friendly. Sculpting this detail in Zbrush is a much more organic and natural process as an artist - wysiwyg. It's been a while since I've done anything in Mari, but it looks like Tom has set up a decent lookdev environment within Mari, so maybe that helps. Painting those 3 channel TXYZ in Mari without proper visual feedback of the displacement is a pain. And people constantly complain about the Zbrush UI, but the Mari UI.... 🤮😆 it's horrendous.
@@artofjhill So it's a mystery till you make one 😅? Asking this as I'm planning to start a RUclips Channel myself on Unreal Game Dev. So collecting a bit of info. Thanks.
@J Hill just discovered your channel and I'm getting ready to go down a rabbit hole. But need some help: for someone new, can you recommend which program would be best to create hyperrealistic human characters? Do you have a video comparing the different programs? Thanks in advance!!
Hey. ZBrush is the only one that’s necessary imo. Maya or blender are the most common DCC and substance or Mari for texturing. Substance is used for games
Hey J Hill, awesome video, was hoping you'd be able to do a little shoulder sculpting video of a lean girl, can't find a single tutorial which gets this right.
I use Blender but this gave me an Idea.. Stop going so deep on the sculpting and texture the object. I have never thought to create all those maps and bake the textures but I’m definitely going to have a new workflow soon.
I got a question: at 25:25 you conclude that displacement works for models like this because you can fit much more fine detail on a texture using pixels than you can directly on a model, which would require a huge amount of polygons. But unlike normal maps, don't displacement maps depend on a high poly count to really get that high-quality details? Maybe I just didn't understand the idea here
In VFX at rendertime you can assign subdivisions to your mesh to get very high densities, and in Arnold it does a very good job at converting any details which won't be displaced into bump. This alows you to get very high details at render time.
Hello. I'm importing animation to UE5. In game mode, the animation is played. But how do I make the animation not play in game mode? Let's say I inserted a rolling ball and I need the camera to move behind it. I animate the camera, but the ball does not move. In game mode, the ball is rolling but I can't animate the camera. Can you tell me how to do so that I can control the camera and see the inserted animation?
please tell me in games such as mobilelegends on mobile 3D models of heroes about how many polygons consist of? so that the performance is good on mobile, but the model is also beautiful
so we use displacement on none.move object or it work on both animation and photo ? speak for real . am just kid in middle school. who learn from anywhere and anything about animation . and i found u. and i fk up . it was like what is that . it so alots of software .
Man, i don't know if you remember me but I enjoy your course (the free part ^-^) but here in Brazil we have some financial difficulties. I said I would save the money to buy your couse. I'm really almost there. You can help me with a Coupon Code?? PLEEEEASSEEEEE. Anyway...your content is awesome...and I really love your job. Thanks for all
i just dont know about devs and games but i think they shurely should concentrete on other thing than having textures sharpnes donw to planck scale - Usally is the fine" texures" that makes games not worthy to visit -the lightning is a another matter and sinc eits harder to get correct or good they cheat use ligning that evenly lit up every texture making textures look bad unappealing and boring and just meh
Loved the interview J, thanks so much for having me on, really enjoyed our chat!
So much cool insights! Thanks to you both for this!
Question, you said that doing it with displacement Maps it’ll be sharper? Does that mean Mari bakes it while you’r painting and simulates the high poly mesh so you don’t need to jump into the render to see it working or do you only see the final in the render, maybe its a dumb question but i was wondering that the whole video 😅
@@malikgarcia699 It is sharper because you are relying on the resolution of the UV maps rather than the density of your mesh. I am only visualising the maps as bump in Mari which gives a very accurate representation of how the final model will looked when they are applied to the geo as displacment in a rendering engine.
@@tomnewburycg Hey thanks a lot for taking time to Answer i really appreciate it! So as i understand it its like a Bump preview in Mari so you can see what your doing right? But how can you get such a high amount of detail in the Render if its still dependent on the actual Geo displacement and Polycount? As you said your polymodel is quite low, so i dont really understand if its still dependent on the geo displacing in the render, sorry if im annoying just cant wrap my Head Around it
@@malikgarcia699 At render time you need to set a subdivision level which you can set rather high to gain all of the details in the textures. Arnold then adds any details it cannot displace into the bump automatically (this will be ultra fine details around the pore level), so if you have a decent amount of UV realestate, you can obtain some very high detail on your surfaces.
Loving the video, guys!
It’s me, I was the person sculpting the textures in zbrush 😫 this gave me a whole new perspective on everything!! Makes sense why all my sculpts feel not as crispy as I want
You know what's funny? When I start the video, watching that big 50 MINUTES that seems infinite, almost keep me off. But at the end of the video I'm more like "wait, what? Is it over?", craving for more details.
Really enjoyed that, even if I work on stylized hand-painted texture (WoW like)... It still a huge source of knowledge that will surely improve my perception in texturing and keep pushing for an higher quality.
I wish to see more contents like that, unfortunately this is probably not a RUclips material... People nowdays turn around from anything longer then 90 seconds. Unfortunately quality content is underrated...
Thanks again for sharing.
Thank you for the comment! Very much appreciated and glad you enjoyed it
It was really great to see a workflow that avoids using Zbrush for higher frequency detail. I've always found that part of the process to be cumbersome and frustrating, so having an alternative is exciting. I'm definitely going to give some of those techniques a try in an upcoming project. Thanks for providing us with this awesome interview!
Happy to hear that. Gl on your next project!
Absolutely loved this, J you're the hero on RUclips for our industry, the amount of things I have learned from your channel is crazy. I appreciate what you do with all my heart, thank you so much
Thank you for the comment! Super happy to hear that
I love how Tom is geeking out just as much as Jason at how the technology works. Stellar. Killer video, dudes.
ha thank you man, glad you enjoyed the video
This was awesome, has givin me lots of new ideas and work flow approaches, my favorite episode of the series to date!
woow, that gotta be one the best videos I watch in a while
hello j hill thank you really bro im soooo happy to see this interview.
so glad you liked it
As someone who's in love with node workflows, Mari is becoming more attractive by the day
💯
Wow. This video has taught me more about texturing in an hour than a year of practice and university study!
Good collab, Tom is such a curious mind, seen alot of his stuff years ago and he has put some good stuff on his gumroad through the years that helped me out alot of times.
happy new year mr J Hill
Happy new year
Holy moly, I was doing every details in zbrush, but now everything is change for me
Super inspiring!
Two of the best online tutors right here. 💪🏻
Seeing J impressed like me is funny 😂
great video men and very inspiring. thanks to the two of you for making it ❤🔥
It is the most inspiring meeting between great artists that I follow💓
🙏
Damn , thats so great !
Looking awesome, so cool to see this collab happen 😊
Great video as always. This is indeed a great workflow, thanks for everything!
Big fan of Tom, Love his work so much, thanks J for this.
me too. Glad you liked it
This is genius, I see the light now...I've been unwilling to acknowledge Mari for years but I see my mistake.
Holy crap! I totally feel the same way about my projects! Starts very motivated and high energy and then it slows down and I lose interest. Good to know I'm not the only one out there like that!! I even think that maybe I don't love doing this anymore, but at least now I know it's not just me!!! Hahaha!
Happens to us all. Keep moving forward
Phenomenal video, I learnt so much. Thanks J and Tom
Bind-blowing and thoroughly inspiring! Thanks so much for posting this. I am a big fan of both of you!
Glad you liked it! Thank you
Fantastic interview!
My whole world just lights up when i see a new J video
Fantastic J Hill! Great presentation by Tom!
After learning Substance 3D I don't feel intimidated by the Mari node work flow and it really looks like a great direction of non destructible texturing.
Absolutely insane!
Great episode!
Great conversation. Thanks for putting this together. So inspiring!
We missed You
46:44 lmao i would stare watching face details of that guy in a cafè
Another banger, great video, informative and fun!
Glad you enjoyed it!
Thanks for sharing all of your knowledge! Next Level Stuff! Love it
I've noticed that Tom has a DarkElf folder for his reference images. I wonder what's in there?
Thank you, learned stuff. Would like node based organic asset tutorial very much. Still doing it the old way.
Amazing content. Gave me a much needed push of motivation. :) Thanks for the video to both of you.
Lemme guess.. It’s gonna something to do with Mari and texturing XYZ. 😅
🔮
Awesome talk, very insightful!
ooh looking forward to this one!
This is a really great video guys, very interesting and well presented info. Inspiring stuff.
16:30 you're limited by the geo in Zbrush, yes, but you can utilise Geo HD and UDIMS. I've used Mari off and on over the years on different projects but I've always found the projection painting workflow clumsy and not very artist-friendly. Sculpting this detail in Zbrush is a much more organic and natural process as an artist - wysiwyg. It's been a while since I've done anything in Mari, but it looks like Tom has set up a decent lookdev environment within Mari, so maybe that helps. Painting those 3 channel TXYZ in Mari without proper visual feedback of the displacement is a pain.
And people constantly complain about the Zbrush UI, but the Mari UI.... 🤮😆 it's horrendous.
it's insane! TY !
the secret to insane texture, is using an insane amount of texture memory
@Riyad Ahmed it's ok when you don't understand someone, but you're better off asking them a question than you are reacting like that.
Amazing work and info guys!
I'm working as a Junior Texturing Artist, Its very useful ❤
Crazy work and awesome😲🔥
Great Series !!!
Hi J,
Can you tell me what camera do you use for recording the talking head portion of the videos?
Would love to see a video on your current setup. 😊
I keep wanting to make one! Just need to clean up this mess
@@artofjhill So it's a mystery till you make one 😅?
Asking this as I'm planning to start a RUclips Channel myself on Unreal Game Dev. So collecting a bit of info.
Thanks.
watched it fully 2 times its just super interesting 🔥🔥to see the secrets of these amazing artists.
Thank you! Glad you liked it
"Zedbrush" gotta love the Aussies.
this is awesome, what does unims mean?
UDIMS are the separate UV sections that would have their own texture sets. More UDIMS = more textures = more pixels = more detail
@J Hill just discovered your channel and I'm getting ready to go down a rabbit hole. But need some help: for someone new, can you recommend which program would be best to create hyperrealistic human characters? Do you have a video comparing the different programs? Thanks in advance!!
Hey. ZBrush is the only one that’s necessary imo. Maya or blender are the most common DCC and substance or Mari for texturing. Substance is used for games
@@artofjhill thank you!
Hey J Hill, awesome video, was hoping you'd be able to do a little shoulder sculpting video of a lean girl, can't find a single tutorial which gets this right.
thank you! I may do an anatomy series at some point but not super soon I'm sorry to say. Keep going!
I use Blender but this gave me an Idea.. Stop going so deep on the sculpting and texture the object. I have never thought to create all those maps and bake the textures but I’m definitely going to have a new workflow soon.
texturing is underrated
@@artofjhill indeed
Displacement maps
oooooh look at the fancy man!
Haha
Thank you for the gems guys appreciated!
waht about tattoo ? how did we apply it?
I love Tom Newbury he is good teacher
💯
This character cannot bow his head, or the horns will pierce his chest.
a Druid never bows
@@artofjhill Even when peeing? Then his wife must be very angry.:D
I got a question: at 25:25 you conclude that displacement works for models like this because you can fit much more fine detail on a texture using pixels than you can directly on a model, which would require a huge amount of polygons. But unlike normal maps, don't displacement maps depend on a high poly count to really get that high-quality details? Maybe I just didn't understand the idea here
In VFX at rendertime you can assign subdivisions to your mesh to get very high densities, and in Arnold it does a very good job at converting any details which won't be displaced into bump. This alows you to get very high details at render time.
Hello. I'm importing animation to UE5. In game mode, the animation is played. But how do I make the animation not play in game mode? Let's say I inserted a rolling ball and I need the camera to move behind it. I animate the camera, but the ball does not move. In game mode, the ball is rolling but I can't animate the camera. Can you tell me how to do so that I can control the camera and see the inserted animation?
Not sure but probably using sequencer
Thanks for your channel. These videos are very cool and really helpful!!!
J hill aka j umbrella but it's tiny not huge
W asf
Zet brush. this was great. thank you both!
Glad you enjoyed it!
Logic switched profession?
simple character but smoother
please tell me in games such as mobilelegends on mobile 3D models of heroes about how many polygons consist of? so that the performance is good on mobile, but the model is also beautiful
Mobile character models will vary wildly per game but for that game I’d guess between 10-20k
@@artofjhill thanks 🙏🙏
Really like U’r Video’s😘 Wow that(Unreal Engine 5) Soo Cool🥰
Thank you and yes UE is dope
@@artofjhill 😘
Gold content
give more SSS for the horn guy!
🔥
Sir can you please make your maya udim workflow. Please sir can you make tutorial. Please 🥺🥺🥺🙏🙏🙏
so we use displacement on none.move object or it work on both animation and photo ? speak for real . am just kid in middle school. who learn from anywhere and anything about animation . and i found u. and i fk up . it was like what is that . it so alots of software .
Yes, Displacement works with animations
yeah . amezing .,thank you
This is not enough detail, I can't see the blood cells. If I do something I want the zoom in to go to DNA
Gonna need more UDIMS for that 🔍
You guys are dope! some awesome tips and insight 🤟
🙏
Oh both have you seem to have bought your spectacles from the same shop.. Lol
🤓
厉害
Man, i don't know if you remember me but I enjoy your course (the free part ^-^) but here in Brazil we have some financial difficulties. I said I would save the money to buy your couse. I'm really almost there. You can help me with a Coupon Code?? PLEEEEASSEEEEE. Anyway...your content is awesome...and I really love your job. Thanks for all
Thank you! DM me on Discord JHill#4678
@@artofjhill i sended an invite
geeky
💯
✅✅✅
I am watching the video and still don't believe you two are not the same person
the guy who's interviewing sounds like not Interested enough
ear hair...
dude... you two look alike a lot!
i just dont know about devs and games but i think they shurely should concentrete on other thing than having textures sharpnes donw to planck scale - Usally is the fine" texures" that makes games not worthy to visit -the lightning is a another matter and sinc eits harder to get correct or good they cheat use ligning that evenly lit up every texture making textures look bad unappealing and boring and just meh
Noise...
I prefer Substance cause Mari is a convoluted mess of a software
Been thinking about ways to use some of these techniques in there