Thank you so unbelievably much for sharing this video, wonderful to see a professionals workflow. Have you any tips or techniques on how to get better at painting skin? Are there any external videos or tutorials that you could direct us towards? In any case, thank you!
Super informative! I would sure pay for a full tutorial or just the full video. anyway thanks so much for this, it's hard to find work process with good subdermal color theory behind it.
Hey Adam Awesome work!! I was on Polycount and saw your work on their homepage. Its always inspirational to see you work your magic in 3D. Keep up the great work!!
I am literally crying T_T ....this is so good. it looks ready for a animation movie. I just came into digital painting, till few weeks ago, i hated digital painting and i took the classics, paper and stuff. I may be good with a pencil or a marker, but not with this kind of...level of digital painting. And I am weeping...because you are amazing, and I am jealous because I want myself to be as good as you. *pout* And I am just getting the basics of Zbrush...so.... :)) Keep on with the amazing stuff!
Thanks! Just keep working at it. Everyone starts with the basics, and usually the first attempts suck. This is where most ppl give up, but like most things, if you want to get good, you just need to keep working at it and you'll slowly get better. Good luck!
My mind is blown! Thank you Adam! :D That polypainting technique has a name? I'd really like to know how to polypaint with kind of layers like veins, pores. Great job! Congratulations!
I might do some tutorials at some point. I'm sure there are tutorials on the subject around. Here's something that I found after a quick google-- vimeo.com/28014827 it might help you out. Understanding the different colour regions of the face helps and also seeing how other artists approach it.
so .... i wanted to use mari for texturing but from what i just saw zbrush can do everything ! so i'll just stick with zbrush and substance , amazing amazing amazing job . i just wish u had a full tut for this , the part when u go into photoshop i just lost it , can u explain what happened ? where did u get those layers , i really need some help , please if u could just .... help me a bit .
Zbrush is good for a base, but I tend to do a lot of my texturing in Substance Painter nowadays, or Quixel Suite for a more photoshop centric workflow. I use Mari for texture projection and cleanup. In the video when I go into Photoshop, I'm jumping ahead to show the extra adjustments and painting I did on top of the polypaint I exported from Zbrush. Hope that helps
heat flux did you end up learning? I’m currently learning to paint on sculptris, which is the free version of zbrush! I haven’t figured out a way to do hair like this though
Hi mr Fisher Please share your process of creating the spec and gloss map for this head in Photoshop .. If possible please share your process of texturing the outfits that you used in this model
Awesome! The hair was done with FiberMesh. Did you project these onto the texture or where those repainted in Photoshop (the part seems missing in the time lapse)? Also, it looks like your resolution is pretty high. Are you using, like, a 1440p monitor by chance?
You are a master! looks great! I love Zbrush, I'm a beginner, But I want to become an excellent artist like you. How long are you using Zbrush? Where did you learn? I would appreciate your answer.
Hey Adam love the work, Wondered if you could give us some advice on your hair process I am trying to find the best fibermesh preset for the job, but finding most of my results coming out a noisy mess any quick advice e.g. best preset to use for stubble/hair?
This is just epic ! But I want to know that, have you used fibermesh to get that small beard hair ? if so, then how did you manage to get those color information into photoshop ? I am very new to Zbrush and not know much. Would you tell me please? I would be so grateful to you Adam Fisher.
I exported out the fibermesh (with black polypaint) and a version of the head (with white polypaint). Then in xnormal, I loaded both of them as the highpoly meshes and baked the polypaint to my low poly head mesh. That gave me a black and white texture with the fibermesh stubble. I set that to multiply in photoshop onto my skin texture. I also painted hair on top of that. Hope that helps
hey Adam! Awesome work. Been following the thread for a while. Great to see the final thing. If you don't mind me asking what is the matcap that you are using besides the flat color?
Amazing work, doing a similar project for Uni. Do you any links towards your brush alphas or how you went about creating them/reasons why this brush over that one etc. Cheers :)
any sort of spotted skin alpha should be fine. Just play around to find ones you like. The ones I use are just random shapes, that vary in number and blur amount. The ones that are blurry are better for blending, the ones that are sharper are better for defining variation.
how did you bake the short (shaved, 1mm) hair (I assume that's fibermesh?) I know you can "texture from polypaint", but how did you do the hair? (maybe you used it as a cage and baked it in xnormal?)
+glitch2424 You can export the fibermesh as an OBJ and bake like you normally do in Xnormal. I baked the normal and colour for the stubble separately using a version of the head filled white to act as a blocker when baking the fibermeshs polypaint.
+Adam Fisher Thanks for the reply man. I searched up "xnormal blockers" just now and I think now understand what you did. If i'm thinking of this correctly, you are left with just the diffuse and normal of the hair (after bake), which you then composite onto the head's diffuse and normal?
Hey Adam, love your channel and all your projects,they are truly inspiring. Maybe you know if i can use polypaint which is on the 3d model itself and not the texture, and add part of it to the spotlight, as i could do in photoshop with clone stamp tool?
amazing to watch :) Just wondering tho, how did u tecture the hair pores on the jaw area? Did u do it in photoshop? What procedrue did u use for it? :)
Very nice Sculpt mate. i have a question about the textures and the mesh...How can i export my low-poly mesh but keeping the same HD textures on it? i'm creating a character for a mobile device but when animating it, it's hard because of the huge amount of points it has in it. how can i solve this issue? thnx
You can either export the polypaint at a high subdivision (providing the model has its UVs set up) and apply it to your low poly model, like I did in this video. Or you can bake it from the high poly to the low poly using software like Xnormal
ok, i just used the option GoZ to export it to Maya and while in Maya i had all my preferences. I also used the Zremesher to reduce the polycount and maintaining the textures high. was a good option too :)
Sammy Kupniewski Xnormal is amazing! You can paint your high poly model, rebuild into a low poly model ready to receive high poly density details, uv unwrap the low poly and create a UV map. Then you can export out as .obj your high poly model with the paint on, and low poly model and then use Xnormal to bake the vertex colour information to the low poly model, whilst also rendering out bump mapping, specular, AO etc. Awesome tool.
DAMN! You're great! I've got some catching up to do....but I'll get there quickly. I've got the skill. I just don't know my too yet like you do. (watch this space).
Hi Adam fisher ! , can you say, how you get the better result in bakes? for beard? you baking what? Normal and AO? and the beard you using one head white and beard black? and using multiply in PS? how you get the nice result with fibermesh for beard? thanks !
If you bake the polypaint from the fibermesh stubble (using the white head geo and black fibermesh), you can then convert that to normal using ndo or knald. You can apply the beard as a multiply in the diffuse, or you could use it as a mask for a solid color fill layer if you want easier control over the colour of the beard hair. Hope that helps
but you using just normal for beard? because i try to one week to get a nice result and nothing, you dont using any mesh for beard just bake adam? you using in xnormal bake vertex color right? white for head and black for beard?
It's because when people use marmoset, they usually have only one or a few objects on screen. But if you start adding all the assets that a game needs on screen at the same time, it starts getting slow. Games could easily look this good, but the frame rate would be wrecked.
Map resolution takes a big toll on game engines too. But I've noticed that he new generation of consoles games seems to be pushing more for higher map resolutions than for denser meshes.
Can you elaborate on your method of The Harsh color spray in the beginning and painting through it, And the benefits of it? Thanks in advance and fucking Wicked Sculpt !
+alexilaiho1st Marmoset is generally used for real time assets and Keyshot is usually used for high res renders. Each has its pros and cons, it just depends on what you want to render
king james I think he means in Xnormal, when you choose your hi res meshes to project from, you choose bother the face and the fibermesh, exported from Zbrush as an obj.
I feel like the entire concept of under-painting is a waste of time. they do this is warhammer 40k too where they paint something down ostensibly so it shows up in the subsequent layers but as it is here, that sounds good in theory but in practice, you're just putting down a layer which, at some point, gets completely obscured and then this colors have to be added later anyway. seems like just filling with the actual base coat color and then adding the additional colors on top makes the most sense.
Years later and I still remember this video for its awesomeness!
Amazing !
I'll pay for this tutorial ^^
Songs
00:00 Power Glove - Power core
02:00 Power Glove - War zone
04:40 Power Glove - Power core
Late Thanks man
Phenomenal Adam. So proud someone from Australia has this amazing talent - world class.
Thank you so unbelievably much for sharing this video, wonderful to see a professionals workflow.
Have you any tips or techniques on how to get better at painting skin? Are there any external videos or tutorials that you could direct us towards?
In any case, thank you!
Absolutely incredible skills, Adam!
Super informative! I would sure pay for a full tutorial or just the full video. anyway thanks so much for this, it's hard to find work process with good subdermal color theory behind it.
Oh my! Pure talent. So well done
Wow just amazing, always I see one of your timelapse I am like, Damm, I want a slow tutorial xD
so a beautiful render. Amazing work!
Hey Adam
Awesome work!! I was on Polycount and saw your work on their homepage. Its always inspirational to see you work your magic in 3D. Keep up the great work!!
man, adam. i've watched this like 4 times.
wonderful work Adam! looks so real! congrats!
I am literally crying T_T ....this is so good. it looks ready for a animation movie.
I just came into digital painting, till few weeks ago, i hated digital painting and i took the classics, paper and stuff. I may be good with a pencil or a marker, but not with this kind of...level of digital painting. And I am weeping...because you are amazing, and I am jealous because I want myself to be as good as you.
*pout* And I am just getting the basics of Zbrush...so.... :))
Keep on with the amazing stuff!
Thanks! Just keep working at it. Everyone starts with the basics, and usually the first attempts suck. This is where most ppl give up, but like most things, if you want to get good, you just need to keep working at it and you'll slowly get better. Good luck!
Thank you!! I will surely do that :))
But I will also just stare at this model you did, from time to time, to remind myself.
Ion Andreea Georgiana you should try Try CG Masters academy. They give really good classes for character making
I am trying to find a class just right for what I want. Thank you for the info!
My mind is blown! Thank you Adam! :D
That polypainting technique has a name?
I'd really like to know how to polypaint with kind of layers like veins, pores.
Great job! Congratulations!
Amazing Adam, one of best works i've ever seen!
Now that's some badass character!
Would you ever be wiling to do a tutorial for realistic skin painting in zbrush? Or can you tell me a good resource to help me in that area? Thanks
I might do some tutorials at some point. I'm sure there are tutorials on the subject around. Here's something that I found after a quick google-- vimeo.com/28014827 it might help you out. Understanding the different colour regions of the face helps and also seeing how other artists approach it.
+Adam Fisher greatly appreciate you to do a tutorial
Superior quality Well done
Awesome! as expected! keep them coming, your work is a serious inspiration!
Awesome skills and very good music!
Hi Adam,
Amazing work, truly inspirational. Just a quick question about the start of the painting, were you using that for a sub dermal map?
Hey Damien. Thanks. Yeah I exported an early version (around 0:50) of the skin to be used as a base for my subdermis map in Toolbag 2.
so .... i wanted to use mari for texturing but from what i just saw zbrush can do everything ! so i'll just stick with zbrush and substance , amazing amazing amazing job . i just wish u had a full tut for this , the part when u go into photoshop i just lost it , can u explain what happened ? where did u get those layers , i really need some help , please if u could just .... help me a bit .
Zbrush is good for a base, but I tend to do a lot of my texturing in Substance Painter nowadays, or Quixel Suite for a more photoshop centric workflow. I use Mari for texture projection and cleanup. In the video when I go into Photoshop, I'm jumping ahead to show the extra adjustments and painting I did on top of the polypaint I exported from Zbrush. Hope that helps
i guess i dont need a substance painter anymore, i can paint if i learn in zbrush,then export textures ,uv map it in 3dsmax and render it via vray
heat flux did you end up learning? I’m currently learning to paint on sculptris, which is the free version of zbrush! I haven’t figured out a way to do hair like this though
Reminds me of a minbari man, great work here!
Can you please tell me how you bake fibermesh onto diffuse using xnormals? Thanks in advance. Love your work.
Hi mr Fisher
Please share your process of creating the spec and gloss map for this head in Photoshop
..
If possible please share your process of texturing the outfits that you used in this model
Awesome! The hair was done with FiberMesh. Did you project these onto the texture or where those repainted in Photoshop (the part seems missing in the time lapse)?
Also, it looks like your resolution is pretty high. Are you using, like, a 1440p monitor by chance?
Thanks. Yeah I baked the fibermesh onto the diffuse and did some extra adjustments and painting on top. I'm using a Dell U2713HM Monitor
Adam, been following your stuff for awhile now and i'm always impressed and inspired by your work. Do you have an upload of your skin brush alphas?
You are a master! looks great! I love Zbrush, I'm a beginner, But I want to become an excellent artist like you. How long are you using Zbrush? Where did you learn? I would appreciate your answer.
Hey Adam love the work,
Wondered if you could give us some advice on your hair process I am trying to find the best fibermesh preset for the job, but finding most of my results coming out a noisy mess any quick advice e.g. best preset to use for stubble/hair?
masterpiece theatre.
great work. i was dig it.
could you tell me about the beard. do you render from fibermesh or hand paint in photoshop?
thanks
Wow Adam! Is super awesome!! I love it!
Texturing = God Mode...
This is just epic ! But I want to know that, have you used fibermesh to get that small beard hair ? if so, then how did you manage to get those color information into photoshop ? I am very new to Zbrush and not know much. Would you tell me please? I would be so grateful to you Adam Fisher.
I exported out the fibermesh (with black polypaint) and a version of the head (with white polypaint). Then in xnormal, I loaded both of them as the highpoly meshes and baked the polypaint to my low poly head mesh. That gave me a black and white texture with the fibermesh stubble. I set that to multiply in photoshop onto my skin texture. I also painted hair on top of that. Hope that helps
hey Adam! Awesome work. Been following the thread for a while. Great to see the final thing. If you don't mind me asking what is the matcap that you are using besides the flat color?
Thanks. I other matcap besides the flat color is zbro_Paint (can be found at luckilytip.blogspot.com.au/).
please upload the full video long
me too
Amazing work, doing a similar project for Uni. Do you any links towards your brush alphas or how you went about creating them/reasons why this brush over that one etc. Cheers :)
any sort of spotted skin alpha should be fine. Just play around to find ones you like. The ones I use are just random shapes, that vary in number and blur amount. The ones that are blurry are better for blending, the ones that are sharper are better for defining variation.
Thanks so much! Shout out from NZ
Was it fibermesh what you used for the beard? I didn't new you could put it on photoshop.
how did you bake the short (shaved, 1mm) hair (I assume that's fibermesh?) I know you can "texture from polypaint", but how did you do the hair? (maybe you used it as a cage and baked it in xnormal?)
+glitch2424 You can export the fibermesh as an OBJ and bake like you normally do in Xnormal. I baked the normal and colour for the stubble separately using a version of the head filled white to act as a blocker when baking the fibermeshs polypaint.
+Adam Fisher Thanks for the reply man. I searched up "xnormal blockers" just now and I think now understand what you did. If i'm thinking of this correctly, you are left with just the diffuse and normal of the hair (after bake), which you then composite onto the head's diffuse and normal?
+glitch2424 Yeah pretty much.
Adam Fisher
Thanks alot! :) appreciate it
u r master of creating realistic faces in ZBrush so please give us some tutorials.
its awesome to see u replying!!
awesome piece, looks great
Hey Adam,
love your channel and all your projects,they are truly inspiring.
Maybe you know if i can use polypaint which is on the 3d model itself and not the texture, and add part of it to the spotlight, as i could do in photoshop with clone stamp tool?
AMAZING WORK! again and again...
amazing to watch :) Just wondering tho, how did u tecture the hair pores on the jaw area? Did u do it in photoshop? What procedrue did u use for it? :)
Very nice Sculpt mate. i have a question about the textures and the mesh...How can i export my low-poly mesh but keeping the same HD textures on it? i'm creating a character for a mobile device but when animating it, it's hard because of the huge amount of points it has in it. how can i solve this issue? thnx
You can either export the polypaint at a high subdivision (providing the model has its UVs set up) and apply it to your low poly model, like I did in this video. Or you can bake it from the high poly to the low poly using software like Xnormal
ok, i just used the option GoZ to export it to Maya and while in Maya i had all my preferences. I also used the Zremesher to reduce the polycount and maintaining the textures high. was a good option too :)
Sammy Kupniewski Xnormal is amazing! You can paint your high poly model, rebuild into a low poly model ready to receive high poly density details, uv unwrap the low poly and create a UV map. Then you can export out as .obj your high poly model with the paint on, and low poly model and then use Xnormal to bake the vertex colour information to the low poly model, whilst also rendering out bump mapping, specular, AO etc. Awesome tool.
Superb work!
Absolutely awesome!
Phenomenal work!
good job and Respect.
The texture looks incredibly orange in zbrush, do you have some sort of chart of base colors you use for skin?
Hi it's excellent work.Full video please.
please tutorial or complet video!
Amazing skills man, how did you do the beard and hair in polypaint....
very very GREAT WORK!
DAMN! You're great! I've got some catching up to do....but I'll get there quickly.
I've got the skill. I just don't know my too yet like you do.
(watch this space).
how did you do those facial and head hair
Simple fibermesh
Amazing, congrats!
One question , what did you use to generate this mohawk in marmoset ? Plans ?
Thank you in advance
They were created with manually placed planes in Maya and hand painted hair/alpha textures
Hi Adam fisher ! , can you say, how you get the better result in bakes? for beard? you baking what? Normal and AO? and the beard you using one head white and beard black? and using multiply in PS? how you get the nice result with fibermesh for beard? thanks !
If you bake the polypaint from the fibermesh stubble (using the white head geo and black fibermesh), you can then convert that to normal using ndo or knald. You can apply the beard as a multiply in the diffuse, or you could use it as a mask for a solid color fill layer if you want easier control over the colour of the beard hair. Hope that helps
but you using just normal for beard? because i try to one week to get a nice result and nothing, you dont using any mesh for beard just bake adam? you using in xnormal bake vertex color right? white for head and black for beard?
I used the fibermesh bake as a base. I hand painted extra hair and for the beard I think I used some hair cards as well.
Mindblowing...
Very nice !
How long did it take you to do the complete model from start to finish?
looks handsome!
why there is no character this awesome in videogames, if marmoset its able to render it.
how many poligons has this model?
It's because when people use marmoset, they usually have only one or a few objects on screen. But if you start adding all the assets that a game needs on screen at the same time, it starts getting slow.
Games could easily look this good, but the frame rate would be wrecked.
Sam Leheny thats why im asking about poligons, because if is all about baking maps, maybe its posible.
Map resolution takes a big toll on game engines too. But I've noticed that he new generation of consoles games seems to be pushing more for higher map resolutions than for denser meshes.
Sam Leheny I agree :D
I use surface noise to paint sometimes but it inflates the mesh for some reason whenever i press apply to mesh. Does someone know a sulution to this?
How you did that skin change effect at 0:27? Is it a layer or an import from Photoshop, or whatever?
At that point, I'm just changing the material that I use to view the model
can u make a detailed tutorial for same model skin painting
Is it possible to make Subsurface scattering in zbrush?
how did you add the brows?
How much maps the skin have? Diffuse, Spec?
Can you elaborate on your method of The Harsh color spray in the beginning and painting through it, And the benefits of it? Thanks in advance and fucking Wicked Sculpt !
It's used to block in the colour regions of the face and help with adding colour variation to the skin tone.
Adam Fisher Awesome, Thanks again. Huge inspiration
ASOMBROSO TRABAJO!
you are incredible
Adam, you can give to me your alpha for painting the head? TY !
+naaBQ Me too!!!
Would love to see you do some Zbrush tutorials on gumroad ;-)
great job man!
this is insane!
i will totally pay for this full tutorial.if you have in mind to post it in real time this will be great.
Love it!!
Nice cool!!
amazing learned so much
can you tell me the lighting renderer your using , it looks like its in PS. is it M tool bag ? cheers
Tony Jones I'm using Marmoset Toolbag 2
Thanks Adam..
+Adam Fisher is marmoset the same as keyshot or would you say one of them has better features?
+alexilaiho1st Marmoset is generally used for real time assets and Keyshot is usually used for high res renders. Each has its pros and cons, it just depends on what you want to render
Adam Fisher
I get ya, thanks
what is the word after PRO ?
bro can u help me by painting one model?
How on earth does one project fibermesh onto the diffuse?
If you export the fibermesh out, you can bake it using Xnormal.
Adam Fisher can u explain how?
king james I think he means in Xnormal, when you choose your hi res meshes to project from, you choose bother the face and the fibermesh, exported from Zbrush as an obj.
Complete!
WHAAA thats amazing
Please show tutorial. I hope you help me?
please make a slower tutorial on poly paint
I feel like the entire concept of under-painting is a waste of time. they do this is warhammer 40k too where they paint something down ostensibly so it shows up in the subsequent layers but as it is here, that sounds good in theory but in practice, you're just putting down a layer which, at some point, gets completely obscured and then this colors have to be added later anyway. seems like just filling with the actual base coat color and then adding the additional colors on top makes the most sense.
fucking amazing
powerglove!
good
Handsome!
Wait, you only did polypaint ? what about other maps? you baked something?
Fantasy!!
Shared on cgvfxing.com
Thanks a lot!
You skipped the texturing of eyes
waesome!!
Adam Fisher from ... Hatfield?