Using Sculptris Pro in ZBrush 2018
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- Опубликовано: 11 сен 2024
- Learn how to get started with Sculptris Pro in ZBrush 2018 in this video tutorial. Sculptris Pro is the innovative new feature found in ZBrush 2018. Learn how to use to to make your ZBrush life a lot easier and better as a sculptor!
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Amazing algorithm, smooth and fast. I don't understand why these bunch of genius can't make a user-friendly interface. A lot of high frequency used tools hide deeply. To find the tiny button even without an icon, you need to scroll, find, scroll, find, click. And a lot of scrolling always make the button you want in a different position on your screen. Can you imaging a car that AC button or volume button change their position all the time and you need to search at the panel to find them during driving? What an Anti-human design! Yes, you can customize, but this is not a reason to throw the job to users. Sorry for digressing, good tutorial as aways:D
Sculptris wasn't created by ZBrush devs or Pixologic at all, rather they bought the technology. Sculptris used to be a standalone program that had actually among the best modeling UX on the market. That perhaps answers your question in a way.
This is absolutely the most awaited addition to Zbrush in many years. Everyone who loved what Sculptris was capable of, but have outgrown its limitations have wanted this in Zbrush for a very long time. I used to use 3dCoat to get this type of sculpting freedom before, but now I don't really need to leave Zbrush at all.
DigiFootage Channel don't be a zbrush cowboy lol
I‘m a beginner and i think i found the best time to start with Zbrush now....thanks for all the high qualy videos guys. I‘m so thankful because zbrush is a hell of a tool to learn. 🤘❤️ I would love to show you some of my work, but at the moment all my sculpts looks like crappy hr gyger copies with to many snake hook shizzled 😂....but its so much fun!
I don't know but imo we can still use this in the pipeline just export and retopologize and unwrap that new mesh and baked this hires mesh.
as for UV that it will delete all your UVs we can work this out by again doing a retopology. this is better really better than doing dynamesh because when i'm about to add detail on the eye for example and re-dynamesh sometimes i forgot i lose my detail there so with this we don't need to use that?
you guys are amazing for explaining it in a way EVERYONE can understand
You're blessed with the gift of Tutorialism!
you guys are my favourite to listen to, you're so helpful, thank you!!!
So you mentioned that this doesn't work for pipeline use because it destroys UVs. The only sculpting workflow I've ever known requires manual retopology and uv mapping and then baking normal maps to the new mesh (done in Blender, I'm brand new to Zbrush). Have I been working too hard? Does the DynaMesh workflow support some kind of automated UV mapping and low-poly retopo??
Please help me - I can't stop binge watching your videos !
Oh no what a problem :D
I might actually start using Zbrush now. Blender has had this feature forever and I didn't want to let go of it
Thanks bud! great video and instructions.
can you explain more , what problem am I gonna have in a pipeline with this? thanks
Oh so its Dyntopo from Blender! Well Ill be, its about time! Blender gets super laggy when I use Dyntopo when the polycount gets super high, zbrush tends to handle it better but it was missing this tool. I cant wait to use this.
aw man, I used to work in blender and I LOVED dyntopo. when I moved over to zbrush I really missed it, but this seems even better!
It's really super powerful! I've been using sculptris for years, so having sculptris pro mode in ZBrush is amazing.
/H
You can't just retopo after using it?
Thank you for your tutorial 😍
never clicked so fast
indeed
Now that's the snake hook brush we deserve!
Zbrush has been end continues to be an incredibly liberating and powerful 3d tool. Its getting hard to imagine how they can add more useful Ideas
You have no idea how grateful I am for tNice tutorials series
Lovely, but when you say it's not for a production pipeline - do you have a tutorial on what proper practice is
?
The snakehook brush equivalent always worked for blender and i was like..wow!!
Can't wait for VDB & Alpha masking to be used in Sculptris Pro mode! Else just gotta Dynamesh masked area then alpha on that area only
Yes! That will be fantastic.
Not sure I agree this isn't usable for production. Great for a highpoly. I use it all the time now for extra wrinkles and facial details which I couldn't achieve as easily before. So I get more detailed bakes onto my lowpoly. That being said I work on game asset pipeline and I know yours is film. Perhaps they differ enough to explain both sides of our thought process :)
Good observation! What we mean is, you cant work on production topology, as it will delete all your UVs and destroy the vert order. It definitely serves a purpose, we just want to be careful that people dont destroy their models :) Thanks for your thoughts!
I'm new to zbrush, I was thinking that, after sculpting with sculptris, duplicate that object, remesh to fix topology, then subdivide and finally project the details, but I'm not sure about that pipeline, I want to know if there is some way to use the high poly mesh of the sculptris for, substance for example
Very useful bro I like it
how have i only just now heard of this.... well ive heard / seen the term sculptris pro, but never new, what it did... that shit is so useful
looks like blender´s dynotopo :)
Yes and live clay tools in 3D Coat. Many people think that is a revolutionary feature :D
@ ya agree
But incorporating it with zbrush is not revolutionary i guess, since blender already did this kind of thing very early
Well obviously the tool is revolutionary in itself
Thanks for this dudes. Was looking forward to it.
Thanks you bro. love you....
Same technology in Blender with dyntopo and 3D Coat with live clay tools, for many years and now also in ZBrush, why so late?
Does the Sculptris Pro feature come ZBrush 2018 or do you have the buy that feature extra? I don't that option under the stroke menu
Love the videos you guys put out, the commentary is great. Could you do an in depth video on UV’s in maya?
Thank you! Planning on it :) We already have a basics video out, which we released a few months ago. Will elaborate on it in the near future.
Q: I want to use Zbrush to eventually export my sculpt as a obj, stl file so I can 3D print my design. That’s all. So can I just use Sculptris ?
Yeah, was thinking how the hell would this help?? But yeah, you can add local detail without having to increase tge resolution of all the mesh. But i (noob) cant see how thats so important... maybe to save on poligon count as you can work in a mesh with less poligons??
channel, I want that soft to be the sa in other desired channels without having to go there and doing manually.
GUYS!!!
I need your help.
Now we have sculptris we pixologic doesnt add the dynamic brush indicator (red Circles on the brushes in ZB)
It is hard for me at the moment to move in the normal direction.
As you know the move brush is base on camera...
and
the brushes in ZB works always in a normal orientation of certain area.
Meaning that ht e brush is oriented in a plane and it is hard to move along the normals on a decimated mesh.
Is there a brush or a way to move certain area in the normal direction of the mesh using a brush ?
I will appreciate any help.
Cheers!
For so wierd reason when I try to use the GMS it just make one loud noise..
There is cool trick that I've discovered. If you accidentally sculpt with "extremely" high resolution using SculptrisPro and you need to reduce the polycount, there is actually a simple solution to fix it. Use Standard brush with Z Intensity set to zero 0 with your desired SculptrisPro density and then brush it on all dense areas. This method will help you reduce the polycount without doing anything crazy like using Dynamesh or Undoing or etc. ;)
thank you Tomas Pettersson ;)
Yes indeed! Thanks Dr Petter!
You guys have a great channel and a big following, so you think you might invest in a new keyboard? That clunker, well, "clunks" a lot. Very loud and pretty dang annoying.
Thanks for this coverage of Sculptris. Now, about those new primitives--!
Great idea - we'll look into it. Thanks!
Hey Flipped Normals! I was wondering if you could make a conversation video about the workflow you guy have to create a final piece (like first zbrush, then maya for uv's , etcetera)
Really like you videos !
Yup! We have it on our list :)
FlippedNormals thanks a lot! And greetings from Costa Rica
I'm rather new to Zbrush. I'm interested in sculpting for 3d printing. You said that Sculptris Pro can't be used for production. Does this mean I can't use a sculpted concept for 3d printing?
It can totally be used for 3D printing :) What we mean is high-end vfx production where you need topology. Definitely use Sculptris Pro for 3D printing.
I fear that I'm a zbrush cowboy, is there any means of rehabilitation?
Don't blame yourself. Zbrush is beautiful and hard not to love
Pierre Rogers pick a 3d software like maya, max or blender and do something with it. At first its gonna be really difficult because u wont be able to do what u can acheive in Zbrush. After a while u should be fine, and u can build a bridge between the two softwares. Once u r comfortable with retopo, uvs... u can begin to texture ur objects in substance painter, photoshop... Its gonna take time to learn all that. Good luck!
Let see what Pixologic will do in the next patch, in my opinion SculptisPro on early development stage. And shame that we cant make 3D alpha brushes with ScultrisPro =(
Yes indeed! If we can use them with vector brushes, we have liftoff.
i like to use sculptris pro + decimation master + close holes and keep it at 200 - 250k polys. works p well
So If I understanded correctly: First DynaMesh then when it's everything super, and supercool, then we do Subdivide?
Yes :) Subdivide after the main shapes are there. I wouldnt normally take my dynamesh/sculptris pro model over a few hundred thousand polys
Can you project this sculptors detail back to a model with proper topology, to a point, and bake the rest to a displacement map and/or a normal map?
Yes you can, that's the idea for every high detail tool :) just load both versions of the model and use the Project All button
Yes! :) You absolutely can.
Can you 3D print from a model done using Sculptris Pro in Zbrush?
Absolutely!
Thanks :D
awesome
Good
1:48 It's backslash.
Nice :-)
ikr
Did they add folders for Subtools yet?
Nope! Still no intuitive way of grouping subtools.
what about Zscenemanager.. exoside.com/zscenemgr/
WOW
❤️
I using abelton live
make fire as soft
Watched this video and it was going wow, this is a great tool. But don't use it! Why? Because of reasons. Something something about work pipelines.
Then what's the actual use for it when you don't even explain when exactly it's a good idea to use it and when it isn't.
Hey,
Fucks up your topology tho...
u guyz are making it hard not to be a zbrush cowboy
You guys need to separate your mic from your desk, your typing is drumming out shit half the time
Good idea, thanks! We'll look into it.
I swearr
The inclusion of Sculptris Pro looks like a half-baked solution to me, with limitations here and there. ZBrush should have been rewritten from the core up, fully integrating Sculptris and harnessing the power of modern GPUs, working in real 3D space instead of 2.5D.
That would be nice, but that’s also a massive task that would take years to be ready for the commercial market.
Blender has had dynamic topology for years now. Way to catch up Zbrush.
terrible demo
my eyes hurt... people still use that red wax clay ? ughh :S nice tut tho :D but please use a grayscale material for future purposes. I thought you were professionals... Just saying ;)
Hard to overstate how awesome this feature is!