ZBrush Tutorial - Using Dynamesh and ZRemesher the right way

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  • Опубликовано: 2 окт 2024

Комментарии • 567

  • @Charlie_Alpha_Lima
    @Charlie_Alpha_Lima 8 лет назад +56

    Wow! I've been BATTLING with a sculpt I'm busy with and you've just showed me what I was doing wrong, not to mention you finally cleared up for me the difference between Z-remeshing and dynameshing. You sir should be an instructor. Thank you! You just got a new sub. I will go through all your Z-brush videos

    • @artofjhill
      @artofjhill  8 лет назад +3

      +CallMeLum awe thanks man, I appreciate it. glad I could help

    • @Herbsttypen
      @Herbsttypen 8 лет назад +2

      Same for me now. Thx J Hill! *.*

    • @artofjhill
      @artofjhill  7 лет назад +3

      you're welcome!

  • @QuiqueSaldivar
    @QuiqueSaldivar 7 лет назад +2

    Thanks J !! in just 10 minutes you made it clear on how to implement an optimal work flow.. Thanks!!!

  • @Itscynthiayo
    @Itscynthiayo 6 лет назад +2

    you just saved my life man, i didn't get it at all how to work with these things! THANKS!

  • @dennou2012
    @dennou2012 8 лет назад +13

    Damn. This was what I have been looking for whiteout knowing it. Big thanks!!!

    • @artofjhill
      @artofjhill  8 лет назад

      +dennou2012 you're welcome, glad it helped :)

  • @DavidDentonArt
    @DavidDentonArt 5 лет назад

    This is incredibly useful. I've been lost about when to use Dynamesh, ZRemesher and divisions and your video explained it really well. Thank you for making this video.

    • @artofjhill
      @artofjhill  5 лет назад

      you're welcome, glad it helped!

  • @stoatyweasel
    @stoatyweasel 8 лет назад

    Excellent. Going to look for more videos from you now. ZBrush has such a steep learning curve and RUclips is full of the "whiskers and pores" level of detail on how to work with it. Nice to get a 'Dynamesh' overview!

  • @DianaUlloa
    @DianaUlloa 6 лет назад

    Can't believe you only have 18k subscribers. With the quality of your content you deserve more. Thank you for explaining everything in such a nice way! Looking forward for more

  • @imnotmattplays
    @imnotmattplays 7 лет назад +1

    Need more tuts like this were you go into depths of stuff and explain why you do what you do. It would be awesome if you did that with brushes, textures, masks and so on, because you're able to explain thoroughly and that's what I need to learn and understand.
    I failed my Zbrush class because my teacher couldn't make me understand why we did the things we did. But you nail it perfectly. Thanks!

    • @artofjhill
      @artofjhill  7 лет назад +1

      glad I could help man. I will definitely make more tutorials like this about other techniques and aspects of digital sculpting and making characters

    • @imnotmattplays
      @imnotmattplays 7 лет назад

      Looking forward to it!

  • @ShutterAuthority
    @ShutterAuthority 8 лет назад +9

    Thanks for the great tut dude!

  • @KieranMeadows
    @KieranMeadows 8 месяцев назад

    Brilliant mate thank you for taking the time to explain this. Wishing you the very best.

  • @carlasb
    @carlasb 9 лет назад +21

    Amazing, the best explanation about the differences between dynamesh, zremesher and divide ever!

    • @artofjhill
      @artofjhill  9 лет назад

      Carla Soriani yay!

    • @dbal_3d
      @dbal_3d 3 года назад

      absolutely agree!

  • @pedro.zunzunegui
    @pedro.zunzunegui 6 лет назад

    Best explanation. Finally makes sense.

  • @callmedeno
    @callmedeno 8 лет назад

    meant to say very clear and concise delivery as well, lot of promise

  • @AdamKarlsson
    @AdamKarlsson 9 лет назад +3

    Thanks so much for this video, I think this is one of the best dynamesh videos on RUclips! Also great that you added a camera, makes it more fun to watch the video.
    Great video man keep it up!

    • @artofjhill
      @artofjhill  9 лет назад

      AdamConcepts awesome, thanks man!

  • @dfritz411
    @dfritz411 8 лет назад +77

    Wow. I'm so used to watching a guy from Isreal on a Lenovo laptop demonstrate something with no sound or captions at 240p. Please continue making clear and concise videos, very refreshing. Thanks!

    • @artofjhill
      @artofjhill  8 лет назад +4

      Thanks dude! Will do

    • @feralmode
      @feralmode 21 день назад

      @@artofjhill you kept your promise. well done. this video is still useful in 2024. even though the tools have changed slightly.

  • @svenbardos6637
    @svenbardos6637 8 лет назад

    How could I have overlooked this video so long? That's a great tutorial about workflow!

    • @artofjhill
      @artofjhill  8 лет назад

      +Sven Bardos thanks man :)

  • @alnunezii9101
    @alnunezii9101 2 года назад

    Best way I heard dynamesh explained. Thanks.

    • @artofjhill
      @artofjhill  2 года назад

      Glad to hear it. I hope it helps

  • @LizzyKoopa
    @LizzyKoopa 5 лет назад

    Thanks youtube for actrully recommending me a video i wanted to see!
    Instead of sending me down a rabbit hole filled with weird Japanese soap commercials or some shit.
    Awesome tutorial, you just changed my whole perspective on dynamesh.

    • @artofjhill
      @artofjhill  5 лет назад

      lol glad it found it's way to you

  • @josephvanwyk2088
    @josephvanwyk2088 6 лет назад

    Thanks, Glad someone finally cleared that up, nice in 3 bullet points. Just so that I understand:
    [Step 1]: Use pre-existing armatures or create Zspferes and build framework/armature, shape....
    [Step 2], add dynamesh ( to do your anatomy, shapes) & Ctrl select background to adjust when stretching polygons occurs.
    [Step 3] use Zremesh to get better control over polygons and start dividing to nr.2 and nr 3.....
    [Step 4], reach/create divisions 6, 7, 8 for detail.
    ------------ is this correct via your explanation?
    Also, on a different subject, that workspace of your looks user-friendly...I tried customizing my own, but the "ctrl + alt" thing doesn't want to work properly. I'm trying to add brushes to the toolbars, and then it just doesn't lock on, or remain when I enter program again. Any advice?

    • @artofjhill
      @artofjhill  6 лет назад

      Hey! Glad you liked the vid. The 3 steps are 1. Dynamesh (this is the most loose stage, whatever method if making meshes works but dynamesh will almost always be used as well) 2. ZRemesh (make new topology that becomes your "bsaemesh" to finish) 3. Divide (the last thing you'll do is have a mesh with multiple divisions and a high poly count to do details)

  • @elihooper2157
    @elihooper2157 5 лет назад

    Awesome work-flow presentation! Totally explained a number of my misconceptions! Thank you!

    • @artofjhill
      @artofjhill  5 лет назад

      great, glad to hear it helped

  • @tejasrock
    @tejasrock 5 лет назад

    great topic I am searching for it so long, thanks

  • @karleclaire
    @karleclaire 8 лет назад +9

    Uhm is this the way you do it?
    1. So you use dynamesh for the base shape.
    2. After getting the desired shape you use Zremesher right?
    3. Then you use divide to increase polygons for the details.
    I'm new to zbrush and I have watched a lot of tutorials, but your video is the only one to describe the uses of dynamesh and zremesher. Thanks very much!

    • @artofjhill
      @artofjhill  8 лет назад

      +Karl Eclaire you got it! Thats the basic process.

    • @karleclaire
      @karleclaire 8 лет назад

      +J. Hill Thanks, I got confused between what to use first. Thanks for this vid!

  • @Robinssoncravents
    @Robinssoncravents 5 лет назад

    Thank J Hill... So helpful....

  • @MrLazzzyboi
    @MrLazzzyboi 6 лет назад

    Thanks man this was very clear and easy to understand, great video!

  • @jurandfantom
    @jurandfantom 8 лет назад +4

    I have idea for next video: Zbrush useful tips. Example: I just started using Zbrush, and I didn't know how remove copy of my subtool from scene (so i restarted Zbrush usualy ) - yesterday somebody told me to use ctrl+n to clean my layer.
    Great tutorial and i can't wait for more :)

  • @justinlane6088
    @justinlane6088 7 лет назад

    Wow. You cleared up a lot for me with the detail. Thanks a bunch. definitely subscribing.

  • @gabrielherrera6651
    @gabrielherrera6651 8 лет назад

    You are my savior. Thanks for sharing your knowledge, you rock.

  • @rahulrajoria7535
    @rahulrajoria7535 9 лет назад +2

    Thank you for this video. I found it and really needed it.

    • @artofjhill
      @artofjhill  9 лет назад

      +Rahul Rajoria you're welcome :)

    • @rahulrajoria7535
      @rahulrajoria7535 9 лет назад +1

      +Jay Hill Love your videos. Its so inspiring for me. Im glad i found it. :)

  • @scalpsworkshop8092
    @scalpsworkshop8092 8 лет назад

    awesome tutorial! helps a lot

  • @chadcaravaggio5701
    @chadcaravaggio5701 4 года назад

    Perfect tutorial

  • @Aphlyx
    @Aphlyx 6 лет назад

    Hey J. Thank you so much man. This helps a lot :)

  • @MercStrider
    @MercStrider 6 лет назад

    Fantastic content mate!

  • @CherylynnLima
    @CherylynnLima 6 лет назад

    What do you do if you used dynamesh to make your high detail final sculpt? I'm on about 400 dynamesh and want to start texturing, how do i handle this?

  • @BenjaminvonCramon
    @BenjaminvonCramon 5 лет назад

    J Hill, a fine bit of instruction, thanks for making it plain what constitutes proper foundation in ZB. I've been searching the forum and You Tube for an answer to an issue that's only produced partial answers, that I'm betting you will have a better sense for how to resolve than many. Note, I'm working backwards from conventional CG art that begins with simple shapes, moves to complex, then uses transfer detail hi to lo to yield something useful in animations. My work with scan data begins with high, super high as in 10s of millions poly, this data being plagued with many overlapping faces and pinched polys. All the video tuts I've reviewed instantly go off track to what would work for me, as they're working with scans of objects, require highly manual work with brushes to thicken walls, removing polys, inflating, smoothing, etc. etc. I need something procedural. I'm not concerned with animation, my subject matter being hard structures, so seams are less relevant. My scans are of huge complex environments, caves, also manmade, e.g. interiors. Issues with tessellation and surface noise, mainly with manmade scenes featuring straight edges and planar shapes, are what I'm seeking to clean in ZB. If I bring in a 20 million poly mesh and make a Dynamesh (retaining poly count) I get Swiss cheese (from overlapping faces and pinched polys), that or shattering (from poly islands). I've successfully converted to Dynamesh with a bit of smoothing to the raw tris, then used iterations of polish crisp edges at more aggressive levels and other tricks to then generate polygroups I can use to zap surface noise on planar shapes while retaining decent edge sharpness. My question, how would you optimize edge sharpness and preserve max detail in crevices, that is actual features v. artifacts, in a largely procedural workflow? With that I mean, it's fine to use the lasso to snag a few missed islands on a mask, pulling sliders to grow/shrink selections, but need to stay clear of working with brushes.
    Big thanks.

    • @artofjhill
      @artofjhill  5 лет назад

      Hey there. This is a big question, and one I wouldn't be able to answer without taking a first hand look so allow me to burst your bubble up front. Also, while the idea of automating everything sounds great and is an understandable goal, it isn't always realistic. Again, without seeing the source and target meshes first hand I can't know but in my experience, most things needs a little care by hand. To get around getting messed up geo out of dynamesh I would try using decimation master first thing and then maybe zremesher. if you could sucessfully get a relativley low Zremesh, you could then subdivide up to a high enough resolution and project the details from the scan onto the new mesh. then do any of the polishing/cleanup of the forms on a much nicer mesh with subdivisions. Hope you find this helpful. Good luck with your projects, cheers

    • @BenjaminvonCramon
      @BenjaminvonCramon 5 лет назад

      @@artofjhill Thank you J. I'm naive about most of ZB, but also realize it's a bit presumptuous to plant big questions, apologies, but thanks for understanding that what I'm really after is to gain global perspective. You set that frame in your tut, urging users to understand the importance of foundation. So, your response is actually much of what I needed to hear, point me down the road and which main fork I take. You suggest Decimation Master> ZRemesher> Subdivide, transfer detail, got it. What would be most helpful now would be to affirm my understanding of taking that fork, and skipping Dynamesh. As I understood it from your tut, Dynamesh is used to produce the basic shape. Since basic shape is inherent to my scan, there's nothing gained in Dynamesh, yes?
      Interestingly, when I was able to avoid the Swiss cheese moving to Dynamesh, it was two variables in play (a no no, but okay), decimated from 20 M to 19 M and added low levels of Polish Crisp Edges. If overlapping faces, pinched polys, and poly islands caused the Swiss cheese and shattering, does Decimation Master act on polys in a way that filters against those problem children? It seems so, but just curious to know what happens during decimation beyond reducing poly count.
      I had tried ZRemesher, couldn't tell if Activity Monitor was correct in ZB going unresponsive or if 20 M should take many hours to do its thing, but it seemed out of bounds to me after 30 minutes, so I bailed. I'm now thinking to try decimating, even quite aggressively but to a duplicate of the 20M, see if ZRemesher likes that, then use the 20 M instead to project detail, proceed with Polish Crisp Edges, Auto Group, etc. from there.
      Please know, I can't and don't expect granular workflow parsed by you, you're most generous to respond at all. I do value your global understanding and feedback to point me toward that end of things, the broad view, can then experiment and cut my teeth in the details. Again, big thanks!
      BvC

    • @artofjhill
      @artofjhill  5 лет назад

      @@BenjaminvonCramon Decimation Master does reduce the polycount of the subtool selected, It may also cap holes but I'm not certain. Duplicate the Scan first and start the workflow with Decimation Master. You can greatly reduce the polycount. Try setting the percentage to 1% after "pre processing current" you'll then have a much lighter model with which you can try to Zremesh from there to get a clean mesh or if that doesn't work Dynamesh then Zremesher. The goal would be to get a relatively clean mesh in the overall shape of the scan that you could divide and project the surface detail onto. It will be much easier to clean up the mesh and make it look however you want if it has nice topology, which the scan does not. Good luck!

  • @richierich8085
    @richierich8085 8 лет назад

    Cool techniques! Thank you sire.

  • @michaelyoung6325
    @michaelyoung6325 9 лет назад

    Glad to see you posting frequently.
    This was informative,
    thank you for taking the time to record this.
    When it comes to questions/suggestions, I have 3D classes at my college working with Maya, I have a version of zBrush at home that I have played with here and there. But I am required to use Maya for those classes. When I return for fall semester I believe the school will be updating to the 2016 toolset which includes all of the sculpting tools from Mudbox.
    Can you provide any insight on sculpting in Maya 2016, (or Mudbox, since it's essentially their toolset) in relation to zBrush. Are you aware of any equivalents to Dynamesh or zRemesher with this tool. Allowing for a similar workflow.
    If not, I understand. I've made the assumption that you've worked with Maya in the studios you've worked for, along side zBrush.
    Thank you for your time,
    Have a good day.

    • @artofjhill
      @artofjhill  9 лет назад

      Michael Young I've worked with Maya a while and use it at the studio now. I haven't used the new sculpting and or next level modeling tools they recently showed off, I'm excited to try them! I may end up really liking the new maya and sculpting with it, then I'll be doing videos of that. I maya even do Maya videos here and there but only as it pertains to the type of things I make.

    • @michaelyoung6325
      @michaelyoung6325 9 лет назад

      +Jay Hill thank you for the swift reply.
      I'll patiently anticipate anything pertaining to maya sculpting, while enjoying any of the videos you intend on making as they come.
      Thanks again.
      😃

  • @AbdulKhan-wv7sf
    @AbdulKhan-wv7sf 7 лет назад

    Wow it's funny I watched this video a good few months ago and it never sunk in. I had a digital sculpting module on my course 😂 and I've re watched this now after using z brush since then and it makes sense haha! Thanks

    • @artofjhill
      @artofjhill  7 лет назад +1

      glad it helped you out, happy sculpting dude :)

  • @EasirVfx
    @EasirVfx 4 года назад +3

    What a level of teaching. I really appriciated...

  • @TheRustedPixel
    @TheRustedPixel 8 лет назад +2

    "a pixel canvas where all the pixels arn't the same size" that is an absolute gem of a line. Thank you! You've made this so much clearer and easier to understand. Subscribed!

  • @BlenderGameArtist
    @BlenderGameArtist 9 лет назад +1

    good and clear tutorial, thanks! I used dynamesh as a remesher (which is stupid) thanks for the tips.

    • @artofjhill
      @artofjhill  9 лет назад

      BlenderGameArtist That's not stupid, a lot of people do that! I'm glad you found the video helpful :)

    • @BlenderGameArtist
      @BlenderGameArtist 9 лет назад

      haha allright ,yeah thanks. I thought it was stupid lol. I always make a low poly base mesh first, and then use dynamesh to add topolegy and get rid of the intersecting meshes, but the edges always get really weard geo. I think I'll ddynamesh in the future, then sculpt for a bit, and then use zremesher to add descent topo.
      thanks again for the clear explaination

  • @charlieorcharles
    @charlieorcharles 9 лет назад +3

    Amazing upload and explanations of the different tools! Another interesting video topic would be Retopology and whether using tools in Maya/Zbrush are better for certain situations :) And then how to use/create displacement maps etc... Thanks again!

  • @MohitKumar-rj8pw
    @MohitKumar-rj8pw 4 года назад

    sir you helps me a lot ! thanks so much

  • @TheLaysie
    @TheLaysie 7 лет назад

    Perfect tutorial just needs to show us how to get the base shape when you explained it. Covered a few things I wanted to know I was just using zremesh 100% of the time.

  • @angelc5022
    @angelc5022 8 лет назад

    Hi, learning Zbrush here! Nice video and very well explained. Thanks!
    Speaking of low-poly meshes for video games, would it be a good idea to follow this workflow I'm thinking of?:
    1. Create the character at high-poly
    2. Use Dynamesh to get rid of large polygons
    3. Extract the Normal Map (Image File) from this Dynamesh
    4. Use Zremesher to clean the mesh into low-poly
    5. Export the low-poly mesh into an OBJ File
    6. Use both the Normal Map and the OBJ File in the game engine
    What do you think?

    • @artofjhill
      @artofjhill  8 лет назад

      hey there. you would probably use dynamesh and zremesher for the the high poly. To make it simpler, you do anything and everything to make a high poly model. whatever it takes to make the high poly exactly how you want it to look, using as much or as little techniques as you want. Once a high poly model is finished then a new game resolution mesh is created using the high poly as a guide. Students always want there to be a method to "automatically" generate this but as of now, there isn't. you make it by hand using maya or a program like topogun. then you UV map the new game model and back the normals from the high poly to the new low poly. hope that makes sense. cheers! and good luck

  • @laurendellapa1440
    @laurendellapa1440 6 лет назад

    Hi J, If you were going to extract from that mesh (like for clothes, etc.), would you do it after the first zremesh pass before dividing?
    Also, since you asked for suggestions--I think a lot of us students would love a talk about breaking into the industry.
    Thanks so much for such a clear and articulate video!

    • @artofjhill
      @artofjhill  6 лет назад

      There isn't a perfect time to extract a mesh to make clothes out of, its your preference. You could duplicate the zremesh and delete polygons to make a new clothes mesh or you could paint a mask on the body in the shape of clothing, then extract the shape, and zremesh the extracted shape. There are several ways to do everything, the important thing is to do the most efficient thing you know how to do and to make new meshes quickly as to not break flow and to keep working towards what you want to make. and thanks for the suggestion about the video topic. gl and happy zbrushing

  • @mikesegarra869
    @mikesegarra869 2 года назад +1

    You used the word tertiary so I gave you a thumbs up

  • @charlesxstorm
    @charlesxstorm 6 лет назад +2

    Thanks for the great tutorial...Many people out there just talk about using the dynamesh without stressing the need to "get your forms and get the hell out of dynamesh"..Thanks for showing me the fundamental i was never told about.

  • @Spartakips
    @Spartakips 8 лет назад +3

    I'm on my first serious sculpt and I've been struggling trying to get things smoothed out and detailed for weeks, but this explains SO MUCH!! Thank you very much for sharing and explaining everything so clearly!

    • @artofjhill
      @artofjhill  8 лет назад

      you're welcome! good luck with your sculpt :)

  • @spencerholmes
    @spencerholmes 7 лет назад

    Very informative, cheers for the video.

  • @EvilShadex
    @EvilShadex 7 лет назад +2

    Wow, what an amazing tutorial. You explained the whole process so well and clear. The process of using dynamesh and z-remesher make so much more sense, thank you!

  • @sethj2009
    @sethj2009 8 лет назад

    Hi Jay, I have a question about detailing when you want to use an insert mesh for things such as screw heads and alike. I believe this is something you would want to do with IMM brushes, but if you want the new mesh to be a part of the base mesh, you would need it to be a dynamesh, correct? Would using a mesh to create an alpha be a better solution to this sort of final high res detailing? I had hoped this video would shed some light on how to get that high res detail in place, with dynamesh, alpha, or some other method. Suggestions?

    • @artofjhill
      @artofjhill  8 лет назад

      When I want screws as seperate meshes I duplicate the mesh I'll use to draw them out on, delete subdivisions, then draw out my screws. When I'm done, I delete the original mesh, leaving just the scews. hope that helps, good topic for a video maybe

  • @navidezio1091
    @navidezio1091 8 лет назад +2

    OMG .That was fucking amazing man i have lots of toturials in my computer about ZBrush but this was uniqe Thank u so much for this amazing video .

    • @artofjhill
      @artofjhill  8 лет назад

      +Navid Moment Thanks dude, that means a lot. You're welcome! I'm glad it helped

  • @RafaelRocha-AmplaMente
    @RafaelRocha-AmplaMente 8 лет назад +1

    Excelent, if i was watched that video at 1 year before, now i will be a professional Zbrusher haha :v

  • @Lannisterification
    @Lannisterification 2 года назад

    Thanks a lot mate !

  • @tomsm06
    @tomsm06 Год назад +1

    That is truely interesting, thanks mate

  • @davidhicks7909
    @davidhicks7909 7 лет назад

    Would you prescribe that same process (dynamesh, zremesher, then start to subdivide) for all of my subtools? I'm working on a simple bust (head, neck, shoulders) and I have a head, the hair, and shoulders all as separate subtools. I was going to insert eyeballs as subtools at some point. Should I even do that? Can I join all my subtools into one? Is that even the best idea? Would love to hear your counsel on this. Thanks. Straightforward video

    • @artofjhill
      @artofjhill  7 лет назад

      I keep separate elements as separate subtools. Clean divisions benefit sculpting and detailing, things like eyes can stay as primitive spheres.

  • @michelleh1464
    @michelleh1464 2 года назад +1

    think I am starting to understand now

  • @leruss2
    @leruss2 8 лет назад +17

    that was already my workflow , but you explained it so well that i kinda understood it again :) !

  • @dendidrawing
    @dendidrawing 6 лет назад

    subscribed, thanks dude

  • @surajsirohi1
    @surajsirohi1 7 лет назад +1

    you made the tutorial the right way

  • @DanGoodchild
    @DanGoodchild 8 лет назад +1

    I'm just getting into ZBrush and I found this video to be fantastically helpful in understanding the difference between Dynamesh and ZRemesher. Thanks for making it!

  • @ethersculpting
    @ethersculpting 4 года назад +1

    you are really good explaining

  • @trevoradams8675
    @trevoradams8675 2 года назад +1

    Great vid! Liked the frozen clay analogy excellent way to look at it. :)

  • @Yt-jc5sj
    @Yt-jc5sj 8 лет назад +2

    You explain very, VERY well. Honestly I think one of the best tuto I've seen in a long time. There are so many people out there that make informative but badly made tutorials. Your's is easy to follow

    • @artofjhill
      @artofjhill  8 лет назад

      thanks man, I appreciate it and I'm glad I could help

  • @dreidrey
    @dreidrey 4 года назад +1

    Great tutorials! clear and informative. Would you be able to cover a simple production workflow? from sculpting > adding details > texturing in substance painter?

    • @artofjhill
      @artofjhill  4 года назад

      Thanks. Yea, maybe I'll do that in a future video.

  • @doworksonism
    @doworksonism 7 лет назад +2

    Very clear and concise thanks a lot for this.

  • @eaglekh8664
    @eaglekh8664 Год назад +1

    Worked , thanks a lot!

  • @matt_one
    @matt_one 8 лет назад +1

    I started to learn Zbrush 3 weeks ago and I watched tons of videos.
    I was much confused.
    This video has made clear, this video is crucial, fundamental.
    I would have liked to watch it before.
    I'm pretty sure that your channel is a gold mine,
    Thanks!

    • @artofjhill
      @artofjhill  8 лет назад

      +matt one thanks man, I appreciate that!

  • @ZahaX
    @ZahaX 4 года назад +1

    Nice, just starting to learn zbrush at school and this was the best comparaison ive seen. ty

  • @markmiranda872
    @markmiranda872 7 лет назад +3

    u just got subbed homie

  • @JTLN25
    @JTLN25 2 месяца назад

    Thank you so much

  • @vyzetta
    @vyzetta 3 года назад +1

    I feel enlightened.

  • @mhenajemuta8268
    @mhenajemuta8268 2 года назад

    Dude, witNice tutorialn 4 hours of watcNice tutorialng tNice tutorials video, I bought soft soft, and made my first 56-second soft clip. You're an aweso teacher,

  • @RoboGoby
    @RoboGoby 3 года назад +1

    This was so good! I really appreciate this! I subbed. Can anyone tell me how to get a custom user interface like the one he is using in this video?

    • @artofjhill
      @artofjhill  3 года назад

      Thanks. My old files are still on my blog. I should package my latest but until then check out the custom ui post at www.jhill.xyz

    • @RoboGoby
      @RoboGoby 3 года назад +1

      @@artofjhill Hi J! I didn't expect a response from the man himself! Cool! I just downloaded it. (Thank you!) I'm just starting Zbrush and there is a lot to take in. The interface is only just beginning to make sense to me. Your art so good and it is very intimidating ...you just bypassed the uncanny valley into making real faces. haha. Amazing work!

  • @marvin405
    @marvin405 8 лет назад

    So I did my last dynamesh at around 128 res, and remeshed to around 150k and added a few subD levels but any sculpting is like a chore. So I used the MakePolyMesh3D and that made it to where sculpting is a breeze. Is MakePolyMesh a recommended option once all the dyna/zre meshing is all done.

  • @stokepogue
    @stokepogue 5 лет назад

    One question... I'm noticing other zbrush artists using dynamesh on a human face way further before using Zremesh, meaning they don't stop at just the basic form and instead get in a lot more detail, like wrinkles and pores, before zremeshing. And they they just do the zremesher guide thing (drawing in dotted lines), zremesh, and reproject the details. Do you not recommend doing it that way?

    • @artofjhill
      @artofjhill  5 лет назад +1

      I wouldn't do it that way but whatever works

  • @mrbuttons2039
    @mrbuttons2039 9 лет назад +2

    more tutorials please, this was awesome!!

  • @izlevegor5330
    @izlevegor5330 2 года назад

    There's a video on In The setup's channel about free DAWs, alternatives, and even if you can't afford it you can "get" it. Not quite an

  • @TheMADmk
    @TheMADmk 9 лет назад +1

    Awesome explanation of what these tools do. Just started using zbrush and its very complicated and other tutorials on youtube just say use dynamesh without explaining what it is or why your using it. +1 indeed =D

    • @artofjhill
      @artofjhill  9 лет назад

      +TheMADmk awesome! thanks man, glad it helped :)

  • @chungfeng4765
    @chungfeng4765 2 года назад

    Great video, (as always). I started posting my soft on youtube because of you, but if sobody could give so feedback then i know

  • @cristianos4287
    @cristianos4287 2 года назад

    make my first ever drum loop. I'm not and expert at soft yet but I have learnt a lot at producing and looking back at my journey, I just

  • @YuriShubenin
    @YuriShubenin 6 лет назад

    Thanks for the vid, cleared many things up!

  • @richardanderson1166
    @richardanderson1166 5 лет назад

    very good and straight forward demo, no-nonsense and straight to the point.

  • @AllThatJuice-
    @AllThatJuice- 9 лет назад +1

    I want to get into zbrush but some of the technical stuff just completely loses me...the sculpting itself is something I can see myself getter better at but I feel as though the technical aspects to zbrush will hold me back. so these types of videos are really appreciated

    • @artofjhill
      @artofjhill  9 лет назад

      +Bruce Wayne I'm glad to hear that Bruce, big fan btw. Can you tell me things that you feel are holding you back or you'd like to know more about. I'd love to make more of these types of videos and help solve this exact thing. I want more people to sculpt :)

  • @innofirman
    @innofirman 7 лет назад

    thank you very much, very good & clear explanations :)

  • @mikymike2429
    @mikymike2429 5 лет назад

    Finally somebody explained it well. Make a Udemy class video - need more common sense / good at teaching others kinda people.

  • @sangphan3439
    @sangphan3439 8 лет назад

    Thank you! :))

    • @artofjhill
      @artofjhill  8 лет назад

      +Sang Phan you're welcome :)

  • @paulaarnold6333
    @paulaarnold6333 2 года назад

    Bro, you're a great teacher and explainer! Thank you for tNice tutorials tutorial!

  • @CrsGarden
    @CrsGarden 7 лет назад +1

    This is a crazily good tutorial! It cleared so much up for me, I thought dynamesh was the way to go and it kinda made me hate zbrush because it gets slow at the end and not the clean workflow that I'd like. This is great! Would you do a tutorial on exporting and minimalizing your object for other software ? (for example Cinema4D). I create static meshes and everything I want to export my model there are like a million ways to recalculate your mesh and I just hate how I'm just doing random stuff.
    Thanks again, you're a great teacher!

    • @artofjhill
      @artofjhill  7 лет назад

      thank you for the kind words man, glad the video helped. You want to know how to move a mesh to another program for what purpose? there are automatic ways to make a smaller polycount but for games we still do it by hand

  • @hight3mp1
    @hight3mp1 5 лет назад +1

    Great lesson! Thank you very much!

  • @yelenaivy
    @yelenaivy 7 лет назад

    THANK YOU! Amazing tutorial!

  • @orsonredpath7193
    @orsonredpath7193 5 лет назад +1

    great explanation, thanks for explaining the concepts and logic behind each stage, it really helped me understand the process

  • @danieledidonato95
    @danieledidonato95 9 лет назад +1

    Thank you so much, you've solved all my doubts about dynamesh and workflow in Zbrush!

    • @artofjhill
      @artofjhill  9 лет назад +1

      Daniele Di Donato wow awesome! I'm super glad this helped

  • @geraltrivia2950
    @geraltrivia2950 8 лет назад

    i've been looking for this info. thank you very much you saved my ass

  • @13Melmoth
    @13Melmoth 7 лет назад

    Thank bro

  • @10dev785
    @10dev785 7 лет назад

    The problem I did was that I completes my model doing it in dynamesh . Now what? lol

    • @artofjhill
      @artofjhill  7 лет назад

      duplicate, zremesh, divide, project all

  • @CJFitzgeraldAPUS
    @CJFitzgeraldAPUS 8 лет назад

    Thanks for your video dude. Really great and clear video.

  • @Walkion
    @Walkion 8 лет назад

    Nice clean tutorial, great explanations, thank you !

  • @ady7d77
    @ady7d77 4 года назад

    good tutorial, but can you make a sample, how to convert the stages or the steps?,

  • @drigogers
    @drigogers 5 лет назад +1

    Great tutorial mate, thanks for that !!