quick script to have the empty face the viewport camera import bpy def look_at(obj, viewport3d_view_location): loc_obj = obj.matrix_world.to_translation() direction = viewport3d_view_location - loc_obj # point objects y, and use Z as up rot_quat = direction.to_track_quat('Y', 'Z') obj.rotation_euler = rot_quat.to_euler() def copy_rot_from_view3d_cam_to_scene_cam(self, args): area = bpy.context.area if area.ui_type == 'VIEW_3D': for space in area.spaces: if space.type == 'VIEW_3D': obj = bpy.context.scene.objects['Rig center'] look_at(obj, space.region_3d.view_matrix.inverted().translation) return handler = bpy.types.SpaceView3D.draw_handler_add(copy_rot_from_view3d_cam_to_scene_cam, (copy_rot_from_view3d_cam_to_scene_cam,()),'WINDOW', 'POST_VIEW') Not the best script, but, this works for me (Won't work in multiple windows, have to restart blender to remove it etc.. someone more familiar with blender scripting will have to come fix that). So you don't have to worry about ctrl-z, make sure the empty's rotation is set to euler xyz
I've not worked with scripts before- do I just paste this into Scripting and press Run Script? Does this still function in Blender 3.5? It doesn't seem to be working for me but maybe I misunderstand how to set it up. EDIT: nvm, for anyone else having this issue make sure you've deleted the constraint on the Rig center 😅 [and of course it is named exactly 'Rig center']
Always fascinating to see how a professional ZBrush sculptor makes use of Blender in their workflow. Couple of tips for you though, Laura: 1. You can just hit 'T' while your mouse is in the timeline (and the relevant keys are selected) in order to access the animation interpolation curves, without needing to jump into the graph editor. 2. While you're sadly correct about there being no way to access the transform data of the user perspective camera, the lighting behaviour you want for it is actually still achievable to a lesser extent, by opening the viewport shading dropdown menu (where you alternate the default HDRI's) and toggling off the little world icon to the left of the rotation slider. This will lock the rotation of the HDRI to the user perspective while still enabling you to offset the rotation however you like. If you wanted to take this a step further, you could even bake your physical lighting setup into a 360 degree radiance HDR using the Cycles render engine and saving out and importing it as a custom default HDRI alongside the originals. This too would then lock to the user perspective in the same way, with the caveat that you lose the functionality of the rig you created. Might be a little extreme but food for thought :)
Great tip for #1, cheers! For #2, the turntable is less to rotate the HDR and more to rotate the actual lights in the scene. Let's say that I bake that 360 radiance HDR like you mention using Cycles and used it as an HDR, wouldn't I lose the chance to manipulate the lights in the scene? (light position, intensity, color, ect.) and wouldn't the lights that are part of the HDR stop casting shadows? Sounds like a major loss in functionality if that's the case.
@@Outgang You absolutely would, yes, hence the caveat at the end :P There's ways of blending and customising HDRI's using world shader nodes, but it's complex and finicky and probably overwrought for the purposes you have here. It's just the only way to parent (any) lighting to the user perspective at the moment.
So nice to watch this. It's incredible to watch someone with such skill at technical knowledge lay it out so nicely. Thank you! I subscribed to Outgang for a bit but stopped after I couldn't really invest more time into my art. Think that will stop me from watching this 40min video? No way! II always learn new stuff from you, even if don't use this right away. This video is also reinforcing the idea that Blender is a lot more useful and accepted than it used to be.
literally craaaving for you to talk about tertiary details in blender! since the killer worklflow thing isn't really meant for blender, it can choke a bit with high poly count, and the pore brushes sometimes do weird things like push the overall area in or out, i'm dying to hear what you have to say about it! 😁
In in/out thing with alphas on the draw brush isn't too hard to solve, I had a lot of success with setting texture -> Colors -> Brightness to 0.5 and disabling Clamp. Also making sure the alpha is set to Linear Color Space and not SRGB and finally, making sure the mid-level color is neutral gray in Photoshop. Good luck!
Thanks a lot 🙏 & Yes, you can access the position and orientation of the viewport view in Blender 3D. You can get information about the view from `RegionView3D` which can be accessed via `space_data.region_3d`. There are utility functions available in the `bpy_extras.view3d_utils` module. You may get the view direction like this: `r3d.view_rotation * Vector((0.0, 0.0, -1.0))`, the up direction should be: `r3d.view_rotation * Vector((0.0, 1.0, 0.0))`, and the view location: `r3d.view_matrix.inverted().translation`¹.
Thank you Laura for all that energy you spent helping dummy guys as me ! As classical painter and sculptor, your tips are very helpful to switch to computer creation. By the way, is there a code still available for Outgang studio courses ? Ramon (France)
This technique resemble real life clay modeling, It make sculptor much more easy to read the form by light. Very cool, thanks for sharing. B3.5 seems to have some great grooming tool, would love to see your comment of it.
Love the new look Laura, looking gorgeous as always! Thanks for more blender content :) Was wondering if you might do another video where we take a look at an industry made character model like you did with the final fantasy vii remake. Would be cool to take a look at something different maybe less photorealistic and more stylized or maybe something non-human. Hopefully those ffvii remake videos did well in the algorithm but if not i understand.
I have created a proof of concept script that creates a hidden camera and then makes it follow the User Perspective position and orientation in the chosen viewport. From there you can lock other cameras to it but you don't need to go into Lock Camera to View mode.
Oh damn, this makes me want to try out sculpting in blender! Do you have any thoughts on how Maxons render integration into Zbrush might look compared to this? I don't know much about it as of yet, but they seem to be boasting pretty hard... Unsure if it has any real time potential though. Also new haircut is looking fab! Might have to get Andreea Scubli back in to demo it!
Does anyone know if Laura is using a texture on the model? It seems to react to the light differently than me. Mine isj ust like middle gray and shadows without much highlighting if at all. Is it a computer thing at this point? I followed all the steps. Thank you!
There's no texture used on the model but I did tweak the mat parameters a bit. Lowered albedo, lowered roughness and added a touch of subsurface. Hope that helps.
Anyone knows if it would be possible to bind some navigation hotkeys, like say Shift+MMB, so that by click and dragging we can scroll through the timeline and rotate the lights, but all while inside the 3D view sculpting? And, if the answer is yes, how exactly to go about it in the hotkey editor? And to you Laura, thank you again for providing such top-tier content to RUclips! Pushing the quality bar higher and higher:)
Hello, I am totally a fan of your work and I love the way you work. I would have liked to subscribe to your site but being French, if there are no French subtitles in your videos, it will be wasted money for me because I will have a lot of trouble following with a disability. Thank you for your RUclips channel, it's very cool and interesting to follow 😉😉👍👍
Could you do a breakdown of the character models from ff13? To me it's unbelievable how good the game holds up visually, considering it came out in 2009
I'm very conflicted about FF13. On one hand I see all the flaws, on the other hand I really enjoy the experience. It's a guilty pleasure and yeah, the character art is still phenomenal.
quick script to have the empty face the viewport camera
import bpy
def look_at(obj, viewport3d_view_location):
loc_obj = obj.matrix_world.to_translation()
direction = viewport3d_view_location - loc_obj
# point objects y, and use Z as up
rot_quat = direction.to_track_quat('Y', 'Z')
obj.rotation_euler = rot_quat.to_euler()
def copy_rot_from_view3d_cam_to_scene_cam(self, args):
area = bpy.context.area
if area.ui_type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
obj = bpy.context.scene.objects['Rig center']
look_at(obj, space.region_3d.view_matrix.inverted().translation)
return
handler = bpy.types.SpaceView3D.draw_handler_add(copy_rot_from_view3d_cam_to_scene_cam, (copy_rot_from_view3d_cam_to_scene_cam,()),'WINDOW', 'POST_VIEW')
Not the best script, but, this works for me (Won't work in multiple windows, have to restart blender to remove it etc.. someone more familiar with blender scripting will have to come fix that). So you don't have to worry about ctrl-z, make sure the empty's rotation is set to euler xyz
That's absolutely awesome Dismo, thank you.
I've not worked with scripts before- do I just paste this into Scripting and press Run Script? Does this still function in Blender 3.5? It doesn't seem to be working for me but maybe I misunderstand how to set it up.
EDIT: nvm, for anyone else having this issue make sure you've deleted the constraint on the Rig center 😅 [and of course it is named exactly 'Rig center']
So glad you keep making videos. I hope in 2023 we will have even more quality content from you.
Cheers! Hard to believe it's been three months since I uploaded content to RUclips. Time sure flies.
I’ve been singing your praises with your incredible work and it’s making people take blender sculpting a lot more seriously. Love your insight!
Cheers J!
Good to see an outgoing video after so long ❤
Always fascinating to see how a professional ZBrush sculptor makes use of Blender in their workflow. Couple of tips for you though, Laura:
1. You can just hit 'T' while your mouse is in the timeline (and the relevant keys are selected) in order to access the animation interpolation curves, without needing to jump into the graph editor.
2. While you're sadly correct about there being no way to access the transform data of the user perspective camera, the lighting behaviour you want for it is actually still achievable to a lesser extent, by opening the viewport shading dropdown menu (where you alternate the default HDRI's) and toggling off the little world icon to the left of the rotation slider. This will lock the rotation of the HDRI to the user perspective while still enabling you to offset the rotation however you like. If you wanted to take this a step further, you could even bake your physical lighting setup into a 360 degree radiance HDR using the Cycles render engine and saving out and importing it as a custom default HDRI alongside the originals. This too would then lock to the user perspective in the same way, with the caveat that you lose the functionality of the rig you created. Might be a little extreme but food for thought :)
Great tip for #1, cheers! For #2, the turntable is less to rotate the HDR and more to rotate the actual lights in the scene. Let's say that I bake that 360 radiance HDR like you mention using Cycles and used it as an HDR, wouldn't I lose the chance to manipulate the lights in the scene? (light position, intensity, color, ect.) and wouldn't the lights that are part of the HDR stop casting shadows? Sounds like a major loss in functionality if that's the case.
@@Outgang You absolutely would, yes, hence the caveat at the end :P There's ways of blending and customising HDRI's using world shader nodes, but it's complex and finicky and probably overwrought for the purposes you have here. It's just the only way to parent (any) lighting to the user perspective at the moment.
So nice to watch this. It's incredible to watch someone with such skill at technical knowledge lay it out so nicely. Thank you! I subscribed to Outgang for a bit but stopped after I couldn't really invest more time into my art. Think that will stop me from watching this 40min video? No way! II always learn new stuff from you, even if don't use this right away. This video is also reinforcing the idea that Blender is a lot more useful and accepted than it used to be.
Cheers Orestes! Glad to be of help. Blender is underrated.
Love your new hair! :D
i sometimes look on some of your videos. this face sculpt is impresive . Like it very much.
Thank you!
Wow, never knew that, this workflow is insane...
Blender is underrated.
Very helpful way of looking at your models, and to have this setup walked through.
literally craaaving for you to talk about tertiary details in blender! since the killer worklflow thing isn't really meant for blender, it can choke a bit with high poly count, and the pore brushes sometimes do weird things like push the overall area in or out, i'm dying to hear what you have to say about it! 😁
In in/out thing with alphas on the draw brush isn't too hard to solve, I had a lot of success with setting texture -> Colors -> Brightness to 0.5 and disabling Clamp. Also making sure the alpha is set to Linear Color Space and not SRGB and finally, making sure the mid-level color is neutral gray in Photoshop. Good luck!
@@Outgang omg thank you, i will cherish this advice 💖
do you know what we blender users love you
Thank you so much for sharing all that stuff with us.
Its so pleasing to watch your videos.
Thank you Eduardo!
so glad I stumbled upon this channel, you make fantastic educational content!
Thanks Laura, you're Awesome!! 👌 ❤
Thanks a lot 🙏
&
Yes, you can access the position and orientation of the viewport view in Blender 3D. You can get information about the view from `RegionView3D` which can be accessed via `space_data.region_3d`. There are utility functions available in the `bpy_extras.view3d_utils` module. You may get the view direction like this: `r3d.view_rotation * Vector((0.0, 0.0, -1.0))`, the up direction should be: `r3d.view_rotation * Vector((0.0, 1.0, 0.0))`, and the view location: `r3d.view_matrix.inverted().translation`¹.
Thanks a lot!
I recently got my mom (artist-turned-architect) into sculpting in blender and she's absolutely loving it. I can't wait to show her these tricks!
Great tutorial! Learnt heaps :) Thank you
Love your tutorials! Thanks for help artists!😃
Brilliant!🪄
this tutorial falls at the right time I’m working on a high res sculpt
Thank you Laura for all that energy you spent helping dummy guys as me ! As classical painter and sculptor, your tips are very helpful to switch to computer creation. By the way, is there a code still available for Outgang studio courses ? Ramon (France)
i just learned about your channel from chocofur
and i am so happy i did
You can also do Color Management Tab click and then set the "View Transform"= Standard, "Look" = Medium Contrast.
This technique resemble real life clay modeling, It make sculptor much more easy to read the form by light. Very cool, thanks for sharing.
B3.5 seems to have some great grooming tool, would love to see your comment of it.
My pleasure Miles!
Love the new look Laura, looking gorgeous as always! Thanks for more blender content :)
Was wondering if you might do another video where we take a look at an industry made character model like you did with the final fantasy vii remake. Would be cool to take a look at something different maybe less photorealistic and more stylized or maybe something non-human. Hopefully those ffvii remake videos did well in the algorithm but if not i understand.
I'll keep that in mind SF, thanks!
Your videos are fantastic, thank you for making them.
Thanks James!
Long time no see
wb , Laura !
👍👍👍
😁 Yay! Looking forward to more blender episodes!
but...
VDM VDM VDM! (Is it a thing? in your work, anyway, if so, hope y'all cover it!)
heeey its been a long time seeing your vid welcome back!
Glad to be back :D
I am so glad you are back, been some time since the last video, please keep going
Thanks You so much for this tutorial 👍
Just found your channel...great information and talent! Quick question, have you tried Nomad Sculpt?
Top quality as always !
maybe this is my kickoff on blender ? 🤔
Do it!!
Thank you so much for Sharing Love your Content 😀
Thank you Laura 😊
very cool.
This is really impressive. Can you make a video of sculpting the face with the details?
Great content , beautiful persson ❤ thank you
This workspace is so cool! I'll definitely start to use it
Cheers Pro!
I have created a proof of concept script that creates a hidden camera and then makes it follow the User Perspective position and orientation in the chosen viewport. From there you can lock other cameras to it but you don't need to go into Lock Camera to View mode.
Cool workflow, ❤ Blender is amazing...
Very cool Baby ! Thank you very much
As always, super helpful! Thank you!
Oh damn, this makes me want to try out sculpting in blender! Do you have any thoughts on how Maxons render integration into Zbrush might look compared to this? I don't know much about it as of yet, but they seem to be boasting pretty hard... Unsure if it has any real time potential though.
Also new haircut is looking fab! Might have to get Andreea Scubli back in to demo it!
Yes I need Andreea to come talk about my haircut XD. I haven't been paying much attention to Zbrush lately so no opinions to share there.
Glad to see that you are back!
Laura youre really awezome, 🥰🥰🥰
love your content
What was your graphics card while making this render ?
rtx3090
Woah Laura how the heck did you figure this out :), especially the stuff at 14:39
Does anyone know if Laura is using a texture on the model? It seems to react to the light differently than me. Mine isj ust like middle gray and shadows without much highlighting if at all. Is it a computer thing at this point? I followed all the steps. Thank you!
There's no texture used on the model but I did tweak the mat parameters a bit. Lowered albedo, lowered roughness and added a touch of subsurface. Hope that helps.
@@Outgang thank you! I will explore those options. I love all your work!
your English is so fluent. for learnig
Can you recommend a good Blender Beginner tutorial for a long time ZBrush user?
Yeah check out my own platform (outgang.studio) it has exactly what you're looking for.
I guess I should read the video description more often. 😅
Thanks! I think I will take you up on that 50% off first month.
Anyone knows if it would be possible to bind some navigation hotkeys, like say Shift+MMB, so that by click and dragging we can scroll through the timeline and rotate the lights, but all while inside the 3D view sculpting? And, if the answer is yes, how exactly to go about it in the hotkey editor? And to you Laura, thank you again for providing such top-tier content to RUclips! Pushing the quality bar higher and higher:)
Try the addon "Grease Pencil Tools", there is something called "Timeline Scrub" that lets you do that ruclips.net/video/hh4zt0Yu1gc/видео.html
@@lopoisaac That looks really good, thank you!
Hey is it possible to save this setup and reuse it on my next project/model?
Hello, I am totally a fan of your work and I love the way you work. I would have liked to subscribe to your site but being French, if there are no French subtitles in your videos, it will be wasted money for me because I will have a lot of trouble following with a disability. Thank you for your RUclips channel, it's very cool and interesting to follow 😉😉👍👍
how many milliliters is correct to use in sculpt mode? 50MM?
Are the ZB production team members aware of ZB's defects in lighting and cameras? But they are powerless?? so ZB waiting to be surpassed by BL??
I need sculpting blender model as same as this .. can you make one for me ? How to contact you …
Alright. Fine. I'll begrudgingly go learn Blender now. You've convinced me. This is all your fault. Are you happy now?!
Yes.
Could you do a breakdown of the character models from ff13?
To me it's unbelievable how good the game holds up visually, considering it came out in 2009
I'm very conflicted about FF13. On one hand I see all the flaws, on the other hand I really enjoy the experience. It's a guilty pleasure and yeah, the character art is still phenomenal.
What would you say if i tell I'm sculpting your 3D likeness portrait with VFX pipeline?
I'd say that's awesome and you better show/email me the result when you're done :)
does any1 catch how they got rid of the flickering?
was that face made within blender? thats definitely triple A quality, i didnt think blender could handle that much detail on its models
I just need to figure out how to get my computer to not lock up when sculpting in blender lol. Hmmm I must have something set up wrong xD
Sculpting in Blender is what Mudbox should have been.
*But* sculpting with undo's is the point.
:P
I suppose so :p
You are so pretty.
Please make a video about Ai
I'm writing the script for one, it's not gonna be your usual chatGPT one though.
@@Outgang Thanks for the reply, big fan
at the end of the day constraints limits and broke offset_camera movement
我使用blender雕刻会自己关闭 你是有多么强大的设备啊
Open with David anus joke is AMAZING 😂
First