This is the best format for tutorials, as for me. Voice over x2 timelapse, not commenting every step but also focusing attention where it needs to be focused. Looking forward to see more vids like this mini-series
@@JaySamurai79 I feel ya, after several sculpts it has barely gotten any easier for me either. This video may help you ( ruclips.net/video/lo_FxdSe_F8/видео.html ) , for me it's probably been one of the most useful hair modelling tutorials.
I absolutely have loved watching this mini series, watching timelapses with narration explaining your guys' thoughts has been super insightful! Thank you so much!!
I would like more of these kinds of tutorials with narration please and thank you. It's very informative of a lot of aspects that are overlooked or struggled on
Narration videos are great, there are plenty of time laps vidoes out there, but it doesn't give as much insight into the thought process and I think you guys do that really well with your narration.
I've seen loads of anime that is more human looking thatn overwatch. You've got the kids from Digimon, then you have Fist of the north star and all the different styles within the blanket of "anime". You guys are fantastic by the way. Not only do you have amazing skill but your on air personalities are killer.
I like this style of video. These days I don't have time to follow a tutorial, so I just play these videos while I sculpt. It's a great video for that.
Im happy to have my suspicions made true by watching this video. I thought I was being lazy by not doing retopo/box modeling in Zbrush. Ah now I can comfortably export to maya and continue working without feeling bad. Ty guys
this is my question also after finishing a character in zbrush should it be retopologize again by quade draw in maya or some thing ?? or zbrush mesh version will last version?? apreciate your help
@@FlippedNormals but do this bother you?? i mean after a while of working on zbrush then think about retopology you have to do all again by quad draw for exmple
One thing a lot of non artists don't seem to get (and some actual artists) is that there are many levels between stylized and realism. You have full stylized like Loony tunes Elmer Fud and then you have full realism like some Cg scene in live action movie. Then you have in between like say Street Fighter or Tekken (Tekken being a little closer to realism but still quite stylized) there are many levels in between towards each direction.
You can add some pinch to that paint+scultpris brush, saves you the some of the straightening work. Also that quick retopo during concepting can get you more than enough edge flow to get details in with fewer subdivs. Danny Mac 3D (not me heh) uses it really well. PS ZModeler with duped brushes for edge bridge, collapse etc can do that adjustment work quite well too 👌
@@iamlazy7281 Ok so what I was referring to directly was how do you create those curves for the hair like that and then retopo perfectly between the edges with little trouble? I have difficulty getting a tight retopo that looks exactly like the detail of the base mesh even with Shrinkwrap like with shrinkwrap sometimes it sets in too far into the head. Is there a cleaner way to get more highly detailed topology for small things on the head like this? Also when you say Bake the HP Map onto the low Poly I presume you mean do the sculpt, bake the normals of the sculpt use the normals for the low poly mesh. Like am I supposed to get every ridge nook and cranny when I retopo? or is Normal map bakes from high poly onto low poly that's supposed to do the lifting
I would love to see more tutorials about hair creation for game engines and videos. Zbrush and Blender solutions would be nice. As far as i noticed curves in blender are nice way to create simple base for hair.
Not sure how good this will be for 3d printing though, maybe thicker hairs so they intersect, maybe even a clump solid mesh and smaller hairs over it could work.
That hair is beautiful :o would love to see how you go about making fur ect like you were talking about. Not sure if i missed it but wondering, How would you go about retopoing this hair mesh? the fray away/fly away seem like they would make a blob single mesh impossible?
I see the sculpt was recorded before 2021 was released, but was the audio recorded before diving too deep into the new tools in ZModeler? The tools, while still not as good as Maya or TopoGun, are significantly better and more reliable than fixing a ZRemeshed mesh. I'd also recommend, specifically for Zbrush 2020, using the Topology Brush for the brows and lashes. It's not great for full retopology, but for making very quick, clean topology for instances like that. This did get replaced for me in 2021 with the introduction to ZModeler Edge Extrusion and Dynamic Thickness. Other than those quick things, I rly enjoyed the vid! I was just about done with making hair Zbrush and almost dropped it completely for Blender, but I definitely want to give these methods a shot!
Hey dudes, you want to draw a brow, rather than drag out a cube, make yourself a custom curve brush that is just a 4-sided box tube, and then you can just draw the base geometry on the surface with one stroke and tweak a bit.
Now you can extrude the edges with zmodeller, its faster them other software box modeling. Sure you can do amazing boz modeling in zbrush, its differente from other softwares but still good.
All good but in the texturing phase is there gonna be conflict of hair strands overlapping with the scalp base cap which u have made to base the hairs on ? I always get till 35:22 phase then i dunno what to keep and what to discard. I wish i could share my model with you lol to explain what i mean.
She looks like the Overwatch version of Cara Delevingne :D Great tutorial btw - you have no idea how conveniently on time both of the Overwatch ones are!
With Polyquilt (mostly for the AMAZING relax feature) and F2 addons (and some knowledge of blender I guess) retopo in blender is more than decent, I only do retopology with these tools and that's fast and easy to use, almost on par with maya's tool imo, but free. Plus you can transfer meshes between zbrush and blender with one click with GoB addon. :)
Having mainly used Blender for retopo, I can say that it is almost there, but not quite. The main things holding it back is that you can click through the high poly and accidentally select the backfaces of the retopo, and that there is no good way to make the low poly seethrough. There are also a LOT of small quality of life things needed. It's SO CLOSE to being amazing, but fundamentally Blender needs first party tools, because the amazing community addons are all really nice, but broken and prone to crashing. Like many things in Blender, I love the idea of it, but it feels unfinished, and doesn't quite work well enough for production. You can stitch together a half-decent retopo suite from addons, but it tears at the seams constantly. Soon though, I think it's gonna be great! Just not yet.
@@linush2331 I agree about the seethrough and select aspects of the retopo process, that's indeed really annoying, I still think you can do retopo just as fast as any other software if not faster with the right tools and some practice. It's important to say for people that don't want to buy a software only for retopo. SpeedRetopo addon can help with the visibility and offers a fast setup and nice shortcuts, just got updated for 2.9 too.
@@Koupoable For sure! If you're a student, hobbyist or just want to try it out, it's absolutely great! But in the industry sadly it's not quite there. But I'm very optimistic!!
Thank you for the video, time and effort. I wanted to ask something. I've downloaded some RDR2 character model rips and I want to 3D print them, but, as you may guess, the hair is just clumps of "confetti paper" with tga mask textures applied to it, and it wouldn't print alright. Is there any method to use this data to recreate the hair or should I just scrap it and make a new model for it? What would be the best approach if the priority is "accuracy" to the source? Any opinion is appreciated, so feel free to chime in, everybody. Thank you.
It was awesome Like always But can you help me? when I create Hair brush and make it a curve it is wayyyyyyy too larger than my brush size I Create about 10 cylinders (and 3 kinds of polygroup and ....) when i make middle polygroup longer size problem is ok but in that way when i use move topological, i can't move the hair it just streches what could be wrong? thanks for reading it
Hello! How can I retopology the hair? I go with every strand and retopo it? Also, when I want to prepare the hair for animating it, should I make bones for every strand that is retopologized?
I love these types of videos!!! I was wondering if you could do a video on retopologizing more complex forms like dragons with crazy scales and other crazy contusions?
As a total noob, I’m so grateful you guys, basically answer my question of: should I use Zbrush to retopo. The answer is no. Emphatically, unequivocally, ‘get out’a here with that weak shit’, no.
hey, thanks guys, I remember watching some of this live, Zbrush 21 wasn't out yet.... Paul is advertising Z21 with new Zmodeler abilities as a retopo solution... would love to see your take on that and maybe some tips. I personally think I'll stick to quad tool in maya and havent really got the time to give it a shot, but if this is really a viable solution to stay in zbrush between concept and texturing.... that could be a game-changer
I'm not sure if I'll get an answer here but I'll try asking at least. If I was making something like this and my goal was to fully retop and prepare it for animation, would you retop the hair seperately and keep it as a seperate object even up to the rigging stage or would you retop it all together as one single piece? I had a very hard time finding a definite answer for this and with how knowledgable you guys are you seem the best ones to ask.
I am curious, with the updates to the zModeler that came into 2021, how that would affect your view on the retopo process you're showing here (since at least what I'm seeing in the videos is roughly equivalent to quad draw now). I should also preface that by saying, I'm not a modeler/sculptor at all (I'm a Creature TD), but it looks really promising as a workflow. Really great series though.
hello flipped normals i have a question about ZRemesher i have a non symmetrical mesh only the face is symmetrical and i want to zremesh it i use the Zremesh guides only on face with mirror ON but whem i z remesh the mesh the half of the body gets mirrored & welded is there any way to draw the zremesh guides but i want the mirroring only on the face. hope you understand what i mean
The game industry uses a variety of techniques, but I think that the most common one is just to use strands of hairs, so flat planes (with some topology, obviously) on which you project your textures. Then, each plane is given physics so that they can move and collide realistically.
even tho i always enjoy watching any flippednormals video, i think this video's title is a bit misleading in a way. half of the video isn't about hair.
I like your videos a lot! I think the retopology phase could have worked better using zbrush 2021 new tools, using snapping while extruding new pieces like on the brows or eyelashes, even the complete head retopology. Still not perfect, but might save you a couple days :)
I like this style of video. can you make video where you could mix animal anatomy and human anatomy( like Tetrapod and humans or Quadrupeds and humans) and make a mythological creatures or and kind of creature where bones and muscle make sense. your video are very useful. thanks
A quick question. Do you delete the undernet mersh used for laying the hair at the end when doing your final rendering or it must be left there? thank you
You're so Cool Men ^^ You remind me beavis and butt-head ^^ I really like what you do. Even I am good at sculpting with my hands, but with my tablet, it's almost difficult...Thank you for all the work you provide us. Big Big Like ^^
Tutorial was amazing! Pretty cool, I love this format :) I want to ask about the blank spaces between strands of hair, would it be more appealing to fill every space? What do you think? Thanks 💜
If you want good topology you better off with creating one beforehand and skinwrap it over the sculpt. As for brows - you can basically sculpt them and then project onto the face, no need all this fiddly manipulations.
This is the best format for tutorials, as for me. Voice over x2 timelapse, not commenting every step but also focusing attention where it needs to be focused. Looking forward to see more vids like this mini-series
As a beginner sculptor hair is my kryptonite. I would love to see more hair related content from you guys in the future.
Same here. Ive spent the last 3 days trying to figure out how to do hair. I'll give this method a try.
@@JaySamurai79 I feel ya, after several sculpts it has barely gotten any easier for me either. This video may help you ( ruclips.net/video/lo_FxdSe_F8/видео.html ) , for me it's probably been one of the most useful hair modelling tutorials.
i like this style of sculpting as we cans see your actual process.
I absolutely have loved watching this mini series, watching timelapses with narration explaining your guys' thoughts has been super insightful! Thank you so much!!
Your comments are really interesting, I prefer the narration in your videos
I would like more of these kinds of tutorials with narration please and thank you. It's very informative of a lot of aspects that are overlooked or struggled on
Narration videos are great, there are plenty of time laps vidoes out there, but it doesn't give as much insight into the thought process and I think you guys do that really well with your narration.
I was waiting for this video for sooo longggg! 😅
Hope you enjoy :D
@@FlippedNormals love it
Good Job sculpting Widowmaker Samus
Guys you don't know how I was waiting for this part💓💓💓
I hope it lived up to you expectations :)
I've seen loads of anime that is more human looking thatn overwatch. You've got the kids from Digimon, then you have Fist of the north star and all the different styles within the blanket of "anime". You guys are fantastic by the way. Not only do you have amazing skill but your on air personalities are killer.
I like this style of video. These days I don't have time to follow a tutorial, so I just play these videos while I sculpt. It's a great video for that.
Thanks Taylor!
Im happy to have my suspicions made true by watching this video. I thought I was being lazy by not doing retopo/box modeling in Zbrush. Ah now I can comfortably export to maya and continue working without feeling bad. Ty guys
Glad I could help!
Awesome Character!
Narration and thoughts are always nice. Gems keep popping out.
Hope you enjoyed :)
Really enjoyable and useful, with a lot of information.
please make more like this,
Thanks!
More to come!
The retopology part blew my mind. I didn't know stuff like this was this easy in Zbrush, I'm used to using retopoflow in blender.
this is my question also after finishing a character in zbrush should it be retopologize again by quade draw in maya or some thing ?? or zbrush mesh version will last version?? apreciate your help
I would never use the zbrush retopo as my final. You need something where you have more control to create specific topo. Like Quad draw
@@FlippedNormals but do this bother you?? i mean after a while of working on zbrush then think about retopology you have to do all again by quad draw for exmple
Please guys, we would like to see ways of sculpting the inside of the mouth.
Easy ways of handling this situation on where the tongue and teeth go.
One thing a lot of non artists don't seem to get (and some actual artists) is that there are many levels between stylized and realism. You have full stylized like Loony tunes Elmer Fud and then you have full realism like some Cg scene in live action movie. Then you have in between like say Street Fighter or Tekken (Tekken being a little closer to realism but still quite stylized) there are many levels in between towards each direction.
Definitely prefer this format of vieos
You can add some pinch to that paint+scultpris brush, saves you the some of the straightening work. Also that quick retopo during concepting can get you more than enough edge flow to get details in with fewer subdivs. Danny Mac 3D (not me heh) uses it really well.
PS ZModeler with duped brushes for edge bridge, collapse etc can do that adjustment work quite well too 👌
How in the 7 hells do you retopo hair and get all the details? Do a video on it?
By baking, i guess.
@@MarseleXXL idk it doesn't just look like bakes though
the topology follows the detail
@@iamlazy7281 Ok so what I was referring to directly was how do you create those curves for the hair like that and then retopo perfectly between the edges with little trouble? I have difficulty getting a tight retopo that looks exactly like the detail of the base mesh even with Shrinkwrap like with shrinkwrap sometimes it sets in too far into the head.
Is there a cleaner way to get more highly detailed topology for small things on the head like this?
Also when you say Bake the HP Map onto the low Poly I presume you mean do the sculpt, bake the normals of the sculpt use the normals for the low poly mesh. Like am I supposed to get every ridge nook and cranny when I retopo? or is Normal map bakes from high poly onto low poly that's supposed to do the lifting
@@iamlazy7281 thats pretty much it
@@SaltedMallows You can always project your high rez on your low rez mesh! And then you bake in substance painter!
That sideburn 💀
I would love to see more tutorials about hair creation for game engines and videos. Zbrush and Blender solutions would be nice. As far as i noticed curves in blender are nice way to create simple base for hair.
Not sure how good this will be for 3d printing though, maybe thicker hairs so they intersect, maybe even a clump solid mesh and smaller hairs over it could work.
Really enjoying this series, its a great format imo!
Great woke gentlemen. And quality instructions. I’ll be sure to put it to good use.
That hair is beautiful :o would love to see how you go about making fur ect like you were talking about.
Not sure if i missed it but wondering, How would you go about retopoing this hair mesh? the fray away/fly away seem like they would make a blob single mesh impossible?
dope! really liked this format
Thanks, Kuro
definitely more of this stuff!
Good to know 😁
Please make video showing the pipeline to fibermesh hair till aniamtion
Great Work!!!
I see the sculpt was recorded before 2021 was released, but was the audio recorded before diving too deep into the new tools in ZModeler? The tools, while still not as good as Maya or TopoGun, are significantly better and more reliable than fixing a ZRemeshed mesh. I'd also recommend, specifically for Zbrush 2020, using the Topology Brush for the brows and lashes. It's not great for full retopology, but for making very quick, clean topology for instances like that. This did get replaced for me in 2021 with the introduction to ZModeler Edge Extrusion and Dynamic Thickness.
Other than those quick things, I rly enjoyed the vid! I was just about done with making hair Zbrush and almost dropped it completely for Blender, but I definitely want to give these methods a shot!
Hello sir . please make a separate video on hair that you make it in thi video..want video related to how to unwrap this type of hair
Thanks was waiting for this one
Hope you enjoyed it!
Hey dudes, you want to draw a brow, rather than drag out a cube, make yourself a custom curve brush that is just a 4-sided box tube, and then you can just draw the base geometry on the surface with one stroke and tweak a bit.
This is pretty cool!
I look forward to other videos in this
I would love to see a fortnite, or diablo style one next :)
Noted :)
I might have to get zbrush now. Can you show the same process in blender?
thankyou for sharing 🙏
No worries
Now you can extrude the edges with zmodeller, its faster them other software box modeling. Sure you can do amazing boz modeling in zbrush, its differente from other softwares but still good.
All good but in the texturing phase is there gonna be conflict of hair strands overlapping with the scalp base cap which u have made to base the hairs on ? I always get till 35:22 phase then i dunno what to keep and what to discard. I wish i could share my model with you lol to explain what i mean.
We need textured video for the hair
I know this is a stupid question but do you have this layout at all I could download please :3
She looks like the Overwatch version of Cara Delevingne :D Great tutorial btw - you have no idea how conveniently on time both of the Overwatch ones are!
Is that Samus's real name? Looks like Samus
@@SaltedMallows thank you, i was looking for someone mentioning this, it looks a LOT like zero suit samus
@@xleplayVA yep
@@xleplayVA more like widowmaker samus fusion
so when are the Zbrush Cowboy tshirts coming in?
With Polyquilt (mostly for the AMAZING relax feature) and F2 addons (and some knowledge of blender I guess) retopo in blender is more than decent, I only do retopology with these tools and that's fast and easy to use, almost on par with maya's tool imo, but free.
Plus you can transfer meshes between zbrush and blender with one click with GoB addon. :)
Having mainly used Blender for retopo, I can say that it is almost there, but not quite. The main things holding it back is that you can click through the high poly and accidentally select the backfaces of the retopo, and that there is no good way to make the low poly seethrough. There are also a LOT of small quality of life things needed. It's SO CLOSE to being amazing, but fundamentally Blender needs first party tools, because the amazing community addons are all really nice, but broken and prone to crashing. Like many things in Blender, I love the idea of it, but it feels unfinished, and doesn't quite work well enough for production.
You can stitch together a half-decent retopo suite from addons, but it tears at the seams constantly. Soon though, I think it's gonna be great! Just not yet.
@@linush2331 I agree about the seethrough and select aspects of the retopo process, that's indeed really annoying, I still think you can do retopo just as fast as any other software if not faster with the right tools and some practice.
It's important to say for people that don't want to buy a software only for retopo.
SpeedRetopo addon can help with the visibility and offers a fast setup and nice shortcuts, just got updated for 2.9 too.
@@Koupoable For sure! If you're a student, hobbyist or just want to try it out, it's absolutely great! But in the industry sadly it's not quite there. But I'm very optimistic!!
I wanna ask 1 question
This hairs are in high poly then how can we retopo this hairs?
Thank you for the video, time and effort.
I wanted to ask something. I've downloaded some RDR2 character model rips and I want to 3D print them, but, as you may guess, the hair is just clumps of "confetti paper" with tga mask textures applied to it, and it wouldn't print alright. Is there any method to use this data to recreate the hair or should I just scrap it and make a new model for it? What would be the best approach if the priority is "accuracy" to the source? Any opinion is appreciated, so feel free to chime in, everybody. Thank you.
What is dynamic that keeps it fairly consistent?
It was awesome
Like always
But can you help me?
when I create Hair brush and make it a curve
it is wayyyyyyy too larger than my brush size
I Create about 10 cylinders (and 3 kinds of polygroup and ....)
when i make middle polygroup longer size problem is ok
but in that way when i use move topological, i can't move the hair it just streches
what could be wrong?
thanks for reading it
Hello!
How can I retopology the hair? I go with every strand and retopo it?
Also, when I want to prepare the hair for animating it, should I make bones for every strand that is retopologized?
I love these types of videos!!!
I was wondering if you could do a video on retopologizing more complex forms like dragons with crazy scales and other crazy contusions?
after that, how do you prepare that type of hair for the game?
As a total noob, I’m so grateful you guys, basically answer my question of: should I use Zbrush to retopo.
The answer is no. Emphatically, unequivocally, ‘get out’a here with that weak shit’, no.
😂
"Get that Weak Shit Out of Here Zbrush"
-Nekoni 2020
I loved this, I made a model in the same style like you guys showed!
could I tag you guys to show you my work?
hey, thanks guys, I remember watching some of this live, Zbrush 21 wasn't out yet.... Paul is advertising Z21 with new Zmodeler abilities as a retopo solution... would love to see your take on that and maybe some tips. I personally think I'll stick to quad tool in maya and havent really got the time to give it a shot, but if this is really a viable solution to stay in zbrush between concept and texturing.... that could be a game-changer
Guys, can you share a link to the insert curve brush that you use for the hair creation?
I'm not sure if I'll get an answer here but I'll try asking at least. If I was making something like this and my goal was to fully retop and prepare it for animation, would you retop the hair seperately and keep it as a seperate object even up to the rigging stage or would you retop it all together as one single piece? I had a very hard time finding a definite answer for this and with how knowledgable you guys are you seem the best ones to ask.
can we retopo this ??
I am curious, with the updates to the zModeler that came into 2021, how that would affect your view on the retopo process you're showing here (since at least what I'm seeing in the videos is roughly equivalent to quad draw now). I should also preface that by saying, I'm not a modeler/sculptor at all (I'm a Creature TD), but it looks really promising as a workflow. Really great series though.
hello flipped normals i have a question about ZRemesher i have a non symmetrical mesh only the face is symmetrical and i want to zremesh it i use the Zremesh guides only on face with mirror ON but whem i z remesh the mesh the half of the body gets mirrored & welded is there any way to draw the zremesh guides but i want the mirroring only on the face. hope you understand what i mean
You would have to split it into two subtools.
@@FlippedNormals i understand thanks
This is pretty cool! I wonder if you can do something like this on blender.
how did you clean the black borders after making the polygroups? cool video c:
I heard 2021 improved retopology tools. Why not try those?
I haven't tried them, but I'll definitely check it out
Can you bring this out to maya and substance without losing any geometry?
Would this be able to be done in zbrush core?
How would the hair work as a game ready model. Like the number of polys in the hair is probably to much for the game engine to run?
Retopo it
@@aero3245 I understand that. But, I maybe wrong here. Even if you retopo the hair the number of polys will still be high.
The game industry uses a variety of techniques, but I think that the most common one is just to use strands of hairs, so flat planes (with some topology, obviously) on which you project your textures. Then, each plane is given physics so that they can move and collide realistically.
@@aero3245 Thank you
@@OtherSun.223 Thank you
Hi. Can you do this in Blender or should I go with ZBrush?
how can you retopology the hair? for animation
How could one recreate such a hairstyle in blender?
Hey can someone tell me the name of that cool brush that adds res
even tho i always enjoy watching any flippednormals video, i think this video's title is a bit misleading in a way. half of the video isn't about hair.
thats a weird combination Icecream, Sasuage and Helmet???? L0L
How would you retopo a hair like that??
It looks more like a an overwatch version of samus
i thought you guys are in cyprus!!!
We're in multiple places at once!
I like your videos a lot! I think the retopology phase could have worked better using zbrush 2021 new tools, using snapping while extruding new pieces like on the brows or eyelashes, even the complete head retopology. Still not perfect, but might save you a couple days :)
Will definitely try it out
I like this style of video. can you make video where you could mix animal anatomy and human anatomy(
like Tetrapod and humans or Quadrupeds and humans) and make a mythological creatures or and kind of creature where bones and muscle make sense.
your video are very useful. thanks
do you work on perspective or not?
Both. Just always remember to check your perspective
@@FlippedNormals thanks guys, apperciate the videos
A quick question. Do you delete the undernet mersh used for laying the hair at the end when doing your final rendering or it must be left there? thank you
I leave it to create the illusion that there's more hair.
FlippedNormals Oh ok. Thank you very much
"Hey guys Morton and Henning from FlippedNormals here..."
What the fuck did you just say?
It's Henning & Morten*
It's whatever we say it is
@@FlippedNormals they're rebranding
@@FlippedNormals okay fine but
You're so Cool Men ^^ You remind me beavis and butt-head ^^ I really like what you do.
Even I am good at sculpting with my hands, but with my tablet, it's almost difficult...Thank you for all the work you provide us.
Big Big Like ^^
"one thing Ive learned is that you can mask individual vertices"
:-|
this looks more like samus aran san
How would you optimize something like this for use in game?
Well, you would retopo everything by hand and make sure the polycount was withing you budget.
Then bake all the necessary maps etc :)
Tutorial was amazing! Pretty cool, I love this format :) I want to ask about the blank spaces between strands of hair, would it be more appealing to fill every space? What do you think?
Thanks 💜
Why not use the the topology brush for the brows?
Never used it before :)
@@FlippedNormals you should def try it, it takes 2 secs to do your eyebrows
And it snaps to surface so it's perfect for what you were doing, ofc I woulda just used blender for a lot of that haha
SO AFTER THIS YOU HAVE TO RETOPOLOGIZE
What render engine are you used?
👍
For a hair video why is more then the first 10 minutes you fixing your sculpt?
. mmmmm... it, s Samus Aran?
луше бы написали как купить кисть дял волос за 12 доллоров.... какой может быть урок если для создания волос нужно покупать кисть
Not compatible for games.
SAMUS ?¡
23:50
Oh my God I've never seen either of your faces it's freaking me out now why do you both sound like you've got a tiny it of Scottish in your accents
An accidental Scottish accent, nice
If you want good topology you better off with creating one beforehand and skinwrap it over the sculpt.
As for brows - you can basically sculpt them and then project onto the face, no need all this fiddly manipulations.
It's just bootleg Samus.