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@butterscotchbitz45202 ай бұрын
Such a good video, full of crucial information! Thank you
@mrnunez3D2 ай бұрын
Glad you find it useful! More coming :)
@VFX3 ай бұрын
First! Thanks for the video already loving getting more character information from pros!
@mrnunez3D3 ай бұрын
More than welcome! Yeah, everyone was requesting it ;) Will be making more of these
@TysonPlays242 ай бұрын
omg this is such a life saver, thanks for making this, its very useful
@mrnunez3D2 ай бұрын
You're welcome!
@drumnez3 ай бұрын
Wow, this is a great material. It helped me lot with my sculpting issues! ❤ Lots of tips and knowledge. Inshallah my friend.
@mrnunez3D2 ай бұрын
Glad to hear that, those are very common issues
@jameschan42793 ай бұрын
This is incredible, Marlon. I will definitely use this tutorial on my next realistic character project. Thank you!
@mrnunez3D3 ай бұрын
Glad it was helpful!
@empire4760Ай бұрын
best tutorial ever, you have filled in the blanks for me with multiply and add node
@mrnunez3DАй бұрын
Awesome! So happy you liked it! Let me know if you have any more questions or need help with anything else!
@enishi63 ай бұрын
This is amazing Marlon! I will start using your noise workflow now, specially the dent plugin you mentioned ! Thanks !
@mrnunez3D3 ай бұрын
Glad it was helpful!
@fromdulio2 ай бұрын
Insanely good tutorial. Thank you!
@mrnunez3D2 ай бұрын
You're very welcome!. As you know is all about the pipeline and observation :)
@AgusGonzalezDev2 ай бұрын
hi Marlon great tutorial! one little thing that might help for people that uses Arnold, you can use the feature "autoBump in SSS" if you are in a version of Arnold that its older than 2022 you will find it in the render settings, if your version is newer you find it in the attribute editor.
@mrnunez3D2 ай бұрын
Yes it m aware of that. The reason why is bcs newer versions Xgen crashes during the collection/description baking process. That’s why I don’t upgrade to newer ones :)
@Ramanantitus3 ай бұрын
Oh my god that Inflation happening while applying displacement was a major pain while i was working. Thanks so much for the tip.
@mrnunez3D3 ай бұрын
Happy to help! Got this problem so many times models !
@enishi63 ай бұрын
Me too🎉
@mrnunez3D3 ай бұрын
Haha, glad is working for everyone !
@ellieporfyridou42172 ай бұрын
You can also try adjusting the Displacement Mid Value directly in Zbrush at Displacement tab
@Intervain3 ай бұрын
great tips man, I do like starting with the noise layers
@mrnunez3D2 ай бұрын
Thanks Magda! Yeah it helps a lot to break the surface indeed :)
@pipahouse3 ай бұрын
thanks for sharing! very useful ; )
@mrnunez3D3 ай бұрын
You are welcome man! More like this coming :)
@jeffhansen19922 ай бұрын
Perfectly explained!
@mrnunez3D2 ай бұрын
Thanks bro!
@JTLN252 ай бұрын
you are awesome. thanks for the upload
@mrnunez3D2 ай бұрын
My pleasure man!
@animarch3D2 ай бұрын
yooo lets gooo! great video dude
@mrnunez3D2 ай бұрын
Thanks man!
@coleap75073 ай бұрын
hello, this tutorial is very good, thank you, by the way, I would also like to see the topology version, how is it done professionally? and how to do UV MAP correctly, otherwise I find this information brilliant in 20 minutes, I understand it better than other long tutorials
@mrnunez3D3 ай бұрын
I do my retopo in 3dsMax using the ribbon tools. You make me question if is something people is interested to know since is a max workflow …. Regarding faces, I don’t do head retopo since a while ago. Already have my base meshes . Only body and elements
@gugafire3 ай бұрын
Hey Marlon, awesome video! Quick question: How many polygons do you usually work with in ZBrush? I noticed the geometry has 6 divisions, but couldn't spot the poly count. Thanks for sharing such a great video!
@mrnunez3D3 ай бұрын
The head basemesh lv1 has 80k triangles. Will depend on your computer spec how many times you can subdivide it !
@Papy1s23 ай бұрын
you didnt mention in order to use map from texturexyz, we need to have the same uv as their ( texturexyz ) base mesh. Or we need to bake those detail into our own UVED mesh. I think this part is most important
@mrnunez3D3 ай бұрын
Glad you mentioned ! No worries, I will be covering that in the next video. I didn’t wanted because will make the video so long since I use wrap splines methodology which are way better than zwrap
@Papy1s23 ай бұрын
@@mrnunez3D im looking forward to see it, thanks alot man
@mrnunez3D3 ай бұрын
You are welcome !
@gianlucascattarella2 ай бұрын
I'm looking forward to see it!
@gauthamsatheesh6909Ай бұрын
Thanks for the video, but how does your displacement map perfectly align with your mesh? did you do a round of UV unwrapping before hand?
@mrnunez3DАй бұрын
Yes, but no need of unwrapping. If you are using a custom basemesh you need to transfer the textures. There are couple of folks that asked me the same, so I am creating a tutorial how to do using Faceform. The other option is using the default XYZ basemesh, so you have already all maps aligned
@dineshd91353 ай бұрын
Thank you
@mrnunez3D3 ай бұрын
Glad I could help up :)
@eijunior34383 ай бұрын
Make a video of how to set up skin in maya please
@mrnunez3D3 ай бұрын
Did you check the last section from the video? ;)
@eijunior34383 ай бұрын
@@mrnunez3D Thank u so much
@anatomyuldis3 ай бұрын
Thanks!
@mrnunez3D3 ай бұрын
Welcome!
@timwilliam36102 ай бұрын
something you forgot to show is the difference between rendering sss using the gpu and cpu, although gpu is faster, its not equal to the quality from the cpu when using displacement on sss, cpu its a better option when rendering the final image
@mrnunez3D2 ай бұрын
Absolutely, but the main difference will happen on the level of noise. For such a simple displacement set up it wont have as much noise in GPU. But you are correct, CPU overall is better for a final render
@chereshnya32 ай бұрын
Hi! Thank for the tutor. Can you tell me how much is the demand for creating realistic characters? Because in my country on one freelance site it's not so demand as in others countries i think
@mrnunez3D2 ай бұрын
I wouldn’t recommend you advertise yourself on any job platform, normally the pay range is very low. Instead try to use LinkedIn wisely and try to get visible. Obviously all will depend on your portfolio, so a cleanup is very important !
@chereshnya32 ай бұрын
@@mrnunez3D Okay, i definitely will try, thank you for advise!
@deiniou2 ай бұрын
I hate to be one of the inept ones, but when I convert the red channel into greyscale and save it as a tiff, zbrush does not read the file for some reason. Do I have to convert ti back to RGB?
@mrnunez3D2 ай бұрын
Save it as a TIF 16bits. Let me know if that works ?
@deiniou2 ай бұрын
@@mrnunez3D Okay, don't ask me how, but today it worked, 32bits and all. The only different thing I have done is subdivide more the model and delete some history. Muchas Gracias!
@DshGamesZone2 ай бұрын
Why not apply xyz displace maps at the texturing stage in Substance Painter? Thus, the details of the pores will not depend on the model's subdivides. The detail will depend on the UV and resolution of the textures. Plus, Substance Painter has more control to make skin details more unique. I'm doing this, I stopped creating micro details in zbrush
@mrnunez3D2 ай бұрын
You can definitely, but my own tests the displace always behaves better when it comes from Zb. Then is just about the shader setup I explain to sharpen those
@Gustmazz2 ай бұрын
3:00 That's not totally true, though. You don't need to sculpt every single pore individually OR use an external texture map from textureXYZ. Another option that is widely used is to simply use a pore alpha texture composed of multiple pores and apply it on the skin manually. It really doesn't take long at all to do that and you can apply it in multiple ways (dots, drag, etc). Just to be clear, I'm not saying the XYZ option is bad. I'm just saying that there are other ways to do it if you don't want to download their textures. Also, their textures will only work properly if your head has compatible UVs.
@mrnunez3D2 ай бұрын
Yeap, you can create clusters but even then you need to merge them individually by doing single pores. At the end of the day take longer