Cheating HDGeometry

  Рет қаралды 4,709

Lucas Cuenca

Lucas Cuenca

Күн бұрын

In this video im going to show my favorite HD Geometry Trick Hope you like it !
www.artstation.com/lucas
www.lucascuenca.com
/ lucascuenca

Пікірлер: 20
@xplorer3475
@xplorer3475 4 жыл бұрын
sorry, i'd have to re watch it once or twice more because after "there's a third solution", i didn't understand anything you explained .... it's unclear and confused. but thanks
@lucasv888
@lucasv888 4 жыл бұрын
Hello Xplorer i understand is not a easy trick but the ideas is that you can go into HD append your polygroup into a new subtool work in it as a normal tool and when you finish export your hi res and import it in top of your HD Geometry . let me know if that helps :)
@xplorer3475
@xplorer3475 4 жыл бұрын
@@lucasv888 thanks, i mean i was talking about the flow of the talk and the organisation of this tutorial, i got lost in it. But yes, it seems to be a complex stuff anyway, but i didn't get the point yet, maybe it's late. i'll re check later
@OmarHesham
@OmarHesham 4 жыл бұрын
Smart trick! Thanks for showing such new info! So if I understand it correctly: 1- Share the full body ztl with another artist to work on the arms. Or for yourself make a separate file with just the arms polygroup. (Delete hidden? or keep it full body still with all subdivs?) 2- In the separate ztl you HD geo just the arms and sculpt details. Then delete UVs for speed and export the high res while in HD geo mode. 3- Master scene artist (or yourself) isolate the arms polygroup on the highest subdiv and go into HD geo then import on the exported mesh from the previous step on top of the non detailed HD geo. 4- Go out of HD geo and continue sculpting with HD geo on the full body and bridge polygroups with similar detail to blend details from arms to shoulders. Essentially sharing HD geo from multiple artists or from your own separate files. Allows merging the HD geos and then continue sculpting in HD geo. Is that right? First step is what I think confuses me most. (Delete hidden? or keep it full body still?) If we dont delete hidden and it's a one person project, is there an advantage to splitting the character into multiple ztl in that case? If it all comes back to one file anyway for additional sculpting.
@lucasv888
@lucasv888 4 жыл бұрын
Hi Omar! Let me try to simplify the workflow 1. Create your character polygroups in your master scene, divide your model until you get 2.5 to 5 millón polys then divide HD 2. select your chosen polygroup go to HD and append it into a new subtool that will only append the arms with all the HD subdivisions but whitout HD (HD will be backed into normal subd). Now you can sculpt use layers everything. 3.export the Highest subdivision level for the arms 4.Go to your master scene, select the arms go to HDmode and import your Hires arms in top And that's it now you can have super detail model without the need of splitting the model or dealing with HD geo also you can share pieces it makes a bit easier to handle very big assets Thanks man!
@OmarHesham
@OmarHesham 4 жыл бұрын
@@lucasv888 Ah! Nice. I see. So appending does just append the arm geo with all it's subdivisions preserved without having to delete hidden or reconstruct. Great. Thanks man!
@jmbihorel
@jmbihorel 4 жыл бұрын
Nice trick! I guess it needs a bit of planning ahead to hit the good poly-count. But definitely cool!
@lucasv888
@lucasv888 4 жыл бұрын
thanks man yes it needs planning
@sys2146
@sys2146 3 жыл бұрын
Really nice trick! A bit like using smart objects in PS, you "outsource" the HD workflow into a extra working file, which is not using HD anymore, so you can use layers and everything and afterwards you just bring it back to the combined file. Is there any disadvantage compared to the splitting workflow?
@lucasv888
@lucasv888 3 жыл бұрын
Thanks man ! Mm the only disadvantage is that you need to plan for it a bit more but apart of that works pretty good 😁
@Ju4n.m4
@Ju4n.m4 3 жыл бұрын
lucas, hd geometry serviría para sacar el normal map como workflow de subtance? o necesitas si o si una geometria real para hacer los bake de los otros mapas, se puede sacar un AO map del hd geometry?
@lucasv888
@lucasv888 Жыл бұрын
Podes sacar displacement y normal map si, no te recomiendo sacar el AO de zbrush
@vllad74
@vllad74 4 жыл бұрын
Very cool trick.Thanks! What is the advantage of this method to just painting all these details in Mari?
@lucasv888
@lucasv888 4 жыл бұрын
Hi Vladimir well that depends for example : lets say that im painting some details in mari with multichannel XYZ maps, The red channels would be the lower frecuency of the 3 and the only one who would be worth to bring back to zbrush to level it and pop it up with the rest of your sculpt the other 2 are to high frecuency to bring them and i didnt find it really worth it, but the red one yes, also sometimes i really like to sculpt some of my fine wrinkles and mix them with the Red channel from mari. creating volumes in zbrush is much easier than mari and looks more organic i think. Zbrush and Mari should feed from each other and dont fight for who controls more of the detail :)
@vllad74
@vllad74 4 жыл бұрын
@@lucasv888 I see the logic here. Thanks for the explanation Lucas!
@JettzCG
@JettzCG 4 жыл бұрын
When using XYZ maps I often get a slightly 'patchy' looking result becaue of the way you have to do multiple projections to fully cover parts of the model. Do you guys ignore this in production or do you remedy it?
@MarioRodriguez-ep4zv
@MarioRodriguez-ep4zv Жыл бұрын
consulta. No se puede modificar la amplitud de la mascara al apretar A? porque veo q a todos les abarca bastante y a mi me abarca muy poquito y se vuelve muy dificl .
@lucasv888
@lucasv888 Жыл бұрын
Es por cantidad de poligonos lo maximo q una seleccion de hd te va a soportar es 40 millones de polys mas o menos
@pseudo_physics
@pseudo_physics 2 жыл бұрын
Hlo Lucas may be it's the version issue , I was trying this method in ZB 2019 , it did not work , the problem is I am having two polygroup on the HD geometry , the imported geo not replace the hd geo on the last step , can you suggest some tips for tht
@lucasv888
@lucasv888 2 жыл бұрын
You need to remplace it when you are in hd geo and need to be i. The right subd lvl
Zbrush Splitting a model for vfx production
24:34
Lucas Cuenca
Рет қаралды 3,7 М.
MarvelousDesigner to Zbrush  Workflow
27:55
Lucas Cuenca
Рет қаралды 14 М.
100❤️
00:19
MY💝No War🤝
Рет қаралды 23 МЛН
How Many Balloons Does It Take To Fly?
00:18
MrBeast
Рет қаралды 172 МЛН
Slow motion boy #shorts by Tsuriki Show
00:14
Tsuriki Show
Рет қаралды 8 МЛН
Uvs, Smooth, NoSmooth  and more !
21:25
Lucas Cuenca
Рет қаралды 2 М.
Realistic Skin Details In Geometry HD In Zbrush
9:17
BeyondPixels
Рет қаралды 12 М.
ZBrush Blend Shapes Skin Sliding
6:20
Lucas Cuenca
Рет қаралды 5 М.
Creature workflow for VFX + Blendshape tricks
17:40
Lucas Cuenca
Рет қаралды 3 М.
#AskZBrush: “How can I export out HD Geometry on a model?”
10:44
Realistic Skin Details  In Zbrush Like Scan ( Hyper Realistic )
8:46
How We Use HD Geometry In ZBrush Workflow (Quick Tip 3)
13:26
SA Anatomy
Рет қаралды 13 М.
The Only 6 Brushes You Ever Need in ZBrush
24:58
FlippedNormals
Рет қаралды 154 М.
Getting better topology using Zremesher in Zbrush 2019
11:03
Polyjunky
Рет қаралды 77 М.
Как Узбекские Солдаты Шокировали Немецких Генералов?
0:53
Солдаты минувших войн
Рет қаралды 1,1 МЛН
Bacho Ne Ye Kar Liya 😱🥲
0:13
Sunnyy Rawal
Рет қаралды 43 МЛН
Can You Find A Needle In A Haystack?
0:45
Stokes Twins
Рет қаралды 30 МЛН
МЫ ПОХОДУ ЧТО-ТО НАПУТАЛИ
0:20
МАКАРОН
Рет қаралды 8 МЛН