Once again Zacharias, thank you for taking such professional and complicated techniques and communicating them so smoothly and understandably.
@kayjaysok5 жыл бұрын
Really .. what.. he is showing possible, not viable
@SamMansfield916 жыл бұрын
Love this design, looks like it's straight out of Rango!
@dejmindejminovsky73966 жыл бұрын
Exactly! :D
@PrimalShutter3 жыл бұрын
I had no idea shrink wrap could be baked into the latest multires level, this just saved me a lot of work
@aastar97796 жыл бұрын
This work flow is practical and essential tutorial of blender sculpting. And best tutorial for high res sculpting. Many have thought it was only available in Zbrush.
@plunntic5 жыл бұрын
Yeah, ZBrush is still a lot better in terms of brushes (has more of them and better) and hi-res workflow (can handle up to 100M vertexes - at least that's what Pixologic says - and i don't think Blender can handle that much even on a high-end rig). But... it's $800... I'd rather put those bucks in upgrading my current rig to 16-threads Ryzen 2700x CPU, at least 32 gigs of fast RAM and newer video card like RTX 1060 (not the best one, but more than enough i guess). It for sure will take more than $800 in the end, but should improve Blender sculpting performance a lot and has the advantage of improving performance for every software i'll ever need, not just for sculpting. The only downside is - maybe that's just me, but i feel that - it's somewhat easier to get good looking results in ZBrush. Sculpting in Blender feels a lot more "basic" and therefore requires more skill (which i sadly don't have yet) and time. But it's certainly doable i just wish they could put some more love into sculpting at BF.
@Nabro864 жыл бұрын
Thanks for all these details, the main steps I've bookmarked. 1) Same resolution over all the model (Detail flood fill) : kzbin.info/www/bejne/nKiWY5xomaeZe9E 2) Smooth the surface with smooth modifier : kzbin.info/www/bejne/nKiWY5xomaeZe9E 3) Retopology (with instant meshes addon if not done manually) : kzbin.info/www/bejne/nKiWY5xomaeZe9E 4) Import retopologized mesh and get back HP details (Multires + Schrinkwrap modifiers) : kzbin.info/www/bejne/nKiWY5xomaeZe9E 5) Fixing shading issues (enable project mode & Direction negative within schrinkwrap : kzbin.info/www/bejne/nKiWY5xomaeZe9E 6) Subdividing using Multires modifier to be able to add more details later : kzbin.info/www/bejne/nKiWY5xomaeZe9E 7) store your sculpted details from Schrinkwrap to MultiresModifier: kzbin.info/www/bejne/nKiWY5xomaeZe9E 8) Disable the outline to enhance viewport performance : kzbin.info/www/bejne/nKiWY5xomaeZe9E 9) Enable fast navigate still to enhance performances : kzbin.info/www/bejne/nKiWY5xomaeZe9E Now you can sculpt your details at ease ! 10) Avoid jagged lines by setting a higher input samples values : kzbin.info/www/bejne/nKiWY5xomaeZe9E 11) Switching from view plane to area when sculpting details to avoid strechings: kzbin.info/www/bejne/nKiWY5xomaeZe9E 12) Scale the brush according zoom step: kzbin.info/www/bejne/nKiWY5xomaeZe9E 13) Add skin imperfections with jitter option: kzbin.info/www/bejne/nKiWY5xomaeZe9E 14) Negative Bias to remove dent from stencil : kzbin.info/www/bejne/nKiWY5xomaeZe9E 15) Avoid wasting space on HDD, save multi res externally : kzbin.info/www/bejne/nKiWY5xomaeZe9E
@nodontdoitno52793 жыл бұрын
Thx
@ToriloOo6 жыл бұрын
i have literally destroyed a few models after making horrendous mistakes, this video just saved the life of many of my models from now on
@iane15816 жыл бұрын
Love the vids, man! For real these videos helped me a lot! And not just that, I get inspired by any of the creature models and this is perfect because I’m getting into creature modeling! ✌️
@kayjaysok5 жыл бұрын
Did they help you differentiate gaming assets and artistic modelling ?
@MickaelKrebs6 жыл бұрын
thx dude for this one ! i really love Blender , but for my sculpt was still into zbrush because of all this workflow than i didn't know before this video. you did a great job ! and congratulation for you HM on Artstation ! ;)
@Ironpants576 жыл бұрын
Sweet! I'm a little late to this but thank you for this extremely helpful lesson!
@kayjaysok5 жыл бұрын
We're you using high low polys
@ulquiorras4226 жыл бұрын
That character is incredible! Thank you for the tutorial!
@arirudenko4 жыл бұрын
This is a great tutorial, I watched several on multires but this was the clearest! Even though Im using 2.8, this feels super relevant.
@fabioroncal87636 жыл бұрын
man that was a real advanced tutorial!
@kayjaysok5 жыл бұрын
Hyper advanced
@maciejszczesnik94416 жыл бұрын
Great tip! I am able to sculpt smoothly on a head model with 71,9 million quads (143,8 million triangles)! I am finally able to get to the pores level :) without painting bump maps or creating additional details in Substance Painter. Simply awesome! My rig: I7 6700 CPU, 32 GB RAM, nVidia 970 GTX (!), Windows 10 64 bit.
@maciejszczesnik94416 жыл бұрын
I will also test this. But I guess 70 million polys should be enough for most cases ;). This is exactly why I love Blender so much. It's community. Sooner or later someone smart discovers a way to overcome something or make a tool even more usable. I was working in ZBrush before, but re-sold my license to a friend when Blender introduced Dyntopo. As for an independent game developer, Blender is simply more than enough.And I love how everything is integrated into one powerful yet lightweight package. And the addons...
@maciejszczesnik94416 жыл бұрын
But exporting a 70 million polys object to whatever format from Blender is another story :-). Cannot be done on my machine. Also applying the Multires modifier works only for ~30M polys objects. But one can always bake the maps from Multires - that worked quite well in my case (only on Blender Internal though).
@dioniziolo Жыл бұрын
@@maciejszczesnik9441Are you still sculpting in Blender with that performance? Do you use any addon for sculpting in blender?
@mszczesnik Жыл бұрын
@@dioniziolo I always use vanilla Blender for sculpting. The super high res sculpting is not possible - the maximum poly count I can get is around 20M. But you can have multiple objects. And you can also paint bump in the shader (so pores, etc.).
@christinamaltese44606 жыл бұрын
I love your tutorials, you always share great tips and ways to sculpting methods, don't forget to turn the air conditioner on
@maverickstout254 жыл бұрын
You are the man, one of the most helpful videos i've seen thus far on my journey, thank you!
@Opusgeo6 жыл бұрын
Thanks for being crazy zach!
@anzatzi3 жыл бұрын
So much great info in one video!
@deeamerson6 жыл бұрын
This is Awesome, I learned so much about sculpting in just this one video. Thanks for sharing.
@mapopi-mm6 жыл бұрын
26mi polys! Freaking amazing, great job, thanks for sharing.
@TalhaRiaz1973 жыл бұрын
this is one of my Favorite channel
@fred.b80886 жыл бұрын
This is exactly what I had in mind when you sent out that survey. Thank you Zacharias!
@alexdib39153 жыл бұрын
Thank you for the brushes and the great tutorial!
@hervegaerthner65244 жыл бұрын
The best video about this subject ! congrats !
@dukemagus6 жыл бұрын
OOOOOH! So it lagged like a plague when i tried to use a brush with an alpha texture because dyntopo was on! Noted, that's really important
@TheHowingFantods3 жыл бұрын
Super good video. Thanks so much. I'll be buying the course soon!
@stuartohara24526 жыл бұрын
Excellent video Zach. Love your work!
@Alienbacilusua6 жыл бұрын
Awesome tutorial! Those lil tips are priceless! Thanks a lot for sharing!
@kayjaysok5 жыл бұрын
What little tips there was no little tips.. what??
@wojt3d4154 жыл бұрын
my notes from this video: cool thing with cycles material vault! i need to check it out! / detail flood fill instead of using remesh, after that smooth in sculpt mode or modifier - Smooth / method: high topology sculpt - > remesh - > from high to low poly use shrinkwrap - negative and positive - > adjust subdivisions - and now it looks the same but with lower amount of faces! / yellow outline makes blender run slower / fast navigate in sculpting - only with multiresolution / if the shape of sculpt line is not rounded (while doing it fast) increase samples / stroke bias - inverts black and white texture, multiresolution map can be saved externall to not waste space / so basically first way is to use multiresolution on good prepared model with shrinkwrap, second is use high deatail flood fill and sculpt with textures with dyntopo off / shrinkwrap - project - negative ///// thanks - such a worthwatching tutorial!
@nunhluakhiangte71126 жыл бұрын
Your video always contain lots of useful information. Keep it up.
@shamanik13206 жыл бұрын
In your sculpting course, you didn't do any instant meshes or retopology at all. You just set dyntopo to a high res and then turned off dyntopo and got a high res and it navigated better with dyntopo off. What benefits are there to doing a retopo and then subdividing with multires compared to simply cranking up detail and turning off dyntopo? Also, quick prefs is a great plugin for sculpting. Change your navigation method and also enable quick 3 point lighting which uses less performance than matcaps.
@EdwardSargeant5 жыл бұрын
Thanks so much for sharing your knowledge in these videos. You've really inspired me to practice sculpting again!
@kayjaysok5 жыл бұрын
With blender ?
@Alex-wg1mb6 жыл бұрын
Holy smokin toledoes, that is supercool!
@animationspace85504 жыл бұрын
Did you watch that explosion video too? XD
@ashybl6 жыл бұрын
Awesome share Zach...been following your Tuts lately. Always get so much to learn from them. Keep up the good work. Could you do a video on transferring Vertex groups, groomed hair, shape keys, UV set, from one object to another(different topology)? Would be such a cool and needed content. Thanks once again
@AgustinCaniglia19923 жыл бұрын
7:34 (future reference for myself) Very important information here!. So powerfull tools!
@kayjaysok5 жыл бұрын
This is eexxxxxttrrreeemmmeee modelling, amazing, did you ever correct the normals, not once, incredible, and why blender isn't a viable commercial tool.
@Blenderfanz4 жыл бұрын
thanks for the link for instant meshes
@activemotionpictures6 жыл бұрын
Thank you so much! What gold on first 11 minutes. Great tutorial overall.
@activemotionpictures6 жыл бұрын
Minute 22: GOLD!!! Thank you for all that tech info. Great post video. So inspiring.
@Uthu7776 жыл бұрын
Thx bro. Liking The 3D printed Adam & Eve on the backdrop.
@enensis4 жыл бұрын
Thanks mate well explained
@danielmalte4 жыл бұрын
Thats a really good tutorial, I learned so much.
@-Blender6 жыл бұрын
Great work as always!!!
@dwijaast6 жыл бұрын
Verry awesome tutorial sir 🙏
@samdavepollard4 жыл бұрын
thanks for the set of alphas - very nice!
@aegisgfx6 жыл бұрын
I had to watch this twice to believe what I was seeing.. man amazing. Question, why doesnt Blender make the expected behavior for addons and tools the default behavior? If not for tutorials like this Id never be able to do the simplest things because Blender always uses the least intuitive setting for every function/addon/tool possible.
@MikkoRantalainen3 жыл бұрын
I guess Blender has most of the addons disabled by default because even the default setup has so many features. All the pre-installed add-ons could be called features instead and enabling/disabling those add-ons is logically just turning some settings on/off.
@xixomix3 жыл бұрын
Thank you, this was very helpful!
@MisterBattery3314 жыл бұрын
thanks so much, a brilliant workflow!!
@PrashanSubasinghe6 жыл бұрын
Beautiful work! and useful tips!
@al-iom5 жыл бұрын
Thank you zcharias for this tutorial. I would like to know if it's possible to make shape key with multires modifier??? best regards.
@magicalcyrus6 жыл бұрын
thats a really great artwork, BTW was the concept also of your own making? if yes then its even more amazing!
@daan38986 жыл бұрын
So much information, awesome! thanks!
@drawishes2 жыл бұрын
Thank you so much for this guide
@dathvader61046 жыл бұрын
Great video! Could you do a video tutorial on how you make your clay material?
@dathvader61046 жыл бұрын
Ok, thanks.
@elymion20205 жыл бұрын
Nice tut!
@CultOfTemporal5 жыл бұрын
Hey i've actually been struggling with snouts and tips ( tail tip, claw or finger tip etc.) because i can't get the tip smooth.And if i use smooth vertex too much it gets too small.
@nayefhazmi63963 жыл бұрын
you are awsome zack thank you
@rattyspooks4 жыл бұрын
At 14:36 , how did you make the detail look like that? when I model it doesn't do the small scratches
@FulmineNero4 жыл бұрын
Senk yu very matsch for dis tutorial Zacharias :)
@Penfinity6 жыл бұрын
Freaking dooope.
@FabianOrrego6 жыл бұрын
Great tutorial, thanks!
@potaterjim2 жыл бұрын
The only problem I had with instant meshes was symmetry. It has a particularly hard time making a good center line. Fixing that manually is still faster than doing retopo by hand though
@cgboost2 жыл бұрын
When your sculpting mesh is symmetrical, you can cut it in half in Blender using a Boolean, and then only retopo this in Instant Meshes. Then back in Blender, you can simply mirror the mesh.
@lordsoul35886 жыл бұрын
Du bist der beste☺
@asklapios6 жыл бұрын
Supperrrr tutorial,thank you
@donjua68166 жыл бұрын
15mil faces 😅 my laptop gonna die 😂😂 , nice tut btw 👏👏
@robertone66026 жыл бұрын
yes! the same to me! 8milion is the maximum for me
@donjua68166 жыл бұрын
Alessandro Abbruzzese 4mil max for me
@octaviordz91606 жыл бұрын
thanks a lot zach!!
@bradkaf86706 жыл бұрын
Thank you Zacharias
@anakyouzogolov72046 жыл бұрын
beautiful design i llike it so much bro keep as is
@joaovitormr4713 жыл бұрын
Thank you!
@yahyatarek4433 жыл бұрын
Thanks so much man
@KernelSanders19676 жыл бұрын
Thanks for sharing!
@aegisgfx5 жыл бұрын
Is this a batter method than baking the normals out and applying them as a displacement map?
@spittingame42413 жыл бұрын
I have a Multi-resolution modifier on with 16 million faces. What sitting should I have on where I can apply the skin alphas WITHOUT adding or subtracting to the objects/character?
@saipavan88966 жыл бұрын
I love you....I love you so much for being this informative and Thank you very much...... I always feel happy to buy the sculpting course and you gave me inspiration to sculpt... I absolutely love your ideas and truly I always wait for your new tutorials... Please make more and more..... I have a question though.. My laptop is not that good at holding more than nearly 700000 polycount, so do you think I can still achieve the details that good? If yes, can you give me some tips on that?? Once again, Thank you very much.
@saipavan88966 жыл бұрын
Thank you very much.. :D
@STROBdotNET6 жыл бұрын
Amazing thanks for sharing.
@vladimir46146 жыл бұрын
0:31 i want to just hug him
@_Shinique5 жыл бұрын
Did they get rid of the lock on brushes in 2.8? I don't see them.
@FurlowT6 жыл бұрын
Do you do any rigging tutorials? Would love see this guy rigged up, especially if using muscle rigs of some sort :)
@kayjaysok5 жыл бұрын
You don't rig sculpts, totally different process
@kayjaysok5 жыл бұрын
I said it
@danielaubert56086 жыл бұрын
Great tutorial! Zach, did you try to use the smooth brush while using the multires modifier? I was trying this sculpting method in Blender, but when I try to smooth something in a higher multires level, the brush lags a lot, making it unsuable.
@danielaubert56086 жыл бұрын
I was able to solve it! I think there was a problem related to topology, so I did a retopo with instant meshes again and it is working much faster. Also removed the mirror modifier for the eyes, which was linked to the body object (the one with multires). Maybe this had something to do with the problem. Now the smooth brush is workable. Also wanted to share something that makes sculpting with multires a bit faster: Use the "[" and "]" to change brush size (or whatever shortcut you have), because using "F" is quite laggy whe you have a high level of multires subdivision. I don't know why this happens. I wish there was a way to make the "F" button method faster in these situations, because I am so much used to it. Anyways, thanks a lot for everything, Zach!
@royalferret10124 жыл бұрын
Really clear and helpful thank you. Has this workflow changed at all since 2.8 + ?
@Morgtus6 жыл бұрын
very usefull knowledge, thanks very much :-)
@PsyMike3d6 жыл бұрын
thank you so much for this awsome tutorial! Can i use this workflow and then export that model to substance painter for texturing? Any advice?
@julioperone68574 жыл бұрын
Incredible video, now we can create models with high detail. What would you recommend? To create your own retopology or use the above mentioned program? I don't know if the program creates the wrong topology. I ask this because I'm trying to create the repology and it's somewhat complex.
@대게장6 жыл бұрын
can I bake normal map from the multi-res details?
@RAMB3E Жыл бұрын
at 5:07 why do you have do use the smooth modifier on the whole model if it loses detail in other places, why can't you just select the part of the arm that needed to be smoothed? (im a blender noob)
@cgboost Жыл бұрын
Hi, to smooth out only the arm part you would need to go to edit mode and create a vertex group for that area, which can be quite tricky with such a dense mesh. Anyway, this tutorial is done with a very old blender version. Now many things have changed, so the whole workflow is also different. Here Zach shows how the things can be done with a more recent version of the program: kzbin.info/www/bejne/qoLJd5-wfa99bpofeature=shared
@Forkbird6 жыл бұрын
Hi Zack! Great tutorial again. I have one question, though. Why not start your scultping right off with the multiresolution modifier? Any cases where dynamic topology is better?
@RomansEtianen6 жыл бұрын
Hi Zacharias Reinhardt, I 'd like to ask you one thing.Following this method you said it is possible to rig this character and keep the sculpting details. Is this method better than baking all the sculpt details and applying to a low poly mesh?
@Danial796 жыл бұрын
This is amazing! I had no idea Blender could get that sort of detail. Quick question though: Do you have any videos on how you would get something like this into Substance Painter? I'm fairly new to it so have no idea on such a workflow.
@kayjaysok5 жыл бұрын
You won't get that level in a high low poly Bake. This is a sculpt tutorial, shrink wrap has been around forever, just not practical in game assets.
@kayjaysok5 жыл бұрын
@@cgboost do you believe that
@nicholasn62134 жыл бұрын
@@kayjaysok why in the fuck are you in damn near every single comment? 1. What do you have against this artist who has nothing to do with you and 2. He never said anything about what you have said in literally any comment. He is showing a possible work flow, its up to people to decide if it will be too much for whatever they are working on. He literally just said this is how to create high resolution, you assumed he meant for games or whatever the hell you are so upset about. You got problems
@carlosjavier53065 жыл бұрын
hi, zack. why did you use srinkwrap modifier instead of baking a normal map?
@carlosjavier53065 жыл бұрын
Humm, so what you did is to srinkwrap the details of a mesh with no topology on a mesh with correct topology? Well, I never sculpted at so high resolution, normal maps always worked fine for me. Have to try that. Thanks.
@Saikelu4 жыл бұрын
How his changes are mirrored to the other side?
@BenTechYT6 жыл бұрын
probably you said that on a video, but why with blender and not with zbrush? could i know why?
@yapanwolf5 жыл бұрын
Hi thanks for tutorial. Could U tell me where to turn on "Fast Navigation" and "Outline Selected" in blender 2.8?
@Thebluebananas1004 жыл бұрын
Go in the show overlays drop menú (top right in the viewport) and deselect outline display
@mahrcheen5 жыл бұрын
Hello. This tricks almost work in 2.81a. Although i experience big lag at first. And then after I zoom out to see whole mesh and zoom in again it stops lagging. Only smoothing brush lags always.
@giacomorinaldi4 жыл бұрын
hi zack. in the new blender version you think that with the remesh is more easy have great details ?
@Carlos-kr4nz5 жыл бұрын
Amazing video and amazing tutorial. Even so, even you can create a beautiful character with so many details and so many poligons/triangles, why do you recomend use Zbrush to sculp (to work as digital sculptor) instead of Blender? (I know that for a comentary you told to someone). What are the advantages using Zbrush instead of Blender? Thanks for all and your tutorials.
@Carlos-kr4nz5 жыл бұрын
@@veganjackbauer2154 Thanks for the explanation. I thought a reason to use Zbrush is because it allow to use a lot of poligons more than other software, like Blender, but most of the finest works I could find in artstation were made with Zbrush.
@LukasAichner4 жыл бұрын
Hiii Zac!! Maybe just maybe you will see this. First of all, thanks for that amazing and inspiring tutorial! I have one question though.. why is the performance on this projected retopology workflow soo much better than just with a regular sculpt with multires? Thanks so much for your help!
@ldeen71426 жыл бұрын
12:21 bruuh that is not even close to slow, I don't wanna be 'that guy', but please, just... for the vast majority of us that's still buttery smooth.
@mellow55215 жыл бұрын
Hey, how did you add the small hairs toe the creature?
@mellow55215 жыл бұрын
@@cgboost Thank you! :D
@mwesigwaabbel74846 жыл бұрын
hey thnks for the video but can u send me a link where i can download blender materials
@crazylegsmurphy3 жыл бұрын
I can't seem to get an answer. I know you can add texture to a sculpting brush, but whenever I do that the underlying brush distorts the sculpt. So, for example I take the drawing brush and add a skin texture. I go in to start adding the skin and the sculpt gets messed up as the brush draws. Is it possible to add texture using the sculpting brushes, without the brush adding or removing "clay?"
@cgboost3 жыл бұрын
hey! its hard to say without seeing what is happening exactly. What brush are you using? (brush textures are per-brush). When you say the sculpt gets messed up, do you mean the whole sculpt or just the areas you stroke?
@crazylegsmurphy3 жыл бұрын
@@cgboost basically... imagine you have a basic sphere and you want to add a shark skin texture. You assign the texture to the drawing brush and start adding it. In my experience, the sphere does not remain round, but distorts as the underlying brush is still adding to the sculpt. I noticed this the other day. I was sculpting a creature and got all the major shapes in place. I added a multires and started adding texture with a brush. I was unable to add texture without the brush adding material and distorting my creature. I have seen UV displacement maps work and they seem to add texture without changing the shape of the underlying form.
@cgboost3 жыл бұрын
I think what you want to do is not possible in Sculpt Mode. For that you have to draw a bump map, on the texture level, or a hight map using the displace modifier.
@crazylegsmurphy3 жыл бұрын
@@cgboost Hmmm... strange because in your video it looks like you're adding texture, but it isn't "sculpting." It is almost like you were able to turn the strength of the brush down to nothing, but the strength of the texture up. So the texture got added, but the brush didn't have enough strength to add more.