As always, great tutorial! One more thing I’d love to see you teach us, real looking skin on Zbrush! You talked a little about it on the other CC4 Zbrush tutorial but i’d love to see you actually dig deeper on polypainting on Zbrush and then transfer them on CC4. Thanks
@MichaelPavlovich8 ай бұрын
There's better tutorials out there on super hyper realistic skin, but fwiw, here's the process I did to wrap scan data to my CC character: kzbin.info/www/bejne/p5qZeomqftd_eZI and here's the video of me taking that scan data and tossing it into Substance Painter to take to final: kzbin.info/www/bejne/g2PQhmRrl66kaas But maybe someday I'll sit down and to a for-real skin video!
@ylli9668 ай бұрын
@@MichaelPavlovich I did follow that tutorial but I'm stuck at merging the initial CC CC_Body with the imported wrapped scan. I did try to project it to the main CC body but it doesnt work... any idea on how to go around it?
@MichaelPavlovich8 ай бұрын
@@ylli966 Ah right, I did it backwards from the ten24 video; I'll start putting together a scan transfer video!
@ylli9668 ай бұрын
@@MichaelPavlovich thanks! you're the man!!
@simonp.74118 ай бұрын
Thank you for this series on CC, super helpful. I still struggle with the whole hair thing in CC. Any chance you plan on adding a tutorial on how to properly set up the hair with spring bone/weight etc? Cheers!
@StaffanPig2 күн бұрын
I am Editing morph for a custom character but dont have the mirror morph button. How do i get it? Must i have some sort of settings on my rig or do just CC3+ chars have it?
@ThatModernDude8 ай бұрын
Can we use headshot as a method of posing and retopogizing just the head? Without adding the body. I’d love to retop and pose a sculpt I’ve done in Zbrush where I have the rest of the accessories and body done
@AnimatorHeadSpace5 ай бұрын
Excellent! This is soo cool. Will these updated expressions show up on the CC Control Rig when exported/imported into Unreal Engine?
@MichaelPavlovich5 ай бұрын
I haven't done it yet, but I believe so!
@AnimatorHeadSpace5 ай бұрын
@@MichaelPavlovich Cool. I'll check it out and see if the results work in Unreal.
@leafar773 ай бұрын
Im using CC 4.5 and Zbrush 2021, the GOZ button in CC sends nothing to Zbrush - tried update the CC install path in Zrbsuh - changed nothing. any idea ?
@mr.mister72802 ай бұрын
Unfortunately, my English isn’t very strong, but it’s pretty clear that you’d probably be able to solve my problem quite quickly... I’ve created a character that I’m using in iClone. The lip-sync actually works pretty well, but I’d like the individual sounds, like the ‘AH,’ to show much stronger expressions. Ideally, the mouth should be square, like in a cartoon, and the eyebrows raised. I have a clear idea of what the expressions should look like in AccuLips, but I just can’t get it right. I can adjust individual frames, but I don’t want to tweak the ‘AH’ sound each time. Instead, I’d like a certain pose to always be triggered with that sound.
@seencapone2 ай бұрын
After editing bones using the 'Proportion' method in Facial Profile Editor -- mainly the Jaw and Eyes -- and hit Quick Update on the expression slider, it works within CC4 but doesn't work when exporting the character as FBX. For example, after editing the eyeball's Look sliders. When bringing the character into a 3rd party program for face capture retargeting, the eyeball motion is not unified with the eyeLook blendshapes, because outside of CC it still is only attached to the bone. The only thing that moves when activating the eyeLook blendshape slider is the eyelid skin area and the eyebrow. Is there a way to edit the eyeball's Look expressions separate from the bone within CC, and get it to recognize upon export?
@Texelion4 ай бұрын
Is this part of Face tools or is it in the base CC4 ? I bought CC4 and Face Tools which did cost double, because I thought all the face stuff wasn't in the base program. But I wonder if Face tools isn't just for expression wrinkles... It's not super clear on their store page honestly.
@MichaelPavlovich4 ай бұрын
@@Texelion the techniques covered in this video have nothing to do with facetools, just base CC functionality. However, to your point, while facetools is for creating custom expression wrinkles, you can use it to update base shapes, but for the most granular control, you're better served using the techniques in this video for shapes, and facetools for expression wrinkles (my opinion)
@Texelion4 ай бұрын
@@MichaelPavlovich Ok so I really bought facetools for nothing then T_T. I make mostly styilized characters for printing, I don't need wrinkles and realisitc details like that. 200 euros down the drain. Well maybe it'll be useful in the future.
@MichaelPavlovich4 ай бұрын
@@Texelion Face Tools is decent for doing bulk shape editing, in that with a dozen expressions you can update hundreds of shapes, so in that sense it's still a time saver (you can just go back in and tweak individual shapes using this video), so it's still a time saver even if you're not using it for expression wrinkles. Eventually there might be a way to transfer expression wrinkles back to ZBrush as a detail layer, which would be useful for 3D printing, plus once you're at the point with your character that it's fully animatable and expressive, heck. There's endless things you can do with that file outside of 3D printing, might come in handy for marketing or ancillary stuff!
@cardermedia5 ай бұрын
How do you edit the Tongue Outs/Ins/Downss etc in the Edit Expressions? There's no button to open the jaw. I don't think you cover this is your video. Many thanks.
@MichaelPavlovich5 ай бұрын
I'm not in front of a computer at the moment, but if I remember correctly, with your top character group selected in the scene tab, I think there's an eye open / close and mouth open / close toggle in the attributes tab (?)
@Bbentley818 ай бұрын
Will there be a follow up to this demonstrating how you did the cartoon t-rex character? I am very interested in that workflow. Also amazing content you are making. I've been watching your videos since the Eat 3D days!
@Nakopal_Nasobiral4 ай бұрын
thanks!
@NeikosOfficial7 ай бұрын
Hi! If I wanna use dynamesh on a CC4 character to sculpt details, there is a way to gain back my CC topology to keep working on CC4? Thanks in advance
@MichaelPavlovich7 ай бұрын
Technically you can do whatever you want to the base mesh (dynamesh, etc...) but you'll eventually have to project your mesh detail back onto the CC4 topology if you want to take advantage of the benifits
@NeikosOfficial7 ай бұрын
@@MichaelPavlovich so history recall , project and eventually bake them on the texture right?