wow we are lucky that we are getting this knowledge for free ,, really appreciated
@n01z34 жыл бұрын
I love how though the results look the same. everyone has a different work flow. great to see another's work flow on this subject. great vid
@MissyMona4 жыл бұрын
Wow this is so excellent! It's just amazing having someone go through the steps in full. Thank you!
@hez034 жыл бұрын
Amazing. Super straight-forward explanation. Thank you! Btw if you click UV Groups under Polygroups and then isolate the polygroup, you can apply the corresponding UDIM displacement map.
@ArtruismDigital4 жыл бұрын
Thanks for letting me know!
@NihonRebooted4 жыл бұрын
Your channel is the goat! So glad I found it. Going to binge watch your other videos today
@abhishekpatra79544 жыл бұрын
you can never fucking become like her period you moron.She has ingrained and inbuilt artistic grasping genes in her brain.she is born to do this.It will take 10 years to become like her.you can copy her as per video but she is literally 15 years ahead of you.That's the bitter truth.Sorry for these words.I'm not being mean or rude but i have experienced this in my life.You can copy her step by step but you can never copy her artistic thinking which is her usp.
@perryburge86132 жыл бұрын
Great video. I’m working on my first full character model (hopefully to animate) and I wasn’t sure how to project a texture on to it. Very useful information.
@brandonjacksoon4 жыл бұрын
Amazing! Thank you for tutorial! Iwant more)) liked and subscribed! You are really professional ;)) Really appreciated!
@amansingh-sg3ce4 жыл бұрын
God bless you mam I always search about that but no one make video of that procedure. Artstation secret revealed.
@junechevalier4 жыл бұрын
Very comprehensive, thank you! Can't imagine how many pixels a full-bodied character model would have...
@saketsinghgurjar6196 Жыл бұрын
This is much much appreciated ☺️ One of the topics that is left untouched, workflows are a major confusion for newbie 3d guys
@ohheyvoid2 жыл бұрын
I love seeing your workflow. This helped me understand displacement maps a lot more. Thanks for sharing your knowledge.
@lucasklubb4 жыл бұрын
You have such a cool pipeline, awesome stuff :D
@Jkikmi4 жыл бұрын
I would love to see longer form videos by you as I find myself going literally back a few frames quite a bit just to catch what you did. Also this is only because I have some zbrush experience, for those who aren't as versed I imagine it might be harder to follow. Otherwise though great vid and I look forward to your future uploads!!
@ArtruismDigital4 жыл бұрын
I have a full course of how to create this character that is 18 hours.
@Bolaway4 жыл бұрын
Nice tutorial. My difficult is always to generate a good displacement and normalmaps Now I see that I need more than 6m point in zbrush to get this result. Going to update my character before post it on portfolio. Thanks so much!
@ArtruismDigital4 жыл бұрын
I used 20 mil for the face. 🙂
@artbyalii2 жыл бұрын
Just Amazing, I love the way you have taught.
@KAGARAKIS4 жыл бұрын
AWESOME WORK!!!
@monkeyrobotsinc.98754 жыл бұрын
well looks pretty real
@digitalmagic66514 жыл бұрын
Thank you Great work and Video.
@nielsbugge37774 жыл бұрын
Thanks for making this! Great insight into your process
@taraskashuk10694 жыл бұрын
Really appreciate your work! Thanks
@ArtruismDigital4 жыл бұрын
My pleasure!
@shaquitaboyd95983 жыл бұрын
I love this so much and I’m an amazing artist as well
@pclarkson854 жыл бұрын
Love your workflow!
@peasant59834 жыл бұрын
very cool, very interesting, thank you
@kavindudilshan24024 жыл бұрын
This is Amazing!!!
@milkbread5036 Жыл бұрын
thank you so much!
@saileshparajuli7974 жыл бұрын
thanks for sharing your workflow .
@anass155 Жыл бұрын
Can you please say do you also show how to do this jewelry and helmet in your course ?
@jassem5004 жыл бұрын
this is was so useful ,thank you
@happydalee10 ай бұрын
ohhh I love her adornments and how the shoulder fabrics mimic butterflies! So pretty :D My ultimate goal and dream for my career, is to be able to do this. I want to take the classes, but my biggest concern right now is getting a setup that will make doing this kind of work feasible. I would absolutely love any advice on whether I should build a pc, or invest in a Wacom. I know both options are expensive, so I this decision is important to me. What is going to get me the farthest as a graphic designer and 3D artist? I'm a single mom in my last year of university. I study graphic design and fine arts. Deciding on the right setup is crucial, as I am not likely to have the opportunity to purchase any other one for a long time. PS, thank you for taking the time to read this
@ahsankhan-nc6wd4 жыл бұрын
Super Cool.................... Awesome..
@Felipe3DArtist4 жыл бұрын
Thanks for sharing this.. really awesome!
@nilsonfaria63624 жыл бұрын
Great content! subscribed!! thank you!!
@mickboy5846 Жыл бұрын
Great tips here! some dead links in the description though?
@Intervain4 жыл бұрын
you can have multiple udims on the face, you just need to apply each map to a separate polygroup for each udim, so make polygroups based on uvs and go one by one :) A bit tedious. Great stuff btw :)
@ArtruismDigital4 жыл бұрын
Thanks for explaining!! ☺️
@GeoffieD4 жыл бұрын
@@ArtruismDigital Chun, give this plugin a look, should be what you're after: jakeharrell.co.uk/index.php?p=scripts&f=vc&c=zbrushUI
@richardreyes19284 жыл бұрын
Love the tutorials. Zbrush supports multi UDIM but you can only apple textures to 1 UDIM at a time since zbrush stacks all the UDIM on top of each other in one UDIM space. So to apply a multi UDIM texture, you'd have to isolate the part of the mesh that corresponds to a specific texture and apply the displacement and repeat the process for the rest of the mesh. Really annoying.
@ArtruismDigital4 жыл бұрын
Thanks for the explanation!
@richardreyes19284 жыл бұрын
@@ArtruismDigital You're welcome! Thank you for creating very informative tutorials!
@itagakixxx4 жыл бұрын
so how do you cleanly separate/isolate the part of the mesh that corresponds to a specific texture ? and stilll you can't call that zbrush support udim if you must separate mesh, isnt udim basicallly is one mesh with multiple UV tiles
@richardreyes19284 жыл бұрын
Itagaki by isolate, I don’t mean separate it out as a different sub tool. So for example let’s say you have a face. Half of the face is in the u0v0 space and the other half is in the u1v0 space. The mesh you’re gnna be working with in zbrush is still the whole face but the zbrush will stack the uvs . So you have a multi udim texture that you want to apply, you’re gnna have to load up both textures. Then mask half of the face, then apple the corresponding texture to that face and then the same with the other half. When you bake out maps via the Multimap exporter plugin, zbrush will spit out multi udim textures.
@vimalrajravichandran44224 жыл бұрын
@@itagakixxx Check this video kzbin.info/www/bejne/rX-8iGZrZb2JhrM. hope it helps!!
@aceaquascapes4 жыл бұрын
Thanks for the explanation and workflow pipeline... would it be possible to see a complete tutorial ???
@ArtruismDigital4 жыл бұрын
I made this for a full course, that will be available soon.
@Enz16124 жыл бұрын
@@ArtruismDigital Definitely looking forward to buying it!!! Is it all real-time going through the entire process, or do you do timelapses/skip through some steps? Thanks!
@anass155 Жыл бұрын
@@Enz1612 hello! did you buy it? i really wanted to know if she does helmet and jewelery in this course too?
@avikvishwas51134 жыл бұрын
Hello can you tell how did you painted specular map and roughness map in mari and where can i find about those 3 types of displacement maps?? Thankyou love your work
@ArtruismDigital4 жыл бұрын
Normally I convert diffuse into roughness and spec. Those three displacement are from texture xyz.
@avikvishwas51134 жыл бұрын
@@ArtruismDigital Thankyou for replying and i also bought textures from xyz texture but i only got 1 displacement map i dont know why
@sun_beams4 жыл бұрын
@@avikvishwas5113 If you got one of their multichannel maps, it's actually three displacements in one. Each channel, Red, Blue, and Green has a different displacement map in it. You can isolate them in maya or with a shuffle node in Mari.
@kannan72232 жыл бұрын
I want Full realstic character workflows step by step tutorial.ur work awesome
@anass155 Жыл бұрын
hello! did you buy it? i really wanted to know if she does helmet and jewelery in this course too? could you tell please
@kannan7223 Жыл бұрын
@@anass155 no yaah. Still waiting correct full realstic need
@mishainutr4 жыл бұрын
Very impresive!
@skyrimods23574 жыл бұрын
Nada mejor que ver tus videos UuUr 😊❤️
@cristiancortes73014 жыл бұрын
Thaaaanks! Muito bem explicado!
@drinnerd85324 жыл бұрын
Man... I just want to be as good as you are... at ANYTHING, really..
@ceyhuncifci22603 жыл бұрын
3:34 what is the name of the program?
@boyjak72054 жыл бұрын
Amazing
@quantumchromatii36214 жыл бұрын
Great video, but what about the various sub surface maps, did you use mixed variants SSS maps ? I would really love to see your in-depth view on node setups in mari. Cheers.
@ArtruismDigital4 жыл бұрын
with arnold shader, I didn't have to use those maps.
@vivvygipe96054 жыл бұрын
I don't use ZBrush, but it's interesting to see the features for texturing. Thanks for the video!
@kpbelshaw4 жыл бұрын
can you give more details on how you get the details from the higer res version of the face model onto the lower res one?
@ArtruismDigital4 жыл бұрын
I exported a displacement from zbrush for the high res details and render the map in Arnold using low res geometry.
@kpbelshaw4 жыл бұрын
@@ArtruismDigital cool, thanks! :)
@moira27073 жыл бұрын
Such a great video ! When in this process can we put hair and how ?
@ArtruismDigital3 жыл бұрын
Once you don't change the model anymore you can start to make hair with xgen, it comes with Maya.
@dastaun4 жыл бұрын
Great stuff ! can you share your skin shading proces in arnold ? it woul be rly helpfull :D
@ArtruismDigital4 жыл бұрын
this character will be released as a full course, check it out if you are intersted. I will announce on my channel. Or if you search arnold skin on youtube, there are plenty info on it that is pretty close to what I did.
@kaleemshaik74754 жыл бұрын
Thank you for the knowledge you have shared, It would be very helpful if you could do a video on skin pores details & skin texture painting, it would be really helpful.. Thank you in advance.
@ArtruismDigital4 жыл бұрын
quick answer is that the pores are from texture xyz projections, which I mentioned in the tutorial. Long answer is that this character is a full course I am releasing soon, so can look into that if you are interested!
@kaleemshaik74754 жыл бұрын
@@ArtruismDigital that will be very helpful, thank you
@dannys_854 жыл бұрын
Great video how to project multi channel on mari any video? Thanks
@ArtruismDigital4 жыл бұрын
Will be releasing a course with this character soon!
@guxiangguse4 жыл бұрын
You're doing great!
@mmoarchives25423 жыл бұрын
love your japanese ascent
@phemz_ino24313 жыл бұрын
What program are you designing on?
@momolovic39094 жыл бұрын
Amazing work, thank you for sharing your process. Why don’t using the Zremesher brush or the Zwrap plugin to retopologise the face?
@ArtruismDigital4 жыл бұрын
I don't have too much experience with those tools, all I need to change is a small area of the face, so just used Maya.
@momolovic39094 жыл бұрын
Artruism Digital Ok, I understand. I’m not an expert but I guess you should have a look at this tools wich might be time saver in your process 😉
@rohitsrivastava94714 жыл бұрын
Wonderful 🤟🏻👍🏻
@oliverchoreno64124 жыл бұрын
Hi! Great workflow tutorial 🙌 where and how did you connect the AO map
@ArtruismDigital4 жыл бұрын
I didn't use AO map directly in my textures.
@CarbineHeroes3 жыл бұрын
Why do you use zbrush here and not substance painter? Can you do the same in substance?
@nicopmvm2 жыл бұрын
Does substance work well instead of using mari?
@JC-ov8ko3 жыл бұрын
Thanks, I love your work. Question, are these high res characters able to be used in short film. I am not familiar with the polycount for film.
@perryburge86132 жыл бұрын
Sure you’ve found an answer to this but my instructors have told me on numerous occasions polycount for film is whatever it needs to be for the model to look correct according to your director/ supervisor. Render times are longer but necessary.
@filmdon24754 жыл бұрын
Hi Artruism! I wanted to know if you could give me some advice on how you would update the textures of an old 3d character model. I have this model that I would love to add more detail and realism to but don't know what wold be the proper workflow. Thanks!
@ArtruismDigital4 жыл бұрын
Maybe make sure your modeling and UV are hi resolution enough to have have hi resolution textures.
@racereview16794 жыл бұрын
Do you accept freelance projects?? Great work!!!
@SK-hj1xh4 жыл бұрын
Hello. Can you tell me if there is a possibility in Mari the following? If I use a multichannel texture pipeline from XYZ texturing, can I bind diffuse and displacement textures in one projection. For example, I specify an area with a brush that I want to project, for example, deform the texture and click project. After that, the color texture is projected into the color channel and the same area of the displacement texture is projected into the displacement channel. Thus, we would get a perfectly accurate correspondence of texture and displacement, which would increase the realism of the result and also reduce the work by exactly 2 times. Maybe some plugin or script, maybe future feature of Mari?
@ArtruismDigital4 жыл бұрын
I don't know if there is a script out there that can match diffuse and displacement. Maybe someone should look into writing one. There is perfect match ways in photoshop (puppet wrap) and in maya (shrink wrap). In this course I use a way that is more 80 to 90% match using projection, since I don't need a perfect match, the diffuse map needed to be worked on after anyways and there is a way to bring most of the displacement details back onto diffuse which I did in the course. I suggest you look into texture xyz tutorials. There are many ways introduced there.
@qeraycodm12 жыл бұрын
What's the name of the program?
@blackspirit94463 жыл бұрын
holy shit, i owe you
@07bieke103 жыл бұрын
Hello, where can I watch the complete tutorial. I am studying
@mauriciocasiraghi4 жыл бұрын
Hello! I'm fairly new to sculpting/texturing and your channel is mindblowing. How would you approach applying the xyz or other displacement map without mari? Would go the zbrush alpha morph target/layer route? Substance painter is no good for this part?
@ArtruismDigital4 жыл бұрын
check out texturing.xyz/, in the tutorial section every artist has demonstrate a different way to apply the textures. I personally in terms of projection prefer Mari, when it come to accuracy, I don't feel like I can reach that with substance.
@mauriciocasiraghi4 жыл бұрын
Artruism Digital thanks so much for the reply! I was avoiding Mari for now, but in the long run i’ll have to dive into it. Your channel is great. Keep the good work.
@sci_worlds3 жыл бұрын
Can blender do this level of sculpting??
@MECHAGRADE4 жыл бұрын
its wonderful! Mam I always have a problem with the right amount of sss specially in food and skin, can we control the subdermal and epidermal values in the aistandard surface shader? Because in the light sometimes if we connect the diffuse map in the color of sss, it is a bit confusion to me that how can I generate the different skin layers
@ncks86554 жыл бұрын
Could you create an entire tutorial of a realistic character (modeling, texturing, rendering)? I'll buy it!
@ArtruismDigital4 жыл бұрын
This character is a course I'm releasing next week! Will announce it on the channel!
@ncks86554 жыл бұрын
@@ArtruismDigital Perfect!
@fn49574 жыл бұрын
Does the full course also include modelling the face from scratch? Because I struggle more in modelling rather than the other areas....
@ArtruismDigital4 жыл бұрын
No the face is not from scratch. Maybe purchase a modeling focused tutorial is more beneficial.
@fn49574 жыл бұрын
@@ArtruismDigital thanks for the honest reply. I am considering buying this because of the variety of programs you include for worflow. Keep it up!🤩
@axetor37644 жыл бұрын
OMG! 0:16 how did you do that!?!?!?!?!?!?!?!?!?!!??!?!?!?!
@rackerman20044 жыл бұрын
Do you use mouse for everything or you have a graphic tablet? also can you please tell me the duration of your courses?
@ArtruismDigital4 жыл бұрын
I use a tablet. This course is around 18 hours.
@mafdyehab46404 жыл бұрын
Please what is the programme that you are using in scuplting
@ArtruismDigital4 жыл бұрын
Zbrush
@brobocops4 жыл бұрын
Are the brush textures from texturing.xyz?
@rodge28434 жыл бұрын
4:00 whats the name software
@ArtruismDigital4 жыл бұрын
Mari
@rodge28434 жыл бұрын
@@ArtruismDigital love your workflow 😊😻
@Ossie_Gaming4 жыл бұрын
Step 1 have the skills to even sculpt a face
@innerguardianXIII4 жыл бұрын
That's Step 4. Step 1. Be rich. Step 2. Buy a powerful computer with the latest Ray Tracing, NVidia graphics card + 10 TB space. Step 3. Buy Maya, Houdini, Texture XYZ, ZBrush, Professional Motion capture suit, Substance Painter, Marvelous Designer and a whole studio with Camera rigs just for fun. THEN it's your step.
@randomnickify4 жыл бұрын
@@innerguardianXIII Step 1: Have a computer, minimum 32MB of ram and semi decent procesor, rest is irrelevant Step 2: Buy a Zbrush, its cheap and its running on old computers since it cares only about memory and procesor, doesn't use gfcard at all Step 3 : Sculpt a face, render it to layers, composite in any 2d program - thats my workflow from last ten years, as old as mu PC :)
@g4fly4ever84 жыл бұрын
@@innerguardianXIII1. Have a budget pc 2. Download blender and maybe just buy ZBrush 3. Start creating
@SSHUBOi3 жыл бұрын
Hello, I have a question, If my model have mouth, not teeth and tongue that attach one that covers teeth and tongue, then what is the workflow, should I have to sculpt mouth from inside of the model or should I have to model mouth and then sculpt, I have sculpted only lips, and also I retopology till lips only and I have project my details on my model, now I want mouth attached with my model, so can I model mouth now is it right way. I really get confused. please reply
@ArtruismDigital3 жыл бұрын
To add teeth and tongue, you need to have a mouth bag, that is the one you need to attach to you current model. Teeth and tongue itself should be separate geometry. Attach a month bag to your low resolution and reprojection the details again.
@SSHUBOi3 жыл бұрын
@@ArtruismDigital Okay I'll try this, Thank you 🙏🏼☺️
@noniko964 жыл бұрын
Hi, Im not familiar with Mari but I am with Substance Painter. Would the workflow change if Painter is used intead of Mari? I know that you can stamp base color information on Painter but I am not sure if you can project normal details/ displacement information :S
@ArtruismDigital4 жыл бұрын
I had an article about doing the projection in SP: 80.lv/articles/001agt-tutorial-skin-texturing-for-real-time-characters/
@1MOLNH34 жыл бұрын
You can project in Substance too but as far as ı know main difference between them is Mari allowing more resolution and being able to warp the image as you desire like the spotlight tool in ZBrush.
@dinhtuan85594 жыл бұрын
Do you use blender ? :3
@ArtruismDigital4 жыл бұрын
I started to learn a little bit.
@kayots3 жыл бұрын
How do we animate it
@CodeWithRaihan3 жыл бұрын
WHICH SOFTWARE USED
@NovaaGrind Жыл бұрын
Damn nice, with AI now things should be easier right?
@wizarkychiston43804 жыл бұрын
aha,brilliant work flow,what i also want to know is which creenshot software you are using with? 拜托啦!!!
@ArtruismDigital4 жыл бұрын
Camtasia
@wizarkychiston43804 жыл бұрын
ops,sorry(ahha)i apologize for my mistake on the expression(.^.),i mean the printscreen software(:*)(i'm a chinese boy who can not use English words correctly( ;>)) what is more,i highly recommend the textureing software named Xnormal which i use in my play flow(haha) which can bring you great experience and high quality maps wish you work happily!!!
@reginaldarmah23814 жыл бұрын
Is this workflow good for game characters?
@ArtruismDigital4 жыл бұрын
No, this is a rendered character.
@reginaldarmah23814 жыл бұрын
@@ArtruismDigital Can you please do one for game characters?
@pritammukherjee16304 жыл бұрын
How long it took you to do it ??
@ArtruismDigital4 жыл бұрын
A month and a half to two.
@lynnel18314 жыл бұрын
little correction - character head, not character.
@hyperface20503 жыл бұрын
8:16 you really made this face with no base color? Explain. I didn't know that was possible.
@oankarsingh58104 жыл бұрын
Thought it was blender tutorial since I'm watching many blender tutorials
@cpitanker70314 жыл бұрын
Lol same
@ramonlopez20444 жыл бұрын
BABYMETAL!!
@officialthixo88384 жыл бұрын
Holy shit, this is stunning :o sorry that im asking here cause you dont have a business mail ^^ would you sculpt and texture someone for money?
@ArtruismDigital4 жыл бұрын
I sculpt and texture for money everyday, it's my full time job ;)
@officialthixo88384 жыл бұрын
@@ArtruismDigital So deserved ur Work is outstanding :o where can i contact you? ^^
@maurobaldissera4 жыл бұрын
Zb support multi udim
@sun_beams4 жыл бұрын
it supports exporting them, but bringing the displacements back in and applying them back onto the mesh is only doable through a kind of hacky method, bringing each one in one by one and applying by masks, and it's a pain to deal with.
@renanezichiello72954 жыл бұрын
Hey! You can have 2 or even more UDIMS for the face to project the Displacement inside Zbrush. But you'll have to polygroup by UV before Apply the displacement. Then you'll ISOLATE per UVTILE and import your displacement for each udim. Let's supose that you have two Udims, you'll have to isolate one side, apply the Displace in one side, then isolate the other side and do the same. It's pretty this. Some times it will create a seam in the middle, if that happens, you after isolate one side of the Udim, you'll have to SHRINK one time and then apply, because some times it bleeds IDK why. I hope you could understand and try it. My artstation: www.artstation.com/ezichiello I hope I could help you some way.
@ArtruismDigital4 жыл бұрын
Thanks for the explanation! Very helpful!
@renanezichiello72954 жыл бұрын
@@ArtruismDigital You're welcome. I found a video that explains what you have to do. Take a look later. kzbin.info/www/bejne/rX-8iGZrZb2JhrM
@boomnuke354 жыл бұрын
@@ArtruismDigital I've done it with a few UDIMs, it's definitely doable, but it can get kinda messy going back and forth. The multimap exporter for Zbrush is kinda delicate also, it has a tendency to break and also break the UVs, so I'd recommend to make sure you save before using it.
@zino79353 жыл бұрын
could you make me some characters to my game
@uuuuuu22424 жыл бұрын
babymetal sumetal?
@ArtruismDigital4 жыл бұрын
My outfit inspiration!
@uuuuuu22424 жыл бұрын
Artruism Digital good good!
@RZR_Ghost4 жыл бұрын
zbrush support UDIM
@mehmetbaspinar253 жыл бұрын
@OCanalDeVideoGames3 жыл бұрын
I think they should stop using actors and start doing realistic 3D, CGI, everything CGI, so they wouldn't have to be looking for an actor when one leaves, or any other reason