Splitting Up Your Model in ZBrush

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FlippedNormals

FlippedNormals

Күн бұрын

In this ZBrush video tutorial, we cover how to split up your model in order to get a lot of additional resolution. This is common if you need a lot of resolution on specific parts, such as the head. Areas like the head and feet normally require more resolution compared to the rest, as they are often more close-up. Instead of subdividing everything, you can simply split it up.
We split it up based on the UDIM layout, as that gives us a reliable way of updating our model in the future, as we have cuts which we know will remain constant.
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Пікірлер: 62
@skaterwouter1
@skaterwouter1 6 жыл бұрын
Nice trick! I always group based on the UDIM, then make a selection of the part I want to cut off, grow the selection and then split. This will leave all the subtools with a little bit of overlap and makes it really easy to project your details back and forth between subtools. This solution also leaves no gaps. Then I just get rid of the extra overlap when I go and bake the displacement maps.
@FlippedNormals
@FlippedNormals 6 жыл бұрын
Thats a really cool way of doing it! Thanks for sharing.
@Alex_Dul
@Alex_Dul 6 жыл бұрын
Zbrush always makes me feel like a beginner with so many handy things like this sparkled everywhere in the software. As I sculpt for videogames, retopo solves the seam issue perfectly. Thanks for the knowledge!
@footlooose
@footlooose 6 жыл бұрын
Splitting After 80% Sculpting Can Be Helpful Just For Ultra Fine Details So That We Won't Have To sculpt On Seams.
@FlippedNormals
@FlippedNormals 6 жыл бұрын
Exactly! :)
@acidicbloom
@acidicbloom 6 жыл бұрын
Amazing tutorials, comrades! I haven’t seen much content with so attention to details. It’s like every tutorial I’m thinking “god, this is I’ve been struggle with for so long”. Big thank you guys from the country which interfered your elections :D
@FlippedNormals
@FlippedNormals 6 жыл бұрын
Great, thank you so much! We really try to get in-depth about these topics. Glad you like it :) /H
@AnubisTheMaster
@AnubisTheMaster 6 жыл бұрын
My way is to , Sculpt normally , retopologize the mesh divide the mesh into different Uv Sections , then Separate all those locations , and go further on the singular Uv points , the seams? , i don't bother too much because i can use any Image Editing software to remove the seam or patch it up in the normal maps , diffuse , ecc OBVIOUSLY to re merge all the separate meshes , i don't bother merging the model ,but i export the maps (they all share the same uv) and just merge the maps into 1 big map , and add the map to a Merged Low Poly Version
@butterflyeffect1036
@butterflyeffect1036 6 жыл бұрын
Thanks a lot Flipped Normals... Lifesaving info
@FlippedNormals
@FlippedNormals 6 жыл бұрын
Thanks! Glad you liked it.
@barto9
@barto9 6 жыл бұрын
excellent solution - ive been trying to figure this out for years!
@FlippedNormals
@FlippedNormals 6 жыл бұрын
Awesome, thank you Nick!
@xMarrilliamsx
@xMarrilliamsx 6 жыл бұрын
I love these videos! Thank you for taking the time to put these together :)
@FlippedNormals
@FlippedNormals 6 жыл бұрын
Thank you! Much appreciated.
@dexterousd
@dexterousd Жыл бұрын
See whenever it comes to reattaching/merging the split subtools into a full model again, can you retain a level 6 subdivision even if, as a full model (prior to the split), your max mem preferences are restricted to 3 subdivisions? And is there any way to increase the max mem preferences with hardware upgrades, if so which component would you suggest upgrading?
@AstroSquid
@AstroSquid 6 жыл бұрын
Don't the new sculptress tools added to zbrush 18 let you add resolution to specific areas? I would imagine you can project a udim segmented zburush model on the sculptress model, that should do even better with seams as you should be able to fix any seams using the base sculptress model. I hope my use of the work sculptress is corrent 18 just came out.
@FlippedNormals
@FlippedNormals 6 жыл бұрын
Technically - Yes. You can definitely add local resolution, but in cases where you need to use this trick, you often need to preserve the topology and the UVs. If you're only sculpting for fun, use the Sculptris Pro mode and just go to town on it, but for production work, it probably wont work so well. /H
@vergy
@vergy 2 жыл бұрын
WHat hotkey was used at 5:51 to add the body strip to the subtool?
@ByShiffy
@ByShiffy 6 жыл бұрын
There's always HD Geometry which is essentially zbrush doing what was demonstrated in this video for you? I'd much rather split my models and have separate subtools but there have been instances where HD Geo was an easier and more efficient way to go.
@FlippedNormals
@FlippedNormals 6 жыл бұрын
In my experience HD geometry is a real nightmare when it comes to production. It can definitely be used, but I don't trust it for a second, to be honest. Issues could be when you need to transfer from one model to another, for instance. This method is pretty brute force, but at least you control it. /H
@ashleechan22
@ashleechan22 4 жыл бұрын
Thank You!! I unwrapped my bust and the head detail wasnt as detailed!! So I wanted to separate the head from the torso/bust and also wanted to decrease the amount of polys in the torso and keep more detail in the head. My character actually has a a piece of neck clothing that separates the head from the torso anyway so this works perfectly! Thank you!
@viivcreations9161
@viivcreations9161 4 жыл бұрын
Im confused. Should i do fine details before or after retopo? i was trying to split my dynamesh into parts because as you stated, subdividing the entire mesh makes the program laggy and it even crashes on me when im just working on certain parts.
@FlippedNormals
@FlippedNormals 4 жыл бұрын
Dont do fine details until after retopo, or theres a chance you'll have to resculpt it. Its a lot easier to do them once youre done with topo.
@DarkoMitev
@DarkoMitev 6 жыл бұрын
Great Idea with the fixed mesh. How about using HD geometry? I found that to work really well when im out of resolution. Plus because is radius based when u press A it only shows a section of the mesh, therefore the performance is pretty good.
@FlippedNormals
@FlippedNormals 6 жыл бұрын
Hd geo is pretty cool, though i'm very reluctant to use it in production. There are tons of issues with it, such as if you need to reproject from one model to another, something we do a lot.
@harlangaler2225
@harlangaler2225 6 жыл бұрын
I trust HD geo in production personally. I trust it more than zbrush layers that is for sure, and so far I have not run into problems with HD
@vgabnd_kenji976
@vgabnd_kenji976 6 жыл бұрын
Off topic but I’m curious what you guys think about Substance Painter? I don’t recall ever hearing you guys mention it.
@FlippedNormals
@FlippedNormals 6 жыл бұрын
We actually talk about Designer and Painter here. We really like it! It's such a good tool kzbin.info/www/bejne/Y4O0aJ-upc1qaKs
@ChrisHawkes80
@ChrisHawkes80 6 жыл бұрын
I guess if you are getting a seam you could export the maps for the strap as well. You could then merge it over the top of the other exported maps, in Nuke or whatever, with a soft edge mask to blend them in. Could even scribble a polypaint mask across the seam and export that too.
@FlippedNormals
@FlippedNormals 6 жыл бұрын
yes indeed! That works pretty well too. There are a bunch of ways you can fix it. Another way I've found is it bring the udims around the seam into mudbox, apply the displacement maps there, fix the seams and then reexport the maps. Your way is pretty good though! :)
@Dean_Ferguson
@Dean_Ferguson 6 жыл бұрын
Could you also over lap the head and body mesh slightly to alleviate the minor projection issues?
@FlippedNormals
@FlippedNormals 6 жыл бұрын
Hmm, interesting question. I dont think that would work so well, to be honest. Best to not have them overlap unless you fix issues maybe in mari afterwards.
@smockytubers1188
@smockytubers1188 6 жыл бұрын
Hey dudes a quick suggestion: a breakdown of Sculptris vs Dynamesh. Is one better than the other? For what purposes? Do you use one/both/either in any specific instances, pros and cons for each, etc. I've been looking everywhere for a good description and haven't found any good ones yet. Would really appreciate this.
@FlippedNormals
@FlippedNormals 6 жыл бұрын
Good idea! Adding to my list. Thanks. /H
@smockytubers1188
@smockytubers1188 6 жыл бұрын
You guys are awesome. Hope this channel grows as much as it should.
@IGarrettI
@IGarrettI 6 жыл бұрын
With Udims, are seams obvious like with regular uvs?
@FlippedNormals
@FlippedNormals 6 жыл бұрын
Yes, the issue is the same as with regular UVs, unfortunately.
@canalpan9
@canalpan9 6 жыл бұрын
is it about the displacement map reslolution on the head or do you allowed to send the mesh to animator in 1 subtool with seperated topology?
@FlippedNormals
@FlippedNormals 6 жыл бұрын
The model being rigged would be the lowest subd level from ZBrush. The UVs would be the same between the high and low res.
@canalpan9
@canalpan9 6 жыл бұрын
thank you
@kshitijjagdale575
@kshitijjagdale575 6 жыл бұрын
u gys are grt . I wanted to know that how can we add objects on a model ? means if i want to add ear on my head in zbrush how can i add it plz help i m stuck.
@vgabnd_kenji976
@vgabnd_kenji976 6 жыл бұрын
you can append a subtool of like a sphere or something -whatever you want to start it with- then sculpt it. You can also use the Insert Mesh Brushes.
@kshitijjagdale575
@kshitijjagdale575 6 жыл бұрын
any useful link. thanks in advance
@vgabnd_kenji976
@vgabnd_kenji976 6 жыл бұрын
enjoy! kzbin.info/www/bejne/bJWopp9sqc6Wers
@FlippedNormals
@FlippedNormals 6 жыл бұрын
What he said! :)
@kshitijjagdale575
@kshitijjagdale575 6 жыл бұрын
Thank you so much.You saved my life
@darijozivkovic7931
@darijozivkovic7931 6 жыл бұрын
Guys how to save retopology in Maya for later?
@FlippedNormals
@FlippedNormals 6 жыл бұрын
I'm not entirely sure what you mean, can you elaborate?
@darijozivkovic7931
@darijozivkovic7931 6 жыл бұрын
Just like in Photoshop. Save, Save as. And after you save you come hour-two later and start from the last position.
@halafradrimx
@halafradrimx 6 жыл бұрын
Why not just group the part you want more details at, mask it, invert mask and then hit subdivide?
@HiredGunGames
@HiredGunGames 6 жыл бұрын
halafradrimx because putting it into a new subtool allows the program to run faster because each subtool has it's own active points
@OmarHesham
@OmarHesham 6 жыл бұрын
also locally subdividing a production mesh meant for rendering will destroy the topology vertex order and UVs.
@bao007fei
@bao007fei 6 жыл бұрын
Clever idea🤩
@FlippedNormals
@FlippedNormals 6 жыл бұрын
Thanks! Its pretty brute force, but it works.
@Tritoon710
@Tritoon710 6 жыл бұрын
But why would you split your object before completing your sculpting? is this handy if you want to go back and make changes after you did your topo?
@FlippedNormals
@FlippedNormals 6 жыл бұрын
Honestly, this is a real pain in the ass if you need to change your models after you've split it up. Definitely only split your model up if you really need to and only when you have exhausted all the details in the current subdivision level. /H
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