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Download "ZBrush 2018 Fibermesh Fur Render 05/31/2018"

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Table of contents
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Table of contents

0:03
Geometry Modify Topology Mirror and Weld
0:04
Auto Groups
0:05
Auto Masking
0:06
Group Split
0:07
Modeling
0:10
Split Mass Points
0:14
Move Transpose all Selected Sub Tools
0:15
Mirror in Weld
0:15
Why Do You Use Zremesh Versus Dynamesh
0:20
Render an Image
0:24
Antennae
0:24
Adaptive Skin
0:29
Edge Loop
0:37
Width Profile
0:37
Variants
0:39
Profile Segments
0:39
Gravity
0:45
Close Holes Operation
0:46
Turn Off the Poly Paint
0:54
Dynamic Subdivision
0:54
Dynamic Subdivisions
0:55
Fibermesh Preview
Video tags
|

Video tags

ZBrush
ZBrush 2018
ZBrush Fur
GC Fur
ZBrush Hair
ZBrush Fibermesh
Fibermesh
ZBrush Insect
keyshot
Keyshot Fur
Keyshot insect
ZBrush Insect Sculpt
ZBrush Render
CG Hair
CG Insect
Insect Render
ZBrush keyshot
ZBrush keyshot bridge
Subtitles
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Subtitles

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  • ruRussian
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00:00:04
texture it's like the bumblebee add it
00:00:07
to our spotlight we're going to number
00:00:09
one we're gonna take this little guy
00:00:11
standing in front of a window and are
00:00:12
gonna drop that opacity down we're gonna
00:00:14
scale it down just a little bit position
00:00:15
them here and we'll use this to keep us
00:00:19
honest so now we can go into let's start
00:00:22
with we'll keep it simple going to start
00:00:26
with a polymesh3d dragged on my cam is
00:00:28
going to edit mode I'm gonna go down
00:00:29
here to initialize we're gonna do a cue
00:00:31
sphere again just really simple sphere
00:00:34
here I have my floor turned on so we can
00:00:36
see where Z forward is so if we turn on
00:00:40
X symmetry this is that across the
00:00:42
x-axis so if I subdivide this up a
00:00:44
little bit you can see you know if I
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make this into a stick shift C to turn
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off spotlight here if we have this as a
00:00:51
little face this is what I want to have
00:00:54
facing forward here so we'll just start
00:00:57
there and they'll do Z to turn spotlight
00:01:00
back on and also if I want to like snap
00:01:04
back to this camera view what I'm going
00:01:05
to do is go over here to movie go to
00:01:07
timeline show and we'll just show this
00:01:09
timeline so I can start adding adding a
00:01:14
little bit in there so we've got our
00:01:15
head here let's go ahead and pull this
00:01:17
down smooth this out so this will be the
00:01:19
first part and you know what we don't
00:01:20
need we'll go to subdivision level now
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you know we'll keep it at 3 but will
00:01:25
delete lower so I don't want
00:01:27
subdivisions just yet we're just using
00:01:28
this to kind of block out our mesh hit W
00:01:30
hold down control drag that straight
00:01:32
back we'll go ahead and scale this up
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and we can rotate it back using our
00:01:37
gizmo and I'll go ahead and shift smooth
00:01:39
this like so and then hit W hold down
00:01:48
control drag out another copy here and I
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don't know the B parts necessarily it's
00:01:53
been a while since I've learned about
00:01:56
bees in school but let's say like thorax
00:01:58
abdomen head for these other parts here
00:02:03
you know what I kind of like the sphere
00:02:07
we're starting out with we can just do
00:02:08
like a bi brush insert go to insert mesh
00:02:10
primitives and grab any of these oh
00:02:11
there's a poly sphere right in here well
00:02:13
just use that got the poly sphere let me just
00:02:16
pull that out so now we're on the leg
00:02:17
here and we can scale this out a bit
00:02:20
let's turn on local symmetry so we're
00:02:22
scaling across that local axis here and
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we can rotate this down and loops back
00:02:29
let's move that back and then again
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we'll drag out a copy of this thing I'll
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smooth this down and that'll be his
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little leg here and then these little
00:02:40
leg pieces we'll figure out for this
00:02:45
front leg if we turn on poly frame here
00:02:47
we gonna see these legs right here are
00:02:49
their own polygroup so I can just hit W
00:02:51
ctrl tap those and then we can just
00:02:54
control drag out those is a copy and you
00:02:57
know what before we do that when it
00:02:58
starts doing weird stuff like that just
00:03:00
do a quick geometry modify topology
00:03:02
mirror and weld and that'll fix that
00:03:05
right up
00:03:06
so now control drag this out and I am
00:03:10
gonna change my view in just a second
00:03:12
because I'm sure this is turning into
00:03:13
something ridiculous for my other views
00:03:16
here so let's go ahead and rotate this
00:03:18
this way area we've got our leg here now
00:03:22
to snap back to that view I didn't save
00:03:23
it so what I need to do is reposition my
00:03:26
body here and if I'm fairly happy with
00:03:29
this positioning I can just click up
00:03:32
here in my timeline and then no matter
00:03:33
what I do I can hit the back arrow and
00:03:35
that just basically slides this timer or
00:03:38
this little timeline to that first dot
00:03:41
so I can go if I had multiple references
00:03:44
up here in my spotlight I could save a
00:03:45
safe with view here say the view here
00:03:48
save a view here and then I can just use
00:03:51
my arrow keys to snap between the
00:03:54
different views or I can just go up here
00:03:56
and I can just slide it in between if I
00:03:59
don't want am I going to drag them off
00:04:00
so I can always snap back to that view
00:04:03
and now I can reposition this arm just a
00:04:06
little bit here so we'll go ahead and
00:04:11
spin this up a little bit let's move
00:04:15
this down and then let's go ahead and
00:04:19
hold down control I'm gonna go to mask
00:04:20
lasso I'm gonna mask out this little
00:04:22
bottom part here invert that mask by
00:04:24
control tapping and we'll scale this
00:04:26
and a little bit and then out good
00:04:33
enough we've got our be blocked out and
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so now as we can see on my reference I
00:04:40
was a little bit these things went a
00:04:42
little bit wonky so what I'm gonna do is
00:04:44
go into polygroups here and we'll do a
00:04:47
quick auto groups and that's gonna give
00:04:49
us anything that's not vert welded where
00:04:52
we at I don't know I don't even know
00:04:53
where it is in there I'm just gonna go
00:04:54
to my custom menu here Auto groups and
00:04:56
then we'll do a quick mirror and weld so
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now what I can do is I can at W I can
00:05:01
control tap any of these poly groups
00:05:03
here and now we can go through here and
00:05:04
make this look a little bit better so
00:05:08
obviously these things should be
00:05:09
touching here and out of that now that I
00:05:14
have poly groups here I can also go to
00:05:15
my move brush go in here to auto masking
00:05:23
and then you can see we have masked my
00:05:25
poly groups I can crank that up to 100
00:05:26
and now I can just go through here you
00:05:28
can also instead of doing masked by
00:05:30
polygroups you can turn on topological
00:05:31
and then anything that's not vert welded
00:05:33
and the first one you touch will be the
00:05:35
only one that it kind of modifies so
00:05:38
either way I'll go ahead and do mess
00:05:40
with all the groups I will do shift Z to
00:05:42
bring my spotlight back but snap our
00:05:44
camera back and now we can just very
00:05:46
quickly go through here and match all
00:05:49
these bubbly little fat parts and then
00:05:54
we can go through here we can make sure
00:05:55
like okay these things can't be sticking
00:05:57
so you're constantly making adjustments
00:05:58
in 3d and then snapping back and then
00:06:02
checking your reference and this goes
00:06:05
for if you're matching a concept or
00:06:07
anything else you can always go back and
00:06:10
it's just a way to kind of keep yourself
00:06:11
honest so now that we have that let's go
00:06:15
ahead and start refining a little bit
00:06:17
he's mostly going to be covered in fur
00:06:20
so I'm not overly concerned about the
00:06:24
particulars but we can go ahead and
00:06:25
clean them up just a tad and it looks
00:06:29
like we're making a very specific type
00:06:31
of beat type of B they're kind of all
00:06:32
over the place
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as far as you know it looks like some of
00:06:44
them have more segments than others some
00:06:45
of them have a little bit chunkier
00:06:47
segments and another thing I can do
00:06:50
since this is a fairly simple model what
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I'm gonna do is go here to subtool and
00:06:53
we have poly groups on both sides so I'm
00:06:55
going to do a quick split group split
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and now every single one of these will
00:07:00
be in its own sub tool so I can just alt
00:07:01
click through and select them like that
00:07:02
let's do a quick save and we go in our
00:07:07
quick save here hold on just a second
00:07:10
just in case quick save load that back
00:07:17
up there we go a straight quarter and we
00:07:28
will reposition that right here okay
00:07:30
turn that off cool let me catch up real
00:07:35
quick
00:07:38
you think Houdini can compete with my
00:07:40
max in terms of modeling yeah sure
00:07:44
modeling yeah I mean I can do faces
00:07:50
extrusions bevels boolean z' I don't
00:07:54
know what else I'm kind of modeling I
00:07:55
would do you can put things along a path
00:07:57
I mean you kind of have to put yourself
00:08:00
in the mindset of the node based system
00:08:03
but I'm sure there's ways the model
00:08:05
around that I don't do a lot of modeling
00:08:07
in Houdini but I should probably give it
00:08:08
a shot but really for just modeling
00:08:12
purposes as long as your modeling
00:08:13
package can do
00:08:16
that's like cue mesh you can do an
00:08:19
extrusion and you can do like a bevel
00:08:25
and I think that's usually and I know
00:08:30
boolean operation so for example if we
00:08:34
go into like bi brush insert boolean
00:08:37
here and we'll go ahead and grab this
00:08:39
thing go ahead and pull this off we'll
00:08:41
go ahead and do a split unmask points
00:08:43
will drop this down soak that underneath
00:08:46
and it will turn our boolean render so
00:08:48
as long as you can do like
00:08:50
billions and extrusions and bevels I
00:08:55
think it's all I really that's all I
00:08:57
ever use so I don't know your mileage
00:08:59
may vary but for me most modeling
00:09:02
programs nowadays are pretty compatible
00:09:06
um cool since people are talking about
00:09:13
blender sculpting I want to ask your
00:09:14
opinion on the program since the 2.8 up
00:09:15
beta is around the corner blender is one
00:09:18
of those programs where I've always
00:09:20
wanted to use it and I've never had a
00:09:22
reason to use it because I've always
00:09:24
either had a license for something that
00:09:26
I was using in development or I use e
00:09:31
brush so I don't really have an opinion
00:09:35
at least not an educated one I think
00:09:37
it's cool I see a lot of people doing a
00:09:39
lot of really cool stuff with it but
00:09:41
it's nothing that I've had to use not to
00:09:44
say that you can't use it or you
00:09:47
shouldn't use it like I said I've seen
00:09:50
master Zee on Jerry Perkins if you want
00:09:55
to look him up he's got some really cool
00:09:56
stuff on blender hard ops hard ops guy
00:10:00
let's go ahead and do a split mass
00:10:01
points here so again like I said it's
00:10:03
one of those things where I wanted to
00:10:07
check it out never never could really
00:10:11
justify the time to do it given my
00:10:14
schedule at the moment but I mean that
00:10:19
could all I could all change let's go
00:10:20
ahead and rotate this around here so
00:10:22
we're gonna go ahead and put in his
00:10:23
upper arms and they'll put in his little
00:10:25
spindly feet for the spindly feet here
00:10:27
let's turn off our light bullying go
00:10:28
down about it mode and we'll go back to
00:10:32
you know I'll keep it simple
00:10:34
we'll make a sphere 3d drag on our camp
00:10:38
is going to edit mode I get a poly mesh
00:10:40
and we'll go ahead and scale it and
00:10:45
we'll go ahead and grab our snake hook
00:10:48
which disappeared when I had to move my
00:10:53
boy
00:10:54
okay be s
00:10:57
snake hook then it looks like on here we
00:11:00
can also use vector displacement for
00:11:01
this if you wanted to I suppose but I'm
00:11:03
just gonna do a real quick kind of
00:11:06
little feet grabber here looks something
00:11:13
like this maybe and it looks like these
00:11:17
are we going a standard brush here these
00:11:21
are kind of segmented as well so we
00:11:23
gonna go ahead and start so dividing
00:11:24
this up and using our clay brush let's
00:11:25
go ahead and switch over start up
00:11:30
material please it's been good and
00:11:38
segments these and of course it's not
00:11:40
like this is anything beautiful if I
00:11:41
wanted to I could spend the time to go
00:11:44
through here and make this really sing
00:11:47
but what I'm gonna do is okay this is my
00:11:49
model here if I want to simplify this I
00:11:52
could decimate this down or I can just
00:11:54
duplicate this off and if we want
00:11:56
something like zremesh half depta size
00:11:58
down to zero and we'll let that zremesh
00:12:03
just again simplify this geometry so I
00:12:05
can use it as an insert mesh brush you
00:12:07
know have to but there's no point in
00:12:10
throwing a million polygons little foot
00:12:12
on your object in most instances cool
00:12:19
thanks for showing up to weigh no
00:12:22
problem voodoo and why is this taking so
00:12:26
long let's escape out of that so we have
00:12:30
X let's turn X on
00:12:41
let's go ahead and delete that let's
00:12:45
figure this out okay so here's my foot
00:12:47
or Z forward I'm gonna do a quick mirror
00:12:49
and weld here and then we'll do zremesh
00:13:01
there we go
00:13:03
let's do half half half okay that'll
00:13:08
work so we'll call this my foot here and
00:13:11
we'll go ahead and scale isn't it a
00:13:12
little bit a little thin foot so I'm
00:13:13
gonna go here's the bottom of the foot
00:13:16
let's say and you know what let's scope
00:13:19
that out a little bit
00:13:21
hit be great insert mesh new go back to
00:13:26
our sculpt here and so at the bottom
00:13:31
here you can go ahead and insert a foot
00:13:41
and I can match this up with the
00:13:42
reference again but for now we'll just
00:13:44
kind of stick that on there
00:13:53
here and we'll just drag out a copy here
00:13:56
we'll spin that around
00:13:57
okay so insects have six legs right I
00:14:00
think I'm done with those pieces and for
00:14:08
this one we'll do another Auto groups
00:14:09
mirror and weld group split shifts II go
00:14:14
back to our snaps thing here which I
00:14:17
think we bumped so we'll go ahead and
00:14:18
drag that off and push that on and now
00:14:20
we can go through here and we can go
00:14:22
okay this arm way too big let's go ahead
00:14:24
and mirror it or go to unmask mesh
00:14:26
Center and we'll stick this here ish and
00:14:31
then this piece here is way too big and
00:14:36
then this little hand here should be
00:14:39
something like yes
00:14:48
that'll work if you want to move all
00:14:50
these things at once you can go into
00:14:51
your gizmo here and you can turn on this
00:14:54
move transpose all selected sub tools
00:14:56
and they can hold down ctrl shift and
00:14:58
you can go through here and you can like
00:14:59
tap all the sub tools you want to move
00:15:01
at once and then you can just move them
00:15:03
around or what I'm gonna do in this
00:15:07
instance is I'm going to do a quick
00:15:09
merge visible I'm going to go to this
00:15:11
merge sub tool here and now I can just
00:15:13
quickly go through here and move move
00:15:17
these things around together and we
00:15:18
still have masks my polygroups up to a
00:15:20
hundred but a few dupes let's do a quick
00:15:23
mirror in Weld hit X go across like
00:15:25
symmetry here so we can kind of start
00:15:28
moving these things around here
00:15:39
something like that
00:15:44
all right why do you use zremesh versus
00:15:49
dynamesh so zremesh is if I want a
00:15:52
little bit more control over the
00:15:54
geometry and this going through here and
00:15:58
getting nice even quads for zremesh and
00:16:02
then for dynamesh this would be if I
00:16:04
wanted to do say let's do a group split
00:16:08
so if I want to start sculpting on this
00:16:10
head which I'm going to start doing I'm
00:16:11
going to sell them out here and now
00:16:13
instead of going through here and like
00:16:14
using my clay brush then subdividing and
00:16:16
using my clear brush and subdividing and
00:16:18
using my clay brush which is fine to do
00:16:22
as long as your your geometries I'm
00:16:24
going to change too much but do I
00:16:25
usually prefer to do is we'll just turn
00:16:27
on dynamesh and now we have something I
00:16:30
can continue to see update so I'll use
00:16:32
zremesh once I'm done doing stuff like I
00:16:36
wish I had that back back bottom menu
00:16:39
here
00:16:40
once I'm done doing stuff like this it's
00:16:43
like okay I want to dynamesh this and
00:16:45
get all these crazy shapes going and
00:16:46
then once I'm done with this I'll
00:16:47
zremesh it project the details back and
00:16:49
then I have a nice quad match that I can
00:16:52
add subdivision history to but I want to
00:16:55
do zremesh after I finished making major
00:16:59
changes so if I'm just exploring the
00:17:00
idea I'll use dynamesh and also remember
00:17:03
in 2018 you don't have to use I mean you
00:17:06
can use dynamic if you want to but if
00:17:08
you want automatic tessellation you can
00:17:10
go in here and you can use turn massive
00:17:13
a polygroups down to zero you can use
00:17:15
sculptures pro mode and you can just
00:17:18
dynamically tessellate where you want
00:17:21
that detail so you can go through here
00:17:22
and while you're sculpting it'll just
00:17:25
automatically and again this works with
00:17:27
the snake hook brush as well so instead
00:17:30
of when we were snake cooking earlier
00:17:31
actually you know what let's do b sk o
00:17:36
BS sphere so you can see as I pull out
00:17:40
it's automatically tessellating and as I
00:17:43
pull out through here it's automatically
00:17:44
giving me more geometry so when I pull
00:17:49
out it just keeps updating the geometry
00:17:50
make your brush smaller
00:17:52
it'll give you more geometry if you make
00:17:54
it bigger and it can be less you can
00:17:56
even go in here and smooth and get rid
00:17:58
of this stuff on the fly so you can use
00:18:00
and you can use it with dynamesh if i
00:18:02
dynamesh it all goes back to my original
00:18:04
resolution which may not be what you
00:18:06
want you can also go into mm-hmm
00:18:13
geometry Tessa mate and you can use
00:18:16
Tessa mate kind of like a dynamesh Oh
00:18:19
another thing what this one is if we say
00:18:23
let's go mask pin ctrl W and then we can
00:18:29
like mask just as polygroup and then
00:18:32
when we use our brush with this and we
00:18:35
say I mean you don't have to make
00:18:36
polygroup see that was just just to
00:18:38
visually show you the difference between
00:18:40
these two separate areas here so we can
00:18:42
go through here and we can use
00:18:45
sculptures Pro so now if we don't
00:18:48
dynamesh we can go through here and
00:18:50
these things will always be separate
00:18:51
meshes hold down shift to smooth we can
00:18:55
smooth these two meshes separately and
00:18:57
if we hold down our or tap our and then
00:18:59
mask out these are always these aren't
00:19:01
gonna stick together however if you
00:19:04
dynamesh them it's gonna dynamesh them
00:19:06
together and stick them together if you
00:19:07
don't want to use dynamesh that's where
00:19:10
you can go in here to your menu and you
00:19:13
can do remesh by Union and let's take
00:19:17
off X symmetry so there we go we can say
00:19:22
that's fine I'll accept it and now with
00:19:25
our remesh by Union has stuck those
00:19:29
together so you can use just sculptures
00:19:32
pro with remesh by Union instead of
00:19:35
dynamesh to kind of get the same result
00:19:36
and like I said before you can just hold
00:19:39
down shift and you can just obliterate
00:19:42
those completely if you want so up to
00:19:45
you a lot of different options and if
00:19:48
you want more info on that go to my
00:19:49
youtube channel and let me double check
00:19:52
this real quick
00:20:00
okay yeah I go to my YouTube channel go
00:20:05
to my playlists sorry and then if you go
00:20:12
down to ZBrush 20:18 what's new there's
00:20:14
all sorts of goodies in there for
00:20:16
sculptress Pro I keep coming I call that
00:20:18
sculptors press plus a lot in the videos
00:20:20
so I'm I'm meaning sculptors pro just so
00:20:25
you know how do you render an image
00:20:32
simple just hit this little beep er up
00:20:34
in the corner um we might we'll get into
00:20:36
rendering I think later in this video if
00:20:38
I have enough time alright take it into
00:20:41
key shot but we can also do a little bit
00:20:42
of ZBrush stuff torn clothing and ZBrush
00:20:46
so I have that my streaming topics I'll
00:20:50
add it I mean it should be something
00:20:58
like I mean there's a lot of different
00:21:01
ways you can do that
00:21:02
I flip half of the mesh in a sub tool
00:21:06
and merge it back so we have a sub tool
00:21:10
I want to flip half of a mesh or we have
00:21:16
a sub tool here I want to flip half of
00:21:19
it I mean you can do whatever you want
00:21:21
if you want to take like I want to take
00:21:22
this leg only go out of X symmetry
00:21:25
isolate it control shift visibility go
00:21:27
ahead and split hidden and now this is
00:21:29
its own sub tool so you can do a mirror
00:21:30
deformation mirror across the X and then
00:21:33
you can do whatever you want to and then
00:21:35
you can merge those back down so to
00:21:38
emerge and if you want to pay the same
00:21:40
on the both sides you can go mirror
00:21:41
mirror and weld or actually let's turn
00:21:43
off Elsa mirror and weld so you can do
00:21:49
whatever you want and then use the
00:21:50
deformation mirror to get it to the
00:21:51
other side as long as your Z forward and
00:21:54
we're going across the x-axis let's go
00:21:57
ahead and do auto groups mirror and weld
00:21:59
and a little delete hidden so okay I
00:22:04
think we've got this to a point here
00:22:05
let's go ahead hit ctrl W and we'll turn
00:22:08
dynamesh back on
00:22:11
and we will let's go ahead and sculpt
00:22:13
out where the eyeballs are gonna go and
00:22:14
we'll go ahead and drag in a sphere
00:22:26
something like this and I'm about to do
00:22:28
a split mass points let me go ahead and
00:22:29
subdivide the sphere up but for one two
00:22:31
and if we don't like those polarized
00:22:32
caps here all we got to do is we'll
00:22:35
again we'll just do a zremesher same
00:22:36
data size down to zero and now we've got
00:22:39
just nice move Geo all right so on a
00:22:45
behead these be eyes kind of bulge out
00:22:48
here and then through here it looks like
00:22:50
they're a little bit more aggressive
00:22:55
looking here and then we can go let's
00:22:56
turn off polyframe and again we're not
00:22:58
going to spend a whole lot of time
00:23:00
detailing this out but if we wanted to
00:23:04
it would just be a matter of just
00:23:06
looking at your reference making sure it
00:23:08
matches and he's got his little
00:23:11
mandibles in here which is gonna be
00:23:12
covered in fur but if we want to let's
00:23:14
go ahead and drop in a sphere and then
00:23:19
we'll go ahead and split mass points and
00:23:20
then let's turn on el sim so when I
00:23:23
don't turn on el sim and I start scaling
00:23:25
it goes to the world axis turn on LCM
00:23:27
and now we can scale along its local
00:23:31
access here and then we can rotate this
00:23:33
in little pinchers here now inflate
00:23:50
and I could bring in reference for this
00:23:52
but I think I was gonna wing it so
00:23:53
standard brush smooth this out smooth
00:23:57
stronger that'll work
00:24:05
and then the antennae we could do it you
00:24:08
know let's try something else so I'm
00:24:10
gonna go in here I'm gonna do an insert
00:24:11
Zee sphere and then with the Z sphere
00:24:14
selected I'm going to go hit X go across
00:24:15
X symmetry II to scale it down turn on
00:24:18
transparency and hit Q and on either
00:24:22
side I'm gonna drag out a little Z
00:24:24
sphere and then hold down shift as I
00:24:26
drag out an Uzi sphere so now I can
00:24:30
position a little antennas exactly where
00:24:33
I want them this will like come out this
00:24:40
will come down there you go so we've got
00:24:45
that I can leave in the Z spheres or if
00:24:47
I want to I can go all the way down here
00:24:48
to adaptive skin if you hit preview or
00:24:51
you can see if we hit a that turns on
00:24:53
your adaptive skin and it's turning it
00:24:55
into a dynamesh mesh if you want you can
00:24:58
take dynamesh resolution down to zero
00:24:59
and that will just give you quads
00:25:00
density down to one I think that'll work
00:25:03
let's hit make adaptive skin that's
00:25:05
gonna throw that adaptive skin right out
00:25:07
here somewhere there it is so now we'll
00:25:10
insert that skin z sphere we don't need
00:25:12
the Z sphere anymore so go and delete it
00:25:13
and we also don't need these inside
00:25:15
polygroups so we'll go ahead and say you
00:25:16
and you are dead to me
00:25:20
and then we'll go back in here there
00:25:21
zmodeler brush will do closed convex
00:25:23
hole we'll just cap that off ctrl W make
00:25:26
it all one polygroup there we go cool
00:25:33
now I'm gonna drink okay
00:25:40
so let's talk about how we're gonna
00:25:42
finish this thing off looking at bumble
00:25:46
bees it looks like they've got big pads
00:25:49
of fur let me just throw this in here so
00:25:52
big pads of fern here and this is just
00:25:54
kind of generally fuzzy on some of them
00:25:56
it looks like they're more plated on
00:25:58
here let's do that one it shouldn't be
00:26:00
too difficult so what we can do is we
00:26:03
can take this
00:26:04
and his thorax looks really tiny
00:26:06
compared to the other one so what I'm
00:26:07
gonna do
00:26:08
looks like he's very front heavy and on
00:26:11
a lot of these other ones they're a
00:26:13
little bit more balanced or at least you
00:26:16
maybe even back heavy here so that could
00:26:18
be just a weird piece of reference here
00:26:20
if I want to match something else let's
00:26:22
go to texture import and you know what
00:26:25
let's take this top view go ahead and
00:26:27
select that top view position it and
00:26:31
we'll snap to our top view here and now
00:26:33
we can kind of see if we're compatible
00:26:38
here so what I'm gonna do is we'll go
00:26:40
ahead and hit alt to go ahead and stick
00:26:43
this right in the middle here and I'm
00:26:44
gonna make some adjustments executive
00:26:48
decision here so here's my I guess my
00:26:52
abdomen or thorax I can't remember and
00:26:56
then we're gonna put the little butt in
00:26:58
here and then from a side view we don't
00:27:01
really have one but I can kind of
00:27:02
eyeball that and we're gonna go ahead
00:27:04
and pull this out to like a little point
00:27:06
kind of thing and one thing I've learned
00:27:13
is getting your block out right even
00:27:16
though it's not real pretty especially
00:27:18
when you're doing like hard surface
00:27:20
modeling and matching something is keep
00:27:22
it as simple and as ugly not as ugly but
00:27:25
it's not gonna be real impressive for a
00:27:27
while but keep it as simple as you can
00:27:30
for as long as you can and get that
00:27:31
block out really really tight and then
00:27:35
once you start adding details and stuff
00:27:38
it just everything just falls into place
00:27:39
if you don't do that and you move ahead
00:27:41
too quickly
00:27:42
you'll probably end up regretting it so
00:27:43
I think we're in good shape anything
00:27:49
sticking out to me okay so if we wanted
00:27:51
to do the plating what we can do is we
00:27:54
got our thorax here we want to put like
00:27:56
one two maybe split this up into three
00:27:58
different plates here I'm going to
00:28:00
duplicate this off because always like
00:28:01
to go back to my original I'm gonna go
00:28:03
back here and we're gonna slice and
00:28:05
we're gonna slice this into one to three
00:28:12
different parts here and then also we
00:28:16
can have the body underneath it looks
00:28:18
like it as different plating than the top and we
00:28:22
could even skip we can even skip skip
00:28:25
the fuzz on here but I think this looks
00:28:26
a little bit different than the other
00:28:27
one so we'll make it all fuzzy but I do
00:28:29
want it kind of layered and plated so I
00:28:31
want different polygroups here and on
00:28:33
the bottom here it looks like has
00:28:34
different first I'm just gonna go
00:28:35
through here I'm gonna slice this so now
00:28:37
you've got these parts here let's try
00:28:39
this let's go to zero measure keep
00:28:41
groups on and then do same and zremesh
00:28:45
and that'll give me different geometry
00:28:48
keeping our poly groups so now it's a
00:28:49
little bit cleaner and I think that'll
00:28:52
work so now we've got these top plates
00:28:55
in these bottom plates and we've got our
00:28:56
original underneath that we can use for
00:29:00
quality purposes so what I'm gonna do is
00:29:02
I'm gonna isolate hold on ctrl shift
00:29:05
select rectangle I'm gonna isolate these
00:29:07
we're gonna split them off and then for
00:29:09
this bottom one here let's do this looks
00:29:12
like there's even more plates so I'm
00:29:13
gonna say you and you and you and you
00:29:19
we're gonna do another zremesh keep
00:29:21
groups there we go so this one will have
00:29:24
more plates and then this thing here I'm
00:29:27
gonna go ahead and we're just going to
00:29:29
hold down alt go to the mesh Center and
00:29:31
just scale this down so it's inside the
00:29:33
plates here so now I've got these things
00:29:36
if you want we can try going over here
00:29:39
to geometry edge loop and we can do like
00:29:41
panel loops to give us some thickness
00:29:46
which I think I'll work then this bottom
00:29:48
one here will create that thickness up a
00:29:50
little bit yeah that'll be fine and then
00:29:56
we can go through here with our move
00:29:58
brush and we can kind of make these
00:30:01
stick in here and then these outside
00:30:03
ones here so now not only does that give
00:30:07
us a little bit of a panel look insecty
00:30:10
look it's also going to allow us to
00:30:11
assign different fiber meshes to these
00:30:13
different polygroups here and we'll have
00:30:16
a little bit more control so also you
00:30:19
know what let's do a quick I mean if you
00:30:21
want to you can keep these groups here
00:30:22
they're kind of useful I don't think
00:30:25
I'll necessarily need them and maybe I
00:30:29
will hold down shift we're just gonna
00:30:31
smooth
00:30:32
those corners a little bit and then on
00:30:39
this one we'll just push these in and
00:30:42
that'll work
00:30:43
okay and then this guy will just gonna
00:30:46
polypaint I don't I don't see any real
00:30:48
panels there I keep calling on panels I
00:30:51
don't know where they're cold be panels
00:30:56
all right let's turn off our floor and
00:30:59
we'll go ahead and scope this out and
00:31:04
this head you know what I'm gonna get W
00:31:06
I'm gonna hit X to go out of X symmetry
00:31:08
hold on alt so I'm gonna go to this mesh
00:31:10
center here hold down alt and reset it
00:31:12
and then I'm gonna go into move multiple
00:31:14
sub tool mode right here and I'm going
00:31:16
to say I want all youse guys so I can
00:31:23
kind of just move all this stuff out at
00:31:24
once I just want to be able to see his
00:31:28
head separation a little bit better
00:31:30
that'll work turn that off I'll tap this
00:31:34
one and we'll go ahead and get that out
00:31:37
of his neck a little bit more okay that
00:31:40
doesn't bug me quite as much so now
00:31:42
let's talk about fur and using fur as
00:31:46
something that's sculptable we'll see
00:31:50
how well it goes so we'll start with the
00:31:55
body here so what we can do is I'm gonna
00:31:59
divide this a couple times just to get a
00:32:01
little bit more resolution on here and
00:32:03
I'm also going to go in here and we're
00:32:05
going to poly paint this so we're gonna
00:32:07
start with I wonder if I can just drag
00:32:11
out no okay here's what I'm gonna do I'm
00:32:17
going to go to movie turn off show we're
00:32:20
going to grab a plain 3d go into edit
00:32:24
mode make polymesh3d we're going to go
00:32:28
back into our reference here and we'll
00:32:32
use this guy down here hit Z I don't
00:32:34
need this B anymore so I'm gonna delete
00:32:36
it and then this B we can bring back and
00:32:41
what we can do you know what we can
00:32:42
actually just apply this image to this
00:32:44
plane because all I'm doing is
00:32:46
taking color from here so let's do that
00:32:47
you can paint what I was going to do is
00:32:49
like you can divide up the plane and
00:32:52
then you can use your standard brush
00:32:53
with RGB turned on and you can just
00:32:55
paint that image onto the plane or your
00:32:59
poly plane the same size as the chosen
00:33:05
texture
00:33:13
ooh like a flat color material we can do
00:33:17
shift s or go out of edit mode and leave
00:33:19
that sitting there and now we can go to
00:33:22
back to our model here so now if we want
00:33:29
was damn you know I learned these things
00:33:37
and then I immediately forget it
00:33:38
there's a way to make your text and then
00:33:44
go ahead and say I want you to be the
00:33:46
yellow part and that's kind of just like
00:33:48
a little saddle as long as back here and
00:33:52
that's it we're done
00:33:53
no I'm just kidding so we've got this
00:33:55
here and we need to do fibermesh so if
00:33:58
we go down here from here and we can
00:34:00
just sample any color we want so that's
00:34:02
that's all I was doing
00:34:05
we'll go ahead and take this yellow and
00:34:08
we'll go ahead and switch to a skin
00:34:10
shader for so you've got this one
00:34:12
selected we're gonna fill let's see if I
00:34:15
remember how to do this text your map
00:34:20
and grab the B and then there's a way to
00:34:27
alt or fill object I have that set to
00:34:31
alt ctrl F and now we can go through
00:34:34
here with maybe a darker black and we
00:34:37
can say you know that's probably easier
00:34:38
just to fill it the black and then
00:34:41
sample here
00:34:43
ZBrush make your plane the exact same
00:34:46
size as your texture reference the same
00:34:48
ratio I don't know how to do it but I'm
00:34:50
gonna hit control D to subdivide this up
00:34:52
and you can just use this texture
00:34:55
sitting out here so if I do let's switch
00:34:57
to Ramesh and we say preview now we're
00:35:00
gonna be getting our fiber mesh here
00:35:02
let's see if I'm about to do this
00:35:03
modifiers the base here we're gonna do
00:35:08
base colorize I don't remember how to do
00:35:14
it you know what I'm gonna manually
00:35:15
stretch this out so it looks fine now we
00:35:18
can do oops looks like I accidentally
00:35:24
grab that here so there's a wait and tip
00:35:30
colorize and I want that colorize to be
00:35:48
the same color as my mesh here so I have
00:35:51
it looks like I have the tip down to
00:35:52
zero and my base up to one and now it's
00:35:55
inheriting the poly paint onto my fiber
00:36:01
mesh and if you remember we did this
00:36:03
with an anteater and one of my earlier
00:36:04
live stream episodes that reminds me let
00:36:06
me check some real quick sorry okay so
00:36:16
we've got this poly this fiber mesh here
00:36:19
and if you just want to like render this
00:36:20
out we can switch over to like what do
00:36:24
we want to switch over to we can switch
00:36:26
over to a hair we had hair mat cap here
00:36:32
am I crazy there it is you switch over
00:36:34
to a hair or hair too and if we render
00:36:39
this with BPR that'll go ahead and
00:36:41
render all these little fibers with all
00:36:42
the shadows and stuff and give you a
00:36:43
nice bumblebee what will be render but
00:36:49
this is a little bit dense for what our
00:36:51
purposes are going to need so let's go
00:36:53
to back to skin shader for and I'm gonna
00:36:58
play around these settings right here so
00:36:59
the modifiers here under max fibers
00:37:01
we're gonna be 3d printing these out
00:37:02
we're gonna want these pretty low and
00:37:06
also pretty chunky so I'm gonna drop the
00:37:08
map map max fibers down and we're gonna
00:37:11
go over here to the coverage I'm gonna
00:37:12
crank that up and then we're also going
00:37:15
to do if you want to really crank it up
00:37:18
you can change this width profile and
00:37:20
then I give you the full full access to
00:37:22
all the coverage here you can also
00:37:24
change anything that has a setting you
00:37:26
can go in here to variants so this will
00:37:28
give you a little bit of variation
00:37:29
between these settings and now if we
00:37:34
take this one and we can also change our
00:37:37
links profile so we made them really fat
00:37:38
and they're kind of stumpy which is what
00:37:40
this fur is basically but we cranked up
00:37:43
our max fibers a little bit or down and
00:37:45
then our lengths we can change and
00:37:47
you're gonna see it kind of looks like
00:37:48
cards if we go in here and BP our render
00:37:50
this one you're gonna see it kind of
00:37:52
turns into chunky cubes or that's coming
00:37:57
in as under your PPR settings you're
00:37:59
gonna have it's going to subdivide it so
00:38:01
they get a little
00:38:02
a bit smoother so they're gonna
00:38:03
subdivide it once it's gonna say it's
00:38:04
four sides and the radius is one so if
00:38:08
we want to increase the side so it's not
00:38:10
cubes we can say maybe six sides and
00:38:12
then when we VP are into this again now
00:38:15
you can see let's go and do this you can
00:38:18
see now we have six sided geometry now
00:38:20
if you want to actually see that
00:38:21
geometry what you can do is I mean if
00:38:24
you're just going to render it I would
00:38:25
say keep it nice and not you can just
00:38:32
use this and then you go to render
00:38:34
you're gonna know it's gonna turn into
00:38:35
chunky geometry but if you do want to
00:38:36
see it you can go up here to this
00:38:38
profile and this profile is gonna be
00:38:40
kind of like the side slider here so if
00:38:42
you change this profile up to save five
00:38:44
it's gonna tell you if you just want to
00:38:48
render use BPR which is what we just did
00:38:49
this is gonna slow down or interaction
00:38:52
so if we hit okay now we're gonna get
00:38:54
five sided fibers here and then our
00:38:58
segments if we crank that up it's going
00:39:02
to add more segments so as I lower the
00:39:04
segment you're going to see it's only
00:39:05
going to be it's gonna stick straight
00:39:07
out let's change our length here so we
00:39:08
can see that a little bit better length
00:39:11
profile so as I make these longer you're
00:39:15
gonna see it goes one two three and then
00:39:18
as I increase these segments to like six
00:39:20
it's gonna go one two three four five
00:39:22
six and now we're getting that kind of
00:39:24
result
00:39:27
another thing we can do profile segments
00:39:30
so we can just use that I think and then
00:39:34
if we change the length back down so
00:39:37
instead of using like a vector
00:39:39
displacement you can use this to get
00:39:42
just big chunky fur here and also the
00:39:46
gravity settings here so the gravity if
00:39:48
we crank that down it's just gonna stick
00:39:50
out like fur is if you crank it up it's
00:39:53
gonna like make them look shaggy
00:39:55
so probably the gravity we can just turn
00:39:56
down to zero and then we can change our
00:40:01
also scale root scale tip it's kind of
00:40:03
getting smaller towards the tip if you
00:40:05
want that more you can scale the tip
00:40:07
down so it kind of goes to a point if
00:40:10
you want to less you can always just
00:40:11
make that one one and one it'll be the
00:40:13
exact same here so
00:40:15
then scale that route will say route is
00:40:17
one tip we can go ahead and scale out
00:40:20
and then our length profile and our
00:40:23
coverage you can also change depending
00:40:24
on how much of this how it really how
00:40:28
much fidelity you want if you think you
00:40:31
can get away with 3d printing this it's
00:40:32
you can give it a shot if not you can
00:40:35
change your max fibers down like way
00:40:37
down and then try and crank your
00:40:39
coverage up just to kind of fill in
00:40:41
those spots and also that length
00:40:42
profiles a little long so we can say
00:40:46
let's really just kind of dial in our
00:40:49
max fibers here so it's kind of a look
00:40:52
we're getting so if we like this we can
00:40:55
do we can save this into our lightbox if
00:40:58
we want because if you go in here to
00:40:59
lightbox fibers there's a bunch of
00:41:01
presets you can choose from that are
00:41:02
really cool if we do the flower if we
00:41:04
have enough time we can do the flower
00:41:06
and we can use some of those presets but
00:41:10
I think that'll be fine yeah I don't
00:41:14
work so let's talk about propagating
00:41:17
this too the other thing so like I said
00:41:19
we can sit save here and we can also do
00:41:22
a any of these things you can copy these
00:41:24
curves but I don't think it's what we're
00:41:25
going to need so we'll call this chunky
00:41:31
bumblebee fur and so we can always pull
00:41:37
this back in now to go back here to the
00:41:39
body these individual segments it looks
00:41:44
like it's got yellow yellow and then
00:41:46
black and then this is all black on the
00:41:48
bottom but it looks like it's more
00:41:49
insecty and less fuzzy so we can go
00:41:52
ahead and keep that if you're doing like
00:41:53
cartoony stuff you can just you know
00:41:55
pick and choose your battles of how you
00:41:59
want to have this created so let's go
00:42:01
ahead and on this one we're going to go
00:42:07
ahead and have fiber mesh turned on
00:42:08
let's go ahead and open our chunky
00:42:11
bumblebee fur and if we want to poly
00:42:14
paint this we can just we can sample
00:42:15
from here all we got to do is hit see
00:42:17
that's another thing too you can drag
00:42:18
here and sample or you can just hover
00:42:20
over and hit see a little sample so we
00:42:22
want to copy this yellowish here we can
00:42:25
do that and then we can do
00:42:28
Phil and then we can do these colors tip
00:42:33
colorize here see preview off preview on
00:42:38
there we go I guess you got to go out of
00:42:40
preview mode and then if you want to if
00:42:42
it's like you know what this is too
00:42:43
chunky or it's not chunky enough you can
00:42:44
change those settings as needed
00:42:46
also on this back one here we know that
00:42:49
this let's turn off preview here this
00:42:51
one should be black so I'm gonna isolate
00:42:52
this we have polygroups here something
00:42:54
to do hold down ctrl shift ctrl shift a
00:42:56
to grow just this part here and then
00:42:59
we'll go ahead and sample this color
00:43:01
fill it and now when we bring our
00:43:04
preview back those will all be black
00:43:06
fuzzies and then this one should still
00:43:12
have fiber mesh this one should still
00:43:13
have fiber mesh and this one I'm
00:43:15
actually going to do max fibers up a
00:43:17
little bit and then length profile
00:43:20
actually we'll do link profile is fine
00:43:23
I'm gonna do this coverage I'm gonna
00:43:25
crank this down just a little bit okay
00:43:29
um and doing it like dynamic solo on I
00:43:34
want to see all of my fiber mush but
00:43:37
it's turning them off in between that's
00:43:39
okay
00:43:41
now where the hair is a little bit
00:43:43
sparse ER and again if we're just
00:43:44
talking about 3d printing dial in your
00:43:45
settings to get you the chunky isten and
00:43:48
you know what we'll talk about this so
00:43:49
what I can do is I can duplicate this
00:43:52
off and we can turn on fiber mesh here
00:43:59
and if we just want to turn this into
00:44:01
real geometry you can go over here to
00:44:03
geometry and you can say well this one
00:44:08
isn't this isn't BPR I'm sorry so we're
00:44:10
gonna go to fiber mesh here and we're
00:44:11
going to say accept wherever that is or
00:44:16
it's accept so now we have fiber mesh
00:44:19
sitting out here where are we at here
00:44:28
here we've accepted this fiber mesh it's
00:44:32
going to solo mode here there we go so
00:44:36
now we have geometry
00:44:41
hit the accept button faster no okay so
00:44:45
there we go now we've accepted that now
00:44:46
it's real geometry but you can still
00:44:48
treat it like fibermesh because you go
00:44:49
in a brush groom and now you can do like
00:44:52
groom hair toss and you can go through
00:44:53
here and you can kind of comb these
00:44:55
fibers whichever way you want and it is
00:44:57
just geometry here so if you wanted to
00:44:59
let go in here with your inflate brush
00:45:00
or your smooth brush you can do whatever
00:45:02
you want to put this geometry so having
00:45:04
said all that what I'm gonna do is now
00:45:07
that we have real geometry here oh you
00:45:09
know what I'll fix this in a minute
00:45:14
what we should do is just put the fur on
00:45:16
the outside so we don't have all this
00:45:18
inside fur well that looks kind of cool we can fix
00:45:21
in a second so I've got this as real
00:45:22
geometry here let's go ahead and that's
00:45:25
this is the original geometry and now we
00:45:27
have separate sub tool for our fur that
00:45:29
we can groom was there a cap option in
00:45:33
here I don't remember
00:45:42
hmmm that's ok let's try this let's do a
00:45:45
quick close holes operation now to go
00:45:47
ahead and close all of your holes and
00:45:48
now we can do I guess that is just
00:45:51
geometry so feel free to do whatever
00:45:53
you'd like to it and if you want to just
00:45:55
dynamesh this together to give it a
00:45:56
solid envelope you can go through here
00:45:58
and you can dynamesh of course you
00:46:00
probably want to crank that resolution
00:46:01
up give it a second and we'll go ahead
00:46:09
and turn off the poly paint as well so
00:46:10
if we turn off poly paint here you're
00:46:14
gonna see this is all just one solid
00:46:16
envelope here again may not be suitable
00:46:20
for 3d printing in fact you know getting
00:46:22
all these little spiky fuzzy things 3d
00:46:24
printed might be a pain so what we can
00:46:26
do is you can say that's another thing
00:46:33
too you can groom this back so BG groom
00:46:38
lengthen maybe no hair toss you can kind
00:46:47
of comb this back it might be kind of a
00:46:50
pain what I would do is go ahead and
00:46:52
delete that let's go back to our
00:46:54
original here and we'll turn poly turn
00:46:59
our preview back on I can also do is I'm
00:47:01
going to tilt this backwards
00:47:09
and so we're kind of this way and I'm
00:47:12
going to turn gravity up so now that
00:47:16
hair is just kind of flowing backwards
00:47:18
and now when you dynamesh this you'll
00:47:20
get the illusion of like clumping like
00:47:24
so and also to get rid of these insides
00:47:26
we can do is we turn off preview we can
00:47:28
hold down control shift and we can
00:47:29
isolate just these little top sections
00:47:32
here from our poly groups and we can
00:47:35
hold down control and tap so if just
00:47:36
those areas are masked and then when we
00:47:39
turn our preview back on now we're just
00:47:42
getting hair on those outsides so
00:47:44
wherever you have it masked is where
00:47:46
your hair will end up cool
00:47:58
let me catch up real quick cool thanks
00:48:03
showing up d michael about your Gummer
00:48:09
over low-res textures is IRA and painter
00:48:11
similar to key shot I don't like
00:48:14
marmoset very much
00:48:15
yeah it should it's very it's similar to
00:48:17
key shot key shots a little bit easier
00:48:19
and you can do things like translucency
00:48:21
and glass a lot easier IRA you kind of
00:48:26
got a mess
00:48:27
irate you might not even be able to do
00:48:29
it it's you can kind of know I'm not
00:48:31
sure if you can i rate i worries great
00:48:33
for when you're in painter you can just
00:48:35
at the irate button and you'll get a
00:48:36
very very I guess retraced image it's
00:48:42
very good shadows your materials look
00:48:44
great but it doesn't have the
00:48:46
drag-and-drop material functionality you
00:48:48
have to go back into painter and then do
00:48:49
your material settings and come back in
00:48:50
there I Ray so you might be kind of
00:48:53
limited if you wanted to do like liquid
00:48:54
or glass in substance painters Irey the
00:49:03
that just might be me though there might
00:49:05
be a way to do it I'm not quite exactly
00:49:07
sure what that is but yeah and you know
00:49:09
you can use marmoset so we might go into
00:49:10
that hockey for picking the color was
00:49:13
see so if you just hover over anything
00:49:15
in your scene in fact you can even hover
00:49:17
over interface items if you want this
00:49:19
pixologic Orange just hit C and then
00:49:21
you'll get it or you can just drag from
00:49:24
in here anywhere in your interface even
00:49:26
over here you can just pick that color
00:49:33
cool cool cool
00:49:36
alrighty so I got this and we got this
00:49:41
so I think we're getting pretty close so
00:49:43
I'm gonna take this eyeball here I know
00:49:45
it's not pretty but you know if you're
00:49:47
doing a bunch of talking I'm hit D for
00:49:50
dynamic subdivisions on these objects
00:49:52
here and you know what all I'm thinking
00:49:53
about it we need to clean this up at all
00:49:55
now we're fine let's go ahead and do I'm
00:49:59
gonna do a quick zremesh same adaptive
00:50:02
size down to zero there we go
00:50:05
just because I'm gonna turn off that
00:50:06
image
00:50:08
all right so for this head really really
00:50:10
quickly we can go ahead and polypaint
00:50:13
this thing so that I'm gonna sample here
00:50:16
and I'm gonna sample black fill sample
00:50:19
here and then we can paint in he looks
00:50:23
like he's got a little fuzzy orange
00:50:24
mohawk so I'm gonna go in here with my
00:50:26
standard brush and we're gonna put in
00:50:29
just a little bit of here and you can
00:50:33
also like I said if we go in here and we
00:50:35
turn off poly paint you can see where we
00:50:38
want that hair to end up and you can
00:50:39
actually use morph targets to dictate
00:50:41
your hair length which I know we might
00:50:44
talk about but let's say I just want the
00:50:46
hair here everything else should be nice
00:50:47
shiny insecty so we can say okay this is
00:50:50
where I want the hair so we can turn our
00:50:53
poly paint back on and then we're gonna
00:50:55
go back into our fiber mesh we're gonna
00:50:58
open chunky bumblebee fur and then it'll
00:51:04
just be in that masked area so and this
00:51:08
is nothing too so we've talked about the
00:51:10
vector displacement part so let's make
00:51:12
this a little bit more a little fuzzier
00:51:16
so I'm not the vectors placement we
00:51:20
talked about using chunky fur to get you
00:51:23
a better 3d printed result like here you
00:51:26
know lay them down a little bit and
00:51:29
dynamesh them together and smooth it and
00:51:31
then I'll give you a quick preview of
00:51:33
like chunky farang and again it's what I
00:51:36
did for this little cowboy dude that we
00:51:40
made for eat 3d for his mustache and as
00:51:43
eyebrows but what I'm gonna do now is
00:51:47
I'm gonna change these settings so I'm
00:51:49
gonna say max fiber is up coverage down
00:51:53
and you know what we can even do I
00:51:55
wonder if we can do just a BPR you know
00:51:57
I want it to be real geo because if we
00:51:59
throw us in the key show it on and make
00:52:00
sure it translates properly so we'll go
00:52:05
ahead and say length profile down let's
00:52:08
turn his gravity back to zero here so
00:52:11
now we've got this type of fur and we've
00:52:16
got max fibers up and our length here so
00:52:21
now as we change the length we can change
00:52:23
the variance and now we're gonna get the
00:52:25
less variance you have the more even is
00:52:27
gonna be so if you want to look like
00:52:28
shag carpeting turn that down to zero
00:52:29
and then the more variance you put in
00:52:31
the more natural it kind of looks it's
00:52:33
like some are gonna be longer some are
00:52:34
gonna be shorter you can kind of dial
00:52:37
that in and then we'll go ahead and say
00:52:43
save this as bumblebee fur and now again
00:52:51
I'll tap back over to here and we can
00:52:53
open bumblebee fur and we'll just copy
00:52:55
those settings and on this one it looks
00:52:57
like we got to crank the next fibers up
00:52:58
just a bit and then on this hair here
00:53:09
we'll swap that over and this one I'm
00:53:14
gonna drink crank the next fibers down
00:53:16
so it looks like it is a little bit
00:53:18
sparse you know on his little mohawk
00:53:19
here and we can also change this we can
00:53:22
groom this and make this kind of like
00:53:24
much more a lot more variance in here
00:53:27
but this is just kind of setting it up
00:53:28
um okay so we've got that we've got that
00:53:32
we've got this one for the leg hairs
00:53:34
here let's go ahead and just quickly
00:53:36
sample this and let's make sure okay
00:53:41
poly paints turn off Foley so we're
00:53:42
gonna fill this with you know let's fill
00:53:46
that with black and then this they're
00:53:48
kind of oranjee dark brown I'm gonna go
00:53:51
ahead and fill this one now to make
00:53:54
these a little smoother looking
00:54:01
what I'm gonna do is I'm gonna hit I'm
00:54:03
not gonna make real subdivisions because
00:54:04
I don't need to add all that real
00:54:05
geometry I'm gonna hit D on my keyboard
00:54:08
and that's going to turn on dynamic
00:54:10
subdivision so I can throw this into key
00:54:11
shot later and it'll take my dynamic
00:54:13
subdivisions in there so I hit D you're
00:54:17
gonna see if I'm gonna sell them out
00:54:18
here if I do shifty this is what it
00:54:20
looks like if I do D that's what a
00:54:21
preview of what's gonna look like if I
00:54:23
subdivide it this a couple times
00:54:24
I'd like to use dynamic subdivisions
00:54:27
when at all possible instead of real
00:54:31
subdivisions and then even on the
00:54:34
antenna up here let's go ahead and
00:54:36
sample that black fill and then it we
00:54:39
could you know we could make that ten a
00:54:42
little bit more accurate but yeah well
00:54:45
it's at D and then for the eyeballs here
00:54:49
we've already hit D and that'll be a
00:54:51
different material but it will be black
00:54:52
and then these little chompers here
00:54:55
looks like those are also black so we're
00:54:59
gonna fill those in and then for the
00:55:00
underbody here all that's black and then
00:55:03
I've got a little bit this little thing
00:55:05
in here look at net D and fill that in
00:55:07
tubes and we'll also hit D and D okay so
00:55:17
a little bit of prettier here and then
00:55:20
on the legs here it looks like on either
00:55:24
side let's go ahead and turn off poly
00:55:27
paint it has hair back here and then
00:55:34
hair back here
00:55:39
yeah I think it's gonna hard to tell if
00:55:43
it's like a friend Nell effect or they
00:55:46
actually do just hit you know what it
00:55:48
goes all the way around their legs it's
00:55:50
just very sparse so we'll go ahead and
00:55:52
say about another preset once we get
00:55:53
this figured out
00:55:54
so we'll say fibermesh preview and we
00:55:58
will say open we'll start with our
00:56:00
bumblebee fur and we're gonna change our
00:56:03
max fibers way down like this maybe and
00:56:08
we're gonna turn that gravity up because
00:56:09
these ones are long enough to where the
00:56:11
gravity does start affecting them and
00:56:14
we'll also maybe change our cover just a
00:56:17
little bit yeah all right
00:56:22
turn those back on preview on and off so
00:56:27
we pick up the color underneath and now
00:56:31
on this one the color is actually
00:56:32
independent from the leg so what I'm
00:56:34
gonna do is this base colorize I'm going
00:56:36
to turn the zero and we're gonna just
00:56:38
going to select or if I can just choose
00:56:43
that orange here and then the tip
00:56:46
colorize will do the same and then tip
00:56:50
colorize up the one there we go and then
00:56:53
base color eyes we're gonna make this a
00:56:55
little bit of a darker orange so it's
00:56:57
going to go from dark orange to a
00:56:58
lighter orange here and we'll change
00:57:01
that next I rose up just a little bit
00:57:03
okay
00:57:04
so we'll save this as leg hair and
00:57:10
really quickly we're going to sign it
00:57:13
here cut leg hair and then up here
00:57:31
yeah okay I think we're close oh we got
00:57:35
to do the wings - that'll be fun to
00:57:37
render and the rest of this stuff - we
00:57:40
can just open leg hair and then I'm
00:57:43
gonna change this length profile down
00:57:46
and also yeah way down this is kind of
00:57:49
just fuzzy
00:57:56
I'll tap this one length profile down we
00:58:06
can also use nanomesh for something else
00:58:09
real quick you know what I wonder if
00:58:12
this orange I'm picking up isn't just
00:58:18
pollen because it looks like the hairs
00:58:21
are actually just that the legs are well
00:58:23
they're bounce light is what I'm
00:58:25
assuming this is alright let's do this
00:58:34
easy enough just going through here alt
00:58:36
tapping and filling okay so back to here
00:58:42
back back into place at least we got my
00:58:45
snake hooks back that's nice alright so
00:58:52
back where we started so we've got this
00:58:57
here let's go back through and do our
00:59:01
fiber mesh so this one we needed to open
00:59:11
streaming bumble bee like hair a lot of
00:59:16
fires length profile okay we've got this
00:59:21
we got this
00:59:22
everybody's got hair let's go ahead and
00:59:25
convert this hair you know what let's
00:59:28
try let's turn on
00:59:40
I wonder if there is a so under Z
00:59:42
plug-in here there's a actually while
00:59:47
I'm working
00:59:48
let's go into preferences here and we're
00:59:50
gonna go into undo history and we'll do
01:00:00
undo history
01:00:04
no sorry quick save stupid maximum
01:00:08
duration we're gonna crank that up
01:00:10
alright so we've got this and we've got
01:00:13
this and this one doesn't have any
01:00:17
fibers but this one does
01:00:26
okay so I think we're good shape now
01:00:28
under clean tool master I want to see if
01:00:31
it has fiber mesh all hmm
01:00:36
one thing we might be able to try let's
01:00:38
try this does he repeat it
01:00:41
let's do I'm gonna say let's go to our
01:00:48
top sub tool here just because I'm
01:00:50
nervous I'll go here now we're going to
01:00:53
record new and we're going to say except
01:01:00
damn let's say always yes let's end that
01:01:06
recording and we'll just escape out of
01:01:08
that now now that we've gone through
01:01:10
that message I want to go here
01:01:20
this one now let's that record new
01:01:23
accept and record except fibermesh and
01:01:31
then we'll do I'm not gonna repeat to
01:01:34
all because I don't want to jinx these
01:01:37
two right here but I'm gonna show all of
01:01:41
the pieces that I want to have fibermesh
01:01:45
let's see if this will just work I'm
01:01:48
gonna turn off all of these sub tools
01:01:49
here that I don't have fiber mesh on
01:01:52
just in case I've never done this before
01:01:54
I'm hedging my bets it might work it
01:01:57
might not okay so now so this one we've
01:02:07
already done so now all the rest of
01:02:09
these have fiber mesh turned on and I
01:02:14
want to go ahead and have except for all
01:02:15
the visible ones here so we're gonna say
01:02:17
except fiber mesh for visible yeah I
01:02:22
guess not I was hoping that would work
01:02:25
but it looks like it didn't so let's
01:02:27
just go through here manually and we'll
01:02:29
say accept and then accept and then
01:02:33
accepts and accept accept accept and
01:02:40
accept it so now a turn everything back
01:02:43
on now I've got a little bumble bee here
01:02:46
oops we need to accept this one and like
01:02:50
I said before if you want to you can go
01:02:51
through here and you can start sculpting
01:02:53
out like with snake hook even Oh make
01:02:56
sure you have RGB turned off if you
01:02:58
don't want to you can you can't go
01:02:59
through here and polypaint this so you
01:03:02
can use groom you can use lengthen you
01:03:04
can use smooth if you want to kind of
01:03:05
like taper this down a little bit you
01:03:08
can smooth those fibers out go through
01:03:12
here and do whatever you'd like and then
01:03:14
also yeah if you did want to poly paint
01:03:17
this let's go ahead and turn off poly
01:03:20
paint for everybody but like the
01:03:24
underlying body here I don't necessarily
01:03:27
want to poly paint on yeah that's true
01:03:30
I guess I can leave that on yeah we'll
01:03:32
see how it renders so
01:03:34
we got all this here and then yeah if
01:03:36
they want to we can go ahead and hold
01:03:37
down smooth and we can hold or help yeah
01:03:39
hold on shift and then smooth these out
01:03:41
if we want to change like the length of
01:03:45
these things and another thing we can do
01:03:47
is if I alt tap here and we have these
01:03:50
little bottom leg parts here we can go
01:03:53
to my zmodeler brush
01:03:57
let's hit let's do this I'm going to
01:04:03
grab my polymesh3d here and I go to B I
01:04:05
brush insert primitives
01:04:07
we're gonna hit W and I'm going to steal
01:04:10
this really simple poly sphere in fact
01:04:17
we can even simplify this more maybe if
01:04:18
we go to geometry reconstruct yeah so I
01:04:21
don't think we need to go down that far
01:04:22
but it you can reconstruct this all the
01:04:24
way back down to a cube if you wanted to
01:04:27
so we've got this here we're gonna use
01:04:29
this as our Pollin so now that we've got
01:04:32
this just sitting out here now I can go
01:04:35
back to my B here and let's do again
01:04:42
we've got these legs selected here so
01:04:45
let's try this let's go to our nanomesh
01:04:48
geometry nanomesh and it'll go we can
01:04:51
insert polygon particles on all of these
01:04:55
things so if I go in here and I go to my
01:04:58
zmodeler brush I hover over a face and I
01:05:01
do insert nanomesh on all polygons here
01:05:05
and I'm gonna hit em and I'm gonna grab
01:05:07
that polymesh3d we made and now I can
01:05:09
just pull out little pollen globules on
01:05:11
that leg and now we can do random
01:05:15
distribution and we can also change the
01:05:17
size down a little bit and we can also
01:05:21
go in here to like variances just to
01:05:24
kind of make this offset variances we
01:05:29
right on you worry too much about
01:05:34
and then show placement I guess we can
01:05:37
leave that on so we can kind of put
01:05:39
little pollen globules in here so let's
01:05:41
go ahead make those sizes a little bit
01:05:42
smaller here and that offset X offset
01:05:47
I don't want Y offset doesn't matter z
01:05:51
offsets what I'm looking for so I can
01:05:52
kind of have it just like sitting in the
01:05:54
hair out here you can kind of have
01:05:57
little globules here if you're happy
01:05:59
with this you can go now this is BPR Gio
01:06:01
I believe so you can't go pair to
01:06:03
geometry convert BPR to Gio or you can
01:06:05
go here to inventory 1/2 mesh so now you
01:06:08
can control shift click your pollen
01:06:10
globules split those off and we go ahead
01:06:13
and fill that colors oops
01:06:18
fill that with yellowish or something
01:06:20
and now you have like little pollen
01:06:22
stuck in his hair okay we've got a bee
01:06:27
let's see if we can like BPI render this
01:06:30
real quick see what kind of job it does
01:06:36
cool yeah so and there's a lot of fur on
01:06:45
here so I might take a little bit to
01:06:46
render but we'll throw this in the key
01:06:47
shot there we go so we get a nice fuzzy
01:06:50
little bee this hair back here is a
01:06:53
little bit chunky that's okay we can we
01:06:57
can figure that out so another thing let's do before we go
01:07:01
into key shot is I'm gonna go to texture
01:07:04
import we're gonna grab that top view
01:07:10
select it I'm gonna hit I says I'm not
01:07:12
gonna be sampling any more colors I
01:07:13
don't think I'm gonna hit ctrl n to
01:07:15
clear my canvas here and we'll go ahead
01:07:17
and it's not fade we want to scale okay
01:07:26
so I got our bumble bee and we got his
01:07:30
little legs and it's Lantana's going now
01:07:32
we need wings on here so what I can do
01:07:36
is really quickly we'll grab a plane 3d
01:07:39
go into edit mode
01:07:44
make it a polymesh scale it up and we
01:07:48
can do both sides at the same time if we
01:07:50
want to we can hit X to go across X
01:07:51
symmetry just make sure this is centered
01:07:53
and we'll go ahead and subdivide this
01:07:54
plane up so we can go in here and we can
01:07:57
mask where the wings are and we can do
01:08:01
even looks like they've got a couple
01:08:03
wings here so we'll do one wing first
01:08:04
and then we'll do another wing next so
01:08:07
I'm gonna say this is my one wing
01:08:09
we're gonna hit ctrl W to make it a
01:08:11
polygroup here and I'll just duplicate
01:08:13
this plane off hit ctrl W and now we'll
01:08:17
do the second wing so we've got a
01:08:18
duplicate plane with our little wings on
01:08:22
here and we'll hit ctrl W so now I can
01:08:27
isolate this right here we can go to
01:08:30
delete lower on our subdivision history
01:08:32
delete hidden let's go ahead and I want
01:08:36
to round out round out those aliased
01:08:39
edges here so we're gonna go to masking
01:08:41
border let's go ahead and grow that
01:08:43
invert that and then we'll go to our
01:08:45
deformation menu I'm do polished by
01:08:48
features and now again we can really
01:08:53
quickly zero mesh half nap to size down
01:08:55
to zero and just get really simple
01:08:57
geometry for our wings to start with and
01:09:00
that'll be the basic shape we'll go back
01:09:03
to our lair poly plane here isolate that
01:09:04
delete hidden oops
01:09:06
delete lower delete hidden and the only
01:09:10
reason I'm asking this border and trying
01:09:14
to polish this out is just so when it
01:09:15
zremesh as it goes a little bit faster
01:09:17
and it gives me a little bit of a better
01:09:18
result here
01:09:27
there we go so we can bring this back
01:09:29
and if we want to it's a couple
01:09:32
different ways we can get that vein
01:09:35
pattern on there we can even hard
01:09:38
surface model that and if we wanted to
01:09:42
yeah let's do this let's do a sketching
01:09:47
so I've got this here let's go ahead and
01:09:50
I'm at Z I'm gonna scale this up so we
01:09:53
can see what we're doing a little bit
01:09:54
better here and I'm just gonna do once I
01:09:55
didn't it for now so hold on control
01:09:57
shift get rid of that a lot of different ways
01:10:01
you can just put this into the texture
01:10:03
you can poly paint it on you can poly
01:10:05
pay so if I do subdivide this up and
01:10:08
again we go to standard brush you know
01:10:10
we just want to like paint that on there
01:10:12
you can definitely just paint the
01:10:15
texture right onto the vertices there
01:10:16
but what I'm gonna do instead because I
01:10:18
want that to render differently than the
01:10:21
wings themselves I'm gonna make that
01:10:23
separate geometry so let's look at what
01:10:28
we're doing here
01:10:29
okay so you've got this here and I'm
01:10:31
just gonna I think I'm going to use Z
01:10:32
sketch and while we're here let's go
01:10:34
ahead and there we go just kind of move
01:10:39
this stuff into place here so this wing
01:10:41
right here we're going to hide you
01:10:43
temporarily okay we've got this and now
01:10:50
what we're gonna do is z sketch this
01:10:52
pattern on here I think it'll work
01:10:54
let's try first I'm gonna do let's just
01:10:59
try it so we need to do Z sketching we
01:11:03
need to insert a Z sphere and the Z
01:11:05
sphere here we can do it across symmetry
01:11:07
but since I've only got one wing I'm
01:11:09
just gonna scale it down and then go
01:11:11
over here to Z sketch go into edit
01:11:13
sketch mode and then see if I can't draw
01:11:18
zeusie can I draw on a single-sided
01:11:26
okay I can but why is it going on -
01:11:32
let's turn on all this is flipped no
01:11:39
double
01:11:45
z sketching edits sketch of course it's
01:11:53
going to the other side all right let's
01:11:55
try this
01:11:56
so with this sketch here let's go to our
01:11:58
brush depth and I'm gonna pop this out
01:12:04
to the other side ah that'll work
01:12:11
no bet that just a little bit more
01:12:14
little thing okay so we can Z sketch
01:12:20
here let's go back to our reference here
01:12:22
I've got our poly plane here so let's go
01:12:25
through and just kind of put in where
01:12:28
these lines are gonna go and I'm just
01:12:29
gonna turn this into geometry later I
01:12:32
mean it is turning it emits this is like
01:12:35
Z is this how it looks yeah I guess it
01:12:41
does make a little crystalline pattern
01:12:45
here oh just lost the monitor
01:12:56
so again we're just kind of drawing on
01:12:58
little thin geometry here oh you know
01:13:02
what this probably doesn't belong this
01:13:04
goes to the other one aunts line and
01:13:06
then right back along here it looks like
01:13:09
the wings kind of get a little thicker
01:13:11
okay so and also one here we'll make
01:13:14
this just kind of a thick blob where it
01:13:17
attaches so now as he's sketching you
01:13:20
can't hold down shift and you can like
01:13:22
smooth these things out if you want more
01:13:24
information about Z sketching go to my
01:13:25
intro to ZBrush blah blah blah blah so
01:13:28
here we have our z sketch here and
01:13:30
that's geometry that's sitting right on
01:13:33
our plane which is going to be our wing
01:13:35
and our wing is going to need a little
01:13:39
bit of thickness I don't want to render
01:13:40
single sided so what I'm going to do is
01:13:42
sew in this front part here is gonna be
01:13:44
thicker and then on the back parts gonna
01:13:46
be thinner so what I'm gonna do is I'm
01:13:48
gonna say you are qmesh polygroup ball
01:13:51
we're gonna pull out some thickness here
01:13:52
turn off double so we're not
01:13:54
accidentally doing anything crazy and
01:13:58
then looking at it from the side let's
01:14:02
see if we can do a hold on alt go to
01:14:05
unmask mesh Center and let's push this
01:14:11
towards the front and see if we can't do
01:14:15
some sort of taper
01:14:26
hmm exactly what I was looking for let's
01:14:30
try to former X Y & Z oops X Y & Z
01:14:38
resolution down to one and then I'm
01:14:40
gonna mask excuse me
01:14:43
mask these unmasked just these edges
01:14:45
here and now we can scale come on scale
01:14:52
this side down so we are going thicker
01:14:53
to thinner here and then we will say
01:14:56
accept and then go out of solo mode so
01:15:01
now I just want to see my Z sketching
01:15:02
and I probably have done that thickness
01:15:03
before I started Z sketching and let's
01:15:05
say my Z sketching here I want this as
01:15:09
just geometry here so I'm gonna say just
01:15:13
like when we were doing our z spheres if
01:15:15
I hit a that's gonna give us a unified
01:15:17
mesh so a good unified skin here so I'm
01:15:20
gonna say that resolution needs to be up
01:15:22
a little bit maybe a lot maybe all the
01:15:28
way oh you know what it's still giving
01:15:31
me a dynamesh resolution here hmm not
01:15:37
down to zero
01:15:41
there we go so turn that dynamesh
01:15:43
resolution down to zero and now you'll
01:15:45
get a slightly better unified skin
01:15:47
result so there's our unified skin
01:15:51
results and we can go through and change
01:15:54
this however we want so I'm gonna say
01:15:55
make unified skin I'm gonna go to insert
01:16:00
skin z sphere
01:16:02
let's turn everything back on let's turn
01:16:04
the poly paints back on
01:16:12
and so we have our wing here let's
01:16:18
really quickly since you've seen that
01:16:19
process we can just really quickly burn
01:16:21
through this one I'm gonna do the little
01:16:24
wing here I'm gonna go out of X symmetry
01:16:28
kill that one shift Z we've got this
01:16:32
wing here and I think I need to change
01:16:39
and if you ever want to just make big
01:16:41
changes here and then again go back down
01:16:43
to I don't want to go out of that X
01:16:46
plane and then you can go back into your
01:16:48
deformation polish my features that'll
01:16:50
kind of polish everything back and
01:16:52
that'll work it's now really quickly
01:16:56
append these fear e under these fear
01:17:06
scale it down go into our the sketch
01:17:10
edit sketch
01:17:23
and I'll just put in that little
01:17:25
crystalline structure here karat so she
01:17:32
could also Dental a black-white image of
01:17:34
a wing and using alpha to create 3d yeah
01:17:36
you could do that too in fact you could
01:17:38
just paint that image you could mask
01:17:41
that and extract it as well if you
01:17:43
wanted to all right so let's say we are
01:17:51
good I'm gonna hit a unified skin
01:17:58
resolution up that'll work Nick unified
01:18:04
skin it's easier we don't need anymore
01:18:09
append
01:18:20
all right so now that I've got all these
01:18:22
things when I hit ctrl W for all these
01:18:25
make sure they all have a single poly
01:18:26
group here and then we will do a quick
01:18:30
merge visible and we'll throw them into
01:18:36
our be scene
01:18:55
and we'll go ahead and rotate this
01:18:57
around here let's go ahead and mirror
01:19:04
that
01:19:12
and looks like Randall flip that but
01:19:14
okay something like this and the wings
01:19:17
dig in somewhere in here and we can
01:19:21
actually put a little bend in there but
01:19:23
we'll wait until this is all figured out
01:19:24
so let's do a quick group split and then
01:19:32
for this one this wing is already good
01:19:36
this wing we need to go in here and do
01:19:38
aq mesh plug your ball I'm going to give
01:19:41
this a little bit of thickness well then
01:19:42
flip not double flip Aereo
01:19:55
and then this one here we'll go ahead
01:19:58
and move that up and this one too
01:20:07
alrighty and I'm gonna go ahead and
01:20:11
dynamesh all this together
01:20:14
and we can go in here and let's go ahead
01:20:18
and thicken this side up and just to
01:20:24
make it a little bit more uniform we can
01:20:25
go through here and clip real quick and
01:20:33
let's go ahead and do a deformation
01:20:34
polish my features let's go to smooth
01:20:40
stronger get a little bit of thick to
01:20:44
thin on here
01:20:56
and we'll inflate this up all right
01:21:01
that'll work for now and this one same
01:21:04
deal we're gonna alt tap this one let's
01:21:08
go into if you want to you can even just
01:21:10
inflate all this all at once if you need
01:21:12
to I think this will work fine so go
01:21:14
ahead and resolution up our dynamesh
01:21:16
here if you want to clean up some of
01:21:20
this stuff what you can do is you can
01:21:22
turn on sculptor's Pro that I'll get rid
01:21:24
of those and now I go in here and
01:21:26
inflate where you need to along the top
01:21:29
and then hold down shift to smooth if
01:21:32
you want a taper these ends out a little
01:21:34
bit and dynamesh as you go and then
01:21:39
again just to make this a little more
01:21:41
regular now if you were pulling and
01:21:42
extracting from an alpha you wouldn't
01:21:44
have to do the clip step but it's not
01:21:47
too terrible and then you can go back in
01:21:49
here with your standard brush and let's
01:21:57
turn on our lazy radius up a little bit
01:22:10
and I'm not doing a real b-wing study
01:22:13
here so I'm just kind of slapping it in
01:22:15
there making it good enough now if I
01:22:18
want to give this a little bit of Bend
01:22:21
which it kind of looks like it has in
01:22:23
these images here I'm going to merge
01:22:27
this one hold down shift shoot it to the
01:22:29
top hold on this one chef shoot to the
01:22:32
top merge it down I'm gonna do a quick
01:22:35
mirror mirror and weld oops let's do a
01:22:39
quick Marin weld actually before we do a
01:22:43
mirror and weld let's go here and let's
01:22:46
give it just a little bit of Bend you
01:22:47
can go into bend arc and that'll give it
01:22:49
an overall Bend if you want a little bit
01:22:51
more control let's do a Bend curve and
01:22:54
then now what we can do is we can say
01:22:57
perversion up or down we'll just keep it
01:23:01
pretty simple Bend here put it down a
01:23:05
little bit that'll work
01:23:09
and then on this one here shoot to the
01:23:11
top alt tap shift to shoot it to the top
01:23:13
merge it down W
01:23:19
and does this have not
01:23:25
you
01:23:27
you
01:23:30
just a little more Geo than I thought I
01:23:33
go
01:23:38
they accept come on
01:23:48
you
01:23:54
it's only 80,000 points I wonder why
01:23:56
it's choking a little bit okay except
01:23:59
and then we can move this big wing
01:24:05
let's move the small wing up above the
01:24:07
big wing I think I don't know something
01:24:13
like that maybe and then we'll go ahead
01:24:15
and split the wings off
01:24:16
so hold on control shift we're gonna
01:24:17
grab this piece here which will shift a
01:24:19
split hidden grab this piece here
01:24:23
control shift a split hidden we can hit
01:24:25
D for our dynamic subdivision smooth
01:24:28
those out a little bit and now we can do
01:24:33
Marin weld Marin well make sure you
01:24:36
don't have Elson turned on Marin wild
01:24:39
Erin weld turn on colorize and then all
01:24:44
of the rest of that will be handled with
01:24:46
key shot materials which we got just
01:24:49
enough time yeah I think the benda
01:24:54
former was doing something I agree with
01:24:56
Dirk Zillah I think the benda former was
01:25:00
taxing my computer for some reason okay
01:25:05
so we've got this let's go ahead and
01:25:08
save it should probably save more often
01:25:16
than I am doing and we'll throw this in
01:25:18
the quiche our quick so we'll go ahead
01:25:19
and render external renderer key shot
01:25:24
I'll merge off and I'll have PPR and
01:25:29
just a reminder if you want any more
01:25:34
information on kind of what we're doing
01:25:37
here you can go to my youtube channel if
01:25:39
you go to my playlists I know I go fast
01:25:42
you don't have to leave a comment about
01:25:44
that but what you can do oh if you want
01:25:47
to download my my menu for whatever
01:25:51
reason you go to my Gumroad page or my
01:25:53
cube brush page but here's my playlists
01:25:56
you can just download and use that oops
01:25:58
hold on
01:26:04
let's throw this over there
01:26:16
yeah I wonder oh it's too much okay
01:26:28
it should be fine I mean it's a lot of
01:26:30
polygons don't get me wrong and we can
01:26:33
optimize that again like he said like
01:26:35
ZBrush said you can you can use BPR
01:26:37
settings instead of making it real
01:26:39
geometry like we did but I wanted to
01:26:41
show you guys the two options hold on
01:26:51
yeah skip note man hey let's bring up
01:26:58
Camtasia recorder
01:27:11
hopefully this doesn't kill my
01:27:12
livestream either if it does what are
01:27:16
you gonna do
01:27:28
okay videos everything's going fine okay
01:27:33
and I'm recording this so if anything
01:27:35
does happen I can upload a better newer
01:27:37
version
01:27:50
wait for it and I'm also gonna resize
01:27:52
this window so give me a second I forgot
01:27:56
my fiber mesh was a little heavy and
01:27:58
also when I gave it six sides that was
01:28:00
probably overkill what I should have
01:28:01
done is kept it at four and then use
01:28:04
smooth normals and then also when you do
01:28:09
the length if I'm so this is also stupid
01:28:12
thing so optimization you know what do
01:28:15
you want so when I'm optimizing I think
01:28:17
I left the segment's very long so I was
01:28:19
showing you like hey you can make the
01:28:21
make this really long fiber and then you
01:28:23
can make segments to make it curve and
01:28:26
then I think I forgot to drop the
01:28:28
segments down so Hall are in the chat if
01:28:34
again thanks for showing up okay sorry
01:28:38
that took so long but optimization you
01:28:41
always want to do that do as I say not
01:28:43
as I do and pay attention to what you're
01:28:46
doing it's a little bit harder when I'm
01:28:47
live-streaming for my brain to work 100%
01:28:50
but that's something to keep in mind so
01:28:53
first thing we can do is we can go over
01:28:56
here to our environments and we can say
01:28:58
let's do a Excel check roof and then
01:29:03
we'll go to our environment here and
01:29:05
we'll just do a color backplate and
01:29:10
let's go to our materials here and let's
01:29:12
Oh lens coated I think we can just use
01:29:14
for the wings maybe kind of give it a
01:29:18
cool look and then for this other stuff
01:29:23
here let's just go to a plastic
01:29:31
hard plastic shiny hard plastic black
01:29:36
here and we can actually probably just
01:29:39
apply this to all of our meshes here and
01:29:43
now I'm dragging from here let's go
01:29:48
ahead and see if we can't turn off
01:29:59
let's assign a material to this fur
01:30:01
really quick a hard shiny plastic though
01:30:05
we don't do that so I'm going to take
01:30:06
this fur material we're gonna go into
01:30:08
material graph and we're going to change
01:30:11
some settings here for the texture map
01:30:13
here we're going to change the
01:30:16
brightness and you can also mess around
01:30:21
with these settings here let's go ahead
01:30:26
and move this over I was i doin oh yeah
01:30:33
specular and ambient and roughness you
01:30:43
can change I guess we'll just leave and
01:30:47
they can change out a little rougher
01:30:48
diffuse transmission you can kind of
01:30:50
play around with I don't think we'll
01:30:53
need to and specular transmission is
01:30:55
probably do some crazy stuff yeah you
01:30:57
can play around with that a little bit I
01:31:04
don't think it's doing too much for me
01:31:06
let's keep that up like okay so a little
01:31:11
bit better and now that we have that
01:31:13
material let's go ahead and rename this
01:31:17
to fur now I have a fur material I'm
01:31:20
just going to drag and drop that on
01:31:26
these different areas
01:31:52
Aereo and then on this plastic here
01:31:55
we're gonna change that roughness up
01:31:56
since he's not that shiny on his skin
01:32:01
and on this one we'll just call this bug
01:32:06
skin and now bug skin we can drop not as
01:32:10
antennae and I price should have modeled
01:32:15
that intent a little bit better I
01:32:16
apologize
01:32:17
here oh you know what so I forgot to hit
01:32:22
the dynamic on this one this is okay so
01:32:25
what I can do is I can go to my scene
01:32:27
view here and we can select this geo and
01:32:33
we can go to edit geometry edit normals
01:32:37
calculate vertex normals apply and we
01:32:40
can just soften those normals instead of
01:32:43
going back and so dividing and all that
01:32:44
good stuff so I think that's okay oh
01:32:48
this one here also needs fur and then
01:32:55
we'll do another hard shiny for the eyes
01:32:57
and these ones I am gonna keep super
01:32:59
glossy these still bugs me a little bit
01:33:16
I mean you can keep the roughness down
01:33:19
and if you want so you can go into the
01:33:20
material graph and you can say let's
01:33:23
throw in a texture of like and I'll
01:33:27
cellular maybe and we'll throw that into
01:33:30
the roughness and then here we can play
01:33:39
with the scale a little bit just to kind
01:33:44
of break up that surface and also we can
01:33:48
change this black to be more rough or
01:33:50
less blah rough let's say scale
01:34:03
I'm not even sure what native scale I'm
01:34:05
working at so that's a little bit
01:34:06
rougher ya don't need it anyway
01:34:16
also like I said before you can go
01:34:18
through here and you can polypaint
01:34:20
that let's go ahead and apply bug skin
01:34:22
to here and bug skin to here and man
01:34:27
depending on the angle those wings look
01:34:29
pretty crazy so maybe next time we'll do
01:34:33
a flower and we'll set up a whole scene
01:34:35
then I'll do a little bit of cleanup on
01:34:37
this guy to make him a little bit more
01:34:40
presentable but long story short I think
01:34:44
that'll work
01:34:45
cool okay so yeah if I was going too
01:34:48
fast you can check out the video that's
01:34:50
gonna be on YouTube and just a bit but
01:34:53
thanks for showing everybody hopefully
01:34:55
it was somewhat worthwhile I'm gonna try
01:34:59
and do the first and last Tuesday and so
01:35:01
the first and last Tuesday of every
01:35:03
month on pixologic channel here's my
01:35:06
pavlovic workshop i'll link you to that
01:35:08
if you go to their channel you can look
01:35:10
up my workshop and then also on my
01:35:14
channel obviously you can go to a
01:35:15
playlist or the videos and you'll see
01:35:17
the live streams I need to do a little
01:35:19
bit of organization and stuff but anyway
01:35:23
cool thanks everybody I'm gonna head out
01:35:28
and see you all I guess next week cuz
01:35:31
that'll be the first so next Tuesday and
01:35:33
next Thursday I should be on pixologic
01:35:35
on Tuesday

Description:

https://www.youtube.com/channel/UCWiZI2dglzpaCYNnjcejS-Q/playlists https://www.twitch.tv/pavmike https://pavlovich.gumroad.com/ https://cubebrush.co/pavlovich http://3d.cgmasteracademy.com/instructors/michael-pavlovich.html https://www.artstation.com/artist/michaelpavlovich https://sketchfab.com/pavlovich

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