Studio to Zbrush tutorials?

13

Comments

  • Fixme12Fixme12 Posts: 589
    edited August 2015
    MEC4D said:
    ...

    bellow is a shot how to activate the dynamic subd .. don't use it together with subdivision or the system will slow down while sculpting , just export genesis via GoZ change to Dynamic sub and pull the (points ) after done use GoZ back and save as morph and if you want more details go back to Zbrush, set off Dynamic sub , subdivide 5 times work on derails, and after set back to lower resolution click CAGE and you ready for extracting the maps , if you don't click the cage your model teeth get smoother look after you apply the maps and so fort and so fort .. a lot of stuff folk , starting soon my commercial  Zbrush video classes for beginners  via Youtube , I needed 1000 subscribers to do so.. got them.. and soon starting 

     

    MEC4D said:

    No no time lapse , slow step by steps with information about functions and what it will do and why , I did classes via skype share screen for a quiet a while, students could create own clothing after 2 hour sessions already , I have my own techniques and workflows developed in years , when I started there was nobody to help so you need to learn by own mistakes ..  Youtube did not excised yet 

    btw Zbrush changed so fast so all old tutorials are no more accurate and all books .. the functions changed a lot

    Cath, Take your time for these please,  and it certainly don't have to be free youtube's a fair fee for good tutorial workshop between dazstudio and zbrush as a great tutorial set at the daz shop, would be nice to! as long it's no timelapse and easy to follow for all new zbrusher's..., don't have all days to play in Z and when i find time mostly i need to start all over again and again.

    Post edited by Fixme12 on
  • MEC4DMEC4D Posts: 5,249

    Some bracers are smart props and if the original pivot is not set correctly to the new model position they will end somewhere else 

    autofit is cool, but we spend so much time preparing clothing that just autofit will not do the job always good , I wish it do 

    and if I adjust clothing to another figure I rig then from adjusted OBJ model and not just autofit and it works perfect, you will spend more time adjusting than riging it from simple obj 

  • SorelSorel Posts: 1,412
    edited August 2015

    on the topic of studio and zbrush, if I want to make a character that will have different dials for different body parts, do I need to make a layer for each part? (layer for body, layer for head, layer for ears, etc) and then turn on/off the different layers when importing?

    Post edited by Sorel on
  • MEC4DMEC4D Posts: 5,249

    What I do, I create layers for each part so later I can export just head or just torso  morphs , make sure you create clean layer first for the base , then additional layer for head, torso hands etc.. for example

    you can create 4 clean layers  and then edit individual rename them so you don't get lost 

    also don't use regular subdivision anymore , use Dynamic subdivision instate and set on 1 or max 2  (under Geometry tab )

    this will show you how it looks like in DS and much easy to work with and you will avoid this way smoothing of the model 

    and the morph will looks exaxtly in DS as in Zbrush 

    2 subdivision in Zbrush is 1 subdivision in DS

    Sorel said:

    on the topic of studio and zbrush, if I want to make a character that will have different dials for different body parts, do I need to make a layer for each part? (layer for body, layer for head, layer for ears, etc) and then turn on/off the different layers when importing?

     

  • MEC4DMEC4D Posts: 5,249

    My students never modeled anything before and after 2 hour session they could make own base clothing and rig it after.. I do simple way stuff and definitelly no time lapse as it is more of what you can do and not how to do that . I am back on that after my summer break 

    Fixme12 said:
    MEC4D said:
    ...

    bellow is a shot how to activate the dynamic subd .. don't use it together with subdivision or the system will slow down while sculpting , just export genesis via GoZ change to Dynamic sub and pull the (points ) after done use GoZ back and save as morph and if you want more details go back to Zbrush, set off Dynamic sub , subdivide 5 times work on derails, and after set back to lower resolution click CAGE and you ready for extracting the maps , if you don't click the cage your model teeth get smoother look after you apply the maps and so fort and so fort .. a lot of stuff folk , starting soon my commercial  Zbrush video classes for beginners  via Youtube , I needed 1000 subscribers to do so.. got them.. and soon starting 

     

    MEC4D said:

    No no time lapse , slow step by steps with information about functions and what it will do and why , I did classes via skype share screen for a quiet a while, students could create own clothing after 2 hour sessions already , I have my own techniques and workflows developed in years , when I started there was nobody to help so you need to learn by own mistakes ..  Youtube did not excised yet 

    btw Zbrush changed so fast so all old tutorials are no more accurate and all books .. the functions changed a lot

    Cath, Take your time for these please,  and it certainly don't have to be free youtube's a fair fee for good tutorial workshop between dazstudio and zbrush as a great tutorial set at the daz shop, would be nice to! as long it's no timelapse and easy to follow for all new zbrusher's..., don't have all days to play in Z and when i find time mostly i need to start all over again and again.

     

  • SorelSorel Posts: 1,412
    MEC4D said:

    What I do, I create layers for each part so later I can export just head or just torso  morphs , make sure you create clean layer first for the base , then additional layer for head, torso hands etc.. for example

    you can create 4 clean layers  and then edit individual rename them so you don't get lost 

    also don't use regular subdivision anymore , use Dynamic subdivision instate and set on 1 or max 2  (under Geometry tab )

    this will show you how it looks like in DS and much easy to work with and you will avoid this way smoothing of the model 

    and the morph will looks exaxtly in DS as in Zbrush 

    2 subdivision in Zbrush is 1 subdivision in DS

    Sorel said:

    on the topic of studio and zbrush, if I want to make a character that will have different dials for different body parts, do I need to make a layer for each part? (layer for body, layer for head, layer for ears, etc) and then turn on/off the different layers when importing?

     

    Thank you very much for this info.

  • RAMWolffRAMWolff Posts: 10,343

    You know, I know your going to slap me Cath but I've never ever used the layers area, I just never knew how to.  If you get those tutorials or a new class that I can participate in in my own time (with my hair business it's impossible for me to commit to something on a daily basis) then let me know as I'd love to learn from you honey!  XO

  • MEC4DMEC4D Posts: 5,249

    That is exactly what is going to be.. when you have time whatever it is best for you no time restriction  

    RAMWolff said:

    You know, I know your going to slap me Cath but I've never ever used the layers area, I just never knew how to.  If you get those tutorials or a new class that I can participate in in my own time (with my hair business it's impossible for me to commit to something on a daily basis) then let me know as I'd love to learn from you honey!  XO

     

  • RAMWolffRAMWolff Posts: 10,343

    That's a relief.  Can you give prices so I can save my sheckles up?

  • MEC4DMEC4D Posts: 5,249

    Not yet Richard but not over your budged for sure

  • RAMWolffRAMWolff Posts: 10,343

    Great.  Looking forward to the tutelage!  laugh

  • MEC4D said:

    No  there is nothing like that as Zbrush don't support this function, it can't read mtl files (the info about maps ) only the group faces are supported .

    I use HD and there is nothing it is for importing HD morphs only no matter manually or via GoZ , and for the rest DAZ use Modo

    and even if they wrote GoZ like that it would never be read by Zbrush anyway .. until pixologic rewrite Zbrush to read multiple UV's /materials per subtool nothing can be done .

    I will be happy if you can import face groups via GoZ but I ask for that since the begining of Genesis and nothing was done in this direction so far , not even name of OBJ is imported correctly ..and where the rest

    I do all my products in Zbrush but I do everything manually for the final setup, GoZ just for testing

    RAMWolff said:

    Interesting.  Thanks Cath.  I'm wondering if DAZ has an internal GoZ that's more advanced that actually does send maps back and forth, like for their work with HD!  Probably and we will never see that version of GoZ! 

     

     

    Do you know some workaround for export facegroups from Daz and then import them on Zbrush as polygroups?

  • MEC4DMEC4D Posts: 5,249

    You need to export the model as OBJ from DS manually, by the export window you have option to just groups (no materials), when you choice just groups Zbrush will read it automatic  so u dont have to create them again , this workflow is for manual usage as GOZ dont read materials 

    If you want Zbrush to read the DS materials on your OBJ choice only the materials on export without the groups 

    MEC4D said:

    No  there is nothing like that as Zbrush don't support this function, it can't read mtl files (the info about maps ) only the group faces are supported .

    I use HD and there is nothing it is for importing HD morphs only no matter manually or via GoZ , and for the rest DAZ use Modo

    and even if they wrote GoZ like that it would never be read by Zbrush anyway .. until pixologic rewrite Zbrush to read multiple UV's /materials per subtool nothing can be done .

    I will be happy if you can import face groups via GoZ but I ask for that since the begining of Genesis and nothing was done in this direction so far , not even name of OBJ is imported correctly ..and where the rest

    I do all my products in Zbrush but I do everything manually for the final setup, GoZ just for testing

    RAMWolff said:

    Interesting.  Thanks Cath.  I'm wondering if DAZ has an internal GoZ that's more advanced that actually does send maps back and forth, like for their work with HD!  Probably and we will never see that version of GoZ! 

     

     

    Do you know some workaround for export facegroups from Daz and then import them on Zbrush as polygroups?

     

  • RAMWolffRAMWolff Posts: 10,343

    Glad to see you posting Cath.  Hope you have been doing well.  HUGS

  • Jan19Jan19 Posts: 1,109

    Thank you! smiley​  Polypaint/Paint From Textures made the maps stick to the polygroups.

    Before, when I unhid other polygroups, the one texture map would go everywhere.

    I've been trying to figure this out ever since G3 was born.  :-)

    Much obliged!

  • MEC4DMEC4D Posts: 5,249

    Becouse the polypaint are painted on the model cloud points and not UV's ( it don't need UV's ), there can be only one at a time, that why it is recomend to load textures for editing as polypaint from the begining then edit and export by hidding and unhiding groups or via the export plugin that will generate the maps

    Jan19 said:

    Thank you! smiley​  Polypaint/Paint From Textures made the maps stick to the polygroups.

    Before, when I unhid other polygroups, the one texture map would go everywhere.

    I've been trying to figure this out ever since G3 was born.  :-)

    Much obliged!

     

  • Cris PalominoCris Palomino Posts: 12,458
    edited November 2015

    G3 is much more suited for working with ZBrush as it has tiled UVs (the UVs aren't collapsed over each other in the 0-1 UV space like earlier generations).  When you export textures for G3, I find the Multi Map Exporter does the job.

    Post edited by Cris Palomino on
  • MEC4DMEC4D Posts: 5,249

    Thank you Richard, well I don't want to go into online drama but very recently my brother pass away 3 days after they discovered cancer it was too late and my sister battle cancer too for couple of months so things don't going so well but  all we have is hope for better tomorrow, both cases was environmental cause of cancer and not genetically as we don't have the gene , but I don't want to go into negative discussion about as I have enough for months already :( for that reason I was away and now trying to focus on work and get lost a bit.

    RAMWolff said:

    Glad to see you posting Cath.  Hope you have been doing well.  HUGS

     

  • MEC4DMEC4D Posts: 5,249

    The UV's really not matter in this case if you have overlaped or not when working with polypaint but the exporter plugin do nice job , still you have to do all the same process , Zbrush still have just 1 texture channel and zero support for tiled UVs so not much changed. 

    G3 is much more suited for working with ZBrush as it has tiled UVs (the UVs aren't collapsed over each other in the 0-1 UV space like earlier generations).  When you export textures for G3, I find the Multi Map Exporter does the job.

     

  • Jan19Jan19 Posts: 1,109

    I am sorry for your loss, Cath, and respect your wish not to dwell on it.  Best of luck with getting back into the swing of life and work.  Many people have missed your contributions to the community.

    As to UVs...I trust Zbrush to deal with them, if they are already laid out, and just trustingly flip the maps and export.  :-)

    Looking forward to any future ZB techniques that anyone is generous enough to share.

     

  • Cris PalominoCris Palomino Posts: 12,458
    edited November 2015
    MEC4D said:

    The UV's really not matter in this case if you have overlaped or not when working with polypaint but the exporter plugin do nice job , still you have to do all the same process , Zbrush still have just 1 texture channel and zero support for tiled UVs so not much changed. 

    G3 is much more suited for working with ZBrush as it has tiled UVs (the UVs aren't collapsed over each other in the 0-1 UV space like earlier generations).  When you export textures for G3, I find the Multi Map Exporter does the job.

     

    True, but you can paint right away with the Genesis 3 Female and output with MME where you needed to do some work to be able to do that with previous Genesis from my experience (tiling the uvs prior to importing to ZB).

    Post edited by Cris Palomino on
  • RAMWolffRAMWolff Posts: 10,343

    Hopefully we will see better multi map support when ZB 5 hits. 

  • MEC4DMEC4D Posts: 5,249

    Cris, Zbrush paint even on not UVs models , you don't need UVs to do the all job in Zbrush , you can model , paint, texture and do all job and at the end create UVs or import one . 

    However if you want to edit an external textures you created before with other program you need to bake it into polypaint group  by group no matter what UVs or no UVs at all and this did not changed since Victoria 1 . You can't even create UDIM UVs in Zbrush, and the moment you edit them they will colapse into overlapped uvs so what is so special about when using Zbrush ? nothing

    The only huge advantage of the UDIM UV's is Mari and Modo as they need it so the model can be easy processed and  textured .

    So if you use mari or modo with Zbrush you are in good spot, if you use  DS and Zbrush nothing change 

    Zbrush don't read material file mtl so it will never load sny textures with the model and the process need to be done manually .

    but as Richard said above , we all hope Z5 version will do that but I read that there will be one more version before 5 ..  

    MEC4D said:

    The UV's really not matter in this case if you have overlaped or not when working with polypaint but the exporter plugin do nice job , still you have to do all the same process , Zbrush still have just 1 texture channel and zero support for tiled UVs so not much changed. 

    G3 is much more suited for working with ZBrush as it has tiled UVs (the UVs aren't collapsed over each other in the 0-1 UV space like earlier generations).  When you export textures for G3, I find the Multi Map Exporter does the job.

     

    True, but you can paint right away with the Genesis 3 Female and output with MME where you needed to do some work to be able to do that with previous Genesis from my experience (tiling the uvs prior to importing to ZB).

     

  • SorelSorel Posts: 1,412
    edited November 2015

    n/a

    Post edited by Sorel on
  • SickleYieldSickleYield Posts: 7,649

    In case anyone forgot to mention the most basic:

    When you use "import" it's from the Tools dialog.  Then it pops up an icon showing your mesh as a tool, and you have to draw it into the scene.  Then you have to hit the EDIT button immediately after you import an object and/or load a tool, or your scene is ruined until you reset under preferences.  This is all part of the charm of the uncharacteristic but very powerful interface.

    No one should ever have to pay money for Zbrush tutorials, at least until they get into advanced functions.  When you buy the program you get access to a huge library of free tutorials from Pixologic, but  more importantly, you can search how to do any given thing in Google and find a YouTube video that's free.  The only problem is that nothing is called what you think it should be, so it can take a bit of research to find things.

    And failing that you can harass Cris and Mec4D. :D

  • MEC4DMEC4D Posts: 5,249

    @SickleYield lol yes everyone should learn the functionality of the program before going into serious production on specific subject and a lot videos about that at Zbrush Central and some on you tube, when I started Zbrush there was not Youtube or any video online to learn from not to mention I did not even speak much english but my mistakes teach me well until I crack it lol

  • Jan19Jan19 Posts: 1,109

    Could I appeal to someone? :-)  Is there a way to give Zbrush more memory, if it says I need to increase it?  I've looked all under Preferences, and only found the Compact Mem.  Increasing that isn't helping.

    And is it ok to give ZB more memory, or does it grab what it needs, to be safe for the system?  I'm not multi-tasking, but Divide is balking at 17 million polys. 

  • MEC4DMEC4D Posts: 5,249

    It depends what version you use , I have 32 GB RAM for Zbrush and my projects get over 50 GB sometimes without problem as the files are saved to HD partially .

    It is good to save the project when you working on that and change the path of the zBrush Scratch data and add a new scratchdisk folder 

    Zbrush 64bit use  more than your RAM but it save temporery huge files to scratch folder and if there is  not enough it will show up message.

    In my case it take as much as it need ,, monitored be me of course ..the moment I have left 2 GB I am saving it manually and Zbrush release the RAM at 50% sometimes more so I can continue.

    also recording high level of undos will take up a lot of space 

    but I suspect you have issue with the Scratch disk space

    Jan19 said:

    Could I appeal to someone? :-)  Is there a way to give Zbrush more memory, if it says I need to increase it?  I've looked all under Preferences, and only found the Compact Mem.  Increasing that isn't helping.

    And is it ok to give ZB more memory, or does it grab what it needs, to be safe for the system?  I'm not multi-tasking, but Divide is balking at 17 million polys. 

     

  • SorelSorel Posts: 1,412
    edited November 2015

    hmmm well this is troubling. I haven't changed anything, and it was fine when I first started using it. Does something need to be clean out? It seems to be capping out at some point for whatever reason. I am using the 64bit as well with 32 gigs. I can only divide a genesis figure to 6 and a genital figure to 8.

    Post edited by Sorel on
  • Jan19Jan19 Posts: 1,109
    edited November 2015
    MEC4D said:

    It depends what version you use , I have 32 GB RAM for Zbrush and my projects get over 50 GB sometimes without problem as the files are saved to HD partially .

    It is good to save the project when you working on that and change the path of the zBrush Scratch data and add a new scratchdisk folder 

    Zbrush 64bit use  more than your RAM but it save temporery huge files to scratch folder and if there is  not enough it will show up message.

    In my case it take as much as it need ,, monitored be me of course ..the moment I have left 2 GB I am saving it manually and Zbrush release the RAM at 50% sometimes more so I can continue.

    also recording high level of undos will take up a lot of space 

    but I suspect you have issue with the Scratch disk space

    Jan19 said:

    Could I appeal to someone? :-)  Is there a way to give Zbrush more memory, if it says I need to increase it?  I've looked all under Preferences, and only found the Compact Mem.  Increasing that isn't helping.

    And is it ok to give ZB more memory, or does it grab what it needs, to be safe for the system?  I'm not multi-tasking, but Divide is balking at 17 million polys. 

    Thank you very much, Cath. smiley​  I'll check the scratch disk path, and see what's up.  Actually, I didn't know ZB wrote to a scratch disk, so that may be the problem.

    I'm using the 64 bit version, with 16 gigs RAM, but could go to 64 mil polys before...maybe before I installed Win 10.

    Sorel -- our versions of ZB are doing the same thing.  Very weird.

     

     

    Post edited by Jan19 on
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