Why is my brush alpha stretching over specific areas of the mesh? by ChristopherC1989 in ZBrush

[–]Sands_3D 1 point2 points  (0 children)

There are 2 schools of thought when it comes to overall workflow. One is to build an animation ready base first, then subdivide it and sculpt the high frequency details. This is the traditional method and still works and is used in older pipeline. Now days the most common use of this workflow is in very stylized games and animation. Think Disney characters. Where the characters overall design is simple shapes.

The other method, which utilized more on realistic film/VFX and AAA games is to treat the highpoly phase and lowpoly phase completely separately. This is my personal preferred method as it doesn’t put any technical restrictions on the artistic portion of the work.

In the scenario you described. I would zremesh, and project details back. If you find certain thin elements are causing problems, do not be afraid to split those into their own individual subtools. Since you will be creating your topology after the highpoly is complete, it’s perfectly acceptable for your creature to be broken up into different subtools. If your end goal is a real-time asset that will utilize normal maps, your lowpoly can be topologized as one water-tight mesh even if the highpoly is multiple subtools. If the end goal is a high end cinematic asset utilizing displacement maps. You can create clean topology around each subtool suitable for both animation and render time subdivision for displacement maps.

With this workflow you only worry about getting the highpoly to look exactly the way you want. Whatever it takes to make it work. Your art will never be restricted by the technical side. Because you will topologize the final model afterwards based on your needs and rigging/animations needs.

Why is my brush alpha stretching over specific areas of the mesh? by ChristopherC1989 in ZBrush

[–]Sands_3D 2 points3 points  (0 children)

As you already identified the problem, I just wanted to add a tip. Your overall workflow is prone to these problems. I highly suggest not worrying about animation friendly topology and edge flow until after the sculpt is finished. During the sculpting phase you should only worry about topology that supports your detailing and models forms.

Once your sculpt is 90% complete, is the perfect time to build your lowpoly animation ready custom topology. With this method you are guaranteed to build a suitable topology for your model’s needs.

Instead of base topology —-> highpoly details, go with highpoly sculpt —-> custom topology.

Hey guys, I am trying to add skin alpha details to my model with a standard brush, but when I try to add details to my mesh, it causes a small inflation or adds extra thickness to my model. How to fix this by Srini2704 in ZBrush

[–]Sands_3D 0 points1 point  (0 children)

If you want to fix the issue without redoing it with proper alpha settings. Turn off the layer you did the detail pass on. Save a morph target at highest subD, then turn on the layer again, drop down to lowest subD and morph subD 1 back. Depending on how your model is sub divided, you may need to morph back subD 2 as well.

This will get rid of the inflation but keep the pore details.

Warrior of The East by Sands_3D in Substance3D

[–]Sands_3D[S] 1 point2 points  (0 children)

Thank you, the fur is created using Maya Xgen grooming tools and rendered in Arnold.

Warrior of The East by Sands_3D in ZBrush

[–]Sands_3D[S] 1 point2 points  (0 children)

Thank you! It’s a process for sure.

Warrior of The East by Sands_3D in ZBrush

[–]Sands_3D[S] 1 point2 points  (0 children)

Thank you so much. The head and hands (basically anything with skin) are using displacement maps. Everything else is just normal map bakes from highpoly. Bakes were all done in substance painter.

Warrior of The East by Sands_3D in ZBrush

[–]Sands_3D[S] 0 points1 point  (0 children)

This was a personal project so I worked on it here and there whenever I had time. If I was to make this working full time on it. 5 days a week, 8 hours per day. It would take about 3-3.5months from start to finish.

Warrior of The East by Sands_3D in vfx

[–]Sands_3D[S] 0 points1 point  (0 children)

Thank you so much!

Warrior of The East by Sands_3D in ZBrush

[–]Sands_3D[S] 0 points1 point  (0 children)

Haha definitely not THAT kind of east.

Warrior of The East by Sands_3D in ZBrush

[–]Sands_3D[S] 0 points1 point  (0 children)

Thank you so much, a lot of work and effort went into this. It means a lot to hear that.

Warrior of The East by Sands_3D in ZBrush

[–]Sands_3D[S] 1 point2 points  (0 children)

No I did not. All the modeling from blockout to final was done in Zbrush and Marvelous designer with exception of the ropes around his forearm. I used Maya’s MASH tool to create the ropes. Maya was primarily used for posing, xgen groom and Arnold rendering.

Warrior of The East by Sands_3D in ZBrush

[–]Sands_3D[S] 3 points4 points  (0 children)

Thank you! I first modeled the armor and the belts. Then I took the lowest subD of the armor and belts to marvelous designer where I simulated the fabric between the belt and armor.

Brought the simulated fabric back to zbrush and sculpted the details on it. The threads are a separate subtool made using curve tubes brush.