Thanks for the tutorial Andrew. The layer function will only record at the highest subd level, is there any way to to use layers for blendshapes, but on lower levels to make the edit a little easier.
@tkstroud12 just use a different file as I did here. Theres no reason you have to make your blendshapes to the same tool. Just, when you are done sculpting, export out a level 1 obj, take that into a new zb project and start the blendshaping. No need to subdivide.
right, I guess my question would be to use layers to create the blendshapes in the same file as my hi res geometry so that I can also prepare separate displacements for wrinkles. I suppose that I would need to re import the lower level blend shape back to the hi res file and then sculpt the detail? Thanks again...
@slorpthegillman I don't think it's a mater of practice, "transpose masking" does not work in my version of zBrush I guess. I'm on zBrush 3 on a mac. This tutorial was really helpfull by the way. Creating blendshapes becomes easy in zBrush!
@utubeDiode 3.0? That is a beta version not intended for general release, meaning you probably have a crack. 3.2 for mac does have transpose masking, as does 3.5r1, r2, r3, and the current version 4.
zbrush can make uvs, under Tool-Texture, you'll find a host of options, but in my opinion, far better to create the UVs in Maya and have control over your layout instead of those auto map options.
So since I've already sculpted my head in Zbrush, can I save a lvl 3 subdivs version as an obj, bring into Maya and do UV's then?
How can I save my Zprojected head out as a texture, in Zbrush 3.5r2 i make it a polymesh3d to be able to project, but I can only render in Zbrush, it would be nice to save that texture as a tiff file and put in maya. Cheers!
Yes, I've been Full Time Faculty at the Art Institute of California, San Francisco for the last 4 years, and I have had Autodesk Certification for Maya for the last 2 years of that period. It is only recently that I received my ZCI status as well.
Thanks for the tutorial Andrew. The layer function will only record at the highest subd level, is there any way to to use layers for blendshapes, but on lower levels to make the edit a little easier.
tkstroud12 1 year ago
@tkstroud12 just use a different file as I did here. Theres no reason you have to make your blendshapes to the same tool. Just, when you are done sculpting, export out a level 1 obj, take that into a new zb project and start the blendshaping. No need to subdivide.
slorpthegillman 1 year ago
right, I guess my question would be to use layers to create the blendshapes in the same file as my hi res geometry so that I can also prepare separate displacements for wrinkles. I suppose that I would need to re import the lower level blend shape back to the hi res file and then sculpt the detail? Thanks again...
tkstroud12 1 year ago
that transpose masking thingy your doing @01:00 .. doesn't work with me.. :(
utubeDiode 1 year ago
@utubeDiode practice is the only advice i can give
slorpthegillman 1 year ago
@slorpthegillman I don't think it's a mater of practice, "transpose masking" does not work in my version of zBrush I guess. I'm on zBrush 3 on a mac. This tutorial was really helpfull by the way. Creating blendshapes becomes easy in zBrush!
utubeDiode 1 year ago
@utubeDiode 3.0? That is a beta version not intended for general release, meaning you probably have a crack. 3.2 for mac does have transpose masking, as does 3.5r1, r2, r3, and the current version 4.
slorpthegillman 1 year ago
@slorpthegillman Ok, thanks, I'll update to 4.0 shortly. It'll probably work better with goZ as well!
utubeDiode 1 year ago
Thanks master !!!!
BorrisonMedia 1 year ago
Thank you soo much!
robenghuse 1 year ago
Wow fantastic, any chance you can post a video on something which eludes me?...
I've Zprojected a texture onto a head, how do I take that texture back into Maya? I haven't got any UV's, can Zbrush do it natively?
grubbysg 2 years ago
zbrush can make uvs, under Tool-Texture, you'll find a host of options, but in my opinion, far better to create the UVs in Maya and have control over your layout instead of those auto map options.
slorpthegillman 2 years ago
So since I've already sculpted my head in Zbrush, can I save a lvl 3 subdivs version as an obj, bring into Maya and do UV's then?
How can I save my Zprojected head out as a texture, in Zbrush 3.5r2 i make it a polymesh3d to be able to project, but I can only render in Zbrush, it would be nice to save that texture as a tiff file and put in maya. Cheers!
grubbysg 2 years ago
1- yes
2- Once you re-import your obj into the ztl, hit Tool-Texture-Col to Txt, and export out the map as a tiff, psd, jpg, or bmp.
slorpthegillman 2 years ago
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grubbysg 2 years ago
sorry, its now called "new from Polypaint"
slorpthegillman 2 years ago
yeah i saw that but do i do this b4 or after i've done with painting?.. when i make a polymesh3d its grayed out?
grubbysg 2 years ago
Man, You're the man!
Congratulations!
kindevil1234 2 years ago
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grubbysg 2 years ago
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grubbysg 2 years ago
cool
jakechapy 2 years ago
This is my first video posted since becoming a Zbrush Certified Instructor. I've tried to up my quality as a result. I hope you enjoy.
slorpthegillman 2 years ago
It's certainly very good! So are you then a teacher at any kind of institution (yet)?
lordkelvin1 2 years ago
Yes, I've been Full Time Faculty at the Art Institute of California, San Francisco for the last 4 years, and I have had Autodesk Certification for Maya for the last 2 years of that period. It is only recently that I received my ZCI status as well.
slorpthegillman 2 years ago
That's awesome! I'd like to pay a visit, but I live in Sweden ;P. Looking forward to future posts.
lordkelvin1 2 years ago