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there are many ways to sculpt pertree
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within ZBrush but in this stitch all
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we're going to use it as ease fear when
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you drag it out and we're going to put
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the floor tile on and put into its
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perspective view now whilst keeping edit
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and draw run we were able to make other
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extrusions from the object now once we
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have moved there the object out we will
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then be able to edit it by turning off
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the draw mode with the move
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scale and rotation tools draw can be
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toggled on and off to continue to keep
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extruding these parts from the object
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and adding further ones in already
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existing locations from the extrusion
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can be done in the same way toggling the
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a on your keyboard will show you thee Z
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sphere as a mesh
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toggling between this enables you to
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manipulate the object and add further
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I'm gonna speed this process up so you
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can see the desired result
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making sure that the branches are it
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moved and rotated in two different
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directions so that the tree itself isn't
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one-dimensional as you can see I added
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multiple different locations for the
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branches to it to appear from this can
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be done as mentioned earlier with the
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draw and edit tool turned back on if you
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want to remove any at any point what you
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need to do is hold the alt button asked
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in the edit mode to remove the new
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intersection
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once you've fully completed the object
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you'll need to toggle on a on your
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keyboard and convert the Z sphere into
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polymesh3d this will allow you to do the
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sculpting and which will make your tree
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look like a real tree turn it to madcap
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gray so that you can see the detail in
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which you're putting on your scoped
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and dynamesh your object turn it on to a
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manageable level this will enable you to
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sculpt and also redistributed topology
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as you go along
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you
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changing the color switch can help you
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and see the object further and let's
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change claybuildup brush so that I can
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make ultimately differences in the model
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name for this scoped is to turn it into
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a fable like almost tree with lots of
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different intersections and crossing
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paths
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you
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you can sew
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in the Altman whilst making the changes
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to the scoped
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remember to over exaggerate these adding
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and subtracting parts of the sculpt to
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change the shape and manipulate the
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object into changing its geometry this
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will be beneficial when it comes to
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editing the shape later on in terms of
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its topology try and give the tree as
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many characteristics as possible - in
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order to make it unique in however if
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this is a tree that you're going to
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replicate over and over again within
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your environment you may want to remove
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as many asymmetric details or noticeable
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details as possible so that it doesn't
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appear to be repeating throughout your
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environment
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you
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once you're completed you scoped you
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will need to start to manage it and
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lower the detail
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this can be done in a variety of ways
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you
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we're gonna go into subtools and what
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we're going to do is to duplicate the
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subtool and rename it as one of them
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will be our low poly object and one of
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them will be our high pile help Chet
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we now u-turn dynamesh off and we're
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going to be working with zremesher in
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order to help us keep the detail in
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certain places we're going to use the
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brush tool called zremesh guides this
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enables us to drag out guidelines on our
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object in order to show where we would
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like to keep the detail as you can see a
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dotted line appears on the object where
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you draw it
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if you want to remove that press alt' go
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in the opposite direction to those lines
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as you can see in the video now I'll be
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alt and drag like you're using the brush
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across them
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you
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ultimately with this tool what you're
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trying to achieve is putting lines in
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areas to keep the shape of the object so
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that the cirrie measure doesn't remove
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detail in which you might seem useful
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placing these around the entirety of the
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tree will enable is to decide which
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parts are kept and which parts not
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necessarily is important
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the amount of lines that you do can be
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as many as you like in order to keep as
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much detail as you you can hope for but
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let's face it when it comes to Siri
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meshing the object is going to be lower
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poly so therefore it will automatically
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lose detail these lines are there to
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help the process and perhaps keep as
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much as possible the detail that you
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want when it's converted to a low poly
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object this is the reason why we make a
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duplicate sub tool so that we have the
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original sub tool still within our scene
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so if anything goes wrong we can
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duplicate that again
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you
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once you've completed your zremesh
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guides you're going to have to edit some
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of the variables within the serie
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measure you change the target polygon
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count to what you would like it to be
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obviously this is going to be losing
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detail more and more so the lower it is
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changing the adaptiveness of that
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changing remesh with the guides and the
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curve strenght strength will be there
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too and take your guides into
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consideration please allow some time
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when pressing the zremesher for the
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object to zremesh as it may take up to a
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minute or two once you have done that
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show the low poly visible so you can see
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any anomalies that may be in the object
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these can be changed with a move tool or
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a simple sculpting tool turn polyframe
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on in order to see the way in which the
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polygons are aligned or laid out within
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your mesh
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you can undo these zremesh this as many
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times as you want to get your desired
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results as well it's please bear that in
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mind
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detail is often lost in areas even with
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the guidelines and being put in so it
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may be worth going back and trying again
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changing the target polygon count to a
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higher amount or a low amount depending
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on what level of detail you need for the
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project
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remember that zremesher is an automatic
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process and will only do a job as well
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as it's allowed to based on the
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guidelines and the adaptiveness and
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levels in which you have already decided
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for it but using these brushes allows
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you to have some control about the
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automatic process and continues as you
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can see a lower-level target for a
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polygon count will remove some more of
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the detail but if this is what you're
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after you'll be able to add some of the
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detail again later remove some of the
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anomalies including faces in which are
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going inside of each other and also any
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that are giving any issues I'll do that
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by using a simple scope tool brush as
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you can see
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search around your object to find as
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many as you can as this would be the
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object that you'll have to unwrap and
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any changes in this within zbrush are
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going to be the most advantageous
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obviously another piece of software
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could be used to do the same however
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it's much easier while still in ZBrush
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to remarry zremesh the object and have
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any other changes in which you need to
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have done to it
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remember if there are too many anomalies
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and it's looking like it's too much hard
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work it's probably best to see Ramesh
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again and change the adaptiveness or the
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target polygon count
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as mentioned earlier the zremesh will
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take some time with higher poly objects
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I hope this tutorial helped good luck
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with muddling raintree scooped
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you
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