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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:02,070 there are many ways to sculpt pertree 2 00:00:02,070 --> 00:00:04,110 within ZBrush but in this stitch all 3 00:00:04,110 --> 00:00:06,899 we're going to use it as ease fear when 4 00:00:06,899 --> 00:00:10,260 you drag it out and we're going to put 5 00:00:10,260 --> 00:00:12,480 the floor tile on and put into its 6 00:00:12,480 --> 00:00:15,299 perspective view now whilst keeping edit 7 00:00:15,299 --> 00:00:17,480 and draw run we were able to make other 8 00:00:17,480 --> 00:00:23,850 extrusions from the object now once we 9 00:00:23,850 --> 00:00:28,080 have moved there the object out we will 10 00:00:28,080 --> 00:00:30,150 then be able to edit it by turning off 11 00:00:30,150 --> 00:00:32,009 the draw mode with the move 12 00:00:32,009 --> 00:00:39,329 scale and rotation tools draw can be 13 00:00:39,329 --> 00:00:41,430 toggled on and off to continue to keep 14 00:00:41,430 --> 00:00:44,030 extruding these parts from the object 15 00:00:44,030 --> 00:00:47,280 and adding further ones in already 16 00:00:47,280 --> 00:00:50,489 existing locations from the extrusion 17 00:00:50,489 --> 00:00:57,059 can be done in the same way toggling the 18 00:00:57,059 --> 00:00:59,940 a on your keyboard will show you thee Z 19 00:00:59,940 --> 00:01:02,780 sphere as a mesh 20 00:01:08,119 --> 00:01:09,890 toggling between this enables you to 21 00:01:09,890 --> 00:01:13,869 manipulate the object and add further 22 00:01:17,109 --> 00:01:19,399 I'm gonna speed this process up so you 23 00:01:19,399 --> 00:01:24,009 can see the desired result 24 00:01:44,189 --> 00:01:46,280 making sure that the branches are it 25 00:01:46,280 --> 00:01:48,930 moved and rotated in two different 26 00:01:48,930 --> 00:01:54,020 directions so that the tree itself isn't 27 00:01:54,020 --> 00:02:00,560 one-dimensional as you can see I added 28 00:02:00,560 --> 00:02:03,780 multiple different locations for the 29 00:02:03,780 --> 00:02:07,560 branches to it to appear from this can 30 00:02:07,560 --> 00:02:10,169 be done as mentioned earlier with the 31 00:02:10,169 --> 00:02:13,019 draw and edit tool turned back on if you 32 00:02:13,019 --> 00:02:15,120 want to remove any at any point what you 33 00:02:15,120 --> 00:02:17,400 need to do is hold the alt button asked 34 00:02:17,400 --> 00:02:21,000 in the edit mode to remove the new 35 00:02:21,000 --> 00:02:23,660 intersection 36 00:02:30,180 --> 00:02:32,340 once you've fully completed the object 37 00:02:32,340 --> 00:02:35,220 you'll need to toggle on a on your 38 00:02:35,220 --> 00:02:41,060 keyboard and convert the Z sphere into 39 00:02:41,060 --> 00:02:44,940 polymesh3d this will allow you to do the 40 00:02:44,940 --> 00:02:47,220 sculpting and which will make your tree 41 00:02:47,220 --> 00:02:51,629 look like a real tree turn it to madcap 42 00:02:51,629 --> 00:02:54,720 gray so that you can see the detail in 43 00:02:54,720 --> 00:02:58,069 which you're putting on your scoped 44 00:03:03,000 --> 00:03:07,680 and dynamesh your object turn it on to a 45 00:03:07,680 --> 00:03:16,050 manageable level this will enable you to 46 00:03:16,050 --> 00:03:20,550 sculpt and also redistributed topology 47 00:03:20,550 --> 00:03:23,240 as you go along 48 00:03:31,600 --> 00:03:33,660 you 49 00:03:40,130 --> 00:03:42,209 changing the color switch can help you 50 00:03:42,209 --> 00:03:45,390 and see the object further and let's 51 00:03:45,390 --> 00:03:47,250 change claybuildup brush so that I can 52 00:03:47,250 --> 00:03:53,330 make ultimately differences in the model 53 00:03:54,680 --> 00:03:57,630 name for this scoped is to turn it into 54 00:03:57,630 --> 00:04:03,630 a fable like almost tree with lots of 55 00:04:03,630 --> 00:04:06,120 different intersections and crossing 56 00:04:06,120 --> 00:04:08,360 paths 57 00:04:14,450 --> 00:04:16,510 you 58 00:04:26,030 --> 00:04:28,370 you can sew 59 00:04:28,370 --> 00:04:31,040 in the Altman whilst making the changes 60 00:04:31,040 --> 00:04:33,639 to the scoped 61 00:04:47,040 --> 00:04:49,800 remember to over exaggerate these adding 62 00:04:49,800 --> 00:04:51,840 and subtracting parts of the sculpt to 63 00:04:51,840 --> 00:04:53,910 change the shape and manipulate the 64 00:04:53,910 --> 00:04:57,600 object into changing its geometry this 65 00:04:57,600 --> 00:04:59,280 will be beneficial when it comes to 66 00:04:59,280 --> 00:05:02,490 editing the shape later on in terms of 67 00:05:02,490 --> 00:05:07,680 its topology try and give the tree as 68 00:05:07,680 --> 00:05:09,810 many characteristics as possible - in 69 00:05:09,810 --> 00:05:12,360 order to make it unique in however if 70 00:05:12,360 --> 00:05:13,500 this is a tree that you're going to 71 00:05:13,500 --> 00:05:15,150 replicate over and over again within 72 00:05:15,150 --> 00:05:17,550 your environment you may want to remove 73 00:05:17,550 --> 00:05:21,240 as many asymmetric details or noticeable 74 00:05:21,240 --> 00:05:23,610 details as possible so that it doesn't 75 00:05:23,610 --> 00:05:25,590 appear to be repeating throughout your 76 00:05:25,590 --> 00:05:28,099 environment 77 00:05:32,440 --> 00:05:34,500 you 78 00:05:43,890 --> 00:05:46,380 once you're completed you scoped you 79 00:05:46,380 --> 00:05:47,700 will need to start to manage it and 80 00:05:47,700 --> 00:05:51,110 lower the detail 81 00:05:52,289 --> 00:05:56,270 this can be done in a variety of ways 82 00:05:59,390 --> 00:06:01,450 you 83 00:06:08,920 --> 00:06:12,500 we're gonna go into subtools and what 84 00:06:12,500 --> 00:06:15,380 we're going to do is to duplicate the 85 00:06:15,380 --> 00:06:19,010 subtool and rename it as one of them 86 00:06:19,010 --> 00:06:21,380 will be our low poly object and one of 87 00:06:21,380 --> 00:06:24,700 them will be our high pile help Chet 88 00:06:32,350 --> 00:06:35,290 we now u-turn dynamesh off and we're 89 00:06:35,290 --> 00:06:41,320 going to be working with zremesher in 90 00:06:41,320 --> 00:06:42,760 order to help us keep the detail in 91 00:06:42,760 --> 00:06:44,290 certain places we're going to use the 92 00:06:44,290 --> 00:06:51,490 brush tool called zremesh guides this 93 00:06:51,490 --> 00:06:54,910 enables us to drag out guidelines on our 94 00:06:54,910 --> 00:06:56,890 object in order to show where we would 95 00:06:56,890 --> 00:07:04,630 like to keep the detail as you can see a 96 00:07:04,630 --> 00:07:07,510 dotted line appears on the object where 97 00:07:07,510 --> 00:07:10,020 you draw it 98 00:07:18,740 --> 00:07:21,690 if you want to remove that press alt' go 99 00:07:21,690 --> 00:07:23,460 in the opposite direction to those lines 100 00:07:23,460 --> 00:07:26,340 as you can see in the video now I'll be 101 00:07:26,340 --> 00:07:29,370 alt and drag like you're using the brush 102 00:07:29,370 --> 00:07:32,210 across them 103 00:07:36,460 --> 00:07:38,520 you 104 00:07:59,919 --> 00:08:01,880 ultimately with this tool what you're 105 00:08:01,880 --> 00:08:04,520 trying to achieve is putting lines in 106 00:08:04,520 --> 00:08:06,740 areas to keep the shape of the object so 107 00:08:06,740 --> 00:08:08,900 that the cirrie measure doesn't remove 108 00:08:08,900 --> 00:08:13,239 detail in which you might seem useful 109 00:08:35,849 --> 00:08:38,039 placing these around the entirety of the 110 00:08:38,039 --> 00:08:41,099 tree will enable is to decide which 111 00:08:41,099 --> 00:08:43,559 parts are kept and which parts not 112 00:08:43,559 --> 00:08:46,819 necessarily is important 113 00:08:57,880 --> 00:08:59,620 the amount of lines that you do can be 114 00:08:59,620 --> 00:09:01,600 as many as you like in order to keep as 115 00:09:01,600 --> 00:09:04,150 much detail as you you can hope for but 116 00:09:04,150 --> 00:09:05,560 let's face it when it comes to Siri 117 00:09:05,560 --> 00:09:07,930 meshing the object is going to be lower 118 00:09:07,930 --> 00:09:09,820 poly so therefore it will automatically 119 00:09:09,820 --> 00:09:12,550 lose detail these lines are there to 120 00:09:12,550 --> 00:09:15,310 help the process and perhaps keep as 121 00:09:15,310 --> 00:09:17,410 much as possible the detail that you 122 00:09:17,410 --> 00:09:18,970 want when it's converted to a low poly 123 00:09:18,970 --> 00:09:24,850 object this is the reason why we make a 124 00:09:24,850 --> 00:09:27,340 duplicate sub tool so that we have the 125 00:09:27,340 --> 00:09:30,130 original sub tool still within our scene 126 00:09:30,130 --> 00:09:32,380 so if anything goes wrong we can 127 00:09:32,380 --> 00:09:35,220 duplicate that again 128 00:09:39,710 --> 00:09:41,770 you 129 00:09:47,300 --> 00:09:49,650 once you've completed your zremesh 130 00:09:49,650 --> 00:09:52,560 guides you're going to have to edit some 131 00:09:52,560 --> 00:09:55,260 of the variables within the serie 132 00:09:55,260 --> 00:09:58,440 measure you change the target polygon 133 00:09:58,440 --> 00:10:00,840 count to what you would like it to be 134 00:10:00,840 --> 00:10:03,120 obviously this is going to be losing 135 00:10:03,120 --> 00:10:05,660 detail more and more so the lower it is 136 00:10:05,660 --> 00:10:08,610 changing the adaptiveness of that 137 00:10:08,610 --> 00:10:11,100 changing remesh with the guides and the 138 00:10:11,100 --> 00:10:14,250 curve strenght strength will be there 139 00:10:14,250 --> 00:10:17,310 too and take your guides into 140 00:10:17,310 --> 00:10:19,830 consideration please allow some time 141 00:10:19,830 --> 00:10:21,390 when pressing the zremesher for the 142 00:10:21,390 --> 00:10:25,230 object to zremesh as it may take up to a 143 00:10:25,230 --> 00:10:27,060 minute or two once you have done that 144 00:10:27,060 --> 00:10:29,820 show the low poly visible so you can see 145 00:10:29,820 --> 00:10:32,010 any anomalies that may be in the object 146 00:10:32,010 --> 00:10:34,380 these can be changed with a move tool or 147 00:10:34,380 --> 00:10:37,350 a simple sculpting tool turn polyframe 148 00:10:37,350 --> 00:10:39,750 on in order to see the way in which the 149 00:10:39,750 --> 00:10:43,170 polygons are aligned or laid out within 150 00:10:43,170 --> 00:10:45,530 your mesh 151 00:10:57,040 --> 00:11:00,130 you can undo these zremesh this as many 152 00:11:00,130 --> 00:11:01,449 times as you want to get your desired 153 00:11:01,449 --> 00:11:03,399 results as well it's please bear that in 154 00:11:03,399 --> 00:11:05,430 mind 155 00:11:08,040 --> 00:11:11,350 detail is often lost in areas even with 156 00:11:11,350 --> 00:11:14,740 the guidelines and being put in so it 157 00:11:14,740 --> 00:11:18,600 may be worth going back and trying again 158 00:11:19,560 --> 00:11:22,899 changing the target polygon count to a 159 00:11:22,899 --> 00:11:25,389 higher amount or a low amount depending 160 00:11:25,389 --> 00:11:27,490 on what level of detail you need for the 161 00:11:27,490 --> 00:11:30,000 project 162 00:11:31,829 --> 00:11:34,209 remember that zremesher is an automatic 163 00:11:34,209 --> 00:11:37,060 process and will only do a job as well 164 00:11:37,060 --> 00:11:39,550 as it's allowed to based on the 165 00:11:39,550 --> 00:11:41,380 guidelines and the adaptiveness and 166 00:11:41,380 --> 00:11:44,380 levels in which you have already decided 167 00:11:44,380 --> 00:11:48,850 for it but using these brushes allows 168 00:11:48,850 --> 00:11:50,709 you to have some control about the 169 00:11:50,709 --> 00:11:54,220 automatic process and continues as you 170 00:11:54,220 --> 00:11:57,100 can see a lower-level target for a 171 00:11:57,100 --> 00:11:59,139 polygon count will remove some more of 172 00:11:59,139 --> 00:12:02,319 the detail but if this is what you're 173 00:12:02,319 --> 00:12:04,089 after you'll be able to add some of the 174 00:12:04,089 --> 00:12:08,050 detail again later remove some of the 175 00:12:08,050 --> 00:12:11,709 anomalies including faces in which are 176 00:12:11,709 --> 00:12:14,920 going inside of each other and also any 177 00:12:14,920 --> 00:12:17,829 that are giving any issues I'll do that 178 00:12:17,829 --> 00:12:20,740 by using a simple scope tool brush as 179 00:12:20,740 --> 00:12:23,220 you can see 180 00:12:33,029 --> 00:12:35,189 search around your object to find as 181 00:12:35,189 --> 00:12:37,500 many as you can as this would be the 182 00:12:37,500 --> 00:12:40,470 object that you'll have to unwrap and 183 00:12:40,470 --> 00:12:43,560 any changes in this within zbrush are 184 00:12:43,560 --> 00:12:44,540 going to be the most advantageous 185 00:12:44,540 --> 00:12:46,230 obviously another piece of software 186 00:12:46,230 --> 00:12:48,060 could be used to do the same however 187 00:12:48,060 --> 00:12:51,089 it's much easier while still in ZBrush 188 00:12:51,089 --> 00:12:54,899 to remarry zremesh the object and have 189 00:12:54,899 --> 00:12:56,160 any other changes in which you need to 190 00:12:56,160 --> 00:12:58,819 have done to it 191 00:13:11,600 --> 00:13:13,220 remember if there are too many anomalies 192 00:13:13,220 --> 00:13:15,199 and it's looking like it's too much hard 193 00:13:15,199 --> 00:13:17,000 work it's probably best to see Ramesh 194 00:13:17,000 --> 00:13:19,870 again and change the adaptiveness or the 195 00:13:19,870 --> 00:13:23,500 target polygon count 196 00:13:35,650 --> 00:13:37,779 as mentioned earlier the zremesh will 197 00:13:37,779 --> 00:13:41,260 take some time with higher poly objects 198 00:13:41,260 --> 00:13:46,300 I hope this tutorial helped good luck 199 00:13:46,300 --> 00:13:49,529 with muddling raintree scooped 200 00:13:55,470 --> 00:13:57,530 you 14674

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