All language subtitles for Sculpting and ZRemeshing a Tree in Zbrush

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Original subtitles

there are many ways to sculpt pertree

within ZBrush but in this stitch all

we're going to use it as ease fear when

you drag it out and we're going to put

the floor tile on and put into its

perspective view now whilst keeping edit

and draw run we were able to make other

extrusions from the object now once we

have moved there the object out we will

then be able to edit it by turning off

the draw mode with the move

scale and rotation tools draw can be

toggled on and off to continue to keep

extruding these parts from the object

and adding further ones in already

existing locations from the extrusion

can be done in the same way toggling the

a on your keyboard will show you thee Z

sphere as a mesh

toggling between this enables you to

manipulate the object and add further

I'm gonna speed this process up so you

can see the desired result

making sure that the branches are it

moved and rotated in two different

directions so that the tree itself isn't

one-dimensional as you can see I added

multiple different locations for the

branches to it to appear from this can

be done as mentioned earlier with the

draw and edit tool turned back on if you

want to remove any at any point what you

need to do is hold the alt button asked

in the edit mode to remove the new

intersection

once you've fully completed the object

you'll need to toggle on a on your

keyboard and convert the Z sphere into

polymesh3d this will allow you to do the

sculpting and which will make your tree

look like a real tree turn it to madcap

gray so that you can see the detail in

which you're putting on your scoped

and dynamesh your object turn it on to a

manageable level this will enable you to

sculpt and also redistributed topology

as you go along

you

changing the color switch can help you

and see the object further and let's

change claybuildup brush so that I can

make ultimately differences in the model

name for this scoped is to turn it into

a fable like almost tree with lots of

different intersections and crossing

paths

you

you can sew

in the Altman whilst making the changes

to the scoped

remember to over exaggerate these adding

and subtracting parts of the sculpt to

change the shape and manipulate the

object into changing its geometry this

will be beneficial when it comes to

editing the shape later on in terms of

its topology try and give the tree as

many characteristics as possible - in

order to make it unique in however if

this is a tree that you're going to

replicate over and over again within

your environment you may want to remove

as many asymmetric details or noticeable

details as possible so that it doesn't

appear to be repeating throughout your

environment

you

once you're completed you scoped you

will need to start to manage it and

lower the detail

this can be done in a variety of ways

you

we're gonna go into subtools and what

we're going to do is to duplicate the

subtool and rename it as one of them

will be our low poly object and one of

them will be our high pile help Chet

we now u-turn dynamesh off and we're

going to be working with zremesher in

order to help us keep the detail in

certain places we're going to use the

brush tool called zremesh guides this

enables us to drag out guidelines on our

object in order to show where we would

like to keep the detail as you can see a

dotted line appears on the object where

you draw it

if you want to remove that press alt' go

in the opposite direction to those lines

as you can see in the video now I'll be

alt and drag like you're using the brush

across them

you

ultimately with this tool what you're

trying to achieve is putting lines in

areas to keep the shape of the object so

that the cirrie measure doesn't remove

detail in which you might seem useful

placing these around the entirety of the

tree will enable is to decide which

parts are kept and which parts not

necessarily is important

the amount of lines that you do can be

as many as you like in order to keep as

much detail as you you can hope for but

let's face it when it comes to Siri

meshing the object is going to be lower

poly so therefore it will automatically

lose detail these lines are there to

help the process and perhaps keep as

much as possible the detail that you

want when it's converted to a low poly

object this is the reason why we make a

duplicate sub tool so that we have the

original sub tool still within our scene

so if anything goes wrong we can

duplicate that again

you

once you've completed your zremesh

guides you're going to have to edit some

of the variables within the serie

measure you change the target polygon

count to what you would like it to be

obviously this is going to be losing

detail more and more so the lower it is

changing the adaptiveness of that

changing remesh with the guides and the

curve strenght strength will be there

too and take your guides into

consideration please allow some time

when pressing the zremesher for the

object to zremesh as it may take up to a

minute or two once you have done that

show the low poly visible so you can see

any anomalies that may be in the object

these can be changed with a move tool or

a simple sculpting tool turn polyframe

on in order to see the way in which the

polygons are aligned or laid out within

your mesh

you can undo these zremesh this as many

times as you want to get your desired

results as well it's please bear that in

mind

detail is often lost in areas even with

the guidelines and being put in so it

may be worth going back and trying again

changing the target polygon count to a

higher amount or a low amount depending

on what level of detail you need for the

project

remember that zremesher is an automatic

process and will only do a job as well

as it's allowed to based on the

guidelines and the adaptiveness and

levels in which you have already decided

for it but using these brushes allows

you to have some control about the

automatic process and continues as you

can see a lower-level target for a

polygon count will remove some more of

the detail but if this is what you're

after you'll be able to add some of the

detail again later remove some of the

anomalies including faces in which are

going inside of each other and also any

that are giving any issues I'll do that

by using a simple scope tool brush as

you can see

search around your object to find as

many as you can as this would be the

object that you'll have to unwrap and

any changes in this within zbrush are

going to be the most advantageous

obviously another piece of software

could be used to do the same however

it's much easier while still in ZBrush

to remarry zremesh the object and have

any other changes in which you need to

have done to it

remember if there are too many anomalies

and it's looking like it's too much hard

work it's probably best to see Ramesh

again and change the adaptiveness or the

target polygon count

as mentioned earlier the zremesh will

take some time with higher poly objects

I hope this tutorial helped good luck

with muddling raintree scooped

you

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