Live Boolean in ZBrush 4R8 + Array Mesh

Here is an example how we can use Live Boolean in ZBrush 4R8. The feature is super handy- first time we can have accurate real time preview of boolean operation. We can keep working with the mesh pretty much infinitely by adding substract, union or intersect subtools, and we can also arrange these to boolean groups. When are are finished, we can create boolean mesh. This will create new tool for us, leaving the working tool intact. Pretty nice ZBrushey approach to booleans.

Check out the video below on how to create motorcycle engine kind of shapes using Array Mesh and Live Boolean in ZBrush 4R8.

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Low Poly Artifacts in Cycles render (Terminator Artifact)

I made a video about this issue as some friendly folks in Turbosquid pointed out to me the reason I had these low poly artifacts in cycles renders of my models.

It turned out that this effect is not only happening in Cycles but also in Renderman and other packages as well. This is what is known as “Terminator artifact”.

Low Poly Artifacts in Cycles render

Here is the jagged edges we get in low poly models in Cycles. This is what is called “Terminator artifact”

This has got to do with just how shadows are rendered in polygonal models and actually this is expected behavior.  Programmers of Blender Cycles knew very well this would happen. It kind of sucks though and at the moment we don’t have a lot of alternatives except stick with Blender internal render, subdivide our models or use softer lights to reduce the jagged shadows.

This is where Eevee will be super useful. I can’t wait get my hands on it.. (and it will even support Filmic Blender which is awesome).

Here is more information about low poly artifacts in cycles:

https://developer.blender.org/T37814

and here is a more technical explanation of it:
https://pdfs.semanticscholar.org/7986/ebd7b5427bbe54edb7c0c9cf674fee817933.pdf

I made video about this topic. Please check it in Youtube.

 

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Wood Floor PBR in Substance Designer

I published a new tutorial finally in Youtube. I hope to give a breakdown on this wooden floor PBR material I created in Substance Designer. I hope you enjoy it. Please feel free to share this in social networks and subscribe to my channel.

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Pictrix UV_Creeper

Pictrix Plugins are mostly free in pictrix.jp

Pictrix website is in Japanese, but don’t worry. The plugins are all in English

I made a video about using a very useful UV_Creeper plugin by Pictrix, great developer here in Japan who have done Lightwave plugins such as PX_Bezier. Lightwave3D.com site has whole collection of their plugins and also you can find their stuff in their yummy! website which is completely in Japanese. It’s great to see Lightwave plugin developers here in Japan.

UV_Creeper is super simple to use and it gives near perfect and often completely perfect results on shapes like tubes or wires. You just need to select two points along a line, this will tell to the plugin to look a position for a seam. If the model has no modeling errors this will work. I have had problem of this crashing on models which had problems. If the plugin crashes, check your mesh.




This is clearly hands down the best UV mapping plugin for Lightwave for this purpose. I have used this over and over again over several years now, texturing cables, handrails, braided wires, water tubes, tunnels and more and more.

I will be doing more Lightwave plugin tutorials and reviews before Christmas this year, so please stay tuned.

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How to use Morph Target in ZBrush Sculpting

morph target in ZBrush

Storing morph target in ZBrush is great idea.

Using Morph Target in ZBrush Sculpting is a wonderful way to aid sculpting. Clicking StoreMT in Morph Target panel will save the state of the model. You can return to the original state by clicking Switch or by brushing in some parts of the model using Morph brush or Morph_Spray1 brush (I found this in free eat3D tutorial ).

This can be also used with surface noise as this allows the effect to be partially erased or diminished. It’s great way to control any sculpting or effect you applied to the model.

I forgot to mention in the video that you can also control length of the effect by using sliders such as Morph, Morph Width and Height.

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ZModeler and Dynamic Subdiv in ZBrush

Here is a video tutorial I made about using ZModeler and Dynamic Subdiv in ZBrush 4.7. ZModeler, although it has a bit of a learning curve, is surprisingly powerful way to come up with new ideas and shapes. This combined to dynamic subdivision is great for hard surface objects.

The secret of Dynamic Subdivision is QGrid and Coverage settings. These allow corner volume to be maintained and adjusted dynamically. Radical, I’d say! This is a great way to model hard surface shapes where parts of the shapes must appear seamless, kind of welded together.

I used to make these kinds of shapes using Dynamism and Booleans, but that process can now be at least partially bypassed. We can come up with soft transitions between shapes while maintaining edge volume. And preview it dynamically.

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Quick Diamond Knurl in 3D-Coat

Here’s a tutorial how repeating detail can be easily added to normal map in 3D-Coat, in this case diamond knurl. This is really quick way to add such detail. This can be used for virtually anything.

Just make sure that your UVs are straight and if possible make them so that the pattern will wrap around.

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UV mapping in 3D Coat

Here is a free video tutorial how to use 3D Coat’s intuitive 3D unwrapping tools. I go through the process of marking and optimising seams, unwrap, and pack UV islands on UV efficiently. It’s really quick and easy to unwrap model in 3D Coat. This feature has been a pinnacle feature of 3D Coat since version 3, but the new version have even better and more efficient tools.

Please see my 3D-Coat 4.7 (2016) review here.

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Curves in 3D Coat Video Tutorial

Curves in 3D Coat is a wonderful feature which allows custom spline models to be used with organic curve. Please enjoy this video tutorial to learn how to use this.

You can create chains or any shapes using this handy too. You can use closed or open curves, or use the curve to create a filled shape. There are many instances where this tool can come very useful. This can be used to create tubes on a machine for example.

It is also possible to brush along a curve. I will cover this in another tutorial.

Please watch the video tutorial and I hope you enjoy it.

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