How To Model Hair In Zbrush For 3D Printing For Absolute Beginners

This is how I model hair for most of my 3d models :)

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Hi guys today, I'm going to show you how I do here in ZBrush and it's mostly adjusted for 3d printing. So if you want to learn how to make it more realistic, unfortunately, this is not the tutorial for you. This is just way how I do stuff and at the end, I'm going to show you some new options that I've learned that the other day that I think it's really cool. So I'm gon na quickly make some kind of shape that we're going to use as a face. Okay, so first thing that I do is: I just make the shape of the hair, so I'm gon na use, I'm gon na hold control and that's gon na bring me this selection tool. So I can just quickly make the shaped it we're gon na cut out. So something like this okay, we mask it and just be sure that you have covered everything. Okay and now, I'm just gon na go to sub tool and click on extract and make it slightly thicker. So I'm just gon na use 0.03 extract and accept. This is gon na, be our here. What I do usually I just lower the number of polygons active all points on out 31,000, so I'm just gon na keep zremesher and it's gon na bring it 240. So that's that's enough, and now I'm gon na use inflate. So hit brush then press, I so you can easily locate it and click on inflate and the goal here is that this shape is now pretty thin. So I want to make it thicker, so it overlaps with with the face. So there are no holes between the care and in the head and also I'm using the same thing just to roughly shape to the style over here. So I'm just gon na quickly add some thickness like like that and now I'm gon na just subdivide so control V or here on the wide. So I can move this and, as you can see, I'm using Stevens report for all of this. But now we're going to turn off the symmetry, because anyone here to look the same come on one and the other side, so press X symmetry is gone. If you want to press, it wants to bring symmetry back, just press X again and the first brush that I'm going to use this standard, so we can crank up intensity a little bit. I'M just gon na make some some type of the haircut. It doesn't matter. What exactly it's gon na be like? I'M just dropped, making some kind of shape and if you're using symmetry for that, then you will have problems right in the middle because easily everyone will easily spot that those parts are exactly the same. So at one point they will just start overlapping and it just looks weird so this right now looks like top my head. Unfortunately, so this is the good beginning, and now I will just add, more subdivide, swells and I'm gon na make this brush a little bit. Smaller and now we can add more on top of that, you can smooth it out a little bit if you want some people are using instead of the standard. Some people are using click. If you look, for example, so they just roughly make some areas like so and then this smooth them out also, it's not a bad bad way. So it's really up to you also. You can change alpha to something else, but in this way you will basically get the standard brush and just work on your hair until until it just looks good for you guys, it really depends of what kind of hair you want to do. Sometimes I'm using a damn standard, just to add more depth, so you can just get follow the line. Let'S move out a little bit just so there are some variations and to look much better in in 3d, printing, also too, to avoid this Lego FX, and I it's always better to just do some random areas. It doesn't look way too smooth, and on top of that, just use damn standards. You can just make some kind of difference now you just need to experiment, and eventually it's going to look great, sometimes I'm using one of the tools like Jim, dynamic or polish. If I want to to make it slightly, different, more style is more like, like so like. I know how to even say it. I need the same technique to to my Cyclops and I was all happy with this style. So there are a bunch of ways how to do that. Another tool that I'm using often is snake hook. I use it for for Lionel for these areas and it's really easy thing to use. So you just grab one point and just move it around. You can add more spikes or less it's up to you, but don't forget that all these are much better if it just more details to each of those just start doing stuff like this is going to look much more natural and just try to again follow the Line of everything else, just to make it much better, that's how how this hair was made. Another option that some people are using, they they do carry individually, so each sub tool is, is different. Part of the hair. So that's all also one of the things that you can explore. So I'm going to insert sphere. Oh it's on top, just make it smaller. Okay and now I'm gon na use move tool just start dragging here like so then we can just duplicate and use rotation to move it a little bit and after that we can just use move tool and slightly adjust that part and there's another option that I Really like I will I've learned it the other day and I think it's really amazing special for style is care. So now I'm gon na go to brushes, I'm gon na press C and then I'm gon na choose curve, strap snap. I just love that name. So now, if I start making some kind of shape, you will see this line curve and it's following the shape of the object that I've picked, but it doesn't try it so we're gon na quickly fix that we're going to go to stroke and then to curve Modifier and I'm gon na click on this size as well and curve fall off now, I'm going to quickly adjust this part, so I'm gon na change it like that and now, if I draw my shape, you can a little place which looks nice. I can change the thickness, so if I just change the size here and I click on it, it's gon na update also, I can just grab one of the points and start moving it across the object. Also, you can go to stroke curve and then, let's say log start. This is a start, and if I grab this point, you will see that start is locked and we can use this for some kind of windy effect or something else same thing applies to the end as well. So I can just look start in the end. Then just move the middle part, so these two points are going to stick together in the area where they were and once we were happy with with the shape we can just click on the side here and now you will see that line has disappeared. So I can go back and pick that area, but I don't need to because I'm just gon na draw another one. Then click on the side. You can do really nice shapes also. I can just call a crazy and overlap them and once I'm I'm satisfied with the result, I will just unselect everything, so I'm gon na hold ctrl and just make quick small shape outside of the object. And if I click here, you will see that each of these strokes, strokes has made its own polygroup. So now we can go to split group split okay, and now each of these is separated just really cool, because we can now control it completely. So, for example, if I click on this one, I can select the move tool and just play it on top of all of this. But I want wanted to go underneath this one. Then I can pick this one, I'm going to subtools by holding alt and just clicking on whatever I want to select. So I can do it like this and move it around click on top of everything, and it really looks really nice you can. You can already see the potential now, I'm just gon na subdivide a few times select all of them. Sometimes it's easier just like if you have smaller size brush this one. Yes, and now we can just add thickness, so I'm gon na go to inflate, and now I can just add thickness to this whole shape, because that and it looks really cool okay, so that's it for today. I hope you have to learn something and if you have please share this video with other people that could learn something from it. If you haven't subscribed already, please do that and hit the bell next to it, so you can get notified whenever I'm releasing a new video new tutorial hit the like button, and I really hope I'm gon na see you next time. Bye. You

Jake from State Farm: Dude this is fantastic and so well explained! You're starting to inspire me to get more into organic modeling.

Karine Markarova: Thank you so much for putting these tutorials on YouTube ❤️

Stephen Einhorn: really great vid and really well explained-thanks!

TD3D Makes: This is amazing to me. Thanks for sharing!

Guz Forster: So then how do you prepare this for 3D printing later? Do you use supports, etc? Would be great to see your process for actually printing the piece as well!

OldSalty3D: I really wish I could afford Zbrush, but I hope to use some of your techniques in Blender when I get the time to start learning it. You have inspired me Wekster! I'm going to start to learn how to make my own models for 3D printing! I've become more accustomed to using Fusion, but now I want to learn how to do a more organic style of modeling.

RexVergstrong: Hey, just found your channel and the explanations are great. I'm a begginer and been trying to use already created models to print for the time being. My biggest gripe is many game models have complicated hair meshes so, after trying to fix them with the little knowledge I had I decided it was better to re-sculpt them with a simpler mesh and a friend recommended Zbrush. My doubt is, can you import a model in Zbrush and sculpt over said model? Thanks in advance.

Claudia Rozeli: Muito bom! Até me inscrevi

blacktea625: very helpful, thank you!

Ana Valdez: Very good tutorial!!

ray zhang: thanks a lot! what u share is really helpful

Raicha: Thank you so much This help a lot

clell osburn: This is what I've been looking for :)

den: really helpfull!

Emyboy Beats: Thanks for this tutorials

Masha D': thank you for sharing!!

Christoffer Klungerbo: "This right now looks like the top of my head.. unfortunately" - Me too brother, me too.

Mahmoud Zaefi: nice... thank you :)

kadakunefe: bravo tres clair

Asep Suryana: Cool

Projeto São José: Thanks!

Airbrushing By Nick: I like Lumpy hair.. just like you got.

Zlata Ti: Good,wary good

avolakia martin: thanks

Dalmazia Lanteri: Hi

Carlos: Hi

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