Transcripts
1. Intro: Hey guys, if you want
to learn how to create these amazing, amazing
looking crystals. And you want to learn how to go from very beginning
to the very end. That means sculpting the rocks. Actually read apologizing drugs than you being drugs properly. And then painting in substance
painter or shall I say, texturing them, then
you're in the right place. And this course will set you up for probably years to come. Because after this you'll have
a good knowledge of how to create a rock mesh or shall
I say a crystal mesh. And you will have ready at your disposal all
the project files, including a lot of presets for the actual crystals we
are going to be creating. And afterwards, it's a, such a straight forward
process when you finish it, because you will be
able to just drag and drop a preset onto the, onto your rock mesh
or crystal mesh. And you will have instantly our real cool crystal model that you can use in
any senior lake. And you can repeat this
process and literally print out crystal shapes and
Crystal textures as you go. So if you're looking for
something similar to this, just hop right in and have a wonderful time because this is really good
course for you.
2. 1 ZBrush Rock Sculpting: So here we are in ZBrush and before we
do anything really, lets just grab our brush tool. We're looking for
a trim tool here. And we'll go trim smooth border. You probably guessed it already, but it's a pretty,
pretty handy tool. So what we're gonna do is
we're gonna get and grab ourselves a sweeter and make poly mesh 3D and just
drag it out like this. And from this point we'll
go into real plus three. We'll press T and go
into the Edit mode. And we have ourselves
a sphere here. Now, before I
really do anything, I want to go to
geometry and DynaMesh. And let's set this to maybe 150. And DynaMesh. Maybe that's too low. 200, 200, let's see. 24. Let's do 24 might be good. So let's just DynaMesh
it again and let's see. So it's not giving us
any extra details. So let's, let's first try
and get some shape going on. So what I'm looking
for in a shape is basically sort of a
double triangle, so to say. So when I get it,
you'll understand more. So I'm going to
grab the Move tool and let's just scale
this up a little. What I'm looking for is
a shape that is going to have to extrusions like this. And probably it's going
to have the top one a bit longer and bigger
than the bottom one, like I did here. And we're going
to of course make the sides and everything. But for this, this
is pretty okay. So we're just going
to have to go around it and sort of expand the sides. Let's just grab this and this. And for starters, I
think this is okay. Now we can DynaMesh it
and get more police. But for starters, I
think this is okay. And how I generally make sides, because we have a sphere here
and we want some sites to the actual rock is
almost always use h bullish because it's
a pretty subtle tool and get some sides going
pretty quickly as you can see. So what we will do here as logistic grab it and let's
just get some sides going. I think this is a bit too much. So let's just lower
down the intensity. Something like this. It's a very nice and subtle tool for creating stuff like this. And just make sure you get
the the edges correct. We want the top one
to be sort of sharp. Something like this. Yeah. Let's just undo that real quick. I don't like that. So
let's grab it here. So this is just a little
literal base, base sculpt lake. We will add onto this
much, much more. And let's get the size that
are down here as well. So let's just get
some shapes going. And we can always
edit these shapes with Move tool and whatnot. So just just do something rough. For starters. I'm yeah, I'm pretty
fond of this four-stars, so let's just use our Move tool to make things slightly better. So something like this, something like this should do. We have some inconsistent to use that I don't really like. So I'm just going to move
stuff in place pretty much. Just make the shape look. Okay. I don't have any anything
popping out, to be honest. That's what I don't like here. So I'd say so far, so good, but I don't like
is this little edge here. So let's just try and
make something out of it. You can really feel
how this brush can be really suddenly used to
create some nice shapes. You can just suddenly go
around it and create these, these nice looking shapes. And that's what I
like so much about it because it's really subtle. And you can create such
a cool natural looking, especially for stylized stuff. Because what we're doing
today is sort of stylized. Um, it's a really, really good tool to get those kinda natural
flow of the whole rock. So let just put that in
place and let's just create some more
interesting shapes. Now, if you're a
complete beginner, I really suggest you
putting the intensity down. Because if I put this
intensity to 100, it can mess up the
measure really easily. And I just like using
low-intensity a lot because it's, it gives me room for error. It really does give you
a lot of room for error. Helps you get, get along
with the program better. So for now, I'm liking
this quite a bit. So let's switch to our
Trim smooth border. And what they do is pretty
much press B and then trim, D for trim and B for border. And that's how I
select the brush. And I, again keep the Alpha off because if we have
a square alpha, it's a bit, it gets it. You can mess up the
mesh a little bit. So I like this one better. And again, I'm going to lower the intensity quite some bit. So let's just get
trimming pretty much so. We want to create some
interesting looking shapes here. And H pollution trimmed
brushes are really similar. Just the H bullish
has trimmed Barrage is a bit more harsh. And that way it can get these rocky shapes way
better. In my opinion. See, we're getting some pretty interesting
rock shapes already. Don't worry about the detail. Now, what we're after right
now is just the base, the base look of the whole crystal rock we're
trying to create here. So just don't worry about
some details and errors. Try to get the big
part to look well, to look decent and
will always add, you can always add detail later detail is just
left for the last bits. So just go round, create these interesting
looking shapes all over and just make sure to
just be free lake. Just get what you
like from this rock. And what I usually do is
just go around like this and create some nice
and harder edges. And then basically just create
these interesting looking, interesting looking
edges and shapes and sides with the trim smooth. And afterwards I just
add some detail with the Orbs brushes
because I think those are one of the best
free brushes out there. So for now, we're
pretty much yeah, we are doing this pretty good. So as you can see, our rock is starting
to take some shape. So of course it's
nowhere near done, but slowly and surely
we'll get there. And basically just go around
sculpting and creating. Also remember you can always
press left Alt and fill in these holes and even create
some shape using left holds. You can always try out
and test that as well. But for me, I like
doing just does not, just taking away from the shape. Kinda gets me nice results
and I'm pretty used to it. Also. There, there's probably
going to be a lot of people better than
meaning-making rocks. But yeah, just here, the textures can play the bigger role than
the rock itself. So let's just get
everything going. I want a little bit of
a bigger detail now because I think I've been focusing too much on
some small stuff. So something like this. Yeah, this is
working quite fine. Now. Just, just let loose
and be free with the shapes. You can always create more
and undo what you don't like. So that's how I go about this. So yeah, I don't like
the feel of that. So let's just undo
a bunch of times. Something like this
might be better. Yeah. So far we're getting a pretty
decent shape going on here. And I'm pretty fond of it because we don't need
anything too complicated, but we don't need anything
really too simple as well. So you need to be careful when creating
that kind of stuff. So we're just looking
for something simple, but not simple, not really. Not way too simple. So something like this
with a little bit of detail really works
well in our favor. So let's just see. I think this is pretty good. I just wanna do a little bit of move tool to move everything a little
bit better in place. Just going to extrude
that this way, through this, that way. This a little bigger, this a little bigger. Make this kinda pop
inwards a little. Well, this is
looking quite good. Let's say, let's just remove
this little bit here. Somehow. Just going to add
detail around it. And what you really don't want
to do is leave these marks from the brush
because that makes it a little bit way too
obvious what you did. So you don't want to do that. You want to make
it look natural. And you can always, if you want, you can always use
something like clay tubes to add
a little bit of detail and then just trim it
a little bit as you can see. But I don't like that
approach that much. I would rather make this look a bit more natural with H bullish. By doing something like this, very subtle H bullish does the work really, really nicely. And since I'm liking
the shape quite a bit, just going to add some more
detail here and there. So something like
this adds quite, quite a bit of nice detailing
to the whole thing. I like this. I just want to
move the down part a little. Something like this and
something like this. Maybe. This looks better. It looks way, way better. Let's just bring the
trim smooth again. I'll just kinda smooth
this out and creates a bit more of a flat end on this side because it was
a little bit too thin. In my opinion. This side here. So something like this. I see it working way better. Let's just use the move tool again and try and space this. And a little bit better. Something like that. And just trim smooth. Trimmed borders. Sorry. Not that big though. Yeah, this is this is looking quite nice. And we can already
pretty much go in and do well in substance painter
with this model already. But I think I'm going to just add a little bit of
detail with the Orbs brushes. Just a tiny bit to make it more rock looking even though
we were making a crystal, but I still really like this. This will fit really nicely. So let's just get some, get some of the actual
orbit brushes inside. And I have them on my
second screen here. And I liked the rock
detail and rock noise. And we'll just import
them in rock detail. Well, it's pretty
self-explanatory. It gives that nice rocky
detail to the whole sculpt. And just do some
subtle detailing. So you don't want this to be too hard and too noticeable
because then it ruins the whole feel of the
shape we have going on here. Just a little bit of it does. That's quite a good
job as you can see. And I would say this is there's a pretty
good, pretty good rock. We can go along with this. Just maybe a little bit here. That's pretty good. Maybe just a little bit of
a lower intensity as well. Yeah. That's that's
looking pretty good. And if you ever
feel like there is a little bit too much detail on one place, like maybe e.g. here, I just use H polish and
lower the intensity quite a bit and just delete that
detail or making more subtle. As you can see, that's how I would do it and that's
how I usually do it. Just make makes the detail
a little more subtle. And overall makes
it look better. So I think we're pretty
much done with this. All that is left is a little
bit of decimating this. So pretty much read topo. And what we wanna do is export the high poly
and then export the low poly. So let me just do
that real quick. And basically what we go, I have a folder for this. You place it wherever you like. And I'm going to place it, I'm gonna make a
crystal folder here. And just say Tutorial, Crystal. I'm going to place it in
here and say Crystal, tutorial and underscore high
because we want to know, we want to know that
it's high poly. And basically we do that. Let's just save this. Okay? And we have the
high poly version. And now what I will do here
is actually saved the file. This is completely optional, but I like doing this
because you have, you want to save the file where there is actually
a high-quality version. So you can edit it rather
than a low poly version because sometimes
the undo history doesn't get saved and whatnot. So basically just,
this is what I do. You don't have to do it. I just like to sometimes go back and iterate some
stuff a little bit. And if you don't wanna do
that, that's completely fine. So I'm just gonna do a crystal tutorial and I'm
going to save this real quick. And let's go and into Z remeasure and
press on the Z remeasure. Just with the default settings, target polygons count is five, so just, just pressing it
is the default settings. And let's see what
we get from it. So five k, even though we can really go lower
on a mesh like this, I want to keep some
good detail on it. So I will sell for
five K Pauli's. Click on Export and
Crystal tutorial just we want to set this to low. Save and press. Okay. And we have the file exported. Now, you can skip the next step. You can bump these models straight into Substance Painter. But I like, I like
to just iterate the models a little
bit in Blender or any other editing
software you want. And then put them inside
the substance painter. It's up to you. You can
put these right away. It will auto unwrapped
low poly model as well. So if you want to, you
can do that as well. But for me, the next
episode is going to be a little bit about Blender
iterations and whatnot. So basically we are done with ZBrush and see
you in the next one.
3. 2 Fine Tuning In Blender: So here we are in Blender and
let's bring in our meshes. So import FBX, and let's go ahead and find our meshes here. So just select both of them
and import them as FBX. So we'll just, you
can select these. And before we do anything because they're
really, really small, but just go to their sizes
and let's do times 100 and other times
100 times hundred. So this must be the low poly. So let's do Crystal tutorial. Low. Let's just
call it that way. And again like this
times 100 times 100, and again times 100. There we go. And now if we hide this, this is our high poly. And let's just call it
crystal tutorial high. And now what we wanna do
is we have both of them. We can export them, but we need some nice uv maps for this. And we can leave, you can leave this to Substance Painter to
auto unwrap your mesh. And it does really good job. You can leave it to
Blender as well to autocrine or to
unwrap your mesh. Or you can do it
manually here in Blender by selecting
the seams and whatnot. But I, myself really
like using 3D codes. 3d codes is I think the
best that UV unwrapping. And it gives you an
auto unwrap tool. And it gets a really
good shape right away. So I want to export this as an FBX and go back
to our folder here. And I'm going to say blender. And let's say Crystal
tutorial low selected objects and make sure you have
selected the objects you want to export and export FBX. And while we're at it, we're going to export our
FBX for this as well. And let's do high. And select the object. Make sure you have it
selected export FBX. And we will now head
over to 3D codes to correctly unwrap
the whole thing and make everything look good. And then we're gonna
go back to Blender and just modify a few
things real quick. And then we're going to head off to substance painter real quick and finish off
this whole thing. So see you in 3D code.
4. 3 Unwrapping in 3D Coat: So here we are in 3D code. And now let me just mention
this is completely optional. You can use any
other tool you like. I just think 3D code has
the best tool for UV. So I'm going to do a UV map mesh and just
select crystal low. And we're gonna go
to UV set smoothing. I usually kill a select
smooth but keep corners. It usually doesn't matter
that much to be honest. Presented with our
UV unwrap here. And it is pretty, pretty good. But we need some modifications. We don't want this to happen. And just select mark seams. And now if you left-click, I'll show you real quick. So if I left-click these two, it will create a new
UV island there. But if I Control and click, I will delete the seam. And that makes it so it
joins the bigger seam here. So let's just find another one here and Control and click. We just have those there. And I don't want this as
a separate island itself, so let's just let it be
eaten by something big. And I think we are done here. We want to click on Wrap again. And let's see, we
have four nice sides. We have four, oh, we don't have this one. So let's just delete this seam. Or actually, I think
deleting this one might be more beneficiary. No, no, no. We're going to
delete this scene. And we're gonna go closer here. And we're going to mark
these and delete this. So we have a smooth
transition there. Or let's actually, let's
actually ditch that. Sorry. I'm going to ditch. I wanted to have
those as separate, but what I am going to
do is I am going to make the seams here because
I don't want those sharp, sharp corners there. So let's just do the same here. We want to keep it. And I'm just going to fix this a little nuts right-click
or Control left. And another thing,
I don't like these, I usually, I usually fix them. You'll find a lot
of these throughout the whole mesh and you can, you can fix them around. But they're pretty the UVs right now are pretty **** good, I would say. So. Let's hit unwrap again. And we have two islands here and we have
four big islands. That's exactly what we want. We want to pack it back
UV it packs or UV nicely. So we already packed it. I don't know why I did it twice. And then what I like doing
is I like to do auto scale. So it scales everything nicely. And let's maybe PACU V2, we can try that as well. So this is up to personal
preference really. But I think now let's
just auto scale. I think this is the
best one we have. I'll keep this one and now
apply UV set and press. Okay. And what we're gonna do now is File Export Objects
and textures. And we want to output it to
our tutorial crystal here. And let's just
create a new folder back here for 3D codes. This of course optional. You want, you can do
whatever you like. I like the FBX here. And in the 3D codes, I'm gonna do Crystal tutorial, UV and save and export. And now we're going to have
real quickly to Blender. Just, just another thing out
and we get to the fun stuff. Trust me, trust me on this one is going to be
completely worth it.
5. 4 Quick Blender Changes: So we're back here in
Blender and let me just get our file and import
FBX 3D code and the UV B1. And you see this one
is quite bigger. But you will notice something. This is a 201. This is 201 as well. So there's, well, this is
201 m and this is 2.01. So what we really need to do
is just divide this by 100. And we will have the right, the right size of everything. Because the size here really needs to match
with the high poly. Because if it doesn't, we
don't get a good bake. And what we wanna do here, as this is going to be, let's just add another
underscore old, and let's set this
one as the main one. And we will export
this right away. Fbx, export it as our blender. Actual here. I like doing this. You can do, you can do
other stuff as well. You can name it to
other other things, but I usually just
wipe the whole thing and just upload it as this one. So let's just export FBX and it should be
exploited quite quickly. And while we're at it, let's just do quick
little Save As, and we want to save this
as crystal tutorial. You can save it as much
as whatever you like. Just it's usually good to keep a good habit of actually
saving your projects, rather than just saving your, saving only your, your objects
from within the project. So same. So let's kinda the
fun parts right away. And let's fire up our
Substance Painter right now.
6. 5 Texturing In Substance Painter: So here we are finally
in substance painter. Let's close this popup
and let's press File New. And let's select our stuff. So we want Crystal
tutorial and low, low poly object and we want
to bring in it right away. And it looks pretty good. And your layout might look
a little bit different. I have 3D only, you probably have 3D 2D. I like the 3D only more. You can choose whatever
you like to be honest. So let's delete this layer and let's go right away to baking. I'm going to bake
mesh maps at four K. And what I'm going to use
here is a high model. You can mess around
with some of these, but I usually keep
them all default. But if you want a really, really good and really good bake anti-aliasing and go here and do some sampling
eight by eight. It makes an amazing, like a really, really
good, really good bake. But I'm not gonna do it
because it takes way longer. And the results without
it are pretty good. It's just that they
are a tiny bit better. So if you're going to use
this for something really, for an object that
really needs to be high-quality in a scene or
wherever used, anti-aliasing. I'm not gonna do it because
it will take too long. So let's just bake them. And let's just move
this out of the way so you can see all the normals, everything sort of getting
baked onto the mesh. And we have this low poly mesh with high poly with
high poly detail, which is what we are actually looking for
in the first place. So just let it get
all the maps in. We probably didn't
need all the maps, but I still like
baking all of them. You never know what you
will need later on. So let's press Okay, and let's look around. We have quite a nice
looking model here. So I already have a preset here, and you will be able to
download the preset as well. But I'm just going to
drag it onto the mesh. And I'm going to
explain a little worse. Each and everything does. So I'm just going to
search for Crystal. And I have a bunch
of presets here. I'll, I'll get some
of them to you. Basically, this is
the same exact preset just with different
colors and some of, some of the settings tweaks. One, you can create even more
presets than I have here. So what I'm gonna do is I'm going to choose
probably this one. This one is a bispecific and
I liked the green to it. And you will see that it doesn't look anything
like I showed you. So what we need is go to the texture settings
and scroll up a little. And under the channels, click on the plus and we need the actual emissive
for this to work. So you can see this
now looks like a nice little crystal
and let me go out and explain
everything to you. So we have the base color and the base color should
always be kept the dark. It's a triplet,
triplet or projection. Usually just better
results with it. But keep it dark
because let me show you if we get something
really bright, It's really ruins
the whole field. So the darker it goes, the more prevalent these
other colors will be. But you can always create this glowy feel from
it, from within it. So you can create
a blue glowy feel. You can even create something
like this for a glowy feel, even a red one if you want. The purple one usually
fits almost everything. Really dark purple and somehow fits the
whole theme of it. And as you can see, we have
a pretty nice model here. We have scratches here, which is pretty simple. It's just a mask editor
with some settings. Not really tweak that much, but we have a grunge
mapping here with a little bit of
balance and contrast. What's your leg doing usually, sometimes I even turn
it off completely. But for this one, I would like to tone it down a little for
something like 30. Something like 30
seems to work nicely. And we have base glow and we have top glow that is hidden. Now, why it's hidden? Because it is the glow
for the top part, as you can see clearly here. And we do not want that
Dewey well for this one, but many of them are made
with the top glow as well. And you can go ahead and modify this top glow
however you like. You can create a
bunch of stuff here. You can make it
look really nice. You see this has a really cool transition effect
from color to color. This is pretty much up
to your imagination, how you want everything
to look like. So also, if you go to
the mask editor here, you have a bunch of, a bunch of stuff here
that you can play with. So global blur will blur
out almost everything. And you can make these
edges a little bit harder so you can not
blurred them at all. If you want to. Balance, we can see for
yourself what does what. And I usually keep this
on default settings, but you can mess around
with these really you can. The contrast, I would not
recommend playing with it, but you can maybe create
some cool effects with it. So blurring is usually
a good, good choice. And let's just select the
balance to be a bit bigger. Something, something like this seems to work pretty nicely. We can bump the
texture sampling. We don't really need to. Curvature. Curvature makes it a bit nicer, but I just like to bump
it a little bit up. I want these, this transition from green to some dark
color that we chose. And now positioned gradient usually don't mess around with this one because this is where
the thing actually starts. And usually you want
to keep it at one. You can select the thickness
as well that just basically think of it as power to the
whole crystal material thing. So it either keep it low, you can even keep it
high if you really want to create
something interesting, but I usually keep it at zero. Now you have black and
white spots which you can randomize there really, just to add a little
bit of that detail to the whole, to the whole thing. And again, same with the
top glow is the same thing. You can mess around with
this and find some cool, So cool stuff that
worked for you. I can even show you, I'm going to show you
some of the presets actually that I use here. So maybe something like this. This also has one
glowed disabled. And it looks pretty, pretty good without
crutches, with scratches. Your choice, I like to just
tune them down a little and see you can see a
bunch of them here. This one as well. It looks really cartoony. This thing as well. It looks pretty, pretty nice. There's just one thing. I think we messed up and
we didn't we didn't. So always you can change a
little bit of your size here. But let's just keep
it for K For now. Why not? This one looks pretty cool. You can, you can really mess
around with this and this is just changing the color a little bit, adjusting
some settings. Usually it's just about
changing the color. Usually I don't ever change
the settings and the masks, but just change the colors. So honestly, you can have infinite
variations, as you can see here. Literally infinite with what
you can do here with these. And, well, yeah, I'm gonna give you
some closing thoughts now. And I hope you really enjoyed
this little course I made. If you want to look more
into the soft I make. And if you're really serious
about learning 3D art, there's a lot of stuff I cover and a lot of courses
on my Skillshare page. So you can always go
ahead and check them out. And if you really, really like them and
the end of the day, you can always check more
of them. You can like them. You can sort of promote them to your friends if you want to. But I hope I, you really
learned something valuable from this course today. And I hope I see you
in the next course. And I hope you really make some amazing looking
stuff for this. See you around.