Add transcription for: Water Hugging a Surface.wav
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transcriptions/Water Hugging a Surface_transcription.json
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"text": " Having this very simple waterfall mesh is cool if you want to put it in a very you know uniform area like a water fountain or something like that but for very organic shapes like this like these rocks that we have in the scene and everything in order to get water to flow down the rock surface accurately there's a really cool trick that you can use in ZBrush so I'm going to go ahead and go to ZBrush here. I'm going to import the said rock mesh that I want to create a waterfall for. So you can import this for any object really that you have, whether it's a rock, a barrel, a pile of rubble, anything like that. You can go ahead and have this rock mesh that you have set here. What I'm going to do now is I'm going to select a sphere and do a Make Polymesh 3D. Actually, I'm going to do another sphere that has a little bit of a lower resolution to it. Let's say for, you wanna have enough resolution that this can move across the rock surface that you're gonna project it on. So I'm actually gonna do something like 64 by 64. So it's gonna be a little bit high about 4,000, but that should do as far as getting the resolution that we need to project this. So I'm gonna go ahead and append that sphere I just made. And I'm going to delete the bottom half of this. And the other thing I'm going to do is I'm going to scale down this sphere so it's completely encompassed inside this object that we're going to project it on here. So I'm going to move this up really quick. I'm going to make sure it's kind of sitting on top, not touching any of the rock that I'm going to project it on here. And you want to make sure that when you delete the bottom half you see this starburst in the center here. You want to make sure that it's aligned in this way so that the starburst is in the center and that all these polygons are radiating out because we're essentially creating the same vortex mesh but we're going to shrink wrap it around this rock mesh shape here. So I'm gonna do M and I'm gonna create the, or I'm going to grab the matchmaker brush here. It's called a matchmaker. And then I'm just going to click and drag. And you can see now that the mesh is shrink wrapping around the rock here. I'm just going to go ahead and you can see that wherever the mesh is not aligning or not encompassing the rock, there's a little bit of an artifact there. So I'm going to scale it down just a little bit more. Move it up. And then just click and drag there. And you can see that there are definitely some artifacts that you will have to clean up around the bottom, but it's a great way to take these polygons and shrink wrap them onto the rock surface that you have here. And so then all you have to do is you can have all the water flowing down this rock like it's a one of those fountains where it's like a sphere with everything flowing outward of it, but I'm just going to select a couple polygons here. So something like that. And then I'm going to move this down. Then once I move this down, I can match make it even more. Of course, another way to do this too is you can just, in a traditional way, you can retop or retopologize the polygons flowing down the center of the rock face here. This is kind of the quick, sort of quick and easy way to do it that gets immediate results, but to get very, very accurate depictions of the water flowing down the surface, you might have to go ahead and do a little bit of custom modeling to get the surface to flow properly when it's going down the rock here. Just always keep in mind that these polygons are going to direct the water, kind of like the tracks on a roller coaster, so you want to make sure that they're staying non, you want to really avoid this where they're sort of bending out of place or losing their integrity of their poor-sidedness here. Then you can see there's one sort of rogue polygon that's hanging out there. I'm going to go ahead and bring that in. And then I can use the matchmaker to have it hug the surface just a little bit more there. You want to make sure it's perfectly parallel like this. Then actually, in order to get complete control of this, I might just go in and just manually kind of sculpt this in here to get... The other thing, of course, I can do too is I can go down to Project and then just do Project All. I can increase the distance here to 0.1, do Project All, and that's actually going to make it hug the surface a lot more. So with a combination of the Matchmaker brush and projecting it in the subtool palette here, we'll have something that is hugging this rock surface pretty nicely, as you can see. So we can have all that detail of it flowing down and grabbing all those different surfaces of the rock. So with that I'm going to go ahead and export this. First I'm just going to export this as an OBJ so I can take it into Maya and make sure it's aligned properly. I'm just going to call this part, it's my sort of jump across software name. I give all my OBJ meshes here. And then I'm just gonna take this back into Maya so I can check the UVs and make sure it's good to export. So I'm seeing that mesh here. I'm going to go ahead and import the rock that I was working on. So you can see I want this waterfall to match the exact same pivot or pivot center that the rock does. So I'm looking at that, I'm clicking between the two, it looks like that's good there. I'm just going to click the UV editor here and you can see we need to make sure that These UVs are scaled properly, so I'm going to go ahead and center this. Just scale these UVs so they take up the entire texture space here. I'm going to go ahead and select the top. It looks like I'll have to rotate this 180 degrees. So I'll select the top here. It's coming out the top. And then one thing I want to do too is I want to make sure that this is softened, so we get rid of these facets here. So I'm going to go to Soften Edge. And then I'm going to go ahead and export this as Waterfall Rock. Do one last thing here, which is I might bring this in a little bit so it hugs the rock, so it's not standing on the surface too much. You can see that it's kind of sort of blending into the rock little bit more here. So if I take this Temple Rock that I have here, and again this is going to be applied to any object, not just this Temple Rock. And if I go ahead and do an Edit Duplicate, then I go back to that waterfall rock mesh that I have, and then just swap that. You can see that it's now perfectly aligned to the rock mesh, and that when I assign this arrow material to this right here. You can see we're getting kind of that nice flow of the water going down the rock surface as it's hugging the rock surface which is really nice. And so with all these meshes that we've created here that you can see the arrows sort of panning across we want to actually make our water material so we can start assigning it.",
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"text": " Having this very simple waterfall mesh is cool if you want to put it in a very you know uniform area like a water fountain or something like that but for very organic shapes like this like these rocks that we have in the scene and everything in order to get water to flow down the rock surface accurately there's a really cool trick that you can use in ZBrush so I'm going to go ahead and go to ZBrush here. I'm going to import the said rock mesh that I want to create a waterfall for. So you can import this for any object really that you have, whether it's a rock, a barrel, a pile of rubble, anything like that. You can go ahead and have this rock mesh that you have set here. What I'm going to do now is I'm going to select a sphere and do a Make Polymesh 3D. Actually, I'm going to do another sphere that has a little bit of a lower resolution to it. Let's say for, you wanna have enough resolution that this can move across the rock surface that you're gonna project it on. So I'm actually gonna do something like 64 by 64. So it's gonna be a little bit high about 4,000, but that should do as far as getting the resolution that we need to project this. So I'm gonna go ahead and append that sphere I just made. And I'm going to delete the bottom half of this. And the other thing I'm going to do is I'm going to scale down this sphere so it's completely encompassed inside this object that we're going to project it on here. So I'm going to move this up really quick. I'm going to make sure it's kind of sitting on top, not touching any of the rock that I'm going to project it on here. And you want to make sure that when you delete the bottom half you see this starburst in the center here. You want to make sure that it's aligned in this way so that the starburst is in the center and that all these polygons are radiating out because we're essentially creating the same vortex mesh but we're going to shrink wrap it around this rock mesh shape here. So I'm gonna do M and I'm gonna create the, or I'm going to grab the matchmaker brush here. It's called a matchmaker. And then I'm just going to click and drag. And you can see now that the mesh is shrink wrapping around the rock here. I'm just going to go ahead and you can see that wherever the mesh is not aligning or not encompassing the rock, there's a little bit of an artifact there. So I'm going to scale it down just a little bit more. Move it up. And then just click and drag there. And you can see that there are definitely some artifacts that you will have to clean up around the bottom, but it's a great way to take these polygons and shrink wrap them onto the rock surface that you have here. And so then all you have to do is you can have all the water flowing down this rock like it's a one of those fountains where it's like a sphere with everything flowing outward of it, but I'm just going to select a couple polygons here. So something like that. And then I'm going to move this down. Then once I move this down, I can match make it even more. Of course, another way to do this too is you can just, in a traditional way, you can retop or retopologize the polygons flowing down the center of the rock face here. This is kind of the quick, sort of quick and easy way to do it that gets immediate results, but to get very, very accurate depictions of the water flowing down the surface, you might have to go ahead and do a little bit of custom modeling to get the surface to flow properly when it's going down the rock here. Just always keep in mind that these polygons are going to direct the water, kind of like the tracks on a roller coaster, so you want to make sure that they're staying non, you want to really avoid this where they're sort of bending out of place or losing their integrity of their poor-sidedness here. Then you can see there's one sort of rogue polygon that's hanging out there. I'm going to go ahead and bring that in. And then I can use the matchmaker to have it hug the surface just a little bit more there. You want to make sure it's perfectly parallel like this. Then actually, in order to get complete control of this, I might just go in and just manually kind of sculpt this in here to get... The other thing, of course, I can do too is I can go down to Project and then just do Project All. I can increase the distance here to 0.1, do Project All, and that's actually going to make it hug the surface a lot more. So with a combination of the Matchmaker brush and projecting it in the subtool palette here, we'll have something that is hugging this rock surface pretty nicely, as you can see. So we can have all that detail of it flowing down and grabbing all those different surfaces of the rock. So with that I'm going to go ahead and export this. First I'm just going to export this as an OBJ so I can take it into Maya and make sure it's aligned properly. I'm just going to call this part, it's my sort of jump across software name. I give all my OBJ meshes here. And then I'm just gonna take this back into Maya so I can check the UVs and make sure it's good to export. So I'm seeing that mesh here. I'm going to go ahead and import the rock that I was working on. So you can see I want this waterfall to match the exact same pivot or pivot center that the rock does. So I'm looking at that, I'm clicking between the two, it looks like that's good there. I'm just going to click the UV editor here and you can see we need to make sure that These UVs are scaled properly, so I'm going to go ahead and center this. Just scale these UVs so they take up the entire texture space here. I'm going to go ahead and select the top. It looks like I'll have to rotate this 180 degrees. So I'll select the top here. It's coming out the top. And then one thing I want to do too is I want to make sure that this is softened, so we get rid of these facets here. So I'm going to go to Soften Edge. And then I'm going to go ahead and export this as Waterfall Rock. Do one last thing here, which is I might bring this in a little bit so it hugs the rock, so it's not standing on the surface too much. You can see that it's kind of sort of blending into the rock little bit more here. So if I take this Temple Rock that I have here, and again this is going to be applied to any object, not just this Temple Rock. And if I go ahead and do an Edit Duplicate, then I go back to that waterfall rock mesh that I have, and then just swap that. You can see that it's now perfectly aligned to the rock mesh, and that when I assign this arrow material to this right here. You can see we're getting kind of that nice flow of the water going down the rock surface as it's hugging the rock surface which is really nice. And so with all these meshes that we've created here that you can see the arrows sort of panning across we want to actually make our water material so we can start assigning it."
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