hi, i just discovered another way to achieve the goal, i simply went into zbrush and used polygroup uv split then merged all the uv's that i have in seperate udim files and exported them as obj's and was able to bring them into the seperate layers of substance painter.
I would not suggest doing that. Simply import a single obj with multiple UDIMs into Substance. As long as you check ‘use multiple tile’ mode when importing everything should be fine.
If the model has udims you can import into substance and as long as “use uv tile workflow “ is checked the udims should work just fine. No need to separate the udim tiles to separate obj’s.
Hi, sorry, I just tried it out but for the life of me I have no idea what I'm doing wrong. It says my baking is complete but none of my zbrush textures are showing in substance painter. Are you it can work by just taking my textureless maya mesh and using it as the low poly so I can have all the subtool layers Then taking the textured zbrush hp obj and baking it as a normal map over it and it will work, cause I've tried and it's not working. May I send you an email with the obj's so you can test and see what's wrong?
You should only take a texture less mesh into substance. If you need to bring in the Zbrush texture make sure it’s not poly painted. You need to transfer your poly paint to your uvs.
@@davidbittorf hi, sorry I just retried baking the normals in substance painter and it worked perfectly, and I've brought it back into maya and the textures work well, now I just need to do some lighting and rig it before animating and posing it, thanks.
Hi, i was wondering for some advice. I made a model and then took it into zbrush to add some hair texture, i brought it into substance, however the textures are much less pronounced in substance and im guessing will be less pronounced in maya. the height adjustment for the displacement doesn't seem to have much effect either, any advice you can give?
Yes. Displacements are only “faked” in substance. You would be better off only doing a normal map like the video or just bringing in you high poly model. Don’t monkey around with creating displacements in substance. You can add the displacement later in Maya.
@@davidbittorf ok, so how do i bake normal maps onto a multi layer object since i need it to be multi layered for the coloring purposes. since i will be importing my maya low poly in with its assigned materials to create the layers, so how can i bake normal map textures from zbrush onto the object in substance painter?
Thank you so much, this is just what I needed 💕
you saved my life thank you
hi, i just discovered another way to achieve the goal, i simply went into zbrush and used polygroup uv split then merged all the uv's that i have in seperate udim files and exported them as obj's and was able to bring them into the seperate layers of substance painter.
I would not suggest doing that. Simply import a single obj with multiple UDIMs into Substance. As long as you check ‘use multiple tile’ mode when importing everything should be fine.
is there a way i can export my zbrush models udim tiles as obj's so i can import them as baked maps into substance
If the model has udims you can import into substance and as long as “use uv tile workflow “ is checked the udims should work just fine. No need to separate the udim tiles to separate obj’s.
Hi, sorry, I just tried it out but for the life of me I have no idea what I'm doing wrong. It says my baking is complete but none of my zbrush textures are showing in substance painter.
Are you it can work by just taking my textureless maya mesh and using it as the low poly so I can have all the subtool layers
Then taking the textured zbrush hp obj and baking it as a normal map over it and it will work, cause I've tried and it's not working.
May I send you an email with the obj's so you can test and see what's wrong?
You should only take a texture less mesh into substance. If you need to bring in the Zbrush texture make sure it’s not poly painted. You need to transfer your poly paint to your uvs.
@@davidbittorf hi, sorry I just retried baking the normals in substance painter and it worked perfectly, and I've brought it back into maya and the textures work well, now I just need to do some lighting and rig it before animating and posing it, thanks.
Hi, i was wondering for some advice. I made a model and then took it into zbrush to add some hair texture, i brought it into substance, however the textures are much less pronounced in substance and im guessing will be less pronounced in maya. the height adjustment for the displacement doesn't seem to have much effect either, any advice you can give?
You have to bake your normal map. Please check out this video: th-cam.com/video/wmfnFz2ZG_k/w-d-xo.html
@@davidbittorf is it better than using displacement maps in substance painter?
Yes. Displacements are only “faked” in substance. You would be better off only doing a normal map like the video or just bringing in you high poly model. Don’t monkey around with creating displacements in substance. You can add the displacement later in Maya.
@@davidbittorf ok, thanks for the advice
@@davidbittorf ok, so how do i bake normal maps onto a multi layer object since i need it to be multi layered for the coloring purposes. since i will be importing my maya low poly in with its assigned materials to create the layers, so how can i bake normal map textures from zbrush onto the object in substance painter?
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