Baking High Poly To Low Poly (Zbrush And Substance Painter)

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  • เผยแพร่เมื่อ 20 ก.ค. 2024
  • In this video we will learn how to transfer the details of a high poly mesh to a low poly mesh. This process is called Baking.
    The technique I'll be using in this particular video will show you how you can bake normal and displacement maps in Zbrush to later use in Substance Painter.
    Recap: 11:41
    Full Playlist: • Pipelines
    Support me on Patreon: / madponyinteractive www.buymeacoffee.com/MadPonyInt

ความคิดเห็น • 108

  • @agataartwork9097
    @agataartwork9097 4 ปีที่แล้ว +8

    I love this video, thanks so much , you are such a good teacher! I liked that first you went through the process explaining everything, and afterwards you have repeated all the process again. You are awesome !

  • @36Dome36
    @36Dome36 3 ปีที่แล้ว +2

    Just in time as I needed it, it pops up in my recommendations, thank you so much for demystifing this process!!!

  • @joshuabuckingham3571
    @joshuabuckingham3571 2 ปีที่แล้ว +1

    Thank you for taking the time to make these videos. It's really appreciated mate

  • @d.antoniohernandez1952
    @d.antoniohernandez1952 4 ปีที่แล้ว +26

    This was extremely helpful! GOD BLESS YOUR SOUL

  • @artistjim114
    @artistjim114 3 ปีที่แล้ว +1

    I almost shedded a tear! Thank you!!

  • @diego.zanelli
    @diego.zanelli 3 ปีที่แล้ว +1

    Clean and direct, as Antonio said, God bless you Sir.

  • @lawrence2598
    @lawrence2598 3 ปีที่แล้ว

    Oh my god, I have been looking for this video for ages! Thank you!

  • @rutvikfand4995
    @rutvikfand4995 3 ปีที่แล้ว +4

    This was extremely helpful!

  • @anthonyvaliukonis7720
    @anthonyvaliukonis7720 4 ปีที่แล้ว +1

    Thank you so much!
    Extremely helpful video!

  • @TooManyCables
    @TooManyCables 4 ปีที่แล้ว +5

    HOLY $#!T man. This was my missing link! Thank you so much for doing this video.

  • @bluethumbbuttoneek9465
    @bluethumbbuttoneek9465 3 ปีที่แล้ว +1

    Thankss will always come back to this as reference on how to do it unless theres a quicker version of this tut :) some day I wont need to rely on the video tho I'll memorize how to do it eventually

  • @vighneshpawar4285
    @vighneshpawar4285 3 ปีที่แล้ว +1

    Thanks alot man, just the thing i was looking for.

  • @guglielmoturbian6982
    @guglielmoturbian6982 3 ปีที่แล้ว

    This video change my life in these days, thank you so much

  • @NamNguyen-zd3re
    @NamNguyen-zd3re 5 ปีที่แล้ว +5

    i think you just need a basic sphere to bake those details because the distance is not too much. but choose the lv1 subdivision as low poly version is a fast way

  • @nikitaabzhalimov3731
    @nikitaabzhalimov3731 3 ปีที่แล้ว +2

    Hi! thank you so much for this tutorial! I spent a lot of time not understanding what I was doing wrong. But after watching this video, everything worked out. Thank you again so much!

    • @freeairdrop4704
      @freeairdrop4704 2 ปีที่แล้ว

      me too alot time not understanding what I was doing wrong

  • @goheenbiswas1901
    @goheenbiswas1901 2 ปีที่แล้ว

    You're an awesome teacher. Thank you so much.

  • @sayanhaldar6118
    @sayanhaldar6118 2 ปีที่แล้ว +1

    Thanks, it's way better than maya's texture baking.

  • @ProjProd
    @ProjProd 11 หลายเดือนก่อน

    This is great ! Good job dude ! 🤩

  • @Chauxz
    @Chauxz 5 ปีที่แล้ว +5

    I recently started to learn Zbrush, I will try this out soon! Thanks

  • @mohamedazizsetti4945
    @mohamedazizsetti4945 2 ปีที่แล้ว +1

    thanks a lot man! so helpful

  • @biggestonee
    @biggestonee ปีที่แล้ว +1

    Thank you!!! You solved my problem!

  • @JamesLee-lf4fr
    @JamesLee-lf4fr 2 ปีที่แล้ว

    clear & good instruction, thanks.

  • @joegideon8461
    @joegideon8461 3 ปีที่แล้ว

    Very helpful, thank you!

  • @saunterfilms
    @saunterfilms 3 ปีที่แล้ว +1

    You are the best! Big thanks to you!

  • @alperenborklu4005
    @alperenborklu4005 2 ปีที่แล้ว +1

    this video should have more likes

  • @clivecamilleri2561
    @clivecamilleri2561 3 ปีที่แล้ว +1

    Very helpful thanks

  • @nevixart
    @nevixart ปีที่แล้ว

    thank you so much for this tutorial bro!!! 🤩

  • @korzo4036
    @korzo4036 3 ปีที่แล้ว

    Thank you, it's very useful tutorial

  • @jaypeace6058
    @jaypeace6058 4 ปีที่แล้ว

    Awesome man! God bless!

  • @corelysis
    @corelysis 3 ปีที่แล้ว

    great tutorial, thanks

  • @pocacola6952
    @pocacola6952 3 ปีที่แล้ว

    very nice tutorial

  • @mrveguita
    @mrveguita 3 ปีที่แล้ว

    THANKS BRO YOU ARE THE BEST

  • @oleksandrchaban328
    @oleksandrchaban328 3 ปีที่แล้ว +1

    AMAZING!!!!!

  • @nizd3128
    @nizd3128 7 หลายเดือนก่อน

    Excellent thank you very much 👍

  • @ollyisorange2808
    @ollyisorange2808 2 ปีที่แล้ว +1

    thank you!!!

  • @milkbread5036
    @milkbread5036 10 หลายเดือนก่อน

    thank you!

  • @marcos_ferreira1997
    @marcos_ferreira1997 ปีที่แล้ว +1

    do more about this high poly to apply onto existing models pls

  • @aghandwork1808
    @aghandwork1808 5 ปีที่แล้ว +4

    That is VERY usefull video! Thank you! But I have a question: high poly mesh in Pianter is using for bake normals...but you already have a normal map...so why do you use high poly while baking all else map? P.S. as say
    Griffin Leadabrand
    could you explain problem about normal map's artifacts while low and high poly don't match up

    • @MadPonyInteractive
      @MadPonyInteractive  5 ปีที่แล้ว +3

      Sure. If you working with a lot of polygons in ZBrush, lets say over 1Million points, then painter may not be able to bake such a mesh, so you can use ZBrush Multimap exporter to export the normal map instead of trying to bake it in Painter. Hope that makes sense.

  • @calabozodejake6908
    @calabozodejake6908 ปีที่แล้ว +1

    thank u! :D

  • @cameron9225
    @cameron9225 3 ปีที่แล้ว

    perfect my friend now new subscriber

  • @srvt9064
    @srvt9064 4 ปีที่แล้ว +1

    Thanks so much!
    Do we have to use subdivision versions for this? Can we use other low poly models with uvs?

    • @MadPonyInteractive
      @MadPonyInteractive  4 ปีที่แล้ว +1

      yes you can use other models. One common process is to sculpt an high poly mesh and then retopo a low poly for projection

  • @MrShadyMustafa
    @MrShadyMustafa 4 ปีที่แล้ว

    thank you bro ^_^

  • @tomaszneosapiens5111
    @tomaszneosapiens5111 4 ปีที่แล้ว

    you can bake multiple high polys onto one poly
    and you can bake multiple high polys onto multiple low pieces with right naming convention exclude them using by mesh name

  • @freeairdrop4704
    @freeairdrop4704 2 ปีที่แล้ว +1

    GOD BLESS YOU

  • @muhammetcaglayan2918
    @muhammetcaglayan2918 3 ปีที่แล้ว

    Can i ask something, lets say i have a bone mesh and i want to use this bone mesh to create a normal map on this sphere is it possible? Without changing the sphere’s uv

  • @wojciechwolenski4189
    @wojciechwolenski4189 4 ปีที่แล้ว

    Hello. I have a questions. For example - instead of export model with lower subd like 1 i wanna decimate/zremesh this model for better optimization. I did it and now how i can use multi map export? If i need to setup subD on 1 in displacment and normal options it generates some problem in Substance painter later. Thanks!

    • @MadPonyInteractive
      @MadPonyInteractive  4 ปีที่แล้ว +1

      If you Zremesh you will loose UVs. Maybe that's why you running into problems in Painter. You can decimate and keep UVs by using decimation master and use the Keep UV switch. Also, the bigger the difference between the high poly and low poly the more baking errors you will ran into.

  • @Bobeer
    @Bobeer 5 ปีที่แล้ว +1

    cool

  • @estudiodave
    @estudiodave 3 ปีที่แล้ว +1

    Thanks! Is there a way to make this work for exporting multiple tools?

  • @pavinivfx
    @pavinivfx 4 ปีที่แล้ว

    Thanks so much!
    Now my models won't be killed in the process of baking
    But I've a question. My maps was generate with very low detail and I already changed the subdivision levels zbrush would use to bake.
    At the first time, I made everything you said

    • @MadPonyInteractive
      @MadPonyInteractive  4 ปีที่แล้ว

      try increasing the Map size in the multimap exporter plugin

    • @pavinivfx
      @pavinivfx 4 ปีที่แล้ว

      @@MadPonyInteractive using 4096 size and nothing happens. Zbrush generates a flat texture without the details

    • @MadPonyInteractive
      @MadPonyInteractive  4 ปีที่แล้ว

      @@pavinivfx Try changing some of the export settings and try with a different model, it can be a number of things. Maybe regenerate UVs

  • @bluethumbbuttoneek9465
    @bluethumbbuttoneek9465 3 ปีที่แล้ว

    Wont let me add new color effects n paint to it after it's been baked🤔

  • @yusulfliu9850
    @yusulfliu9850 5 ปีที่แล้ว +1

    thanks you

    • @MadPonyInteractive
      @MadPonyInteractive  5 ปีที่แล้ว

      Thank you for subscribing.

    • @yusulfliu9850
      @yusulfliu9850 5 ปีที่แล้ว

      @@MadPonyInteractive your tips are very useful for newers like me;

  • @Play-to-earnn
    @Play-to-earnn 9 หลายเดือนก่อน

    I have a question if you can help me... I want sculpting and export normal map for my low poly to unreal ungine this is normal ? Or use decimation master !!!!

  • @tomaszneosapiens5111
    @tomaszneosapiens5111 4 ปีที่แล้ว +1

    make sure your high poly doesn't have uvs ,poly paint is fine , will be baked down as color id

    • @mattzart
      @mattzart ปีที่แล้ว

      What happens if the high poly has a UV map copied over from it's clone?

  • @digitalwizard1608
    @digitalwizard1608 4 ปีที่แล้ว

    I have a retopologised character I made low poly. Do I need to unwrap in a ZBrush to put the high poly on? I have mapped the retopology too

    • @MadPonyInteractive
      @MadPonyInteractive  4 ปีที่แล้ว

      yes you need UVs on the low poly for the procedure

  • @TouchedByArtist
    @TouchedByArtist 4 ปีที่แล้ว

    Big thank you and ı have a question. When ı try to export disp. maps they all black. I doing like your settings but every time same result. How can ı fix that ?

    • @MadPonyInteractive
      @MadPonyInteractive  4 ปีที่แล้ว

      That hasn't happened to me so cant really give you a straight answer. Keep trying different settings on the export, check your UV's, try a different model and if you figure it out come back to this post and let us know how. Thank You

    • @TouchedByArtist
      @TouchedByArtist 4 ปีที่แล้ว +1

      @@MadPonyInteractive i will try thank you

  • @allroundlad
    @allroundlad 11 หลายเดือนก่อน

    I thought mesh must be topologised to be able to texture. Also, if I want to use a topologised low-poly mesh, but use displacement map from the high-poly version mesh, how do I do this?

    • @MadPonyInteractive
      @MadPonyInteractive  11 หลายเดือนก่อน

      I'm assuming that by topologised you mean if the mesh has a UV Map. If so that's what we are doing here, we are creating a texture from the high poly model and use that to project on the low poly UV Map.

  • @trangcao8635
    @trangcao8635 2 ปีที่แล้ว

    hello, in 9:26 I do the same but can not have same result, please help.

  • @Zeinovic92-Generalinfo
    @Zeinovic92-Generalinfo ปีที่แล้ว

    iam a beginner .. iwant to understand something after baking maps ..this details r just outer view or real details on the mesh ?

  • @innerguardianXIII
    @innerguardianXIII 4 ปีที่แล้ว

    How about doing all this for Blender 2.8?

  • @griffinleadabrand1474
    @griffinleadabrand1474 5 ปีที่แล้ว +3

    8000k is by no means low poly. Test it out on something a lot harder to sustain the shape. Show what happens when you don't retopo. Show how the normal map can contain artifacts if the low and high poly don't match up. Show how to do this with multi subtool objects baking normal maps for each object and matching them by name in substance painter. That's the stuff that is hardest to get right.

    • @MadPonyInteractive
      @MadPonyInteractive  5 ปีที่แล้ว +1

      Thanks for your comment, I plan to do just that but am first creating more basic videos that later on I can refer people to so that those don't become too lengthy.

  • @FlavioDiniz
    @FlavioDiniz 4 ปีที่แล้ว

    Is it possible to import a low poly and a high poly mesh to zbrush and bake the details from the highpoly to the low poly ?
    or it only works if the lowpoly and highpoly are made from the beginning inside zbrush ?

    • @MadPonyInteractive
      @MadPonyInteractive  4 ปีที่แล้ว

      You can do that yes, project all will not care where the model comes from

    • @abdullaharshak.n7870
      @abdullaharshak.n7870 ปีที่แล้ว

      @@MadPonyInteractive then what about subdivision levels. You said that in 6:20 if the subdivision levels are not same. it wont work. For eg: if i do retopology from other software and import in z brush to bake normal map. How does the subdivision take place

    • @MadPonyInteractive
      @MadPonyInteractive  ปีที่แล้ว +1

      @@abdullaharshak.n7870
      You would bring in the retopo model, project the zbrush model onto it and proceed to exporting.

    • @MadPonyInteractive
      @MadPonyInteractive  ปีที่แล้ว +1

      and use subdiv level 1

    • @abdullaharshak.n7870
      @abdullaharshak.n7870 ปีที่แล้ว

      @@MadPonyInteractive ohh thank you so much dude. Got it

  • @Penny_The_Moo
    @Penny_The_Moo 3 ปีที่แล้ว

    When importing to Substance Im getting the issue 'invalid scene, mesh group has no UV co-ordinates' what am I forgetting? D:

    • @AlexArtsvideos
      @AlexArtsvideos 3 ปีที่แล้ว

      check if you have an uv in Zbrush, go to UV on Tools and click on Morph UV. If you dont have an UV, you get bake one in the UV Master plugin.

  • @miketan5603
    @miketan5603 4 ปีที่แล้ว

    how do i do this if i have several subtools but i want to export/import them as one model? because as soon as i merge them i lose the subdivision

    • @MadPonyInteractive
      @MadPonyInteractive  4 ปีที่แล้ว +1

      In the FBX Export/Import plugin make sure "Visible" is selected. This will export all your visible Subtools in 1 FBX File

    • @miketan5603
      @miketan5603 4 ปีที่แล้ว

      @@MadPonyInteractive thank you :)

  • @marcos_ferreira1997
    @marcos_ferreira1997 ปีที่แล้ว

    you need full zbrush?

  • @alejob5325
    @alejob5325 4 ปีที่แล้ว

    Hi there! Great video.
    But Iam having a problem, i am new using substance painter and when i import something to substance from Zbrush, there are some problems with my model mesh.
    Before watching your video, substance (before exporting my high poly mesh) warned me that "not enough data in the high poly to use selected baker. Baking has been canceled". And after following your video step by step, that warning message does not appear any more, but the results are the same. My model has 15 million polygons so I decide, before exporting the high poly mesh, to do a decimation in zbrush but it doesnt work either.
    I have made uvs for every part of my model. The main problem when exporting to substance is in the face because it looked like my low poly model.
    Do you know whats the problem?
    Thanks you a lot !

    • @MadPonyInteractive
      @MadPonyInteractive  4 ปีที่แล้ว

      You might need to break your model apart into smaller sections and bake them separately. Substance doesn't handle anything over 300k polys very well.Not sure I understood your problem but if your decimation is destroying your model you better off breaking it apart into smaller sections using UDIMS.

    • @alejob5325
      @alejob5325 4 ปีที่แล้ว

      @@MadPonyInteractive ohh okey, let me try doing that. Do you mean polygroups and then make uvs with those polygroups? Thanks a lot

    • @MadPonyInteractive
      @MadPonyInteractive  4 ปีที่แล้ว

      @@alejob5325 No, I mean different subtools

    • @alejob5325
      @alejob5325 4 ปีที่แล้ว +1

      @@MadPonyInteractive okey, I Will split my model. Hope it works.
      Thanks !!

  • @HiroGamerXJ
    @HiroGamerXJ 3 ปีที่แล้ว

    can you do this on zbrush core?

    • @MadPonyInteractive
      @MadPonyInteractive  3 ปีที่แล้ว

      Not sure

    • @HiroGamerXJ
      @HiroGamerXJ 3 ปีที่แล้ว

      @@MadPonyInteractive okay thanks, i was curious because i wanted to buy the core since the normal one is pretty expensive.

  • @anisfana4008
    @anisfana4008 3 ปีที่แล้ว

    how to get this brush
    2:09

  • @Udhoi
    @Udhoi 3 ปีที่แล้ว

    See you in heaven brother!

  • @jfcomposition
    @jfcomposition 5 ปีที่แล้ว +2

    I think youre smoking a blunt at 1:57 minutes 😂😂😂

    • @MadPonyInteractive
      @MadPonyInteractive  5 ปีที่แล้ว +1

      :D just a cigarette ;)

    • @jfcomposition
      @jfcomposition 5 ปีที่แล้ว

      Can i contact you? Find no email here sorry, you got discord?

  • @icefish17
    @icefish17 3 ปีที่แล้ว +1

    Your UI placement in Substance hurts my eyes, good vid tho

  • @BlueCatArt
    @BlueCatArt 4 ปีที่แล้ว

    Those sounds with the mouth dude..

  • @mrprincedieg
    @mrprincedieg 4 ปีที่แล้ว +1

    Careful man! Never flip a real G...
    Good tutorial tho!

  • @juanfernandojimenezbuitrag2434
    @juanfernandojimenezbuitrag2434 3 ปีที่แล้ว

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