026 Zbrush 2020 Morph UV Head Texturing

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  • เผยแพร่เมื่อ 28 ต.ค. 2024
  • / @michaelpavlovich
    / pavmike
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ความคิดเห็น • 22

  • @fractalelement857
    @fractalelement857 4 ปีที่แล้ว +1

    6:05 i like this xTractor brush, nice trick

  • @monicagreco5577
    @monicagreco5577 2 ปีที่แล้ว

    finally my youtube algorithm is working

  • @fractalelement857
    @fractalelement857 4 ปีที่แล้ว +6

    i dont know man, i would love if all this could be nicely done in zbrush without using other softwares but its so clumsy. Pixologic need to work on these features in the future definitely

    • @DigiPen92
      @DigiPen92 ปีที่แล้ว

      Well, you have to get use it when matching stuff for the textures. 3D Modeling is hard work to pull it correctly the way you wanted to apply for the textures.

  • @fractalelement857
    @fractalelement857 4 ปีที่แล้ว +3

    2:47 i suggest you to paint with "Paint" brush.

  • @WarriorOfModernDeath
    @WarriorOfModernDeath 3 ปีที่แล้ว

    Wow :O

  • @ulipr2411
    @ulipr2411 4 ปีที่แล้ว +1

    would this work with zbrush 2018?

    • @fractalelement857
      @fractalelement857 4 ปีที่แล้ว

      no, i tryed it. It's in newer versions of zbrush

    • @HanSolocambo
      @HanSolocambo 3 ปีที่แล้ว

      Why don't you use ZBrush 1972 instead ?

  • @brenokisch
    @brenokisch 2 ปีที่แล้ว

    is it possible to export the morphed texture uv?

    • @MichaelPavlovich
      @MichaelPavlovich  2 ปีที่แล้ว +1

      sure, how to go about it depends on what you mean by export - if you're talking about exporting the flattened geometry, while it's in the morphed state, just export it and it'll export the flattened geo. If you want to export the textures, just go to tool - texture - create - new from polypaint, Clone Txtr, then Texture - export. If you're talking about the UV wireframe on texture, do a create - new from UV Map with polyframe turned on (shift+f)

    • @brenokisch
      @brenokisch 2 ปีที่แล้ว

      ​ @Michael Pavlovich i've imported a Irisdescence material and i want to export the baked version, but if i try the photoshop option, it will get distorted and the morph uv showed the uv map more uniform, thats what i mean. i will try thanks :)

  • @michaelsheer3691
    @michaelsheer3691 4 ปีที่แล้ว

    WHY WHEN I OPEN "UVMAP" morph uv function is disabled

    • @MichaelPavlovich
      @MichaelPavlovich  4 ปีที่แล้ว +2

      Do you have UVs on your object?

    • @fractalelement857
      @fractalelement857 4 ปีที่แล้ว

      its because your model doesn't contain uv coordinates/information

  • @코립
    @코립 3 ปีที่แล้ว

    3:02 I am painted white

    • @코립
      @코립 3 ปีที่แล้ว

      oh!..work

  • @Domzdream
    @Domzdream 4 ปีที่แล้ว +1

    Hi Michael. Can you pleeeeeze help. I've been rackign my blimmin brian with this. And I've been trying to google this specific problem but I cant find a solution.
    Here it is:
    After I import a shape from maya as an obj, I firstly press morph target, to retain the original form before I make a normal map. Then I press to subdivide and increase the topology to sculpt detail.
    Now I try to make a NORMAL MAP. But....here's the problem. The UV's shrink where I need them to remain exactly where they were. I basically need the cage of the UV's original shape to remain pinned! I get it that there will be a more complex UV mesh occurring but I don't want the UV's borders and shape to shrink as well. How do I go about doing that. I've been exporting and pressing this and that all day, but I know it's a simple press of a button or something somewhere. Any advice?
    Thanks!

    • @MichaelPavlovich
      @MichaelPavlovich  4 ปีที่แล้ว

      right next to the big divide button, and underneath the Smt button (on by default) under the Geometry menu, there's a Suv button - as long as that isn't pressed, your UVs shouldn't smooth? it's off by default, which is why i'm not sure if this is going to help or not

    • @Domzdream
      @Domzdream 4 ปีที่แล้ว

      @@MichaelPavlovich Hm. I'll give it a go.

    • @Domzdream
      @Domzdream 4 ปีที่แล้ว

      @@MichaelPavlovich Nah, it's still doing it.
      It can't be an export option form maya, right? I mean, it's a basic OBJ export from maya. It's really strange. Maybe it's a glitch?