ZBrush to Blender 2.8 displacement - a quick "How To".

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  • เผยแพร่เมื่อ 21 ส.ค. 2024
  • This is a short tutorial showing you how to get ZBrush to generate displacement maps you can use in Blender. No GoB used here, but we do use the MultiMap Exporter in ZBrush.
    Link to tutorial showing you how to generate subdiv levels from dynamesh objects: • Taking the mask model ...
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ความคิดเห็น • 63

  • @jdg84arts
    @jdg84arts 3 ปีที่แล้ว +6

    Finally! A Tutorial that has actual sense and explanation! Thx for this! 🙏

    • @SeanForsythTutorials
      @SeanForsythTutorials  3 ปีที่แล้ว +1

      You're welcome, thanks for watching! And remember to have your meshes unwrapped before doing this.

  • @blendwithn9836
    @blendwithn9836 3 ปีที่แล้ว +5

    Thank you for this amazing tutorial! Hope to see more in the future

    • @SeanForsythTutorials
      @SeanForsythTutorials  3 ปีที่แล้ว

      Yep, really busy right now, but hope to get back to making more soon.

  • @ZaidAlGayyar
    @ZaidAlGayyar ปีที่แล้ว

    it help a lot, thanks

  • @stellersandria5471
    @stellersandria5471 3 ปีที่แล้ว +3

    THIS IS SO GOOD, THANK YOU SO SO MUCH!!!!!

  • @iGambitoi
    @iGambitoi 3 ปีที่แล้ว +1

    God tier tutorial!

  • @mostafakabeel7119
    @mostafakabeel7119 ปีที่แล้ว

    so good, thanks so much!!!!!!

  • @beepboopd.5109
    @beepboopd.5109 3 ปีที่แล้ว

    An absolute godsend

  • @leoli5343
    @leoli5343 4 ปีที่แล้ว +2

    treasure video thank you so much!

  • @meh8260
    @meh8260 3 ปีที่แล้ว +1

    thank you so much

  • @KarelChytilArt
    @KarelChytilArt 3 ปีที่แล้ว

    Thanks

  • @aaayerus
    @aaayerus 3 ปีที่แล้ว +2

    Can't u export all of the subtools in one file, assign the modifiers and then separate the objects? This way, not only u will import everything at once, but also have all the modifiers inherited by every object.

    • @SeanForsythTutorials
      @SeanForsythTutorials  3 ปีที่แล้ว +2

      Do you know what, that never occurred to me! Great tip! Thanks for posting it, hopefully it helps others out as much as me.

  • @denizkesmen5806
    @denizkesmen5806 3 ปีที่แล้ว +1

    THANKS ALOt

  • @lauralunavella2471
    @lauralunavella2471 3 ปีที่แล้ว +1

    Grazie

  • @user-qx9hy9dt8h
    @user-qx9hy9dt8h 4 ปีที่แล้ว +1

    👍

  • @eduardoai5
    @eduardoai5 2 ปีที่แล้ว +1

    Very good tutorial Sean. I was folowing the steps, but when i select the exr file for my character, it seems to be wrong. Some weird marks like if they not on the same size on not in the right place

    • @SeanForsythTutorials
      @SeanForsythTutorials  2 ปีที่แล้ว +1

      If that happens it might be worth checking your uvs. Perhaps some of them are outside the 0,1 uv space, or are overlapping a bit?

    • @eduardoai5
      @eduardoai5 2 ปีที่แล้ว

      @@SeanForsythTutorials honestly, i have no clue how to see that hahaha but i check on blender and the texture dont match with the texture on Zbrush....Maybe a issue when i created a UV on Zbrush? (sorry about my english
      and thank you for answer me so fast =) )

    • @SeanForsythTutorials
      @SeanForsythTutorials  2 ปีที่แล้ว +1

      It's really hard to tell without seeing a file. Maybe try using guv tiles for your unwrap rather than the uvs you are using now. Just to see if it fixes the problem.

    • @eduardoai5
      @eduardoai5 2 ปีที่แล้ว +1

      Sean, i figure out. For some reason, the UV are inverted. I used GOB to import from zbrush to blender. Is there a possible that, using this metod, i dont have to flip the uv on zbrush when i export the map?

    • @SeanForsythTutorials
      @SeanForsythTutorials  2 ปีที่แล้ว +1

      @@eduardoai5 ah yes gob will do it for you!

  • @Enz1612
    @Enz1612 3 ปีที่แล้ว +2

    When did you create the UVs?? Was it after the zRemeshing part??. Thanks

    • @SeanForsythTutorials
      @SeanForsythTutorials  3 ปีที่แล้ว +1

      Yes exactly, after the remeshing. Sorry for forgetting to mention it!

    • @Enz1612
      @Enz1612 3 ปีที่แล้ว

      @@SeanForsythTutorials Haha, i was confused for a second there. Would it be possible to bring the model into Blender without creating UVs or Displacement Maps? Maybe Decimating the model or something like that?

    • @SeanForsythTutorials
      @SeanForsythTutorials  3 ปีที่แล้ว +1

      @@Enz1612 Yep you could absolutely do that! It just means you have no option ro texture it afterwards other than by procedural methods.

    • @Enz1612
      @Enz1612 3 ปีที่แล้ว +1

      @@SeanForsythTutorials Thats good to know!. Thanks Sean!

    • @SeanForsythTutorials
      @SeanForsythTutorials  3 ปีที่แล้ว

      @@Enz1612 No problem!

  • @Fancy.languages1
    @Fancy.languages1 4 ปีที่แล้ว +3

    I followed you, but I exported with nothing...

    • @SeanForsythTutorials
      @SeanForsythTutorials  4 ปีที่แล้ว

      Which is not exporting? The displacement maps? Or the mesh? Are you sure you are on level 1 of your subtools when generating your displacements? And that in the Multimap exporter you also have "Subtools" as well as "Export Mesh" turned on.

    • @Fancy.languages1
      @Fancy.languages1 4 ปีที่แล้ว

      @@SeanForsythTutorials yes...I will try to follow you to redo again. I couldn't get either mesh nor displacement maps...

    • @SeanForsythTutorials
      @SeanForsythTutorials  4 ปีที่แล้ว

      Great. Let me know how it goes. If it's still a problem maybe you can send ne the file and I'll have a look.

    • @Fancy.languages1
      @Fancy.languages1 4 ปีที่แล้ว

      @@SeanForsythTutorials Thank you, Sean. I just sent my file to your gmail.

    • @Fancy.languages1
      @Fancy.languages1 4 ปีที่แล้ว

      I tried many times but failed :(

  • @Cakester2000
    @Cakester2000 16 วันที่ผ่านมา

    Hello, when I apply the displacement map in Blender...I end up with lines over my model where the seams previously were. Do you know how to fix this?

  • @nytr8_
    @nytr8_ ปีที่แล้ว

    so i can use this method to retopologize any high detail mesh in blender without any lag ?

  • @IshamPadron
    @IshamPadron 3 ปีที่แล้ว

    How do you get the scaling right and ready to export to Blender? In Zb my when I export to Blender using GoZ it comes in really huge and then my displacement maps dont work.

    • @SeanForsythTutorials
      @SeanForsythTutorials  3 ปีที่แล้ว

      Hi Ishy. Generally if your size in ZBrush is roughly 2 units in the Y axis (check the Tool palette, Geometry, Size rollup, then you should be okay (at least in ZBrush!). If it's way off that number, you can reset your subtool to a size that ZBrush likes by going to Tool palette, Deformation, and use the Unify button. That will resize the currently active subtool. Obviously if you have a lot of subtools things are different. Then you can use ZPlugins, Transpose Master to create a temporary single subtool (hit the TPoseMesh button), and Unify the new (combined) subtool. Once that's done, go back to Transpose Master and use TPose ¦ SubT and it will split your subtools up again for you. Now everything will be at a unified size and should hopefully work well for you. If that size is too small in Blender, just use Transpose Master again and scale it to whatever size you want and TPose ¦SubT when done. Hope it helps!

  • @jonasmuste3232
    @jonasmuste3232 3 ปีที่แล้ว

    Hey I don’t If you will see this but, I followed all you’re steps but my rendering port is just a grid

    • @SeanForsythTutorials
      @SeanForsythTutorials  3 ปีที่แล้ว

      Sorry, I'm not sur eI understand, is it your camera that isn't rendering? Have you unwrapped your model? I forgot to mention that in the vide I'm afraid! Otherwise your maps have no UVs to be created onto.

    • @jonasmuste3232
      @jonasmuste3232 3 ปีที่แล้ว

      @@SeanForsythTutorials I already got it, thanks anyway.🙏

  • @virvaghera7186
    @virvaghera7186 3 ปีที่แล้ว

    How to import normal map in zbrush

    • @SeanForsythTutorials
      @SeanForsythTutorials  3 ปีที่แล้ว

      There's not much point in importing a Normal map into ZBrush as it won't display it. As in, you can load it on, but you won't see a difference on your model. Other apps such as Substance Painter or Quixel do display normal maps (and let you paint on them even), but ZBrush is generally just used for the initial creation, it doesn't natively display them the way other apps do. So the workflow is sculpt on a mesh with several subdivisions, unwrap it, go to a lower subdivision, generate a Normal map, export it along with a lower resolution mesh to render in another DCC app. Or bring both into Painter or Quixel to modify it even further. Hope this helps!