Make ZBrush Polygroups Quickly

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  • เผยแพร่เมื่อ 16 ธ.ค. 2024

ความคิดเห็น • 14

  • @warlord8106
    @warlord8106 2 ปีที่แล้ว

    I just tried separating the exr files from one another into separate folders and tried to apply the individual displacement only to get the claim it failed to decode bitmap. It seems to work only for the first exr file but none of the others and each time a put on a new displacement, it's only giving me the details of the first exr file.

    • @davidbittorf
      @davidbittorf  2 ปีที่แล้ว

      the files need to have a specific extension (ie .1001, .1002, .1003) etc. If exported properly, this should have been created automatically. Then when applying them you need to select "Mari" when using "Multiple Tiles" since this is the Mari naming convention. Then it will find all of your maps.

  • @warlord8106
    @warlord8106 2 ปีที่แล้ว

    I'm having some serious problems with my maya workflow. I'd like to ask you for some help
    I recently finished a character model in maya and i took it into zbrush to add some alpha's and details like hair brushes. Now i don't know how i'm supposed to take it into substance painter
    I tried taking in a low poly and high poly obj from zbrush into substance, however i ended up with one texture set layer and i'd like to seperate it into multiple.
    I tried assigning materials to the original maya mesh and baked the zbrush hp details onto it in zbrush, but the mesh looked horribly wirery
    I tried creating udims in zbrush and bringing it back into maya, while it worked partially, i don't know how to export the mesh with the assigned materials and udims from maya into substance and then import the substance textures back into maya and how to rig and animate in maya while keeping the textures intact.
    Any advice?

    • @davidbittorf
      @davidbittorf  2 ปีที่แล้ว +1

      If you create a character in Maya then take it into ZBrush and add a new piece of geometry you will need to bring it back into Maya before you bring it into Substance. The reason you need to bring it back into Maya is so you can assign a different material to the object. The materials will determine the texture sets in Substance Painter. While in Maya go to Mesh Display --> Soften Edge. This will make it so it does not look wirery in Substance. To keep the textures intact you need to make sure you UV map your character before you rig and animate. If you UV map after you rig your textures may "slide" around. As far assigning materials from UDIMs please check out Dinosaur Series of video on this channel. That should answer all your questions. Hope that helps. Let me know if you have any more questions.

    • @warlord8106
      @warlord8106 2 ปีที่แล้ว

      @@davidbittorf Thankyou, i will

    • @warlord8106
      @warlord8106 2 ปีที่แล้ว

      @@davidbittorf question though, when i bring it back into maya, can i open maya and use the old mesh and apply arnoldsurface material and all the other attributes to put the zbrush on as a displacement, or must i get rid of the old mesh and use a low poly of the zbrush then retopologise in maya

    • @davidbittorf
      @davidbittorf  2 ปีที่แล้ว

      @@warlord8106 you can use the original mesh. However, if I do significant edits that affect the silhouette, I would then export my lowest level out of Zbrush and use that instead.

    • @warlord8106
      @warlord8106 2 ปีที่แล้ว

      @@davidbittorf such as?