Thank you! this worked great! Bought your HD Male 6 head to wrap onto a sculpt of Robert Pattinson that i'm working on. Started that one off with a scan of his lifecast and have been just working in dynamesh since, not only did this give me really nice detail to work with, but a really nice mesh i can use to fix up the rough eyes I had done in dynamesh too, working like a charm so far!
Another workflow for adding the fine details without the medium shapes is to bake a displacement map from the scan from the second highest division. When you bake from division 4 to 5 for example it will only bake the changes in the mesh which will be the small details. Then you can create your layer and apply the displacement map to the mesh.
Great video! How does this process work on full-body scans? Are all texture sets compatible with a single full-body scan, or is this only the case for the base heads?
The heads wont work on the full bodies as they are different UV layouts but all the body scans have the same UV's / Point order so all their maps are transferable between them .
hello...I want to purchase one of the HD scans but I am bit confused as to why there are no displacement maps provided. Are these only for games? I can see a normal map will be provided but just wanted to make sure if I bake a displacement map I would get the map correctly.
Hi, really nice video ! In production we are often required to use specific Uvs and this workflow only works if you keep the Uvs/Mesh provided by 3DscanStore. Any suggestion on what would be the best workflow to transfer and keep the nice details onto a mesh with different UVs ?
Hey, Yes all you would do in this case is follow the video above and instead of using the final scan store mesh you could then use something like Marmoset Toolbag or even Xnormal to bake the details from the scan store mesh onto your topology / UV's
@@3dscanstore Thanks for the answer, I was thinking more about keeping it on the highpoly mesh. For Now I project it but it often crashes on my machine (50/80Mil Poly) I guess its also possible to bake a displacement and add it back inside Zbrush.
Yea projecting with that many polys can be a problem you could perhaps do it a section at a time. Like hide a part of the mesh then project it then hide another section and project? Ive never tried it but I think that would save on RAM and allow you to do it on super high poly meshes? @@spyke77310
@@3dscanstore Hey James, Love your store and tutorials. For the question at hand: I think a lot of people are probably confused and think this will be all on their own sculpt :p I just wanna highlight that this can be extremely time consuming so if you have time constraints this might be a difficult workflow. I've done this many times in the past. My own workflow for this is to do the same as you've did (export the sculpt and scan/ref, wrap it, import it back). Then I simply mask the whole sculpt, unmask smaller areas - new layer with a morph target, project, clean up areas/the edges with the morph target brush on a low sensitivity, rinse and repeat. Or bake the displacement in any tool of your choosing like xNormal, Marmoset, etc. out and import the displacement into ZBrush and layer them up (same workflow - morph target/morph brush/layer)
Hey! Could you maybe do a tutorial of how to add details to a very low quality scan? I have a scan made in scandy pro, a mobile app. The scan doesn't have any eyelids, lips or nostrils. It's just smooth. It has textures though and the correct overall shapes! Thank you
(After using Wrap and export my finished model and open in ZBrush.) When I sub-divide my model up, it doesn't show the high res detail. ie the normal maps and such like the origional scan does. How do I get the shader to show more than just the correct diffuse on my new imported mesh in the ZBrush window. Thanks!
I have tried this 20 different ways and still having issues. No problem wrapping the 3D Scan store head to my sculpt and having the 3D store scans work, but as soon as I add the fine details, or up the subdivision of the wrap before projecting, the scans no longer align to the final wrapped model. Frustrating as all hell.
Hi James iam new to this and it might b a silly question, but uvs should b the same right? Not gonna work if ur sculpt model uv different than scan model uv? Grate video and so simple! Truly amazing!
I mean yeah technically it would work if the UVs were different but the model still had the same point order. For the geometry anyway. The textures wouldn’t work with different UVs. But yeah keeping the UVs the same is by far the best way to do it :)
Hey. Can you make guide for making facial hair, eyebrows, beard, eyelids etc so that is possible to export to other render engines. Realistic, not stylized? Or do you have a guide?
does anyone have issue that saves file in zbrush with geometry HD turned on,after saving it automatically turn off the geometry HD.does anyone facing this?
Thank you so much! This is exactly what I needed for my character!
@@toymaniac1353 fantastic! I’m really glad it was helpful!
Nice! This is a great alternative to texturing XYZ, the scan itself is very detailed...thanks for sharing your workflow!
No problem, I'm glad you like it. Using both XYZ and scan store assets together also works really well :)
Thanks for breaking this down, really appreciate it; looking forward to purchasing more assets as always.
Cheers Xander and thanks so much for supporting our store, I really appreciate it :)
Thank you! this worked great! Bought your HD Male 6 head to wrap onto a sculpt of Robert Pattinson that i'm working on. Started that one off with a scan of his lifecast and have been just working in dynamesh since, not only did this give me really nice detail to work with, but a really nice mesh i can use to fix up the rough eyes I had done in dynamesh too, working like a charm so far!
Awesome! I’m really glad it’s working so well for you I’d love to see him when he’s finished!
@@3dscanstore of course! i'll post pics on instagram and tag your account when it's done!
@@mathewmatangi Sweet!!
Another workflow for adding the fine details without the medium shapes is to bake a displacement map from the scan from the second highest division. When you bake from division 4 to 5 for example it will only bake the changes in the mesh which will be the small details. Then you can create your layer and apply the displacement map to the mesh.
Nice man, its going to help a lot, thanks.
Thank you, really glad its helpful
Great video!
How does this process work on full-body scans?
Are all texture sets compatible with a single full-body scan, or is this only the case for the base heads?
The heads wont work on the full bodies as they are different UV layouts but all the body scans have the same UV's / Point order so all their maps are transferable between them .
👏👏👏👏👏👏👏👏💪💪💪💪 thank you Jammie !
Thank you Erick!!!
hello...I want to purchase one of the HD scans but I am bit confused as to why there are no displacement maps provided. Are these only for games? I can see a normal map will be provided but just wanted to make sure if I bake a displacement map I would get the map correctly.
Hi, really nice video !
In production we are often required to use specific Uvs and this workflow only works if you keep the Uvs/Mesh provided by 3DscanStore.
Any suggestion on what would be the best workflow to transfer and keep the nice details onto a mesh with different UVs ?
Hey, Yes all you would do in this case is follow the video above and instead of using the final scan store mesh you could then use something like Marmoset Toolbag or even Xnormal to bake the details from the scan store mesh onto your topology / UV's
@@3dscanstore Thanks for the answer, I was thinking more about keeping it on the highpoly mesh. For Now I project it but it often crashes on my machine (50/80Mil Poly)
I guess its also possible to bake a displacement and add it back inside Zbrush.
Yea projecting with that many polys can be a problem you could perhaps do it a section at a time. Like hide a part of the mesh then project it then hide another section and project? Ive never tried it but I think that would save on RAM and allow you to do it on super high poly meshes?
@@spyke77310
@@3dscanstore Hey James, Love your store and tutorials. For the question at hand: I think a lot of people are probably confused and think this will be all on their own sculpt :p
I just wanna highlight that this can be extremely time consuming so if you have time constraints this might be a difficult workflow. I've done this many times in the past. My own workflow for this is to do the same as you've did (export the sculpt and scan/ref, wrap it, import it back). Then I simply mask the whole sculpt, unmask smaller areas - new layer with a morph target, project, clean up areas/the edges with the morph target brush on a low sensitivity, rinse and repeat.
Or bake the displacement in any tool of your choosing like xNormal, Marmoset, etc. out and import the displacement into ZBrush and layer them up (same workflow - morph target/morph brush/layer)
Hey! Could you maybe do a tutorial of how to add details to a very low quality scan? I have a scan made in scandy pro, a mobile app. The scan doesn't have any eyelids, lips or nostrils. It's just smooth. It has textures though and the correct overall shapes!
Thank you
awesome man , but this final mesh is wrapped mesh from Wrap and not your original mesh, why is that ?
(After using Wrap and export my finished model and open in ZBrush.) When I sub-divide my model up, it doesn't show the high res detail. ie the normal maps and such like the origional scan does. How do I get the shader to show more than just the correct diffuse on my new imported mesh in the ZBrush window. Thanks!
Hey Travis, you need to replace the lowest subdivision of the scan with your wrapped model.
I have tried this 20 different ways and still having issues. No problem wrapping the 3D Scan store head to my sculpt and having the 3D store scans work, but as soon as I add the fine details, or up the subdivision of the wrap before projecting, the scans no longer align to the final wrapped model. Frustrating as all hell.
Awesome.
Thank you
Nice Bro!
Thank you!
Hi James iam new to this and it might b a silly question, but uvs should b the same right? Not gonna work if ur sculpt model uv different than scan model uv? Grate video and so simple! Truly amazing!
I mean yeah technically it would work if the UVs were different but the model still had the same point order. For the geometry anyway. The textures wouldn’t work with different UVs. But yeah keeping the UVs the same is by far the best way to do it :)
Hey.
Can you make guide for making facial hair, eyebrows, beard, eyelids etc so that is possible to export to other render engines.
Realistic, not stylized?
Or do you have a guide?
I approve !
Cheers Joe!
James rules!
Ha ha, Thanks ;p
does anyone have issue that saves file in zbrush with geometry HD turned on,after saving it automatically turn off the geometry HD.does anyone facing this?
I cant say I've ever had this problem, sorry :(
@@3dscanstore which zbrush version are you using? 2021.6.2?
@@sajans3998 yeah that’s the one I’m using.
Well
does this work if you are transfering details from your base mesh to one with udims?
I'm not sure tbh. Because we mostly work with 16k maps Ive never tried it with UDIMS. Sorry I cant be more help.
@@3dscanstore that is fine i plan on trying it out tomorrow. I will let you know if it works. :) great video
For some reason my Compute button is greyed out, can someone help me with this?
Thanks!
Nice
Thank you :)
Do you have preference for xwrap over Zwrap?
Yes I prefer Xwrap as its a lot more powerful and allows you to do texture baking :)
@@3dscanstore I still like the human touch having it all in Zbrush. Are the bakes better than Marmoset or Knald?