Making Tileable Textures in ZBrush - Top ZBrush Trick

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  • เผยแพร่เมื่อ 6 ก.พ. 2025
  • In this ZBrush video tutorial, we show you one of our top ZBrush tricks: Making tileable textures in ZBrush. The maps you create are perfect for bump, displacement or height maps used in Substance Painter, Blender, Mari or ZBrush.
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ความคิดเห็น • 110

  • @kristofferlerch7035
    @kristofferlerch7035 2 ปีที่แล้ว +72

    Hi guys, there is an easier way to sculpt only in z-direction. Just go to "Transform"--> "Modifiers" and restrict the sculpting to z-direction. 👋

    • @japaneseextremme3811
      @japaneseextremme3811 ปีที่แล้ว +4

      I was getting so angry with all these convoluted setups. That was so simple and easy. You must be an angel

    • @kristofferlerch7035
      @kristofferlerch7035 ปีที่แล้ว

      😇😄
      I am glad I could help.

    • @kiddobyx3594
      @kiddobyx3594 ปีที่แล้ว

      Thank youu!!!!!!

    • @SB-fi1fv
      @SB-fi1fv ปีที่แล้ว +1

      thanks for the tip! However, seems like the trim brushes don't work when restricting it to z-direction? Is there a workaround for this

    • @cannedsandwich8156
      @cannedsandwich8156 ปีที่แล้ว +2

      You,re the reason I got on this page, video helped but didn't fixed my issue, you did, thanks!
      Meh, after trying with Pinch brush, it still doesn't work, pinch outride all settings when it needs to move including those of Transforms... So this isn't 100% working for all brushes.

  • @Kyrieru
    @Kyrieru 3 ปีที่แล้ว +19

    The reason you set tile to more than 1 is so that you can see how it looks when it tiles. It helps you make the texture look less repetitive.

  • @Dan_Tasty
    @Dan_Tasty 6 ปีที่แล้ว +6

    You could quadruple the base size of the texture (and crop the displacement map when you’re done) and use the number 2 setting to see a live preview of how your map is going to tile and if it comes off as too repetitive

    • @brummii
      @brummii 3 ปีที่แล้ว

      I agree, this method is not great for seeing your tiling.

  • @kronoverse3934
    @kronoverse3934 4 หลายเดือนก่อน

    This saves me a lot of time! thank you for this!

  • @dash9655
    @dash9655 3 ปีที่แล้ว +6

    One use for the higher wrapable setting would be for instance to use a 3072 (1024x3) document, and a wrap of 3 times, then sculpt on the center. You will see how the edges join up as you sculpt. When done, you cut out the center 1024 square.

  • @aymanfatani
    @aymanfatani 4 ปีที่แล้ว +3

    Thanks very Much for this AWESOMENESS ♥ Been goofing around for it .. You ROCK guys !!

  • @brianhall8440
    @brianhall8440 6 ปีที่แล้ว +4

    Love this, thank you!
    Would love to see more tileable tuts as I'm trying to learn that myself! thanks again.

  • @SamuelMoyoNdovie
    @SamuelMoyoNdovie 2 ปีที่แล้ว

    To check if your height map is tiling you can also use offset from the filter tab in photoshop and input the document size in both horizontal and vertical

  • @mahen9394
    @mahen9394 5 ปีที่แล้ว

    Awesome, this is so easy..i don't why i stuck with importing plane grouping inner part..This is cool, now i will stick to your method. Thank you guys

  • @fernandodiaz5867
    @fernandodiaz5867 6 ปีที่แล้ว +1

    Another method is save camera view in one of the slots and scale the plane out from the edge of the document.
    Thanks for your tips!

  • @bobroberts8264
    @bobroberts8264 5 ปีที่แล้ว +1

    Thank you soooo much, ive been trying to find a good tutorial on how to create textures in zbrush properly for ages, been using shitty maps for the past week trying to get them to work xD so thanks again very much appreciated

  • @ZephrusPrime
    @ZephrusPrime 6 ปีที่แล้ว +24

    You should make a series called ZBrush Cowboy.

  • @toufans
    @toufans 3 ปีที่แล้ว

    awesome tutorial

  • @MILADISGONE
    @MILADISGONE 6 ปีที่แล้ว

    JUST. LOVE. YOU. GUYS. thanks for this tutorial and all the awesome things you teach us.

  • @philippecoenen
    @philippecoenen 3 ปีที่แล้ว

    Yup something I was searching for!...
    Thanks!

  • @saleh_afkhami
    @saleh_afkhami ปีที่แล้ว

    so useful tutorial.thanks

  • @bucketlist3376
    @bucketlist3376 2 ปีที่แล้ว

    hanks lot Sir.. You helping us..

  • @HamedPhixer
    @HamedPhixer ปีที่แล้ว

    thank you, very useful

  • @Hpalhazred
    @Hpalhazred 4 ปีที่แล้ว

    Nice tutorial, quick and helpful 👍

  • @NecromancerSloth
    @NecromancerSloth 5 ปีที่แล้ว

    Fantastic and helpful video!!

  • @Authercinemascop
    @Authercinemascop 6 ปีที่แล้ว

    Very useful trick indeed! Do more like this, please.

  • @kidehoward93
    @kidehoward93 6 ปีที่แล้ว

    yes always wanted to know this process in zbrush specifically only knew Photoshop way but this way is better for my learning style

  • @edwinter4816
    @edwinter4816 6 ปีที่แล้ว

    This is so sweet cowboy zbrush tut!

  • @SmorgasLord
    @SmorgasLord 4 ปีที่แล้ว

    I noticed that you get a border seam if you do a bpr render and save the height from the render toolbar but not if you do a grabdoc export

  • @Ankhaunt
    @Ankhaunt ปีที่แล้ว

    Thanks! the one thing we all want to do but struggle is tileable texture.

  • @Rembran
    @Rembran ปีที่แล้ว

    I am fairly new to z brush, while I do like your tutorials some of the shortcuts like clearing the canvas and draeing the subtool back in the scene view are not familiar to me, it would be great if you could say what they are as you do them.

  • @لالهوةإلالهوتي
    @لالهوةإلالهوتي 3 ปีที่แล้ว

    Golden!

  • @panagiotischeliotis7973
    @panagiotischeliotis7973 6 ปีที่แล้ว

    Good trick that you can combine vector brushes too. Thanks!

  • @peterlelo
    @peterlelo ปีที่แล้ว

    can someone tell me why i can't save the video to my playlist please ? thanks for this tutorial

  • @davidtaylor8195
    @davidtaylor8195 4 ปีที่แล้ว +1

    I would love some tips on texturing a sculpted tiling texture in substance painter

  • @ThrashingCoyote
    @ThrashingCoyote 6 ปีที่แล้ว

    Awesome tutorial! I'll definitely put this to use

  • @Stillenacht3D
    @Stillenacht3D 6 ปีที่แล้ว +1

    This is brilliant! I gotta' try this now. Thanks!

  • @mikesculpts1965
    @mikesculpts1965 6 ปีที่แล้ว

    Awesome trick, I will try it to create some creature alphas. Thank you guys!

  • @18Alexandr18
    @18Alexandr18 6 ปีที่แล้ว

    Thank you guys

  • @vllad74
    @vllad74 5 ปีที่แล้ว

    Thank you!. That was a very helpful trick!

  • @mastafoo886
    @mastafoo886 ปีที่แล้ว

    I always get a thin black line around the outside edge of my alpha. like a single px wide. how do i get rid of that?

  • @WeiYeQiu
    @WeiYeQiu 4 ปีที่แล้ว

    Good job man

  • @getrekt8365
    @getrekt8365 6 ปีที่แล้ว

    thats a pretty cool trick!

  • @bastianbrem8362
    @bastianbrem8362 5 ปีที่แล้ว +1

    Hi! Great Video! Really helpful. Just one question, is it also possible to wrap masks?

  • @ChaconStuff
    @ChaconStuff 6 ปีที่แล้ว

    Loved it!

  • @tehanu3030
    @tehanu3030 4 ปีที่แล้ว +1

    Would you now use the alpha directly in substance painter as an alpha or create a single texture set? What is the best way to use this in substance painter?

    • @none53
      @none53 2 ปีที่แล้ว

      same question!

  • @ivndraws
    @ivndraws 6 ปีที่แล้ว

    Thanks, guys!!!

  • @DiegoSanchez-bz1ru
    @DiegoSanchez-bz1ru 6 ปีที่แล้ว

    GRACIAS, excelente muestra

  • @pawpotsRS
    @pawpotsRS 6 ปีที่แล้ว

    you guys are always together bestfriend :D . you guys great.

  • @MrShuunen
    @MrShuunen 3 ปีที่แล้ว +2

    Would be great if you can do another tutorial showing how to bake the sculpt to a low poly plane to texture it.

    • @Dawson3D
      @Dawson3D 2 ปีที่แล้ว

      Use the photoshop to zbrush plugins to bake out maps quickly.

  • @peterwurzel1703
    @peterwurzel1703 6 ปีที่แล้ว

    Awesome!

  • @kerri6076
    @kerri6076 6 หลายเดือนก่อน

    does anyone know the short cuts he did in the video? I coud not know how he framing the Camera plane...

  • @DominikV235
    @DominikV235 6 ปีที่แล้ว

    Thanks guys!;)

  • @MikeBeyene
    @MikeBeyene 6 ปีที่แล้ว

    I appreciate this.

  • @Dhieen
    @Dhieen 10 หลายเดือนก่อน

    i had a problem, i put the document resolution to 2k but it wasnt framing perfectly, i had black bars around my image, but if i put the document resolution at 1k its working, why? maybe my screen resolution is not good enough? zbrush is so weird

  • @HanSolocambo
    @HanSolocambo 4 ปีที่แล้ว

    Duplicate the plane 8 times all around the one you need to sculpt (offset -200 in Tool > Deformation). DO NOT scale the plane as you did, it needs to remain the original base size. Now merge all the 9 layers and weld vertices. Give one polygroup to the center plane, another polygroup to the other planes. Unmask only the center plane and blur the unmasked area so that it covers a bit of the 8 planes around.
    Then subdivide. Only the unmasked area will be affected by the subdivision but now you can also sculpt the plane borders as they continue on the 8 other welded planes.
    When you're done, create another plane on a second layer. Frame that plane. Then go back to the sculpted layer and you're good to go for a tiling texture. Much more precise than the method described here ;)

    • @none53
      @none53 2 ปีที่แล้ว

      please explain through video !

  • @DanyGates0693
    @DanyGates0693 6 ปีที่แล้ว +1

    Would be nice to add how to make tileable textures with floaty subtools, like bricks, but should be easy with the offset value under the deformation tab

  • @JimmeeAnimAll
    @JimmeeAnimAll 6 ปีที่แล้ว

    As usual awesome stuff Guys.
    Would please expand the subject is it ok to rotate the view and get some extra fidelity in texture or it has to be top down ?
    Aand, is it possible for You to touch the subject of tileable assets ? I guess I could displace plane with my tileable texture and have tileable asset , but thats not always the case.
    Pretty pretty please , and once again thank You.

    • @JimmeeAnimAll
      @JimmeeAnimAll 6 ปีที่แล้ว

      By tileable asset I mean some "walls" , rock cliffs etc. By walls I refer to game Spyro, like walls that can go as spline instance in UE4. Thank You

  • @audiogus2651
    @audiogus2651 หลายเดือนก่อน

    9:05 quack!

  • @nxtlvl2116
    @nxtlvl2116 6 ปีที่แล้ว

    what u guys use for udim baking like normal and displacement and all other maps ?? and can mari bake these map?

  • @echunouchi
    @echunouchi 3 ปีที่แล้ว

    Hi! I wanted to make the same but on a 2k texture. And then the document seems to be wider than my viewport and I don't see borders of document. Any workaround?

  • @Pewerle
    @Pewerle 6 ปีที่แล้ว

    YEEEHAA MAH BOI 👋

  • @creoartcraft
    @creoartcraft 6 ปีที่แล้ว +1

    thanks for your awesome tutorials! could i also generate some maps like cavity, normal, worldspace etc? to work with in substance painter?

    • @Dhieen
      @Dhieen 5 ปีที่แล้ว

      id like toexport the high poly too for Painter

  • @EricoRochaKokero
    @EricoRochaKokero 2 ปีที่แล้ว

    Where is this plane? I cant find it on my zbrush!!!!

  • @swarmX
    @swarmX 3 ปีที่แล้ว

    hey guys maybe you do/dont read comments on old vids, but i wanted to follow this again to brush up on this tech, but i set my doc to 2048 and hit grab doc, however it reduced it to 1024, is there a reason for this? some setting i missed? or is 1024 the only res for this tech?

  • @HapZungLam
    @HapZungLam 5 ปีที่แล้ว

    What happen if I have multiple object or IMM brush. I've seen ppl did that before, forgot how they do it. Maybe they just duplicate and move to the other side

  • @tanamango320
    @tanamango320 5 ปีที่แล้ว +8

    ugh.. Zbrush UI is such a pain to learn for me. It literally took my one hour to find that damn Plane3D tool in the menus.

  • @unknowsuspicious9789
    @unknowsuspicious9789 6 ปีที่แล้ว +1

    yea... i do liek to make rocks too XD! MORE ROCKS FOR EVERYONEEEE

    • @bobroberts8264
      @bobroberts8264 5 ปีที่แล้ว

      Rocks are where its fucking at

  • @Grumbledookvid
    @Grumbledookvid 2 ปีที่แล้ว

    is this approach even still required? hello?

  • @ProjectIdeal
    @ProjectIdeal 6 ปีที่แล้ว

    is not better to create a cross? with the planes instead of having only one plane??

  • @markkuykendall1751
    @markkuykendall1751 6 ปีที่แล้ว

    So Morton is working a 1K texture here. That's 1,048,576 pixels. If the intended texture was going to be a 2K texture, then it would have 4,194,304 pixels. Would this suggests to me is that in Zbrush, the number of faces on the "sculpting plane" should match up or the person sculpting is going to be frustrated that their height map data or their normal data doesn't look as nice baked out as it did in the sculpt. If the rez on the sculpting plane is way high and the person has sculpted all kinds of nice detail on it, when the maps get exported to 1K, all of that detail will be buttery and blurry and the high freq stuff will probably be gone all together which is a bummer.

    • @patrickdanneker5480
      @patrickdanneker5480 6 ปีที่แล้ว +1

      excatly. The same goes for exporting displacement maps from nicely unwrapped sculpts. There is no need to export always 8k displace maps if your object has just about 4mio poly. A 2k or 4k map will probably enough to preserve the sculpted detail.

  • @none53
    @none53 2 ปีที่แล้ว

    its not working for me! any help would be appreciated! please

  • @brummii
    @brummii 3 ปีที่แล้ว +1

    Ok after going through 2 of the other major methods of doing tiling (importing a custom plane and using wrapmode 2, tiling via offsetting brick subtools), i think this method is not really great.
    It's only advantage is that you don't have zbrush and it has some huge drawbacks:
    -strokes often end up outside of the camera, which requires you to re-adjust your camera again
    -as far as i know, you should not be rotating your camera? this is an issue as well
    -and my biggest issue: in this method of sculpting, you do not see a hint of the tiling of your texture. Meaning you won't be able to sanity check if your pattern has distinct elements in it's tile unless you export the mesh/alpha and tile it. With the custom plane method, you always see 9 versions of your tile at any given point, so it's much harder to screw up.
    Therefore i recommend making a tile that is the size of the zbrush plane outside of zbrush, and then duplicating it to increase the size to make a 9x9 tile, which then you can import and subdivide in zbrush, and sculpt with tilemode 2.

  • @MultiMercucho
    @MultiMercucho 6 ปีที่แล้ว

    Hi guys! QUESTION: I saw in your sculpt tutorials, you are using Perspective dynamic. what value I have to setup. Thanks so much ! #flippedNormals @flippedNormals

  • @MyChannel-l4w
    @MyChannel-l4w 6 ปีที่แล้ว +1

    Hey but you can do this easier in Substance Designer ...
    Just kidding thanks for the video it really helps :)

  • @FBI-vj3or
    @FBI-vj3or 11 หลายเดือนก่อน

    i love rocks

  • @kokoze
    @kokoze 6 ปีที่แล้ว +4

    Pshh when is a microsoft paint 3d tutorial coming huh?

  • @michealholloway508
    @michealholloway508 3 ปีที่แล้ว

    BRUH. You guys amaze me , what work did you do on pacific rim?

  • @SomsaiArts
    @SomsaiArts 3 ปีที่แล้ว

    I keep getting black borders on my texture when exporting. Anyone know a fix or reason why its doing that?

  • @hardarbuz8969
    @hardarbuz8969 4 ปีที่แล้ว

    cool

  • @ethoswave5606
    @ethoswave5606 4 ปีที่แล้ว

    Hey one question: I've created tileable textures before in Zbrush, although using an external plane mesh. Anyways, I'm back at it again for the first time in years, though using the method taught here. I recall being able to prototype the seamless texture in real time in Zbrush by holding a certain key/combination that allowed me to scroll the plane across the canvas, tileably. Can anyone please remind me how to do this? Thanks!

    • @ethoswave5606
      @ethoswave5606 4 ปีที่แล้ว

      Holding the "TILDE" key, that's what it was! ~

  • @kbfilms1135
    @kbfilms1135 4 ปีที่แล้ว

    For some reason, I'm still getting a seam when I tile the alpha or bring it into noisemaker. What am I doing wrong?

    • @Jjroberson114
      @Jjroberson114 4 ปีที่แล้ว

      I know this is late but you’re probably in perspective mode. It should be in orthographic

  • @shubhamshetkar4406
    @shubhamshetkar4406 6 ปีที่แล้ว +1

    wish there were more photoshop tutorials on your website.
    Character design, game UI design, website design, UI/UX design, 2d character animations, etc

  • @ivanand2204
    @ivanand2204 5 ปีที่แล้ว

    Thx for video. Maybe someone can help - document size is 1 : 1 ratio, but I can never get square canvas... it always wide. So i cannot export alpha properly T_T The screen is just full hd, so after i do 2056 on 2056 part is cropping :/ Works fine with 512 though

    • @bearwolffish
      @bearwolffish 5 ปีที่แล้ว +1

      You need to zoom the document out to fit on your monitor. That's why 512 looks ok. Button is a magnifying glass with an up and down arrows box. Called Zoom Document. (You can't just zoom out in the viewport.)

  • @Domzdream
    @Domzdream 4 ปีที่แล้ว +1

    You'd think Zbrush programmers would have solved the problem of this nature ( BY NOW ! ) I think Zbrush is a great software, but my goodness....there's quite a bit of obvious problems to fix.

  • @Dhieen
    @Dhieen 5 ปีที่แล้ว

    why not just have 4 planes and sculpting in the middle of these 4?

  • @Domzdream
    @Domzdream 4 ปีที่แล้ว +1

    It's a bit SHIT of zbrush programmers to have overlooked this simple problem of at the very least, fix the borders when making tileable textures. I mean -DUH! This tool has practically everything complex, other than this BASIC problem, where edges go all skew. Pretty disappointing.

  • @oliveiraluis3540
    @oliveiraluis3540 6 ปีที่แล้ว

    Wow.. that square thing of a hack is wack. I just sculpt a square as I want, and mask tile it latter. The mask will work nice, if you know how to. I do that for heights and normals in machine tubes for example.

  • @mrcreeper7552
    @mrcreeper7552 11 หลายเดือนก่อน

    i payed 9000 euro for a 3D class and i end up here

    • @SimarSingh-eq5lz
      @SimarSingh-eq5lz 5 หลายเดือนก่อน

      Yes..... I understand you🥲

  • @MikeMayArt
    @MikeMayArt 5 ปีที่แล้ว +2

    "Stupid way of tiling in Photoshop" - You can use offset to test that tiling without copy/paste. (Filter > Other > Offset)

  • @gnightrow4020
    @gnightrow4020 6 ปีที่แล้ว

    I would love some day that artificial intelligence could automatically convert a sculpted texture to a node based procedural graph texture.

  • @Dhieen
    @Dhieen 4 ปีที่แล้ว

    I hate this zbrush workflow, so fucking stupid to make a tiling sculpt this way... sorry for the hate