Hi, great. Just what I've been looking for. It seems we can now do this transfer process in Wrap itself which is awesome However I'm very curious as to how you are blending the VFace textures with the underlying body textures. I have never used Mari before so do you work on each texture separately or are you using the same mask for all VFace textures just to blend the edge?
Is there something different about the displacement maps for VFace vs Multichannel Face that warrants applying and tweaking separately in Maya vs doing that in ZBrush and then exporting a single displacement map from ZBrush, or is this workflow just a personal preference of Tom's?
Insane result ! Could you make a tuto on how to correctly setup all your Hypershade (textures import (UDIMs)/ Hypershade parameters) for having your quality render pls ?
a bit new here,if some lights can be shed, what the different between the normal texturing xyz maps vs vface? do we still get maps like the normal texturing xyz? Thanks
It looks like VFace comes with 16K maps in exr vs 8K tif for Multichannel Faces. VFace also comes with geometry. Multichannel Faces are just maps, no geo.
Hi guys! Nice tutorial! Anyways, im having a trouble with textures transferring; i can easily transfer the utility map, but when i try with albedo and displacement, at the end of transfer i have this Mari error "Mari would fail to transfer due to an internal error "; do you know how can i fix it?
Hello guys. I had the same problem on MARI7 with a simple diffuse channel. Now, I have conducted tests on MARI 5.04, and I transferred the diffuse and utility channels, but the displacement channel was blank.
To keep the benefit of multichannel displacement. Sure, you could also apply the displacement channels in 3 sculpt layers and tweak it to your liking in Zbrush and once you're done you just export it as one map or again as 3 separate textures and merge it to a multi channel. I suppose this is just a preferred way of tweaking it in your shader in Maya(or other DCC) so keeping it a multichannel texture would be the way to go. I would also assume you won't run into problems where your geo is not dense enough to pick up all the details in geometry in ZBrush. So tweaking and baking the maps directly onto new UV:s should retain the details better(?). Then there's the thing about blending I suppose. In Mari or Substance, even photoshop, you could paint a mask and use this for all the maps, diffuse, displacement and utils to blend it in with the body. If you have a 3 layer in Zbrush I'm not sure how you would do this in an exact way. Maybe just mask the seam, invert, smooth the mask and use the morph brush on all layers one by one? But I think the Mari approach is better for multi channel textures.
A question if anyone can help, can we use the old technique with vface maps like we use with multichannel maps? zwrap the vface texture map and then bake in xnormal? so far i am failing while using vface and the old technique of using xnormal to bake. do we need to use mari now with vface?
You can completely use the old workflow. I just had some problems with multiple UDIMS and Xnormal and actually I like the extra control that Mari provides. Substance painter with the new WARP tool also looks promissing but as far as I know, no 32bit support for now, you would need to split the RGB channels
Hi hello, may I ask why it took me five to six hours to transfer the texture and it was only an 8kdisp map, is it because my low poly is a full body model and the xyz model is just the head? Looking forward to your reply, thank you very much!
@@imamaldekian4383Did you find a solution? I've been baking the diffuse map on my Ryzen 9 5900X for 7 hours, and I'm only at 98%. This is madness. Or is this normal?
@@alexkotof2131 try merging all The layers in the channel. I recommend backing up your project so if you ever need your layers back you will have them.
Sync Views is a time saver.
I was waiting for this great workflow to come to texturingxyz, glad you came with this route
Hi, great. Just what I've been looking for. It seems we can now do this transfer process in Wrap itself which is awesome
However I'm very curious as to how you are blending the VFace textures with the underlying body textures. I have never used Mari before so do you work on each texture separately or are you using the same mask for all VFace textures just to blend the edge?
Tom Newbury is Great. Perfect tutorials as always.
Impressive 😱
great I loved this technique thanks
Is there a way to do the transfer using Substance Painter instead of Mari? If so, can you demonstrate how to do that?
Is there something different about the displacement maps for VFace vs Multichannel Face that warrants applying and tweaking separately in Maya vs doing that in ZBrush and then exporting a single displacement map from ZBrush, or is this workflow just a personal preference of Tom's?
Insane result ! Could you make a tuto on how to correctly setup all your Hypershade (textures import (UDIMs)/ Hypershade parameters) for having your quality render pls ?
thank you!!!
I got lost at node...that's a lot...
any reason why mari was chosen over substance painter?
Mari is used in production that needs a very high quality while substance painter is used mostly in games and it is also a personal preference
Can’t you use the B channel in utility map as a cavity map?
a bit new here,if some lights can be shed, what the different between the normal texturing xyz maps vs vface? do we still get maps like the normal texturing xyz? Thanks
It looks like VFace comes with 16K maps in exr vs 8K tif for Multichannel Faces. VFace also comes with geometry. Multichannel Faces are just maps, no geo.
@@davemauriello8088 thank you!
Hi guys! Nice tutorial! Anyways, im having a trouble with textures transferring; i can easily transfer the utility map, but when i try with albedo and displacement, at the end of transfer i have this Mari error "Mari would fail to transfer due to an internal error "; do you know how can i fix it?
Same thing and if it appears to work the layer is blank. Did you find a solution?
Hello guys. I had the same problem on MARI7 with a simple diffuse channel. Now, I have conducted tests on MARI 5.04, and I transferred the diffuse and utility channels, but the displacement channel was blank.
Same Issue here, but only with the Displacement map
Why didnt you just put the displacement back in zbrush and tweake it so you could have it all as one map for the arnold displacement
To keep the benefit of multichannel displacement. Sure, you could also apply the displacement channels in 3 sculpt layers and tweak it to your liking in Zbrush and once you're done you just export it as one map or again as 3 separate textures and merge it to a multi channel. I suppose this is just a preferred way of tweaking it in your shader in Maya(or other DCC) so keeping it a multichannel texture would be the way to go.
I would also assume you won't run into problems where your geo is not dense enough to pick up all the details in geometry in ZBrush. So tweaking and baking the maps directly onto new UV:s should retain the details better(?). Then there's the thing about blending I suppose. In Mari or Substance, even photoshop, you could paint a mask and use this for all the maps, diffuse, displacement and utils to blend it in with the body. If you have a 3 layer in Zbrush I'm not sure how you would do this in an exact way. Maybe just mask the seam, invert, smooth the mask and use the morph brush on all layers one by one?
But I think the Mari approach is better for multi channel textures.
A question if anyone can help, can we use the old technique with vface maps like we use with multichannel maps? zwrap the vface texture map and then bake in xnormal? so far i am failing while using vface and the old technique of using xnormal to bake. do we need to use mari now with vface?
You can completely use the old workflow. I just had some problems with multiple UDIMS and Xnormal and actually I like the extra control that Mari provides.
Substance painter with the new WARP tool also looks promissing but as far as I know, no 32bit support for now, you would need to split the RGB channels
EXCUSE ME ,THERE IS NOT EYE TRXTURE ,HOW TO USE IT
What I don't get is why can't you import the xyz maps themselves into MARI? I get an error everytime I try.
wow
Hello I'm Paul from Sicily. Just a question, can I use a monkey head as base mesh instead? Can I project those fantastic textures on it?
Probably will need some tweak due to absurd difference on proportions but you can.
I've did the same couple days ago
Hi hello, may I ask why it took me five to six hours to transfer the texture and it was only an 8kdisp map, is it because my low poly is a full body model and the xyz model is just the head? Looking forward to your reply, thank you very much!
Did you find a solution? Im experiencing same issues
@@imamaldekian4383Did you find a solution? I've been baking the diffuse map on my Ryzen 9 5900X for 7 hours, and I'm only at 98%. This is madness. Or is this normal?
@@alexkotof2131 try merging all
The layers in the channel. I recommend backing up your project so if you ever need your layers back you will have them.
how many ram?????? 1tb??? my mari shutdown....
Mari used 40 GB of ram in my case