How to Transfer Layers from Zbrush to Substance Painter

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  • เผยแพร่เมื่อ 2 ส.ค. 2024
  • Visit us @ outgang.studio
    Grab the Height Difference helper tool from this page: outgang.studio/lecture/baking...
    This video explains an easy to use workflow to convert Zbrush layers to Substance Painter layers.
    Outgang is founded on the belief that education should be affordable, high-quality and given by industry professionals. Laura Gallagher has been teaching character art since 2012 at various venues and has launched Outgang in 2020 with the goal of helping out as many artists as possible aspire to a better life for themselves.
    We exist solely due to the generous support of our community. Becoming a monthly or yearly member of Outgang is the best way to support us and help us achieve our mission of bringing high-quality, affordable education to as many people as possible.
    Outgang is also comprised of:
    Etienne Bourdages:
    www.artstation.com/etiennebou...
    Frédérik Généreux:
    www.artstation.com/fredfaitde...
    Piotr Dziubek:
    www.artstation.com/aydhe
    Reila Soley:
    / reilasoley
    Join our Discord server:
    / discord
    Follow us on social media:
    / outgang.studio
    / outgang3d
    Thanks for watching!
    00:00 Introduction
    01:06 Upcoming Classes at Outgang
    04:16 Workflow Overview
    07:31 Baking Results
    12:18 Export Settings
    18:00 Displacement Map Analysis
    25:26 Difference
    29:17 Importing in Painter
    32:20 Manipulating the data
    #zbrush #pixologic #allegorithmic

ความคิดเห็น • 66

  • @jayberan
    @jayberan 2 ปีที่แล้ว

    I was struggling with this on my own, so glad to have found this channel! Thank you and look forward to helping support the channel!

  • @squary101
    @squary101 3 ปีที่แล้ว +2

    Laura these videos are super good, keep it up! Been really enjoy them

  • @the_pointpusher
    @the_pointpusher 3 ปีที่แล้ว

    Thanks so much Laura for sharing such insightful information with us.

  • @alvaromartin1351
    @alvaromartin1351 3 ปีที่แล้ว

    Thanks Laura! This channel is awesome :)

  • @3dbznessdesignz855
    @3dbznessdesignz855 3 ปีที่แล้ว

    so much so much info in here ....happy to be here always

  • @BrianLife
    @BrianLife 3 ปีที่แล้ว +9

    Amazing. Knowledge. Appreciate these results. So much information through trial and error. Gems 💎

    • @Outgang
      @Outgang  3 ปีที่แล้ว +1

      Thanks a lot Brian! Happy to be here :)

  • @satyanutella
    @satyanutella 2 หลายเดือนก่อน

    Thank you Laura. Your channel helps me a lot to get better in Zbrush

  • @piksalocik
    @piksalocik 3 ปีที่แล้ว

    This one is gold !

  • @Gold-feather
    @Gold-feather ปีที่แล้ว

    oh! this is an awesome workflow. Thank you for this video!

  • @dantertart5118
    @dantertart5118 3 ปีที่แล้ว

    great video as always!

  • @andrewswift7428
    @andrewswift7428 5 หลายเดือนก่อน

    Excellent tutorial! Thank you

  • @rohitsrivastava9471
    @rohitsrivastava9471 3 ปีที่แล้ว

    Wonderful, thanks for sharing.

  • @zokitofaraon7807
    @zokitofaraon7807 2 ปีที่แล้ว +1

    Thanks for this workflow I learned a lot from you, looking for more content like this. One question though, do you also export roughness map in zbrush to substance painter? New subscriber here!

  • @TheHamt
    @TheHamt ปีที่แล้ว

    You are Amaaazing!
    Thanks so much!

  • @CGLAB34
    @CGLAB34 3 ปีที่แล้ว

    very helpful sharing, thank you

  • @milkbread5036
    @milkbread5036 11 หลายเดือนก่อน

    THANK YOU SO MUCH!!

  • @Ba4rden
    @Ba4rden 2 ปีที่แล้ว +1

    Great workflow! I had some uv seams popping in Painter but other than that it's been so nice to not have to deal with projection artifacts. Btw, where can one acquire such a nice chicken skin texture?

  • @sergeibargamotov8931
    @sergeibargamotov8931 ปีที่แล้ว

    Cool...!!! Love your stile!]

  • @iskato914six
    @iskato914six 3 ปีที่แล้ว +2

    nicely presented Laura! will follow along during the summertime, of course F1 takes priority :)

    • @Outgang
      @Outgang  3 ปีที่แล้ว +2

      I can't argue with that!

  • @psylimusic
    @psylimusic 11 หลายเดือนก่อน

    Oh my... it's really so stupidly simple, wow! Amazing, thanks for sharing your knowledge

  • @michaelanderson8652
    @michaelanderson8652 2 ปีที่แล้ว

    I'm charmed by your knowledge, look, and skill. Come work with us on New World.

  • @anonimousboys4847
    @anonimousboys4847 ปีที่แล้ว

    I'm so confused 🤔 but is really helpful thanks a lot 🔥💯✌🏻

  • @mfrancisco_850
    @mfrancisco_850 6 หลายเดือนก่อน

    i think im in love

  • @sverrirk1
    @sverrirk1 4 หลายเดือนก่อน

    Really clever workflow, I am so curious about how you isolated the detail in photoshop, I am assuming you used the "difference" blend mode. I know the .sbmr file is free and easy to use, but I would like to understand the process behind it.

  • @MayankKumar-nc1rq
    @MayankKumar-nc1rq 3 ปีที่แล้ว

    Render Lady is back for more killings....that's pretty insightful thing there! I some times think but I never actually tried this...just did things in Mari and vice-versa....but this'll do too! Need to try this one! Many thanks...many many thanks! :)

    • @Outgang
      @Outgang  3 ปีที่แล้ว +2

      My pleasure Mayank! Love your constant enthusiasm by the way, it's awesome to have you around here.

    • @MayankKumar-nc1rq
      @MayankKumar-nc1rq 3 ปีที่แล้ว

      @@Outgang I'm collecting some money out here...you gonna see more of me soon! I'm going to learn everything you know!

  • @MrMephiz
    @MrMephiz 2 ปีที่แล้ว +2

    Great workflow! for the micro details you could also use an anchor point on an empty layer in passtrought mode at the top hierarchy of your height folder, so that could collect all the results of your height comp

    • @Outgang
      @Outgang  2 ปีที่แล้ว

      Good tip, thanks!

  • @Chgr1702
    @Chgr1702 ปีที่แล้ว

    33:14 how you added micro details without using an Anchor point ??

  • @none53
    @none53 2 ปีที่แล้ว

    hey, i have few questions, that i never made subdivision levels, can i reconstruct them? i tried to reconstruct with the reconstruct subdivision tool but it didnt work bcz of the triangles, i want to use displacement map in substance, another querry is, do we need to unwrap high poly to export the displacement map? i am really confused with this! do you have any discord or something where i can post links where i am stucking, it's just baffling me !

    • @Outgang
      @Outgang  2 ปีที่แล้ว

      Hi No ne, reconstruct only works for meshes that have been subdivided previously. Reconstruct will stop working the moment it encounters triangles. If you want to have a better topology for your head, I explain an easy workflow to do that here: th-cam.com/video/yqpBUZsVgIo/w-d-xo.html Mind you, you need a properly topologized head and a separate plugin to follow along though. Once you have a head with subdivisions, you can unwrap the lowest level and the UV get propagated through the subdivision levels, hence both the "high-res" and the "low-res" have matching UVs, allowing the displacement map to be generated.

  • @AlexanderVentserov
    @AlexanderVentserov 3 ปีที่แล้ว +3

    My weak pc sends thanks for stopping this torture when I am trying to bake 5 million polygons in a marmoset. Now he will suffer processing 25 million in Zbrash

  • @el-ghorab7630
    @el-ghorab7630 3 ปีที่แล้ว +2

    keep going Laura nice video always, I want to membership of outgang, studio, but I have not money now. however, I will be getting and I join soon :)

    • @Outgang
      @Outgang  3 ปีที่แล้ว +1

      I know finances are tight for people. Just letting you know, if ever you're unhappy with your membership for any reason talk to me and I'll reimburse you.

    • @el-ghorab7630
      @el-ghorab7630 3 ปีที่แล้ว

      @@Outgang Actually, I am not yet a member of Outgang. Because of the financial ability. I hope to be an Outgang membership. I will raise some money to join. because I know it is very useful for me. My respect and appreciation are great.

  • @NixCM
    @NixCM 3 ปีที่แล้ว +1

    How does it compare from just extracting the normal map directly in zbrush? That’s what I usually do, works perfect and you can bake everything else in substance from that

    • @Outgang
      @Outgang  3 ปีที่แล้ว

      For a simple normal map bake I assume they'd be quite similar, it would be something fun to investigate. Exporting displacement maps from Zbrush gives more flexibility down the line.

  • @jochen3068
    @jochen3068 ปีที่แล้ว

  • @emhiu
    @emhiu 28 วันที่ผ่านมา

    I don't understand why mine doesn't work like yours, every time I export the displace map to a tif image, when I open pts, the lever doesn't work, It seems not to be the .tif but the .tif when exported from zbrush

  • @danteramsey771
    @danteramsey771 3 ปีที่แล้ว

    So when you're talking about different are you saying that substance player is an alternative better than using Photoshop? Because I dont have photoshop.

    • @Outgang
      @Outgang  3 ปีที่แล้ว +1

      Substance Player is a small program that reads .sbsar files. Photoshop was the main texturing tool for a lot of character artists for a long time but there's much better tools nowadays to texture, such as the Substance tools (of which Player is part of).

  • @skadbone
    @skadbone 2 ปีที่แล้ว

    great video, perhaps I missed something; it seems as if you increase the model to the highest subdivision to activate a particular layer
    (otherwise, you couldn't activate that layer correct)?, after activating, you reduce the subdivision to the lowest sub, why is that? thank you

    • @Outgang
      @Outgang  2 ปีที่แล้ว

      Hi Craig! You are correct about having to be at the highest sub level to activate or deactivate the layers. Going back down to a lower subdiv level is necessary for the displacement map to be created (it's dependent on the subdiv level).

    • @skadbone
      @skadbone 2 ปีที่แล้ว

      @@Outgang Thank you for your quick response!!-I have a few more questions, if I may; I am used to using the multimap exporter, but this method is the only way to export particular layers of displacement maps?, so, if I export my model at whatever sub-level, 1 or 2, increase the model to the highest level, turn on layer, lower model to export level, then create the map? why do I need to go back down to the exported model level? What about the normal maps, layers only pertain to the displacements; can I just import the displacement layers in SP, and use various layer modes to achieve the same/similar blending effects as opposed to using your actions command as discussed at 23:44? thank you again for these revelations, using ZB for only a couple of years, just got SP a few days ago, can't wait to implement your technique! Ciao, Craig

  • @forgamers9087
    @forgamers9087 3 ปีที่แล้ว

    please tell me when I display the displacement maps and after all the manipulations as in the video when I add it to the subpainter artifacts appear on my model how to solve this?

    • @Outgang
      @Outgang  3 ปีที่แล้ว

      A wild guess is that your data may have been converted to 8-bit along the way.

    • @forgamers9087
      @forgamers9087 3 ปีที่แล้ว

      @@Outgang and by the way, when added to the subpainter, the detail of the pores disappears, only the holes remain

    • @Outgang
      @Outgang  3 ปีที่แล้ว

      @@forgamers9087 Honestly it's a bit hard to troubleshoot something effectively on TH-cam just like that.

    • @forgamers9087
      @forgamers9087 3 ปีที่แล้ว

      @@Outgang
      can i write to you on discord?

  • @BrianLife
    @BrianLife 3 ปีที่แล้ว

    That pinching part. Key. “Stupid simple guys” cool. .

  • @duarfeht2806
    @duarfeht2806 ปีที่แล้ว

    hi laura how are you?

  • @heatherella8390
    @heatherella8390 2 ปีที่แล้ว

    laura I know I came here to learn but I want to be friends now

  • @gribgrib5533
    @gribgrib5533 25 วันที่ผ่านมา

    Это ж мужик

  • @BrianLife
    @BrianLife 3 ปีที่แล้ว

    No and always no. Lol. (That prompt)

  • @niyatipatel2955
    @niyatipatel2955 2 ปีที่แล้ว +1

    you are very beautiful i must say.

  • @sirius_black_usa
    @sirius_black_usa 2 ปีที่แล้ว +1

    Beautiful and smart transgender girl!

  • @danebrennand
    @danebrennand 2 ปีที่แล้ว

    Honestly really pointless. You're better to do fine details in painter itself instead of ever doing pores and fine wrinkles in Zbrush.
    Zbrush I think should no longer be for sculpting fine details and having them "locked in" to the model. But this requires someone who can actually texture good.