3:57 I usually just store a morph target before do the skin detail, then after inflate, I return to first subdiv and morph it back. Doing so, the form can turn back to normal, while still remain detail in the last subdiv, without needing to export or extra layer
i just love all your works, may give us a little tutorial of how export a model from zbrush to substance and bake all the maps? sometimes my bakes are pretty messy and i would love to know the right steps to do that
Hey Jared! That was a super quick and cool way to go about it. I don't know why I expected the inflation to not return a good result. Great method man!
Hey, Jared! Really useful tutorial 👌🏾I have a doubt when it comes to the displacement map. When you use the map in Substance, how do you go about it? Low poly + high poly bake + adding a displacement map? I’m kinda new and don’t really understand the most efficient method to get the best quality texture on substance 😅
I bake the high poly information down to a normal map. I don’t use displacement maps since my work is real-time. Games don’t use them for the most part. I only use displacement maps if I’m doing something with an offline renderer
Great video Jared. How would i go about adding/tweaking the spotlight projection afterwards??. Do i need to create an additional (3rd) layer, mask by intensity, inflate, replace base mesh again? Or is it better to get it all applied on the first layer? Thanks!
Um well I would say this method is kind of a one and done. I would most likely just hand fix things after projection than trying to fix it with another layer.
For me it reduces having to jump between software and saves time. Real-time doesn’t take advantage of UDIMs so I’m no super concerned about the micro details
awesome tutorial. i have a question at the part where you show how to use the morph bursh to make the cavity map more even at the mouth section. in the last image i see that the map is way more flattened. did you use just a smooth brush with low intesity?
Make sure your brush is set to Zadd if you want it to change the mesh. Setting it to only RGB will only apply the colour. Setting it to MRGB will apply material and colour. Hope i got that correct and that it helps :)
3:57 I usually just store a morph target before do the skin detail, then after inflate, I return to first subdiv and morph it back. Doing so, the form can turn back to normal, while still remain detail in the last subdiv, without needing to export or extra layer
200 IQ :D Thank you for sharing
yesss mate i asked about this on artstaion :D so hype to see this workflow more in depth
Glad to share!
Solid GOLD!
Great video! Straight to the point, and make it clear. Thanks so much for your effort
Wish you lots of subscribers, endless inspiration
Nice Max likeness! Bam!!! So good. Great tute too. Top level stuff man.
🤘🏽❤️
i just love all your works, may give us a little tutorial of how export a model from zbrush to substance and bake all the maps? sometimes my bakes are pretty messy and i would love to know the right steps to do that
Working on it now! 🤘🏽
@@jchave7 omg i love you
Awesome, thanks Jared!
🙏🏽
Dude your work is awesome!!!!!!!
❤
Big Fan of you Sir Please also Upload your Workflow of Creatures they are Looking Insanely Realistic Sir Please
👍🏼
At 1:52
What is this circular rotating table thing fill with bunch of tools or option on the texture plan ??
Hey Jared! That was a super quick and cool way to go about it.
I don't know why I expected the inflation to not return a good result.
Great method man!
Thanks Jeff!
Side note: Nice background music 👌🏾
epic demo
thnx for this
🙏🏽
Very usefull. Thank you for tutorial! Can u show how it will be export with layers and morph target
I don’t actually export out any of the layers. I bake it down on the model. I am working on a video for baking and UVs. Keep any eye for that
great tutorial. thank you for sharing
❤️
You are a legend
❤thanks dude!
Hey, Jared! Really useful tutorial 👌🏾I have a doubt when it comes to the displacement map. When you use the map in Substance, how do you go about it? Low poly + high poly bake + adding a displacement map? I’m kinda new and don’t really understand the most efficient method to get the best quality texture on substance 😅
I bake the high poly information down to a normal map. I don’t use displacement maps since my work is real-time. Games don’t use them for the most part. I only use displacement maps if I’m doing something with an offline renderer
Great video Jared. How would i go about adding/tweaking the spotlight projection afterwards??. Do i need to create an additional (3rd) layer, mask by intensity, inflate, replace base mesh again? Or is it better to get it all applied on the first layer? Thanks!
Um well I would say this method is kind of a one and done. I would most likely just hand fix things after projection than trying to fix it with another layer.
@@jchave7 Sweet, thanks!
Why didn’t you do the lips and the back of the head? How would I do the back of the head?
I’d use the same approach to cover the back of the head just using generic pores. For this one I sculpted the lips by hand.
This is really useful, cheers mate. Is there any advantages you like doing this in zbrush over Mari?
For me it reduces having to jump between software and saves time. Real-time doesn’t take advantage of UDIMs so I’m no super concerned about the micro details
Thank you but how did you make the neck?
Not sure what you mean?
@@jchave7 how did you make the displacement for the neck and the back of the head?
Love this channel, more videos pls
On it!
Bro can I follow this method for albedo map
Ya, should be able to
Funny how the left 4 dead characters look so much better looking than your studio's recent attempts. I guess I see why.
😂 thanks
I can't afford the texture
Can make it by hand!
max von sydon :)
awesome tutorial. i have a question at the part where you show how to use the morph bursh to make the cavity map more even at the mouth section. in the last image i see that the map is way more flattened. did you use just a smooth brush with low intesity?
When I paint with a brush, only the color of texure is applied and it is not three-dimensional. How can I solve this? 🥲
Not sure what exactly you mean?
Make sure your brush is set to Zadd if you want it to change the mesh. Setting it to only RGB will only apply the colour. Setting it to MRGB will apply material and colour. Hope i got that correct and that it helps :)
I think you didnt watch the entire video. Cos it has the answer to ur question