Complete High Poly to Low Poly Workflow - Zbrush Maya

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  • เผยแพร่เมื่อ 5 ก.ย. 2024
  • Join our Filmstorm Motion Library: / filmstorm
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    Here is the complete workflow for creating a high polygon model starting in Maya and sculpting in Zbrush exporting to Xnormal for baking, texturing in Quixel and then importing to a game engine Unity.
    This covers all the aspects of something I haven't seen demoed in the industry and remains a looming question people have after creating a dense model in Zbrush. This will help you take that model and get it ready for use in Game Engines, background in films or anything you can imagine.
    Software needed:
    - Maya (Any Version)
    - Zbrush (costs)
    - Xnormal (free!)
    - Knald (optional + costs)
    - Quixel (texturing solution + costs)
    - Unity (free personal)
    If you get stuck or need help just let me know, I'm always happy to help!
    Support this channel on Patreon and Get More Content!
    / filmstorm
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ความคิดเห็น • 251

  • @mephistonight2958
    @mephistonight2958 7 ปีที่แล้ว +23

    Thank you for doing this. Great pace of tutorial too: no waffle, straight to it, explained why you were doing things. 👍

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว +1

      Thanks for the comment, really appreciate it! Glad it helped :)

  • @gregmoney3278
    @gregmoney3278 7 ปีที่แล้ว +48

    OMG... Finally a tutorial that takes you from point A ---point Z. This is been so beneficial.(especially with Quixel and Maya / ZBrush and ending in Unity.) Thank you so much for putting this together. Beyond Perfect. Love it and Please keep more coming. Thank you.

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว +1

      +Greg Money You're very welcome! Happy to help!

  • @TheGrandmaster1
    @TheGrandmaster1 2 ปีที่แล้ว +1

    A damned 6 year old video teaches me more than I've learned in the past month trying to find good high quality information or courses on how to do this. This was really all I needed, but people just aren't releasing properly informative stuff on this workflow in 2022. Sure, you can find a bunch of long course that you have to rifle through for an hour, and there are 12 different ways 12 different people tell you to do it. But finally, I feel like I got what I needed today. Now I can move on with all my projects I was kind of stuck on for a bit. Good work on this one!

  • @The_Jag_Dude
    @The_Jag_Dude ปีที่แล้ว

    Six years later and this still is one of the clearest tutorials about the subject, thanks a LOT ! :D

  • @Ithirul281
    @Ithirul281 6 ปีที่แล้ว +30

    A video with so much information shouldn't even be free. I'm paying for 3D school, and I've learnt more with a free 30 min video tutorial on youtube than months in an expensive school. Shows how shit education is right now. Thank you so much.

    • @Filmstorm
      @Filmstorm  6 ปีที่แล้ว +1

      Thanks for the great comment, it’s kinda why I started making these tutorials in the first place. 👍🏼 Keep up the great work and if you have any questions along the way I will be more than happy to help.

    • @trym3btch713
      @trym3btch713 6 ปีที่แล้ว +1

      same

    • @Filmstorm
      @Filmstorm  6 ปีที่แล้ว

      Thanks for watching! 👍🏼

    • @troymay7362
      @troymay7362 4 ปีที่แล้ว

      Uh, it is free because he is modeling a lump of poo rather than the uncanny Jenni Lawrence.

  • @TheHawk005
    @TheHawk005 5 ปีที่แล้ว

    Thanks to mix and jam I found this gem of a channel...thank you for creating this tutorial 3 years old and still relevant....!!!!!!

  • @santaclaus2115
    @santaclaus2115 5 ปีที่แล้ว +3

    Thank you so much! I've been taking a 3D modeling class and it's so hard to find good and informative videos like this.

    • @Filmstorm
      @Filmstorm  5 ปีที่แล้ว +1

      That’s great to hear! 👍🏼👍🏼

  • @EddieGraphicDesigner
    @EddieGraphicDesigner 6 ปีที่แล้ว +1

    oh my god! you fell from the sky dude! Nobody says the complete method how to prepare any 3d model to use in game engine or whatever job, but finally I found this! thank you very much!

    • @Filmstorm
      @Filmstorm  6 ปีที่แล้ว +1

      Awesome! Thanks for watching 👍🏼👍🏼

  • @stronghammer324
    @stronghammer324 7 ปีที่แล้ว +2

    I have been struggling for awhile to make high to low poly and keeping the great detail in low poly for Unreal Engine 4. I didn't understand how to do it But this video help me SO MUCH to understand how to do those things now. Thank you for this great and super helpful video! :D

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว +1

      Wonderful! Thanks for watching!

  • @HexYan
    @HexYan 6 ปีที่แล้ว +1

    Best high poly > low poly on YT. Well done, mate.

    • @Filmstorm
      @Filmstorm  6 ปีที่แล้ว +2

      Thanks Jan!

  • @johnkotsiovos1845
    @johnkotsiovos1845 7 ปีที่แล้ว +1

    Great tutorial and very cool principles to use for workflow from Zbrush to exporting low poly versions with normals etc. Well done dude!

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว

      +John Kotsiovos Thanks John, glad it was helpful :)

  • @jussivalter
    @jussivalter 7 ปีที่แล้ว +1

    Woow.. This is a giant workflow.. I use only Cinema 4d and Xnormal (for the Unity) and I think my workflow is super fast and results are very good. I now that C4D isn't nearly that good for sculpt that Zbrush is, but it is good enought. And time is money..
    BUT!!! This is fantastic tutorial. Thank you!

  • @miroslavzderic3192
    @miroslavzderic3192 7 ปีที่แล้ว +1

    OH MY GOD I FINALLY FOUND A TUTORIAL I NEEDED! YOU SIR ARE A LEGEND, THANK YOU!

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว

      You're most welcome!

  • @FantasticFlexy
    @FantasticFlexy 6 ปีที่แล้ว +1

    Finally I understand the full workflow. Thanks a lot! Ended up with a huge mesh in unity though.

    • @Filmstorm
      @Filmstorm  6 ปีที่แล้ว

      Awesome glad to hear it. With the large mesh, you can adjust the sizing on import in Unity or alternatively adjust the scale settings in Maya or ZBrush to make Unity scaling. :) Hope that helps!

  • @Visceral3D
    @Visceral3D 8 ปีที่แล้ว +78

    Wow i have always wanted to know how to make a 3d turd.

    • @CrowbarrCreations
      @CrowbarrCreations 7 ปีที่แล้ว +5

      Omg dude. Epic burn :)

    • @bassage13
      @bassage13 7 ปีที่แล้ว +9

      I make a 3d turd at least once a day. It's easy.

    • @imaroughgempdx
      @imaroughgempdx 7 ปีที่แล้ว

      Well the guy does sound a bit more relaxed the less phallic it looks, but I very much appreciate the video!

    • @MHTutorials3D
      @MHTutorials3D 7 ปีที่แล้ว +2

      LOL

  • @Qboss91
    @Qboss91 8 ปีที่แล้ว +1

    Super informative. This should have more views!

  • @kristingarcia6943
    @kristingarcia6943 8 ปีที่แล้ว +1

    Wow, thanks so much for this great tutorial - exactly what I needed! I love how you add in what you do personally in each program. It helps so much!
    Good vibes and happiness to you~

    • @Filmstorm
      @Filmstorm  8 ปีที่แล้ว +1

      Thanks Pika, glad you enjoyed it! If you have any other things you need covered just let me know :)

  • @gameswithfrank
    @gameswithfrank 8 ปีที่แล้ว +1

    thank you so much for the comeback... been waiting for new vids.. love your tutorials ;)

    • @Filmstorm
      @Filmstorm  8 ปีที่แล้ว

      Thanks Kross Fire! It means a lot! :)

    • @gameswithfrank
      @gameswithfrank 8 ปีที่แล้ว +1

      +Filmstorm Studios all my progress is inspired from your vids check out them when u find time :D

    • @Filmstorm
      @Filmstorm  8 ปีที่แล้ว

      I sure will! Thanks again!

    • @gameswithfrank
      @gameswithfrank 8 ปีที่แล้ว +1

      +Filmstorm Studios you're most welcome man... :)

    • @gameswithfrank
      @gameswithfrank 8 ปีที่แล้ว +1

      +Filmstorm Studios Will there be a tutorial series on the uncharted system as well ? I would love to see it if u would do such a series.. and even on continuing the FPS system..wow such wonders without using code..dreams come true.. :D

  • @hellodolly7989
    @hellodolly7989 8 ปีที่แล้ว +3

    I was looking for a tutorial exactly like, lol. Great stuff as always, man.

    • @Filmstorm
      @Filmstorm  8 ปีที่แล้ว +1

      +HelloDolly Thanks HelloDolly!

  • @Promuangza
    @Promuangza 8 ปีที่แล้ว +1

    Good stuff mate! You literally just saved my life! Worth my subscription

    • @Filmstorm
      @Filmstorm  8 ปีที่แล้ว +1

      Thanks buddy.

  • @Supernova12034
    @Supernova12034 6 ปีที่แล้ว +1

    so this is what they mean by 'workflow'..... Awesome awesome awesome tutorial! 😍😍

    • @Filmstorm
      @Filmstorm  6 ปีที่แล้ว

      You're very welcome Supernova12034!

  • @PhillusionYT
    @PhillusionYT 6 ปีที่แล้ว

    Thank you so much for this. I'm pretty familiar with maya but I'm iffy with Zbrush.

  • @lukavekichannel
    @lukavekichannel 8 ปีที่แล้ว +1

    Hey bro nice to see u back wish there was a 3dsmax like this :)

    • @silentcod3r
      @silentcod3r 8 ปีที่แล้ว +1

      It should not be too much different for Max. I work with Max, but I'm an absolute beginner in it. I prefer starting my models in Zbrush, with the basic templates it provides.

    • @Moneyaddthenmultiply
      @Moneyaddthenmultiply 8 ปีที่แล้ว +1

      there's tons of max tutorials on here! I even was searching for "maya low poly rocks" and I got... max and blender tutorials mostly before I found this one lol.

  • @elivilen
    @elivilen 7 ปีที่แล้ว

    thank you man!! very good tut ,short and sweet.
    hope to see more from you

  • @egey.
    @egey. 7 ปีที่แล้ว +1

    its extremely useful tutorial.Thank you for your time and sharing your knowledge

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว +1

      Thanks for watching!

  • @Xander1989
    @Xander1989 7 ปีที่แล้ว +1

    Amazing tutorial dude! This helped me loads. Way to go!

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว

      +alex thomas thanks Alex!

  • @Wonder_Story_Animations
    @Wonder_Story_Animations 7 ปีที่แล้ว +1

    great tut my friends building hes own engine atm and im doing the modelling this is great!

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว +1

      That's great Chris! Glad to hear it! Good luck with the modeling.

  • @CasualNerdsUK
    @CasualNerdsUK 8 ปีที่แล้ว +1

    Thank you very much for a well throughout and clear tutorial.

    • @Filmstorm
      @Filmstorm  8 ปีที่แล้ว +1

      Casual Nerds You're very welcome!

  • @AniketRajAniketkno
    @AniketRajAniketkno 5 ปีที่แล้ว

    Such a wholesome video! Awesome!

  • @ngok1000
    @ngok1000 8 ปีที่แล้ว

    finally what i was looking for. thx mate

  •  7 ปีที่แล้ว +1

    Really aswesome tutorial, could have been a bit slower so we can follow more easily but not complaining, this really helped me with my 10+ rocks kit I'm doing for a game. Thanks !

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว +1

      +Antoine Morin-Prévost Hi Antoine, thanks for the comment, I really appreciate the feedback on how to improve my tutorials. Thanks again and I hope you rock kit turns out great!

  • @PiyushYankee
    @PiyushYankee 6 ปีที่แล้ว +1

    thank you so much saved my project and my life too

  • @jatingupta7439
    @jatingupta7439 7 ปีที่แล้ว +1

    That was a great tutorial man THANKS

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว +1

      You're very welcome!

  • @r8Rusoski
    @r8Rusoski 4 ปีที่แล้ว +1

    So nice, thank you so much!

    • @Filmstorm
      @Filmstorm  4 ปีที่แล้ว

      Thank you! 🧸

  • @swipyduck
    @swipyduck 8 ปีที่แล้ว +1

    Damn you are the only video tutorial that full on this subject, thumb up, putt it in my favs!
    (Can you make a tutorial on how to make a simple street on maya/Zbrush? :3)

    • @Filmstorm
      @Filmstorm  8 ปีที่แล้ว +1

      Thanks Swipyduck!

    • @Filmstorm
      @Filmstorm  8 ปีที่แล้ว

      And yes!

  • @tengentopka727
    @tengentopka727 4 ปีที่แล้ว

    Maya tool kit is awesom tool for retopology. I use that tool often,

    • @Filmstorm
      @Filmstorm  4 ปีที่แล้ว +1

      That’s great! 👍🏼

  • @ExilesAMVs
    @ExilesAMVs 8 ปีที่แล้ว +1

    Fantastic, glad to have finally found a channel showing a useful workflow keep it up man. Would there be any chance in the future of you making a basic human character with this sort of workflow just to see the process again?

  • @MrPoisonedWaffle
    @MrPoisonedWaffle 7 ปีที่แล้ว +1

    awesome tut man!

  • @unstopable1212
    @unstopable1212 6 ปีที่แล้ว +1

    Thanks a lot, bro! It's most usefull tutorial. This video helped me to defeat the Zbrush))

  • @sergie2822
    @sergie2822 5 ปีที่แล้ว +2

    I learned allot from this, I love this video!

  • @OwlOwns
    @OwlOwns 8 ปีที่แล้ว

    thnaks a lot mate. you taught me a lot of new thing for a single day. Subbed liked faved!

  • @improvementTime10.3.17
    @improvementTime10.3.17 7 ปีที่แล้ว +1

    16:50 zremesh & project all = for better topology
    then export the highest subdiv level as high poly.obj
    and the lowest sub div level as low poly.obj
    then bring borth into xnormal

  • @victorkironde5425
    @victorkironde5425 7 ปีที่แล้ว +1

    Thank you!

  • @improvementTime10.3.17
    @improvementTime10.3.17 7 ปีที่แล้ว +1

    14:40 have low poly selected and
    the eye turned on, for the original high poly mesh

  • @kukuxumuzux
    @kukuxumuzux 7 ปีที่แล้ว +1

    This was really helpful!

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว +1

      Thanks so much!

  • @SpiritowlTV
    @SpiritowlTV 8 ปีที่แล้ว +1

    Brilliant tutorial dude, Im so happy I found your channel and ill spread the love. One question though. How do you do LOD's for the rocks? Does Unity have that built in tessellation or something?

    • @Filmstorm
      @Filmstorm  8 ปีที่แล้ว

      Thanks man, You can create LOD's by changing the level of remeshing that occurs. Continue to export the same model at different polygon counts but with the same UV's. Then you can import the different models into Unity and assign them to the LOD levels.

    • @SpiritowlTV
      @SpiritowlTV 8 ปีที่แล้ว

      oh brilliant man, ill be sure to try that out for sure !. This workflow can be applied to a lot of environment objects like cliff faces or caves

  • @MurderMachine911
    @MurderMachine911 8 ปีที่แล้ว +2

    Do you have a tutorial for how to do the same thing with characters? That's what I need the most

  • @pinokio514
    @pinokio514 5 ปีที่แล้ว

    13:38 - I'm don't know, but my logic says to me that possible you need keep "Enable Control Painting". Without the "Enable Control Painting" the Zbrush ignore this function. But..it is Zbrush, made by UFO for UFO =))
    p.s. very good the tutorial, thanks!

  • @NickPangburn
    @NickPangburn 8 ปีที่แล้ว +1

    If you turn off that microphone effect that makes you sound like you're on stage, you have another subscriber!

    • @Filmstorm
      @Filmstorm  8 ปีที่แล้ว

      +Nick Pangburn haha sure thing!

    • @NickPangburn
      @NickPangburn 8 ปีที่แล้ว +1

      As I promised, I came back and subscribed. I will share this video with my friend who is good with Blender, you can do almost ANYTHING with blender, and its open source and free. Thank You!, and Yea that echo effect was bothering me the whole video!

    • @Filmstorm
      @Filmstorm  8 ปีที่แล้ว

      Thanks Nick, yes funny thing is after I finished the video I noticed my mic was in the wrong mode - supposed to be in Omni Recording but it was in full 360 making it sound really echoey :/ rookie error.

  • @peterchampion123
    @peterchampion123 5 ปีที่แล้ว

    Amazing tutorial!

  • @kromaticwolf5740
    @kromaticwolf5740 6 ปีที่แล้ว +1

    Awesome video man. Thanks for uploading
    Side note..I would adjust your mic levels slightly. Clicking of the mouse was a tad loud.
    Other than that, I'm definitely going to be using this for my low poly game

    • @Filmstorm
      @Filmstorm  6 ปีที่แล้ว +2

      Awesome, thanks for the feedback! I should invest in a pop filter.

  • @pfergusovegas
    @pfergusovegas 7 ปีที่แล้ว +1

    Well done, mate!

  • @improvementTime10.3.17
    @improvementTime10.3.17 8 ปีที่แล้ว

    19:28 knald enhances normal map to give more def

  • @3dtutorialsstorage44
    @3dtutorialsstorage44 8 ปีที่แล้ว +1

    Damn, that brilliant tutorial of yours helped me finally make a workflow between Maya - Zbrush and Substance Painter with a nice and clean materialID in the end!!! Thanks a ton!
    Btw, since you are that good, maybe I can have an advice on what's the best way of making something like modular apartments?
    I imagine the exterior walls , holeways, appartments are all made separately from each other. So, I make, lets just say all the exterior walls in Maya first, split them to something like front,side,back and export one by one to Zbrush , making some details.
    What's next, how do I make them fit their topology once they are out of Zbrush and make it to a game engine?
    Or maybe it's much easier not to use Zbrush and vertex paint them in Unity? Thanks ;) Sorry if that's messed up ;)

    • @Filmstorm
      @Filmstorm  8 ปีที่แล้ว +1

      It would be better to sculpt the walls seperately.. but the best way is to use seperate boxes and geo in Maya and make a simple modular house / apartment. [so use separate geometry per wall not extruding etc.] then sculpt each wall with nessecary details following my tutorial and texture it. Now you reimport the new models into maya and reassemble them into your apartment... :)

    • @neelparekh7723
      @neelparekh7723 7 ปีที่แล้ว

      I had same question.!!

  • @chrysokerux
    @chrysokerux 4 ปีที่แล้ว

    Hey thanks for this magical recipe! Btw what beastly computer did you have back then?

  • @insomiac12
    @insomiac12 6 ปีที่แล้ว +1

    Why would you use the XNormal instead of ripping the normals out of Zbrush itself? I believe you can set it up with the low poly version grabbing the high poly version right out of Zbrush.

    • @Filmstorm
      @Filmstorm  6 ปีที่แล้ว

      You can but that would mean retopologizing the whole model which can be difficult in some cases. XNormal is also a good way for reproducible results that’s easy to introduce into a pipeline for a lot of assets.

  • @adoggo9625
    @adoggo9625 4 ปีที่แล้ว

    Amazing Tutorial, Thank you so much. Im currently a broke student and was wondering if I can use Substance painter instead of Knald?

  • @funpathik
    @funpathik 5 ปีที่แล้ว

    Thanks a lot.very very helpful.

  • @BendtProductions
    @BendtProductions ปีที่แล้ว

    Thank you.

  • @dantesapprentice4581
    @dantesapprentice4581 6 ปีที่แล้ว +1

    Thanks so much for this amazing tutorial and explanation. Helped me a great deal in understanding how retopology and normal maps work.
    Quick question: I haven't gotten started with Zbrush yet. Using Maya and Mudbox. I'm working on a character, and I modeled my basemesh in Maya, then exported it as an OBJ and imported that into Mudbox to sculpt on. The topology is more or less clean for animation, and doesn't cause any problems in Mudbox. Model's unwrapped too. From here, I'm thinking, once I'm done with the sculpt, I'll export the level 1 subdivision of the sculpted mesh as the base, and then use a normal map with the details of the level 5 or 6 mesh on it. To smooth out any hardness, I might use soften edge or something like that.
    The result will be a bit too heavy poly wise for games, but will it be all right as a functional model for an animated movie? Is this workflow in general OK? I do know there are better ways (including the one you demonstrated), and want to use them soon once I get a bit more familiar with 3d work.
    Once again, thanks for the superb tutorial. Peace, and have a great day.

  • @leticiasaldana
    @leticiasaldana 7 ปีที่แล้ว +1

    Thanks for the tutorial, would be nice to list all the software used. The title is a bit misleading thinking everything would be done in zbrush itself.

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว

      Thanks for the feedback Leticia, we'll be sure to list all the software required in future tutorials.

  • @dimeolas777
    @dimeolas777 7 ปีที่แล้ว +1

    excellent tutorial, thx for the assist :)

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว

      +dimeolas777 You’re most welcome!

  • @srkcvn
    @srkcvn 2 ปีที่แล้ว

    Thank you so much 🙏

  • @xeniacollins9514
    @xeniacollins9514 6 ปีที่แล้ว

    DISREGARD MY PREVIOUS COMMENTS KNALD IS THE BADASS SHIT support got on and we figured out the issue within 20 minutes was a problem with intel integrated graphics i7 7700 etc. installed the proper driver to let the GTX handle business and its all good

  • @chrysokerux
    @chrysokerux 4 ปีที่แล้ว

    Thanks for the tut. At 14:13 I get a bit lost, you say ''lets work him up'' but I can not figure out what you did there. Could you clarify please?

  • @kanameyu
    @kanameyu 7 ปีที่แล้ว +1

    super helpful!!

  • @ChrisBeatsRecords
    @ChrisBeatsRecords 7 ปีที่แล้ว +7

    Is there a s[ecific reason that you baked the AO with Knald instead of xNormal or any other program?

    • @Mitroiul
      @Mitroiul 7 ปีที่แล้ว

      Because it was faster, I believe. With XNormal it would've probably taken twice as much as it took for the normal bake, as AO baking is slower. I see that Knald has done it automatically when the normal map was imported.

  • @hower4o
    @hower4o 7 ปีที่แล้ว +1

    why do we need a high and low for texturing in the first place? i dont get the concept of having both since having more edges all over the model wont affect the texture right? that is all dependant on the quality and pixel rate of itself no?

    • @KiwifruitChickiddi
      @KiwifruitChickiddi 7 ปีที่แล้ว +1

      So the high poly model is for baking the texture onto your low poly. All the details from a high poly sculpt are projected onto the low and the low poly model will be what you use for your game/project. It all comes back to computer performance. The more polys/tris you have on a model the harder your computer has to work so by baking a high poly texture onto a low poly model you get pretty much the same results as just using a straight high poly model in your game and your computer works more efficiently. This is a super basic answer but I hope this makes sense :)

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว +1

      +KiwifruitChickiddi Great explanation! Well done!

  • @Joo-ry1gt
    @Joo-ry1gt 7 ปีที่แล้ว +1

    grate tutors

  • @gamerplayer6523
    @gamerplayer6523 5 ปีที่แล้ว

    very useful

  • @juanp6347
    @juanp6347 5 ปีที่แล้ว

    Thanks bro

  • @kmytor
    @kmytor 5 ปีที่แล้ว

    Hi, this tutorial is great, but I have a question.
    knald and xnormals are still used because snormals no longer encunetro
    Now it has been replaced by other software?
    Thank you

  • @bitterapple8465
    @bitterapple8465 7 ปีที่แล้ว +1

    Thank you so much !!!

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว +1

      +Noxus Gaming You're welcome

  • @Gfors85
    @Gfors85 ปีที่แล้ว

    nice, so how about characters when you need to focus on animationable bends and combinations of hard and soft edges? just dropping down polycount in Zbrush wont do so how would you make it?

  • @TheLillianYoung
    @TheLillianYoung 7 ปีที่แล้ว

    Do I need to create low poly models if it's for stills only -- not a game engine nor animation? For example, I want to create a wooden plank with details created in Brush and import it into Maya for a final scene render. Yet every tutorial I see for that workflow is game-based and emphasizes low poly for that reason. So I'm wondering if it's applicable. I also understand the benefits of lower poly for Maya to handle it easier and for UV-ing. I just wish there was a tutorial for non-game assets.

  • @harikiran687
    @harikiran687 4 ปีที่แล้ว

    Hi film storm......i have little confusion did you applied that normal map for the z brush low poly [which is z resmeshed ]or maya base model which u have done initially

  • @GrowingObsession
    @GrowingObsession 7 ปีที่แล้ว +1

    holy shit thank you so much

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว +1

      +GrowingObsession You're most welcome!

  • @may6490
    @may6490 4 ปีที่แล้ว

    hey im sorry for asking but , why was there no changes in your wireframe when you subdivided the mesh at 4:35 . When I subdivided my mesh it turns into a heck ton of mini squares, so im wondering whats the difference with yours.
    Im also wondering if you have artstation.
    Thanks !

  • @aaaaJAYaaaard
    @aaaaJAYaaaard 7 ปีที่แล้ว +1

    Hello, Is there any scale of how many Active Points for which game engine is fine? I went from 5.5 mil. to 1.1k for CryEngine, is that enough? What do you think?

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว

      +aaaaJAYaaaard 1.1k should be great for cryengine. Although push it as low as you can get if the model is just a background object :) In most triple AAA games we aim for 500 polys for background objects, (likes boxes, bags, rubble) but exceptions can be made for objects that are more complicated.

  • @abhishekpavani1779
    @abhishekpavani1779 7 ปีที่แล้ว

    Is this a substitute method to exporting from ZBrush to Maya and then
    retopologizing it using quad draw? Which of these methods gives better
    results?
    The other question I had is that after I use your method to
    convert the object into low poly and generate the normal map, how do I
    texture the model in Maya(,if I don't want to use Quixel). What will the
    workflow be in that case ?

  • @a.aspden
    @a.aspden 5 ปีที่แล้ว

    How can I preserve smaller details on my model like spikes when zremeshing? The geometry gets a shrunk, faded or even a bit distorted after reprojection.

  • @Omar.bin.khattab
    @Omar.bin.khattab 6 ปีที่แล้ว +1

    Thanks .... Great Job , if u have tutorial for how can i convert the high poly to low poly without zbrush , share it plzzz

    • @Filmstorm
      @Filmstorm  6 ปีที่แล้ว +2

      Oh yes, I have a method for Maya, I'll make a tutorial soon :)

  • @SUPERSAIYUAN
    @SUPERSAIYUAN 6 ปีที่แล้ว +1

    Hey! Thanks so much for this guide. Question, is xnormal better than baking the normal directly in Zbrush? Pros/cons?

    • @Filmstorm
      @Filmstorm  6 ปีที่แล้ว +2

      Hi Wesley, yes I find Xnormal to have high accuracy with its edge detection, sometimes Zbrush can be a bit off and not provide the right result.
      Definitely a thumbs up for Xnormal in regards to its baker- it’s quite fast as well in comparison. Plus if you have a big GPU you can compute the bakes on that with your CPU.

  • @PapaP86
    @PapaP86 4 ปีที่แล้ว

    What if you just want to bake the high poly to low poly normals for use in Maya (for a scene and rendering it)? Would it be the same process and use Xnormal and Knald, or can Zbrush alone do what's needed for that?

  • @alexrcreamer
    @alexrcreamer 7 ปีที่แล้ว +1

    Great but how do I add all the maps onto the model and add the texture like you did with the paid photoshop plugin? Can I do all that in maya?

    • @alexrcreamer
      @alexrcreamer 7 ปีที่แล้ว

      Also, I noticed how a lot of people bring their zbrush models back in maya to retopologize by drawing quads directly onto the live model. However you did it in zbrush without doing any of that. Can you explain the difference between the two?

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว

      Zbrush has retopologizing options too, I just find this method is a fast way to churn out background assets and other assets. If you are designing say a Main Character asset. I would definitely recommend hand drawing out the retopology onto the the model. This ensures usability when rigging the character and it running smoothly in the game engine.

    • @alexrcreamer
      @alexrcreamer 7 ปีที่แล้ว +1

      got it, thanks

  • @kfong96
    @kfong96 6 ปีที่แล้ว +1

    Is there a reason you do distance .2 for project instead of default?

  • @Enz1612
    @Enz1612 8 ปีที่แล้ว +1

    Awesome video dude!!
    Hey I have a question, i hope you can help me...lets say i have multiple subtools and each one's got its own UV map...If I combine them all into 1 subtool and they keep their UVs...will xNormal create the maps and arrange the UVs into a single texture map? Or do I need to manually arrange the UVs into a single texture map then use xNormal? I hope it makes sense
    Thanks!!!

    • @Filmstorm
      @Filmstorm  8 ปีที่แล้ว

      +Enrdz z Hi Enrdz, thanks for the question, what would happen is when you merge the sub tools in zbrush you can then view the texture map and see if the UVs are overlapping if they are what you should do is export the sub tools all at once using the multimap exporter and then again on the different subdivision level but the downside is that you need to do each subtool one by one in Xnormal. Let me know if this makes sense :)

    • @Enz1612
      @Enz1612 8 ปีที่แล้ว

      Thanks for replying so quick!!!
      Yes the UVs do overlap each other for all the subtools...I have a game character all retopoed with Uvs ready for each subtool and I want to have as many objects as possible into one single map...what would be the best way of doing it? Arrange them manually, bring back into zbrush, copy/paste UVs for each, then merge all subtools and export the combined low poly and high poly mesh, then use xNormal?
      Thanks :)

    • @Filmstorm
      @Filmstorm  8 ปีที่แล้ว

      If you export each subtool with the UV's from Zbrush, you can actually take them all into Maya and select them all and then go to UV's and use the Auto Arrange function which will stop them all from overlapping. Then re-export from maya and walla, you don't have overlapping uv's.
      (Bonus! - you can combine the models in maya into one mesh (use mesh->combine) in the top menu under modeling tab.) When you do this you will retain each UV layout but all in one Texture... then use the auto arrange uv's from above ^_^

    • @Enz1612
      @Enz1612 8 ปีที่แล้ว +1

      awesome dude!! Thanks, will give it a try!
      Thanks for the quick response! I appreciate it

    • @Filmstorm
      @Filmstorm  8 ปีที่แล้ว

      Just touching base- how did you go with the UV's?

  • @speedfreakpsycho
    @speedfreakpsycho 5 ปีที่แล้ว +1

    Not sure are you still active on youtube or not, but I have one question. So if you go low to high and then bake maps, does the low poly has to be bigger in size than high poly in order to do it, or you can build it up. In snort does the bake register only cracks or also the peaks too.

    • @Filmstorm
      @Filmstorm  5 ปีที่แล้ว +1

      Hi there, yes usually the low poly is roughly the same size as the high poly because it's essentially a reduced poly count mesh of the high poly model.
      When you bake the maps it depends on your raytrace settings on how much detail you want to capture more peaks and cracks with higher detail leads to longer render times.
      If you reduce the raytrace count you'll also reduce the quality of the maps hence not registering as much detail as in the longer raytrace maps.
      Hope that clarifies it for you 👍🏼

  • @MK_2023.
    @MK_2023. 4 ปีที่แล้ว

    You can do all of this inside Substance Painter which seems much easier and quicker?

  • @3dtutorialsstorage44
    @3dtutorialsstorage44 8 ปีที่แล้ว +1

    Great tutorial! Thanks for sharing!
    I have one question : How do u keep that original topology display in Zbrush after importing from Maya? The edges on the white material (3:50) is what I mean?

    • @Filmstorm
      @Filmstorm  8 ปีที่แล้ว +1

      Thanks for the question Genna. I assume you want to be able to subdivide the mesh in Zbrush while keeping the same shape... not smoothing out the edges?
      In Zbrush goto Geometry -> Dynamesh -> Set a resolution if your importing from maya try 64 or 128... the bigger the number the more resolution.. and then click on Dynamesh.. and if a popup opens say no.
      Walla... you now have a high res mesh with the same detail you imported from maya. :)

    • @3dtutorialsstorage44
      @3dtutorialsstorage44 8 ปีที่แล้ว +1

      Yep, that was it, THANKS AGAIN!

  • @paxtonong8149
    @paxtonong8149 7 ปีที่แล้ว +1

    Hi , if i have many different parts of high res subtools , should i merge them all together and retopo them all as 1 low poly or separated like the high res for baking normals?? :D

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว

      +Paxton Ong It depends... will your subtools
      overlap each other... like does your model have a body and then armour that sits on top of it?
      If this is the case you'll probably have to do it one at a time ... as the normal map will be really weird and hard to work with.
      But you can always give it a try with merging them together and see how you go?

    • @paxtonong8149
      @paxtonong8149 7 ปีที่แล้ว

      Filmstorm ahhhh i see, thank for the reply :D

  • @mynmyself
    @mynmyself 7 ปีที่แล้ว

    Zbrush has the option of baking your Normal Map, why do you prefer to use Xnormal?

  • @iplaybose
    @iplaybose 8 ปีที่แล้ว +1

    How did you manage to get the Facebook Notification thing to work on windows 10 ?
    Never worked here

    • @Filmstorm
      @Filmstorm  8 ปีที่แล้ว +1

      +iplaybose Not sure, it always pops up no matter what I do, seems to do what it wants haha.

    • @iplaybose
      @iplaybose 8 ปีที่แล้ว

      That's weird because it worked for me too on Windows 7, but I never got it working on anything above W7, 8/8.1 and 10.

  • @oinkards1143
    @oinkards1143 7 ปีที่แล้ว +1

    So does that mean, zremesher is the lowpoly tool?

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว

      +Oink ards Yes one of the many low poly tools :)

  • @Hydr312
    @Hydr312 7 ปีที่แล้ว +1

    I got a problem, maby u can help me. If i export the my zbrush model as obj and import it in unity+ normal map, its look nice... like my highpoly.... But if I import it into maya ( to chance stuff) and then export it as obj and then inport zo unity... it looks not right. normal map works but I see the lowpoly and not the 100% from the normal map. Its hard for me to explain xd

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว

      +3D Davis Yes this is because Maya alters OBJ files upon import - you'll need to import your model into Maya as a FBX file for best compatibility or just use the inbuilt Zbrush to Maya plugin- just google that to get the plugin :)

    • @Hydr312
      @Hydr312 7 ปีที่แล้ว

      I found it out, "soften egge" in Maya and its fine :)

  • @AlanMW1996
    @AlanMW1996 7 ปีที่แล้ว +1

    Before importing the model into unity, could you take the low poly into something like blender to animate the model, then bring that into Unity to have a fairly high res model from zbrush?

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว

      Of course - that is completely okay to do.

  • @fangyechannel
    @fangyechannel 7 ปีที่แล้ว +1

    I am new for Zbrush , just wondering why you need to export the high and low obj both to a third part software to bake normal . I learned some tutorial that they just turn the subtool to low division mode and get the normal map in ZB directly ,then export the low division polygon directly . Can I know the reason you did for exporting ? thanks

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว +1

      Hi there, great question, the main reason is once you start to get complicated subtools the built in normal baker in Zbrush isn't that great. You need an external program to handle pushing all the polygons through quickly and that's what Xnormal is so good at.
      Side note: Yes you can still do this all inside Zbrush but I guarantee it will be a big time waster in the end and it's much simpler to do it this way. Plus it's a good workflow as well as you get to keep your high quality model and low poly together after you finish.

  • @mirunadavidescu9475
    @mirunadavidescu9475 8 ปีที่แล้ว +1

    how i can get rid of normal map seams

    • @Filmstorm
      @Filmstorm  8 ปีที่แล้ว +1

      Hi Miruna, in the tutorial where we unwrap the low poly model - the protect and attract settings. To get rid of the seam lines try to repaint different areas of model in areas that will blend nicely for normal seams (like the side or underneath model). Then re-unwrap it again. You'll find the more you do it the better results you'll get. :) If you are still having trouble let me know.

  • @VFXLtd
    @VFXLtd 7 ปีที่แล้ว +2

    great tut!! Is it better to bake with xnormal than with zbrush? Cos every single time when i bake with zbrush, the normal map in 3dsmax looks so weird... so jaded, faded and weird lines

    • @Filmstorm
      @Filmstorm  7 ปีที่แล้ว

      I recommend using Xnormal! Much better results than the inbuilt Zbrush baker.

    • @VFXLtd
      @VFXLtd 7 ปีที่แล้ว

      Perhaps you could help me with this? How come one of my scenes crashes every single time when i try to generate a normal map despite the fact i have deciminated and retoped it? It crashes with 1M poly and still crashes even with 200k..... Got 64 gigs. Any ideas?

  • @GameDevAraz
    @GameDevAraz 6 ปีที่แล้ว +2

    Hi, I am a little confused about, doubling the poly of the high poly on the low poly and then trying to add normal map, I do not understand as the low poly is higher than the high poly and it looks better so why and what does the normal do? currently, on a Mac so cannot follow the tutorial fully :P but just a question thats been bothering me, thanks! great tutorial by the way!

    • @haissake
      @haissake 5 ปีที่แล้ว +1

      The normal maps simulate depth details on flat surfaces, that's why whe do normal maps: to emulate complex shapes in places where hardware limitations would normaly stop us.