I bought your anatomy tutorial. I already have a ton of knowledge of the human body and you still managed to blow my mind. You really pput things into different perspectives. I really like the idea that artist aren’t trying to get a phd or save somone it’s about making it looking correct and believable not super accurate.
Awesome video! Please keep doing these valuable tutorials! :) Your quality is absolutely unique. If you’re thinking of what your next video should be about, I have a suggestion: I would love to see a discussion about how quick and dirty you can actually get with UV’s. I began learning to make really clean and optimized UV’s for all of my models and always tried to hide the seams and have nice and appealing unfolds and all… but I wonder if that is really necessary, when you just want to get a decent looking piece for your artstation fast. Should I spent the extra time and effort for super nice UV’s or can I just use some automatic unfold on my decimated model and use a ton of udims? What are the options here? I seek for your expert knowledge on this one! :D
I am really glad you guys are back and rolling. And now the song of my people. "why are you doing this to us Adobe, stop being a monopoly" Can we have Quixel Mixer videos too?
I'm just wondering about the loss of resolution in the mid to high frequencies, do you not lose a ton of them when decimating? what's the point of putting them in if you know you're going to transfer it into substance ?
I would love to see a tutorial on baking normal maps in blender if you haven't already made one. I'm curious on how a normal map could be applied to a rigged character in a way that would adhere to the bones of said character
I might be misunderstanding your question, but a tangent-space normal map will correctly be applied even to deforming geometry (i.e. a rigged character). It's measured from the UVs and the surface normal, so it just follows along.
Hi, really informative video as always. Did you sculpt on the retopod mesh for the details? I wasn’t quite sure how you got the good topo as subd 1 level in zbrush. I just thought sculpting it, retopoing in blender, reimporting the blender model into zbrush and the sculpting on that one would be a waste of sculpting in the beginning. I guess you guys projected details on the retopo?
I usually export the lowest sub div level for the low poly version and use the high poly to bake. I never tried decimated high poly as the low mesh, does that yield better results after baking?
It depends what your using it for, as well. You would want to retopo if you're using the low poly for animations. You can decimate and or Zremesh a copy of the high poly model to get a nice low poly version as well
@@Ptah1130 Sometimes the approach goes a bit wrong for me, but since I don'T animate things, I might give it a try with decimating. (But I am also doing a very lazy approach by using zRemesher und UV master. In 8 of 10 cases it works fine for me, but I am a hobbyiest only :D)
I've always used the decimation method for getting the model into Substance, but I often work with creatures that require a very high-fidelity mesh to paint on (like dinosaurs with lots of small, fine scales.) Decimating anywhere below 3 million usually doesn't yield the results I need for painting the small details, but of course that causes Substance to lag. Is there a better method I should use to maintain the tiny sculptural detail?
@@cas_sim Yeah I didn't think this was the typical workflow. It's good for a mid-detail sculpt but I'll need to try your method. So for multiple subtools I would still condense everything into one subtool with polygroups for the high and low poly versions? Thanks in advance :)
won't all these tutorials be irrelevant now that we have AI like midjournye and stable diffusion that can make a better render / character than this in seconds?
I bought your anatomy tutorial. I already have a ton of knowledge of the human body and you still managed to blow my mind. You really pput things into different perspectives. I really like the idea that artist aren’t trying to get a phd or save somone it’s about making it looking correct and believable not super accurate.
I am student learning 3dsmax,Zbrush and substance. love your vids, keep it up!
Great to hear!
Awesome video! Please keep doing these valuable tutorials! :) Your quality is absolutely unique.
If you’re thinking of what your next video should be about, I have a suggestion: I would love to see a discussion about how quick and dirty you can actually get with UV’s. I began learning to make really clean and optimized UV’s for all of my models and always tried to hide the seams and have nice and appealing unfolds and all… but I wonder if that is really necessary, when you just want to get a decent looking piece for your artstation fast. Should I spent the extra time and effort for super nice UV’s or can I just use some automatic unfold on my decimated model and use a ton of udims? What are the options here? I seek for your expert knowledge on this one! :D
I am really glad you guys are back and rolling. And now the song of my people. "why are you doing this to us Adobe, stop being a monopoly"
Can we have Quixel Mixer videos too?
Fantastic video as always! Great tips on the workflow.
Thanks a ton!
I'm just wondering about the loss of resolution in the mid to high frequencies, do you not lose a ton of them when decimating? what's the point of putting them in if you know you're going to transfer it into substance ?
This tutorial really should mention how to bake high poly mesh details to the decimated one
U did not mentiion if UVs required for this model before poly painting in zbrsuh or not?
Very nice thank you
needed this thanks!
Helpful video! many thanks
wooow that was supper duper helpful
great tutorial!
Great video but did you guys create your low topology & UV’s in blender? Or was that all done in Zbrush?
That was done in Blender yes :)
I would love to see a tutorial on baking normal maps in blender if you haven't already made one.
I'm curious on how a normal map could be applied to a rigged character in a way that would adhere to the bones of said character
I might be misunderstanding your question, but a tangent-space normal map will correctly be applied even to deforming geometry (i.e. a rigged character). It's measured from the UVs and the surface normal, so it just follows along.
Hi, really informative video as always. Did you sculpt on the retopod mesh for the details? I wasn’t quite sure how you got the good topo as subd 1 level in zbrush. I just thought sculpting it, retopoing in blender, reimporting the blender model into zbrush and the sculpting on that one would be a waste of sculpting in the beginning. I guess you guys projected details on the retopo?
Great contribution. Great tutorial. You have my like. Thank you so much. Greetings
I usually export the lowest sub div level for the low poly version and use the high poly to bake. I never tried decimated high poly as the low mesh, does that yield better results after baking?
It depends what your using it for, as well. You would want to retopo if you're using the low poly for animations. You can decimate and or Zremesh a copy of the high poly model to get a nice low poly version as well
It should be the same results. I have done it several times.
@@Ptah1130 Sometimes the approach goes a bit wrong for me, but since I don'T animate things, I might give it a try with decimating. (But I am also doing a very lazy approach by using zRemesher und UV master. In 8 of 10 cases it works fine for me, but I am a hobbyiest only :D)
Superb!
can you make a video how to import displacement map to substance painter
We've actually tested this before for a video, but it seems like Painter isnt amazing at disp maps so we never got a satisfying result
How to make UDIMS in ZBrush?
You cant make udims directly in ZBrush, but if you import a model with udims it'll work, and if you export maps from it, it'll also work
Thank u so much
Blender workflow next? Please 🙏
no :)
you can give for me Ui zbrush in video your ?
my substance painter said : invalid scene model has no uv coordinates
oh yea
I've always used the decimation method for getting the model into Substance, but I often work with creatures that require a very high-fidelity mesh to paint on (like dinosaurs with lots of small, fine scales.) Decimating anywhere below 3 million usually doesn't yield the results I need for painting the small details, but of course that causes Substance to lag. Is there a better method I should use to maintain the tiny sculptural detail?
@@cas_sim Yeah I didn't think this was the typical workflow. It's good for a mid-detail sculpt but I'll need to try your method. So for multiple subtools I would still condense everything into one subtool with polygroups for the high and low poly versions? Thanks in advance :)
Hey Henning and Morten, could you guys do a texturing tutorial using Quixel Mixer? It's very quickly getting up to speed with Substance Painter.
at last 😴
won't all these tutorials be irrelevant now that we have AI like midjournye and stable diffusion that can make a better render / character than this in seconds?