Exporting Models from ZBrush to Substance 3D Painter

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  • เผยแพร่เมื่อ 19 ธ.ค. 2024

ความคิดเห็น • 42

  • @alsikan
    @alsikan ปีที่แล้ว +18

    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.

  • @evildan777
    @evildan777 ปีที่แล้ว +5

    I am student learning 3dsmax,Zbrush and substance. love your vids, keep it up!

  • @blehfuez4365
    @blehfuez4365 ปีที่แล้ว +6

    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

  • @thebigjago
    @thebigjago ปีที่แล้ว +3

    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 ?

  • @kutmanbekiroglu8671
    @kutmanbekiroglu8671 ปีที่แล้ว

    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?

  • @JRBontrager
    @JRBontrager ปีที่แล้ว +1

    Fantastic video as always! Great tips on the workflow.

  • @sergeygolovchenko6907
    @sergeygolovchenko6907 10 หลายเดือนก่อน

    Helpful video! many thanks

  • @CryptoFeeders
    @CryptoFeeders 7 หลายเดือนก่อน

    U did not mentiion if UVs required for this model before poly painting in zbrsuh or not?

  • @_TetKaneda
    @_TetKaneda ปีที่แล้ว

    Great contribution. Great tutorial. You have my like. Thank you so much. Greetings

  • @dhananjayasilva1359
    @dhananjayasilva1359 ปีที่แล้ว

    wooow that was supper duper helpful

  • @FF-FAN9999
    @FF-FAN9999 17 วันที่ผ่านมา

    Very nice thank you

  • @Rev00h
    @Rev00h ปีที่แล้ว +1

    Great video but did you guys create your low topology & UV’s in blender? Or was that all done in Zbrush?

  • @itselliexoxx
    @itselliexoxx ปีที่แล้ว

    needed this thanks!

  • @8XN72Hw_xK
    @8XN72Hw_xK ปีที่แล้ว +1

    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?

    • @Ptah1130
      @Ptah1130 ปีที่แล้ว +1

      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
      @Ptah1130 ปีที่แล้ว +1

      It should be the same results. I have done it several times.

    • @8XN72Hw_xK
      @8XN72Hw_xK ปีที่แล้ว +1

      @@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)

  • @sebastianfdelrio
    @sebastianfdelrio ปีที่แล้ว

    great tutorial!

  • @atomicshrimpFT
    @atomicshrimpFT ปีที่แล้ว

    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?

  • @ZephrusPrime
    @ZephrusPrime ปีที่แล้ว +1

    How to make UDIMS in ZBrush?

    • @FlippedNormals
      @FlippedNormals  ปีที่แล้ว +1

      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

  • @SP_CreatioN-12AM
    @SP_CreatioN-12AM ปีที่แล้ว +1

    can you make a video how to import displacement map to substance painter

    • @FlippedNormals
      @FlippedNormals  ปีที่แล้ว

      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

  • @Conahawk
    @Conahawk ปีที่แล้ว +1

    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

    • @CJSwitz
      @CJSwitz ปีที่แล้ว

      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.

  • @JonNancyH
    @JonNancyH ปีที่แล้ว

    Superb!

  • @stevefuncke9798
    @stevefuncke9798 ปีที่แล้ว

    Blender workflow next? Please 🙏

  • @yashroy1704
    @yashroy1704 7 หลายเดือนก่อน

    Thank u so much

  • @feralmode
    @feralmode 9 หลายเดือนก่อน

    thanks guys. love your channel. when i have more cash i hope to support you financially by buying some of your assets. appreciate all your hard work and all the amazing content you give for free. thanks.

  • @aveecotton5249
    @aveecotton5249 7 หลายเดือนก่อน

    you can give for me Ui zbrush in video your ?

  • @regiluthfi
    @regiluthfi 10 หลายเดือนก่อน +1

    my substance painter said : invalid scene model has no uv coordinates

  • @StephanieBellgardt-t7y
    @StephanieBellgardt-t7y ปีที่แล้ว

    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?

    • @stephaniebellgardt
      @stephaniebellgardt ปีที่แล้ว

      ​@@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 :)

  • @bUildYT
    @bUildYT 3 หลายเดือนก่อน +1

    oh yea

  • @alieninsectbass
    @alieninsectbass ปีที่แล้ว

    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.

  • @canalpan9
    @canalpan9 ปีที่แล้ว

    at last 😴

  • @nicholash1278
    @nicholash1278 ปีที่แล้ว

    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?