Definitely the best videos for those who working in ZBrush, Substance, Maya and Arnold. I decided to go back to Arnold after several years in V-Ray and Renderman so this series of videos was very informative and helpful. I hope you will continue to make these interesting videos like T-Rex Series.
Adding '1' to the displacement scale - is that the default corresponding size of the zbrush sculpt? If not, how do you know what is the original scale for displacement other than eyeballing it. Thanks.
Yes that represents the size in Zbrush. However if you scale the object and freeze the transformations that can screw things up. For example, if you scaled it 10 times bigger and froze the transformations then the displacement scale would have to be set to 10 to offset that change.
Hmmm. I'm not exactly sure what you mean by that. Your level 1 should have the displacement on it so it looks like the high resolution. That is the point of what we are trying to do.
I mean for a high-poly model (not for production) from Zbrush is enough to make a displacement map (as you showed in this video) for render this model (present a beautiful picture) and textures application on her?
@@Alinastic if it is strictly for a render and you only had a high poly version you would not need a displacement. You could simply render your high resolution mesh.
Is it possible to create Displacement Maps from photos of a single object? If I can control the lighting and I'm the one taking the photos? I've seen some tutorials on creating Normal Maps by lighting an object from four (4x) different angles and then combining those 4 photos into a single Normal Map. But is there a similar process for Displacement maps? I have a ton of things I need to photograph and model, and painting the displacement in ZBrush for every single thing doesn't seem feasible.
David I love your videos! But in the very end of the process, I got a warning after trying to render that Maya couldn't load the final looks. It says "Warning: [OpenGL] display shader pre unbind: unrecognized error" What does it mean exactly? How can we fix it? Thanks David!
Hi people. Can somebody please explain to me why should I use a displacement map instead of use the original high poly mesh? What I understand is that rendering is going to put again the subdivision to six. Maybe 'cause animation is easy with low poly? Is there another reason? I'm not sure if I got it... heeeelp please... thanks.
Great question! If you had a super computer you would not need to use a displacement map, instead you could just use the original high poly. Sometimes, if I'm just rendering it out, I will just bring in the high poly and render it so I don't have to mess with the displacement. However, if you are going to animate, rig etc., it would be very problematic to have the high poly in Maya. In fact, it were high enough poly Maya would just crash right away. So having a low poly character with a displacement allows Maya to run smoothly, animators to animate with ease, and makes everything less clunky. If you don't care about animating and if Maya allows you to import the high poly, go ahead and do that so you don't have to mess with the displacement.
Definitely the best videos for those who working in ZBrush, Substance, Maya and Arnold. I decided to go back to Arnold after several years in V-Ray and Renderman so this series of videos was very informative and helpful. I hope you will continue to make these interesting videos like T-Rex Series.
Adding '1' to the displacement scale - is that the default corresponding size of the zbrush sculpt? If not, how do you know what is the original scale for displacement other than eyeballing it. Thanks.
Yes that represents the size in Zbrush. However if you scale the object and freeze the transformations that can screw things up. For example, if you scaled it 10 times bigger and froze the transformations then the displacement scale would have to be set to 10 to offset that change.
@@davidbittorf that’s great. Thank you.
Oh, thanks 💗
Please answers
displacement map is superimposed on 1 level of subdivisions of this model ?
Hmmm. I'm not exactly sure what you mean by that. Your level 1 should have the displacement on it so it looks like the high resolution. That is the point of what we are trying to do.
I mean for a high-poly model (not for production) from Zbrush is enough to make a displacement map (as you showed in this video) for render this model (present a beautiful picture) and textures application on her?
@@Alinastic if it is strictly for a render and you only had a high poly version you would not need a displacement. You could simply render your high resolution mesh.
Great explanation
Thank you!
I saw a vdeo of urs(import normal map i.e, higmesh in substance painter).after that what will be the next step.how to bring displacement there?
That's a great question! Check out this video to see how to do that! th-cam.com/video/_KCP6j5J3Fw/w-d-xo.html
So for still renders and cinematic shots displacement is the best option?
Yes that is correct.
Is it possible to create Displacement Maps from photos of a single object? If I can control the lighting and I'm the one taking the photos? I've seen some tutorials on creating Normal Maps by lighting an object from four (4x) different angles and then combining those 4 photos into a single Normal Map. But is there a similar process for Displacement maps? I have a ton of things I need to photograph and model, and painting the displacement in ZBrush for every single thing doesn't seem feasible.
Not that I know of. Does anyone know if this is possible? I would be really interested in this if it can be done.
👍👍👍great video!
Thank you!
David I love your videos! But in the very end of the process, I got a warning after trying to render that Maya couldn't load the final looks. It says "Warning: [OpenGL] display shader pre unbind: unrecognized error" What does it mean exactly? How can we fix it? Thanks David!
Hmmm I have never come across that error. Anyone else have any feedback on this?
Hi people. Can somebody please explain to me why should I use a displacement map instead of use the original high poly mesh? What I understand is that rendering is going to put again the subdivision to six. Maybe 'cause animation is easy with low poly? Is there another reason? I'm not sure if I got it... heeeelp please... thanks.
Great question! If you had a super computer you would not need to use a displacement map, instead you could just use the original high poly. Sometimes, if I'm just rendering it out, I will just bring in the high poly and render it so I don't have to mess with the displacement. However, if you are going to animate, rig etc., it would be very problematic to have the high poly in Maya. In fact, it were high enough poly Maya would just crash right away. So having a low poly character with a displacement allows Maya to run smoothly, animators to animate with ease, and makes everything less clunky. If you don't care about animating and if Maya allows you to import the high poly, go ahead and do that so you don't have to mess with the displacement.
@@davidbittorf Thanks for taking your time, I really appreciate it.
@@SuperValhala Of course. Make sure to subscribe if you haven't already for updated videos every week!
What is name your graphique card?
Nvidia 2080