@@PaulHPaulino You took me from a bad 25 minute bake to a super sharp 30 second one. I've always avoided designer unless completely necessary, but this is a bit of a gamechanger! Hope you're good man :)
@@MichaelWilde3d Happy to hear, mate! And I'm great, thanks! Hope you're doing well as well :D By the way, if you are dealing with Scan transfers at work, you should definitely try Reality Scan - The scan quality is insane!
Hi Pascal! I know that in Zbrush you can use Zwrap: here's a tutorial about it th-cam.com/video/VqwUKt2EiAs/w-d-xo.html I'm not familiar with Marmoset, so I'm not sure if that would be an option there
Thanks a lot for this video Paul, very interesting as usual! In the video you recommended in the description, Cheri Fojtik uses a very clever way to paint over the transferred texture, called multi channel exr. I tried to find any documentation online but without success, so I was wondering if you can have a chance to talk about this technique in the future. Many thanks :)
Probably not. I usually transfer textures from a model to another model. both using UVs. I usually use 8k textures to avoid split the face in 2 or 4. But If it is not possible to bake using UDIM's, you can split the mesh and bake separately, but of course, you'll expend more time make in it, so your method will be more quickly in this case, I believe.
@@EvandroMiguel Oh, that's too bad! I hope they can update that in the future! Sometimes we have to deal with models with a huge amount of UDIMs, so that can be painful
@@PaulHPaulino Creator says he is working on it...by 5 years now xD For udim bake I tend to use Reality Capture or Marmoset toolbag (but in sudo udim setup - texture "udim" materials ). From what I know, MightyBake and Handplane allows you to bake across udims
Hi Paul. I have a question. I was wondering. How did Substance Designer knew the position of the headScan_target mesh's uv position? The texture of the headScan_source mesh has one whole uv tile and it magically match it with the headScan_target's uv's? I hope you'll be able to read this. Thank you in advance Paul. :)
Nice video. Btw, you can do the same operation in Substance Automation Toolkit (sbsbaker using the texture-from-mesh option). Just curious - has anyone found a process that allows you to use more than one texture as the input? In other words to transfer textures from a model that already has multiple udims as the source, in a process that can be automated? (this leaves out Mudbox)
@@PaulHPaulino Thx for the tip. Have already tried Mari which works great for simple models, but seems to croak on complex models while doing a multiple UDIM transfer (maybe it's just a settings issue, but it does run out of memory on really big models). At any rate, will keep trying the multi udim -> multi udim transfer on a few different fronts.
@@stephenbohus4376 Oh, that's sad to hear, Stephen! Yeah, transferring textures on heavy models can be a massive headache. To be honest with you, I rarely rely on transferring textures if I'm working on complex models. I rather rebuild the textures from scratch if that's possible. From my experience, it ends up being faster and more efficient. That's also one of the reasons why I keep my workflow super modular and procedural, with a few areas with painted information. This way, if there's a massive change, I only have to worry about that specific painted data.
Well you can use Reality Capture in PPI version (you need to find free picture pack and create alight with at least 3 pictures) and use that software for free to transfer 1uv-> udim, udim->1 tile, udim->udim. But if somebody works with Substance package, its fine too (I don't )
This is exactly what people in realtime 3D did for ages, and now this method transferred to VFX.
Man, what a time to be alive!
Hell yeah!
Keep being awesome, Paul. Your knowledge is gold.
Thanks Momo! Glad to see you here, bud :)
you got no idea how much you helped me !!! thank you lotssssss
Hey!
Thank you :)
Edit:
I gave it a try, and now I know how powerful Substance Designer is.
Loving all this regular content! Super insightful 💯
Thanks Brady!
Thanks Paul, worked great
Glad to hear, Mitchell!
thank you for this tutorial
Thanks for the awesome tutorial!
Would love to see more texturing tutorials with substance painter.
Cheers Paul! I've always used Mari to transfer, but it just wasn't cutting it this time around. Very useful workflow :)
Thanks, Michael! Happy to help, mate!
Mari is still useful for Udim to Udim workflows, but it's so damn slow! hahaha
@@PaulHPaulino You took me from a bad 25 minute bake to a super sharp 30 second one. I've always avoided designer unless completely necessary, but this is a bit of a gamechanger!
Hope you're good man :)
@@MichaelWilde3d Happy to hear, mate!
And I'm great, thanks! Hope you're doing well as well :D
By the way, if you are dealing with Scan transfers at work, you should definitely try Reality Scan - The scan quality is insane!
Work perfect, thanks
Super nice thank you again! Do you maybe know can i to this kind of Baking with Zbrush and Marmoset toolbag to?
Hi Pascal!
I know that in Zbrush you can use Zwrap: here's a tutorial about it th-cam.com/video/VqwUKt2EiAs/w-d-xo.html
I'm not familiar with Marmoset, so I'm not sure if that would be an option there
@@PaulHPaulino great thanks!
Thanks a lot for this video Paul, very interesting as usual!
In the video you recommended in the description, Cheri Fojtik uses a very clever way to paint over the transferred texture, called multi channel exr. I tried to find any documentation online but without success, so I was wondering if you can have a chance to talk about this technique in the future. Many thanks :)
Great video, Paul. I make textures transfer using Xnormal, that also can work and it's free.
Thanks Evandro!
It’s been years since I used xNormal! Does it support UDIMs nowadays? That would be awesome!
Probably not. I usually transfer textures from a model to another model. both using UVs. I usually use 8k textures to avoid split the face in 2 or 4. But If it is not possible to bake using UDIM's, you can split the mesh and bake separately, but of course, you'll expend more time make in it, so your method will be more quickly in this case, I believe.
@@EvandroMiguel Oh, that's too bad! I hope they can update that in the future!
Sometimes we have to deal with models with a huge amount of UDIMs, so that can be painful
@@PaulHPaulino Creator says he is working on it...by 5 years now xD For udim bake I tend to use Reality Capture or Marmoset toolbag (but in sudo udim setup - texture "udim" materials ). From what I know, MightyBake and Handplane allows you to bake across udims
@@jurandfantom lol
Yeah, mightyBake is great! But haven't used it in a long time
Hi Paul. I have a question. I was wondering. How did Substance Designer knew the position of the headScan_target mesh's uv position? The texture of the headScan_source mesh has one whole uv tile and it magically match it with the headScan_target's uv's? I hope you'll be able to read this. Thank you in advance Paul. :)
Boom!!!!
Booom!
Hi Paul, What if i wanna do from multiple to single UDIM?
he explained that for this case you need to use Mari man.
Nice video. Btw, you can do the same operation in Substance Automation Toolkit (sbsbaker using the texture-from-mesh option).
Just curious - has anyone found a process that allows you to use more than one texture as the input? In other words to transfer textures from a model that already has multiple udims as the source, in a process that can be automated? (this leaves out Mudbox)
Good to know, Stephen! I never used the toolkit, but that's great :)
About your question, I usually use Mari to transfer from a multiple UDIM source.
@@PaulHPaulino Thx for the tip. Have already tried Mari which works great for simple models, but seems to croak on complex models while doing a multiple UDIM transfer (maybe it's just a settings issue, but it does run out of memory on really big models). At any rate, will keep trying the multi udim -> multi udim transfer on a few different fronts.
@@stephenbohus4376 Oh, that's sad to hear, Stephen! Yeah, transferring textures on heavy models can be a massive headache.
To be honest with you, I rarely rely on transferring textures if I'm working on complex models. I rather rebuild the textures from scratch if that's possible. From my experience, it ends up being faster and more efficient.
That's also one of the reasons why I keep my workflow super modular and procedural, with a few areas with painted information. This way, if there's a massive change, I only have to worry about that specific painted data.
Is the data loss caused by the conversion less or the same compared to doing the same operation in Mari?
During my tests, the quality of Substance transfers were the exact same as the ones done in Mari, but were much much faster.
@@PaulHPaulino Are they processed on the GPU whereas the operation in Mari is being handled by the CPU? Could explain the increased bandwidth..
@@HendriksPim I honestly don't know the technical answer for it :/
Well you can use Reality Capture in PPI version (you need to find free picture pack and create alight with at least 3 pictures) and use that software for free to transfer 1uv-> udim, udim->1 tile, udim->udim. But if somebody works with Substance package, its fine too (I don't )
I never used RC, but that's great to know about a different option, Jurand!
Thanks!
yea great, bro
Did the transfer happen so quickly because of the pc that you have?
I believe not. In the past I had to transfer way more udims in a less powerful computer and was still quite fast!
Thumbnail is nightmare fuel.
2 years later still can't import udims in SD for baking
You should be able to, as long as the udims are properly layout in the UV space
udim Transfer to one uv ,Can it be achieved?
Not in Substance. But in Mari or Mudbox, yes.