Zbrush To Substance Painter For Quick Texturing

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  • čas přidán 13. 07. 2024
  • Download The David Statue Via This Link www.myminifactory.com/object/...
    I'll show you how to quickly prepare a 3d model in zbrush so that we can take it over to substance painter and start texturing. You don't have to worry about doing proper retopology and uv layouts. We will automatically generate this quickly in zbrush,. This method is useful for 3D concept art. You'll be able to utilize the power of substance painter to create realistic texturing. The process is fun and easy to do. Enjoy!
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Komentáře • 56

  • @TravisDavids
    @TravisDavids  Před 4 lety +6

    Download The David Statue Via This Link www.myminifactory.com/object/...
    I'll show you how to quickly prepare a 3d model in zbrush so that we can take it over to substance painter and start texturing. You don't have to worry about doing proper retopology and uv layouts. We will automatically generate this quickly in zbrush,. This method is useful for 3D concept art. You'll be able to utilize the power of substance painter to create realistic texturing. The process is fun and easy to do. Enjoy!

  • @carlosorozco776
    @carlosorozco776 Před 3 lety +2

    Thank you so much for this video! It helped me a lot with the basics!

  • @carlaschrum
    @carlaschrum Před 2 lety

    Amazing and very easy to follow Thanks much for taking your time to do these videos!

  • @Diana.Aristizabal
    @Diana.Aristizabal Před rokem

    Thank you so much, it worked, I did have more subTools tho, but your tutorial is on point! I was having a bit of a problem with the poly groups when decimating the subTools, but followed your steps and everything went smooth. So again, thanks!

  • @MDksa123
    @MDksa123 Před 2 lety

    quality tutorial, just gets to the point straight up

  • @thevonmunchies9213
    @thevonmunchies9213 Před 3 lety +1

    What a great tutorial!!!

  • @milkbread5036
    @milkbread5036 Před 11 měsíci

    Thank you so much!

  • @akhiltt8817
    @akhiltt8817 Před 3 lety

    Great help man 💚

  • @ernestoggg4873
    @ernestoggg4873 Před 3 lety

    A billion of thanks to you sir!!!!

  • @Ammeeeiizing
    @Ammeeeiizing Před 2 lety

    Awesome!! !
    Thank you

  • @prev
    @prev Před 4 lety +12

    9:57 hahahahaha Travis you legend.

  • @senjara5918
    @senjara5918 Před 2 lety

    Thank you! A great video

  • @kingsevil5255
    @kingsevil5255 Před 3 lety +1

    FINALLY, an accessible tutorial for beginners. fuckin subscribed.

  • @johnli4006
    @johnli4006 Před 3 lety

    love it!

  • @mostafakabeel7119
    @mostafakabeel7119 Před rokem

    THANKS A TON!!!

  • @KarelChytilArt
    @KarelChytilArt Před 2 lety

    Good job man

  • @sho3d
    @sho3d Před 4 lety

    Awesome, thanks

  • @marinamaievska700
    @marinamaievska700 Před 3 lety

    thank you a lot

  • @revocolor
    @revocolor Před 4 lety

    Thank u ♥

  • @jekpriyanto5984
    @jekpriyanto5984 Před 2 lety

    9:58 😂😂 "probably I shouldn't do that" HAHAHA Lol

  • @joeg7096
    @joeg7096 Před 3 lety

    hey thanks for the tut man do you know why when i bring it into substance painter it looks like shit? im tryin with a different mesh with subtractive boolean text and some other stuff and it just looks totally low quality compared to when its decimated in zbrush

  • @thevonmunchies9213
    @thevonmunchies9213 Před 3 lety +2

    Is it possible to import the texture back into zbrush so I can pose the model?

  • @ali3ser
    @ali3ser Před 4 lety +2

    I was hopelessly searching for this yesterday, thanks for the perfect timing! Do you have any tips on having less visible seams? I seem to have quite visible seams on my curvature map.

    • @TravisDavids
      @TravisDavids  Před 4 lety +3

      Thank you Ali. Yeah it's really tricky since we are also just quickly generating an unwrapped model, we only have so much control over those seams. It's a dirty method. The uv master also sometimes generates it's own seams randomly, regardless of the polygroups it's referencing. You just have to be very strategic with the polygroup placement for where the seam will be. With stuff like statues and rocks, seams sometimes just look like cracks so it's not much of an issue. If you're doing a still image, i would just clone stamp over the seam in photoshop to hide it.

    • @TravisDavids
      @TravisDavids  Před 4 lety +2

      Also on curvature, maybe apply a white or black mask onto the layer that utilizes adding detail using curvature and try and erase on the regions where the seam in visible.

    • @ali3ser
      @ali3ser Před 4 lety

      @@TravisDavids Thanks! Will try that. Do you think a workflow like this can actually be used in the future for game assets with unreal engine 5 coming out next year? It's supposed to be able to use high poly/cinematic assets straight out of zbrush and render it realtime. I guess the only problem would be unoptimized uv's?

    • @TravisDavids
      @TravisDavids  Před 4 lety +2

      @@ali3ser That is actually a really good question and i do think it will be possible. This method essentially relies on an "unoptimized" workflow but still manages to allow you to paint and since unreal will support these type of assets in the future (super dense meshes with no proper retopology), i think it's possible. We will have to wait and see. I think it will introduce a whole new world of creative freedom where we get to work smart and very fast to complete a task depending on what needs to be achieved. Obviously if you're creating a game this type of workflow would never be ideal BUT we'll have to wait and see.

  • @chulalachannel
    @chulalachannel Před 3 lety

    I wonder what's the difference between curvature and ambient occlusion.. the shadow effects look kind of same effect

  • @A3KingGamer
    @A3KingGamer Před 2 lety

    okay if anyone is having issues where the texture is stretched when imported back into zbrush then go to texture tab and select the texture and flip V then all should be done!

  • @user-nx7lq1yb2y
    @user-nx7lq1yb2y Před 2 lety

    Жаль я английский плохо знаю, а рус субтитры просто мозг выносят))

  • @jonos138
    @jonos138 Před 3 lety

    I'm a newbie with substance. When I import my object from Zbrush into substance, the uv is altered and turned about 30deg clockwise. So I can't use any of the zbrush maps if I want to. Is there a way to stop substance altering the uv coordinates?

  • @mb24black6
    @mb24black6 Před 3 lety

    is it possible to make changes to an object in zbrush after finishing work in substance painter ?
    i discovered that i have a bad part in my mesh but I'm afraid if i fix it in zbrush may maps wont work anymore .
    any advice ?

  • @TomCCArt
    @TomCCArt Před 4 lety +1

    Have you tried generating the UVs in substance? They implemented a feature a while back that auto unwraps what you import. Not sure how it would compare to Zbrush, but if the goal is quick and dirty uvs it could also work and save more time?

    • @TravisDavids
      @TravisDavids  Před 4 lety

      Whoa, didn't even know about this, need to give this a try and see the results. Would work perfect for this workflow. Thanks for the heads up.

    • @TravisDavids
      @TravisDavids  Před 4 lety +2

      Just gave it a try and damn, the results a lot of the time with the auto unwrapping in SP is horrible. I would still do the automatic unwrap in zbrush.

    • @TomCCArt
      @TomCCArt Před 4 lety

      @@TravisDavids Good to know, besides you have more control with polygroups too and you have to go through zbrush anyway for the decimation

  • @carlaschrum
    @carlaschrum Před 2 lety

    lololol @ the graffiti

  • @DerekFreemanParcell
    @DerekFreemanParcell Před rokem

    What if we want to bring our model/models back into Zbrush with SP textures to pose a character/Creature? Am I asking a dumb question or are there already resources on doing this?

  • @sharonmre1724
    @sharonmre1724 Před 4 lety

    Hi there, I had a question. I was watching one of your tutorials on marvelous designer and Daz. I was exporting from Clo3D to Daz Studio and it was working fine, but now when I do it, the avatar and the clothing is all greyed out like a statue. I can't figure out what I'm doing wrong. Can you help? Thanks

    • @TravisDavids
      @TravisDavids  Před 4 lety

      Hi, this is difficult to answer as I don't use Clo3D but i know Marvelous Designer and Clo3D are practically the same software. I've also never gone from MD to Daz before so i don't know the workflow for this. To me it sounds like the program is struggling to find any materials you have for your character, sometimes when you export a character as an OBJ you get a .mtl file that 3D programs recognize but i'm not entirely sure why that's happening.

  • @A3KingGamer
    @A3KingGamer Před 2 lety

    how do we export these textures back into zbrush? mine always turns up stretched

  • @TheKevphil
    @TheKevphil Před 2 lety

    Stupid noobie question: Why not texture-paint *_IN_* ZBrush?

  • @KaelDenna
    @KaelDenna Před 2 lety +1

    amazing tutorial but i felt pure confusion and aesthetic offense when you turned Michelangelo's David into a concrete statue lol and with plastic crevasses? spray cans too?
    even when you dipped it in gold which i must admit makes a striking thumbnail, it still feels off until it's made of marble

  • @vanelwafal1216
    @vanelwafal1216 Před 4 lety

    1st view and 1st like XD

    • @TravisDavids
      @TravisDavids  Před 4 lety +1

      Hahaha thank you for watching the video :)

  • @kiarashtamizkar3488
    @kiarashtamizkar3488 Před 3 lety

    :)) i shouldn't do that ;)))

  • @skilbhumen2875
    @skilbhumen2875 Před 4 lety

    lol