Baking High Poly To Low Poly (Zbrush And Substance Painter)

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  • čas přidán 13. 07. 2024
  • In this video we will learn how to transfer the details of a high poly mesh to a low poly mesh. This process is called Baking.
    The technique I'll be using in this particular video will show you how you can bake normal and displacement maps in Zbrush to later use in Substance Painter.
    Recap: 11:41
    Full Playlist: • Pipelines
    Support me on Patreon: / madponyinteractive www.buymeacoffee.com/MadPonyInt

Komentáře • 108

  • @d.antoniohernandez1952
    @d.antoniohernandez1952 Před 4 lety +26

    This was extremely helpful! GOD BLESS YOUR SOUL

  • @joshuabuckingham3571
    @joshuabuckingham3571 Před 2 lety +1

    Thank you for taking the time to make these videos. It's really appreciated mate

  • @artistjim114
    @artistjim114 Před 3 lety +1

    I almost shedded a tear! Thank you!!

  • @36Dome36
    @36Dome36 Před 3 lety +2

    Just in time as I needed it, it pops up in my recommendations, thank you so much for demystifing this process!!!

  • @agataartwork9097
    @agataartwork9097 Před 4 lety +8

    I love this video, thanks so much , you are such a good teacher! I liked that first you went through the process explaining everything, and afterwards you have repeated all the process again. You are awesome !

  • @diego.zanelli
    @diego.zanelli Před 3 lety +1

    Clean and direct, as Antonio said, God bless you Sir.

  • @lawrence2598
    @lawrence2598 Před 3 lety

    Oh my god, I have been looking for this video for ages! Thank you!

  • @rutvikfand4995
    @rutvikfand4995 Před 3 lety +4

    This was extremely helpful!

  • @anthonyvaliukonis7720
    @anthonyvaliukonis7720 Před 4 lety +1

    Thank you so much!
    Extremely helpful video!

  • @vighneshpawar4285
    @vighneshpawar4285 Před 3 lety +1

    Thanks alot man, just the thing i was looking for.

  • @guglielmoturbian6982
    @guglielmoturbian6982 Před 3 lety

    This video change my life in these days, thank you so much

  • @TooManyCables
    @TooManyCables Před 4 lety +5

    HOLY $#!T man. This was my missing link! Thank you so much for doing this video.

  • @goheenbiswas1901
    @goheenbiswas1901 Před 2 lety

    You're an awesome teacher. Thank you so much.

  • @bluethumbbuttoneek9465
    @bluethumbbuttoneek9465 Před 3 lety +1

    Thankss will always come back to this as reference on how to do it unless theres a quicker version of this tut :) some day I wont need to rely on the video tho I'll memorize how to do it eventually

  • @biggestonee
    @biggestonee Před rokem +1

    Thank you!!! You solved my problem!

  • @ProjProd
    @ProjProd Před 11 měsíci

    This is great ! Good job dude ! 🤩

  • @JamesLee-lf4fr
    @JamesLee-lf4fr Před 2 lety

    clear & good instruction, thanks.

  • @mohamedazizsetti4945
    @mohamedazizsetti4945 Před 2 lety +1

    thanks a lot man! so helpful

  • @nikitaabzhalimov3731
    @nikitaabzhalimov3731 Před 3 lety +2

    Hi! thank you so much for this tutorial! I spent a lot of time not understanding what I was doing wrong. But after watching this video, everything worked out. Thank you again so much!

    • @freeairdrop4704
      @freeairdrop4704 Před 2 lety

      me too alot time not understanding what I was doing wrong

  • @joegideon8461
    @joegideon8461 Před 3 lety

    Very helpful, thank you!

  • @Chauxz
    @Chauxz Před 5 lety +5

    I recently started to learn Zbrush, I will try this out soon! Thanks

  • @clivecamilleri2561
    @clivecamilleri2561 Před 3 lety +1

    Very helpful thanks

  • @pocacola6952
    @pocacola6952 Před 3 lety

    very nice tutorial

  • @saunterfilms
    @saunterfilms Před 3 lety +1

    You are the best! Big thanks to you!

  • @sayanhaldar6118
    @sayanhaldar6118 Před 2 lety +1

    Thanks, it's way better than maya's texture baking.

  • @mrveguita
    @mrveguita Před 3 lety

    THANKS BRO YOU ARE THE BEST

  • @jaypeace6058
    @jaypeace6058 Před 4 lety

    Awesome man! God bless!

  • @nevixart
    @nevixart Před rokem

    thank you so much for this tutorial bro!!! 🤩

  • @korzo4036
    @korzo4036 Před 2 lety

    Thank you, it's very useful tutorial

  • @corelysis
    @corelysis Před 3 lety

    great tutorial, thanks

  • @alperenborklu4005
    @alperenborklu4005 Před 2 lety +1

    this video should have more likes

  • @nizd3128
    @nizd3128 Před 6 měsíci

    Excellent thank you very much 👍

  • @ollyisorange2808
    @ollyisorange2808 Před 2 lety +1

    thank you!!!

  • @oleksandrchaban328
    @oleksandrchaban328 Před 3 lety +1

    AMAZING!!!!!

  • @milkbread5036
    @milkbread5036 Před 10 měsíci

    thank you!

  • @calabozodejake6908
    @calabozodejake6908 Před rokem +1

    thank u! :D

  • @NamNguyen-zd3re
    @NamNguyen-zd3re Před 5 lety +5

    i think you just need a basic sphere to bake those details because the distance is not too much. but choose the lv1 subdivision as low poly version is a fast way

  • @freeairdrop4704
    @freeairdrop4704 Před 2 lety +1

    GOD BLESS YOU

  • @cameron9225
    @cameron9225 Před 3 lety

    perfect my friend now new subscriber

  • @MrShadyMustafa
    @MrShadyMustafa Před 4 lety

    thank you bro ^_^

  • @marcos_ferreira1997
    @marcos_ferreira1997 Před rokem +1

    do more about this high poly to apply onto existing models pls

  • @Bobeer
    @Bobeer Před 5 lety +1

    cool

  • @yusulfliu9850
    @yusulfliu9850 Před 5 lety +1

    thanks you

  • @tomaszneosapiens5111
    @tomaszneosapiens5111 Před 4 lety

    you can bake multiple high polys onto one poly
    and you can bake multiple high polys onto multiple low pieces with right naming convention exclude them using by mesh name

  • @aghandwork1808
    @aghandwork1808 Před 5 lety +4

    That is VERY usefull video! Thank you! But I have a question: high poly mesh in Pianter is using for bake normals...but you already have a normal map...so why do you use high poly while baking all else map? P.S. as say
    Griffin Leadabrand
    could you explain problem about normal map's artifacts while low and high poly don't match up

    • @MadPonyInteractive
      @MadPonyInteractive  Před 5 lety +3

      Sure. If you working with a lot of polygons in ZBrush, lets say over 1Million points, then painter may not be able to bake such a mesh, so you can use ZBrush Multimap exporter to export the normal map instead of trying to bake it in Painter. Hope that makes sense.

  • @srvt9064
    @srvt9064 Před 4 lety +1

    Thanks so much!
    Do we have to use subdivision versions for this? Can we use other low poly models with uvs?

    • @MadPonyInteractive
      @MadPonyInteractive  Před 4 lety +1

      yes you can use other models. One common process is to sculpt an high poly mesh and then retopo a low poly for projection

  • @tomaszneosapiens5111
    @tomaszneosapiens5111 Před 4 lety +1

    make sure your high poly doesn't have uvs ,poly paint is fine , will be baked down as color id

    • @mattzart
      @mattzart Před rokem

      What happens if the high poly has a UV map copied over from it's clone?

  • @muhammetcaglayan2918
    @muhammetcaglayan2918 Před 3 lety

    Can i ask something, lets say i have a bone mesh and i want to use this bone mesh to create a normal map on this sphere is it possible? Without changing the sphere’s uv

  • @wojciechwolenski4189
    @wojciechwolenski4189 Před 4 lety

    Hello. I have a questions. For example - instead of export model with lower subd like 1 i wanna decimate/zremesh this model for better optimization. I did it and now how i can use multi map export? If i need to setup subD on 1 in displacment and normal options it generates some problem in Substance painter later. Thanks!

    • @MadPonyInteractive
      @MadPonyInteractive  Před 4 lety +1

      If you Zremesh you will loose UVs. Maybe that's why you running into problems in Painter. You can decimate and keep UVs by using decimation master and use the Keep UV switch. Also, the bigger the difference between the high poly and low poly the more baking errors you will ran into.

  • @Play-to-earnn
    @Play-to-earnn Před 9 měsíci

    I have a question if you can help me... I want sculpting and export normal map for my low poly to unreal ungine this is normal ? Or use decimation master !!!!

  • @estudiodave
    @estudiodave Před 3 lety +1

    Thanks! Is there a way to make this work for exporting multiple tools?

  • @digitalwizard1608
    @digitalwizard1608 Před 4 lety

    I have a retopologised character I made low poly. Do I need to unwrap in a ZBrush to put the high poly on? I have mapped the retopology too

  • @griffinleadabrand1474
    @griffinleadabrand1474 Před 5 lety +3

    8000k is by no means low poly. Test it out on something a lot harder to sustain the shape. Show what happens when you don't retopo. Show how the normal map can contain artifacts if the low and high poly don't match up. Show how to do this with multi subtool objects baking normal maps for each object and matching them by name in substance painter. That's the stuff that is hardest to get right.

    • @MadPonyInteractive
      @MadPonyInteractive  Před 5 lety +1

      Thanks for your comment, I plan to do just that but am first creating more basic videos that later on I can refer people to so that those don't become too lengthy.

  • @pavinivfx
    @pavinivfx Před 4 lety

    Thanks so much!
    Now my models won't be killed in the process of baking
    But I've a question. My maps was generate with very low detail and I already changed the subdivision levels zbrush would use to bake.
    At the first time, I made everything you said

    • @MadPonyInteractive
      @MadPonyInteractive  Před 4 lety

      try increasing the Map size in the multimap exporter plugin

    • @pavinivfx
      @pavinivfx Před 4 lety

      @@MadPonyInteractive using 4096 size and nothing happens. Zbrush generates a flat texture without the details

    • @MadPonyInteractive
      @MadPonyInteractive  Před 4 lety

      @@pavinivfx Try changing some of the export settings and try with a different model, it can be a number of things. Maybe regenerate UVs

  • @TouchedByArtist
    @TouchedByArtist Před 4 lety

    Big thank you and ı have a question. When ı try to export disp. maps they all black. I doing like your settings but every time same result. How can ı fix that ?

    • @MadPonyInteractive
      @MadPonyInteractive  Před 4 lety

      That hasn't happened to me so cant really give you a straight answer. Keep trying different settings on the export, check your UV's, try a different model and if you figure it out come back to this post and let us know how. Thank You

    • @TouchedByArtist
      @TouchedByArtist Před 4 lety +1

      @@MadPonyInteractive i will try thank you

  • @allroundlad
    @allroundlad Před 11 měsíci

    I thought mesh must be topologised to be able to texture. Also, if I want to use a topologised low-poly mesh, but use displacement map from the high-poly version mesh, how do I do this?

    • @MadPonyInteractive
      @MadPonyInteractive  Před 11 měsíci

      I'm assuming that by topologised you mean if the mesh has a UV Map. If so that's what we are doing here, we are creating a texture from the high poly model and use that to project on the low poly UV Map.

  • @trangcao8635
    @trangcao8635 Před 2 lety

    hello, in 9:26 I do the same but can not have same result, please help.

  • @Zeinovic92-Generalinfo

    iam a beginner .. iwant to understand something after baking maps ..this details r just outer view or real details on the mesh ?

  • @bluethumbbuttoneek9465

    Wont let me add new color effects n paint to it after it's been baked🤔

  • @innerguardianXIII
    @innerguardianXIII Před 4 lety

    How about doing all this for Blender 2.8?

  • @miketan5603
    @miketan5603 Před 4 lety

    how do i do this if i have several subtools but i want to export/import them as one model? because as soon as i merge them i lose the subdivision

    • @MadPonyInteractive
      @MadPonyInteractive  Před 4 lety +1

      In the FBX Export/Import plugin make sure "Visible" is selected. This will export all your visible Subtools in 1 FBX File

    • @miketan5603
      @miketan5603 Před 3 lety

      @@MadPonyInteractive thank you :)

  • @FlavioDiniz
    @FlavioDiniz Před 4 lety

    Is it possible to import a low poly and a high poly mesh to zbrush and bake the details from the highpoly to the low poly ?
    or it only works if the lowpoly and highpoly are made from the beginning inside zbrush ?

    • @MadPonyInteractive
      @MadPonyInteractive  Před 4 lety

      You can do that yes, project all will not care where the model comes from

    • @abdullaharshak.n7870
      @abdullaharshak.n7870 Před rokem

      @@MadPonyInteractive then what about subdivision levels. You said that in 6:20 if the subdivision levels are not same. it wont work. For eg: if i do retopology from other software and import in z brush to bake normal map. How does the subdivision take place

    • @MadPonyInteractive
      @MadPonyInteractive  Před rokem +1

      @@abdullaharshak.n7870
      You would bring in the retopo model, project the zbrush model onto it and proceed to exporting.

    • @MadPonyInteractive
      @MadPonyInteractive  Před rokem +1

      and use subdiv level 1

    • @abdullaharshak.n7870
      @abdullaharshak.n7870 Před rokem

      @@MadPonyInteractive ohh thank you so much dude. Got it

  • @marcos_ferreira1997
    @marcos_ferreira1997 Před rokem

    you need full zbrush?

  • @Penny_The_Moo
    @Penny_The_Moo Před 3 lety

    When importing to Substance Im getting the issue 'invalid scene, mesh group has no UV co-ordinates' what am I forgetting? D:

    • @AlexArtsvideos
      @AlexArtsvideos Před 3 lety

      check if you have an uv in Zbrush, go to UV on Tools and click on Morph UV. If you dont have an UV, you get bake one in the UV Master plugin.

  • @jfcomposition
    @jfcomposition Před 4 lety +2

    I think youre smoking a blunt at 1:57 minutes 😂😂😂

  • @HiroGamerXJ
    @HiroGamerXJ Před 3 lety

    can you do this on zbrush core?

    • @MadPonyInteractive
      @MadPonyInteractive  Před 3 lety

      Not sure

    • @HiroGamerXJ
      @HiroGamerXJ Před 3 lety

      @@MadPonyInteractive okay thanks, i was curious because i wanted to buy the core since the normal one is pretty expensive.

  • @Udhoi
    @Udhoi Před 3 lety

    See you in heaven brother!

  • @icefish17
    @icefish17 Před 3 lety +1

    Your UI placement in Substance hurts my eyes, good vid tho

  • @alejob5325
    @alejob5325 Před 4 lety

    Hi there! Great video.
    But Iam having a problem, i am new using substance painter and when i import something to substance from Zbrush, there are some problems with my model mesh.
    Before watching your video, substance (before exporting my high poly mesh) warned me that "not enough data in the high poly to use selected baker. Baking has been canceled". And after following your video step by step, that warning message does not appear any more, but the results are the same. My model has 15 million polygons so I decide, before exporting the high poly mesh, to do a decimation in zbrush but it doesnt work either.
    I have made uvs for every part of my model. The main problem when exporting to substance is in the face because it looked like my low poly model.
    Do you know whats the problem?
    Thanks you a lot !

    • @MadPonyInteractive
      @MadPonyInteractive  Před 4 lety

      You might need to break your model apart into smaller sections and bake them separately. Substance doesn't handle anything over 300k polys very well.Not sure I understood your problem but if your decimation is destroying your model you better off breaking it apart into smaller sections using UDIMS.

    • @alejob5325
      @alejob5325 Před 4 lety

      @@MadPonyInteractive ohh okey, let me try doing that. Do you mean polygroups and then make uvs with those polygroups? Thanks a lot

    • @MadPonyInteractive
      @MadPonyInteractive  Před 4 lety

      @@alejob5325 No, I mean different subtools

    • @alejob5325
      @alejob5325 Před 4 lety +1

      @@MadPonyInteractive okey, I Will split my model. Hope it works.
      Thanks !!

  • @mrprincedieg
    @mrprincedieg Před 4 lety +1

    Careful man! Never flip a real G...
    Good tutorial tho!

  • @anisfana4008
    @anisfana4008 Před 3 lety

    how to get this brush
    2:09

  • @BlueCatArt
    @BlueCatArt Před 4 lety

    Those sounds with the mouth dude..

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