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Zbrush and Substance Painter - ID Maps (In Depth Version)
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- čas přidán 15. 08. 2024
- Intro - 0:00
Paint in Zbrush - 1:08
Create Polygroups with Groups by Normals - 1:22
(You can use the Max Angle slider if its not working for you)
Polypaint from Polygroups - 1:54
Polypaint with Fill Object - 2:46
Export High Poly and Low Poly - 3:58
Import and Bake in Substance Painter - 5:09
Using the ID Map in Substance Painter - 5:57
In this video we will learn how to create ID maps in Zbrush for later use in Substance Painter so that we can isolate different parts of our 3D objects and texture them individually.
Short Version: • Zbrush and Substance P...
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Straight to the point but still in-depth. Thanks!
This is amazing, thank you so much
Thank you
easy & straight bro
useful 🥳
Awesome explanation
Thanks a lot, I think they changed in a newer version on default to the material color I couldn't get what I was doing wrong.
i love you man.
hi, I did exactly the highpoly file as you but I dont fill color for the low and when I bake the color ID map is grey, can you help me pls
I think this approach is a bit an overkill. I think you could simply go to highest subd level, press Polypaint to Texture (in texture palette) and export it as ID map.
Do you need to use Polypaint (Vertex Color) in order to make this color selection inside Painter? I was wondering, if a Polygroup Selection itself inside Zbrush, can't be used for the selection process inside Substance Painter? Do Zbrush Polygroups not work for the selection process inside Substance Painter?
Not unless you fill them with a color.
@@MadPonyInteractive hmm.. so you need poly paint 🎨 (vertex color). For low poly models not very good. Colors are bleeding or you need split each poly group as an extra step to avoid that. 🤔
I wonder if there is any other simple and faster way to create masks?
Thanks a lot and keep rocking, cheers 🍻
@@bernhard.design yes indeed the bleed is awful, it gets better with high poly though.
hey it is alwyas necessary to have UVs for highpolys? to create IDs ? I mean , sometimes it is consuming time for complex character . for cilinder or primary shapes uv process it is simple and texel density is not too much a approach.. I like the way to have ID for using then and do not miss with mask and complex a nd consuming time thigs, but I have not a time machine . thx.
High Poly does not need UV, only the low poly does
@@MadPonyInteractive ok thx
I wanna really know what is the use of ID maps ?
Exactly, What they could add for a piece of mesh ?
They are used as selection areas for a texturing application like Substance Painter, similar to polygroups in ZBrush