Combining XYZ files for texturing
Vložit
- čas přidán 26. 08. 2024
- Hi guys !
I wanted to share with you my workflow for combining files from TexturingXYZ and using them in Mari. This short tutorial is divided into three parts :
1 - Nuke combining method
2 - Photoshop combining workflow
3 - Mari setup
TexturingXYZ are the best files available for realistic CGI creatures. You can buy them from the shop : texturing.xyz/
The workflow to combine textures has evolved a bit since my first tutorial, and I though that a video would be easier to follow. Still if you want to access this former tuto, you'll find it here : texturing.xyz/...
And of course. if you want to follow my work, here is my ArtStation : www.artstation...
superb thanks
thank you for sharing
I could listen to your voice all day long
MANIAKRA haha thx ! :)
amazing mate, keep these videos coming really amazing
Nice tuto. Thank you for sharing knowledge.
Making displacement map and create XYZ file and import to Mari ??? I have been confused
9:40 for photoshop only users...which is I
I got messed up with photoshop workflow. The tutorial is clean and nice but I don't know what's the problem.
My primary map had a background lock in layers. I continued without changing any setting. When pasted secondary and tertiary map it shows as different layers..😢😢..
By the way am using male_fullface_03 pack which contains displacement, tertiary map and micro map,, I wanna combine them. After this comment I unlocked protected layer and it still not worked. Tried many layer combination like overlay, multiply, screen etc. I am not getting a multi channel map..😫😫
Myself found the solution. 😍😍✌✌
Omg what is the solution? I am using exactly the same package
xD
Amazinggg❤️
Hey Gaël! Thanks for the video! I know it's a bit old but I have a question... some maps when combined becomes very green or very red (R/G only, I don't have the blue channel, which I use 50% grey). Is that ok? Or should I equalize them?
I tried to create a dot on the "background" (where there's no texture, only pure grey). and equalize the R channel mid grey level until thedot disappears, and did the same for the Green channel. Is that valid or totally useless? I thought that if I equalized all the middle values of all the different maps, I would have a more solid/seamless result when mixing different maps?
Totally fine with the empty blue channel! You can add other bits of info (cavity) if you really want them but I wouldn't necessarily do it as you want to combine it with other projected map where there's micro disp in the blue channel.
Regarding the mid values of the different channels, you can gamma correct them to make sure that they're well using 50% raw pixel grey. Then, combine them on R G (B). It's a good process. Just don't over grade them. Just having the mid value right is important.
IF you plan on projecting various maps that seems to have a way different height, make sure to project ONE XYZ PRODUCT per paint node.
This way, you can equalise them to your liking directly in Mari without trying to spend ages with grades in nuke/Photoshop.
@@gaelkerchenbaum oh wow, I wasn't expecting such a quick response neither a so complete one! Haha, you're just amazing! Thank you very very much! It was helpful! I never tried gamma correct directly, I was using levels. I put a big dot on the flat Grey (different layer) and adjust the mid-level only (using levels) until the dot disappears on R and G channels. Then I delete the dot layer. Does that work? I could just stop being lazy and try but the maps are so big and take so long to go thru all the processes until zbrush that you know... Thanks, man! I can't stress enough how you helped me!
@@BartVlogs I think it makes sense visually speaking but the approach sounds slightly empirical and not accurately dealing with value control. It's still fine but not precise.
Don't feel tho that you have to deal with 100% accurately controlled values when you are dealing with XYZ projection. There isn't any perfect and absolute path. It's ok to have a slight offset in range from one map to the other. The key is to prevent potential issues by making sure you find a way to deal with these deltas. My workflow for that is one XYZ product projected by paint node in Mari. Then I can grade them however I want even with the potential upcoming scarcity of range.
@@gaelkerchenbaum again... Thank you, Gaël! You just saved weeks of trial and error from my shoulders! Do you have a patreon or a way I could buy you a coffee? Have a great day!
Nice tutorial. Thank you. You said the nuke output and photoshop output are the same. Why is the photoshop file (248.8 Mb) larger than the Nuke file (217.8 Mb) ? Just curious?
Diadem Rmn haha ! ... No idea ^^ maybe it is because of the way both compress the output. I'm not sure about it.
i guess it is. :)
Good evening.
What is the minimum version of Mari so that I can work the realistic textures without any problem?
Carlos Santos heya. Mari are doing pretty solid since version 2.0 . All version above 3.x and 4.x should be perfectly fine ! You can get your hand on Mari non commercial with last release avaible from foundry's website.
if i have only two i get full arm and i just have 2 displacement
Body parts only have R and G, fill B with 0.5 grey. (For anyone who comes across this question)