How to Transfer Layers from Zbrush to Substance Painter

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  • čas přidán 6. 07. 2024
  • Visit us @ outgang.studio
    Grab the Height Difference helper tool from this page: outgang.studio/lecture/baking...
    This video explains an easy to use workflow to convert Zbrush layers to Substance Painter layers.
    Outgang is founded on the belief that education should be affordable, high-quality and given by industry professionals. Laura Gallagher has been teaching character art since 2012 at various venues and has launched Outgang in 2020 with the goal of helping out as many artists as possible aspire to a better life for themselves.
    We exist solely due to the generous support of our community. Becoming a monthly or yearly member of Outgang is the best way to support us and help us achieve our mission of bringing high-quality, affordable education to as many people as possible.
    Outgang is also comprised of:
    Etienne Bourdages:
    www.artstation.com/etiennebou...
    Frédérik Généreux:
    www.artstation.com/fredfaitde...
    Piotr Dziubek:
    www.artstation.com/aydhe
    Reila Soley:
    / reilasoley
    Join our Discord server:
    / discord
    Follow us on social media:
    / outgang.studio
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    Thanks for watching!
    00:00 Introduction
    01:06 Upcoming Classes at Outgang
    04:16 Workflow Overview
    07:31 Baking Results
    12:18 Export Settings
    18:00 Displacement Map Analysis
    25:26 Difference
    29:17 Importing in Painter
    32:20 Manipulating the data
    #zbrush #pixologic #allegorithmic

Komentáře • 65

  • @satyanutella
    @satyanutella Před měsícem

    Thank you Laura. Your channel helps me a lot to get better in Zbrush

  • @jayberan
    @jayberan Před 2 lety

    I was struggling with this on my own, so glad to have found this channel! Thank you and look forward to helping support the channel!

  • @squary101
    @squary101 Před 3 lety +2

    Laura these videos are super good, keep it up! Been really enjoy them

  • @BrianLife
    @BrianLife Před 3 lety +9

    Amazing. Knowledge. Appreciate these results. So much information through trial and error. Gems 💎

    • @Outgang
      @Outgang  Před 3 lety +1

      Thanks a lot Brian! Happy to be here :)

  • @the_pointpusher
    @the_pointpusher Před 3 lety

    Thanks so much Laura for sharing such insightful information with us.

  • @3dbznessdesignz855
    @3dbznessdesignz855 Před 3 lety

    so much so much info in here ....happy to be here always

  • @alvaromartin1351
    @alvaromartin1351 Před 3 lety

    Thanks Laura! This channel is awesome :)

  • @andrewswift7428
    @andrewswift7428 Před 4 měsíci

    Excellent tutorial! Thank you

  • @Gold-feather
    @Gold-feather Před rokem

    oh! this is an awesome workflow. Thank you for this video!

  • @dantertart5118
    @dantertart5118 Před 3 lety

    great video as always!

  • @piksalocik
    @piksalocik Před 3 lety

    This one is gold !

  • @rohitsrivastava9471
    @rohitsrivastava9471 Před 3 lety

    Wonderful, thanks for sharing.

  • @TheHamt
    @TheHamt Před 11 měsíci

    You are Amaaazing!
    Thanks so much!

  • @MrMephiz
    @MrMephiz Před 2 lety +2

    Great workflow! for the micro details you could also use an anchor point on an empty layer in passtrought mode at the top hierarchy of your height folder, so that could collect all the results of your height comp

  • @CGLAB34
    @CGLAB34 Před 3 lety

    very helpful sharing, thank you

  • @milkbread5036
    @milkbread5036 Před 10 měsíci

    THANK YOU SO MUCH!!

  • @psylimusic
    @psylimusic Před 11 měsíci

    Oh my... it's really so stupidly simple, wow! Amazing, thanks for sharing your knowledge

  • @zokitofaraon7807
    @zokitofaraon7807 Před 2 lety +1

    Thanks for this workflow I learned a lot from you, looking for more content like this. One question though, do you also export roughness map in zbrush to substance painter? New subscriber here!

  • @sergeibargamotov8931
    @sergeibargamotov8931 Před rokem

    Cool...!!! Love your stile!]

  • @michaelanderson8652
    @michaelanderson8652 Před 2 lety

    I'm charmed by your knowledge, look, and skill. Come work with us on New World.

  • @iskato914six
    @iskato914six Před 3 lety +2

    nicely presented Laura! will follow along during the summertime, of course F1 takes priority :)

    • @Outgang
      @Outgang  Před 3 lety +2

      I can't argue with that!

  • @anonimousboys4847
    @anonimousboys4847 Před rokem

    I'm so confused 🤔 but is really helpful thanks a lot 🔥💯✌🏻

  • @Ba4rden
    @Ba4rden Před 2 lety +1

    Great workflow! I had some uv seams popping in Painter but other than that it's been so nice to not have to deal with projection artifacts. Btw, where can one acquire such a nice chicken skin texture?

  • @mfrancisco_850
    @mfrancisco_850 Před 5 měsíci

    i think im in love

  • @MayankKumar-nc1rq
    @MayankKumar-nc1rq Před 3 lety

    Render Lady is back for more killings....that's pretty insightful thing there! I some times think but I never actually tried this...just did things in Mari and vice-versa....but this'll do too! Need to try this one! Many thanks...many many thanks! :)

    • @Outgang
      @Outgang  Před 3 lety +2

      My pleasure Mayank! Love your constant enthusiasm by the way, it's awesome to have you around here.

    • @MayankKumar-nc1rq
      @MayankKumar-nc1rq Před 3 lety

      @@Outgang I'm collecting some money out here...you gonna see more of me soon! I'm going to learn everything you know!

  • @AlexanderVentserov
    @AlexanderVentserov Před 3 lety +3

    My weak pc sends thanks for stopping this torture when I am trying to bake 5 million polygons in a marmoset. Now he will suffer processing 25 million in Zbrash

  • @sverrirk1
    @sverrirk1 Před 3 měsíci

    Really clever workflow, I am so curious about how you isolated the detail in photoshop, I am assuming you used the "difference" blend mode. I know the .sbmr file is free and easy to use, but I would like to understand the process behind it.

  • @emhiu
    @emhiu Před 2 dny

    I don't understand why mine doesn't work like yours, every time I export the displace map to a tif image, when I open pts, the lever doesn't work, It seems not to be the .tif but the .tif when exported from zbrush

  • @jochen3068
    @jochen3068 Před 11 měsíci

  • @Chgr1702
    @Chgr1702 Před 11 měsíci

    33:14 how you added micro details without using an Anchor point ??

  • @NixCM
    @NixCM Před 3 lety +1

    How does it compare from just extracting the normal map directly in zbrush? That’s what I usually do, works perfect and you can bake everything else in substance from that

    • @Outgang
      @Outgang  Před 3 lety

      For a simple normal map bake I assume they'd be quite similar, it would be something fun to investigate. Exporting displacement maps from Zbrush gives more flexibility down the line.

  • @el-ghorab7630
    @el-ghorab7630 Před 3 lety +2

    keep going Laura nice video always, I want to membership of outgang, studio, but I have not money now. however, I will be getting and I join soon :)

    • @Outgang
      @Outgang  Před 3 lety +1

      I know finances are tight for people. Just letting you know, if ever you're unhappy with your membership for any reason talk to me and I'll reimburse you.

    • @el-ghorab7630
      @el-ghorab7630 Před 3 lety

      @@Outgang Actually, I am not yet a member of Outgang. Because of the financial ability. I hope to be an Outgang membership. I will raise some money to join. because I know it is very useful for me. My respect and appreciation are great.

  • @none53
    @none53 Před 2 lety

    hey, i have few questions, that i never made subdivision levels, can i reconstruct them? i tried to reconstruct with the reconstruct subdivision tool but it didnt work bcz of the triangles, i want to use displacement map in substance, another querry is, do we need to unwrap high poly to export the displacement map? i am really confused with this! do you have any discord or something where i can post links where i am stucking, it's just baffling me !

    • @Outgang
      @Outgang  Před 2 lety

      Hi No ne, reconstruct only works for meshes that have been subdivided previously. Reconstruct will stop working the moment it encounters triangles. If you want to have a better topology for your head, I explain an easy workflow to do that here: czcams.com/video/yqpBUZsVgIo/video.html Mind you, you need a properly topologized head and a separate plugin to follow along though. Once you have a head with subdivisions, you can unwrap the lowest level and the UV get propagated through the subdivision levels, hence both the "high-res" and the "low-res" have matching UVs, allowing the displacement map to be generated.

  • @BrianLife
    @BrianLife Před 3 lety

    That pinching part. Key. “Stupid simple guys” cool. .

  • @skadbone
    @skadbone Před 2 lety

    great video, perhaps I missed something; it seems as if you increase the model to the highest subdivision to activate a particular layer
    (otherwise, you couldn't activate that layer correct)?, after activating, you reduce the subdivision to the lowest sub, why is that? thank you

    • @Outgang
      @Outgang  Před 2 lety

      Hi Craig! You are correct about having to be at the highest sub level to activate or deactivate the layers. Going back down to a lower subdiv level is necessary for the displacement map to be created (it's dependent on the subdiv level).

    • @skadbone
      @skadbone Před 2 lety

      @@Outgang Thank you for your quick response!!-I have a few more questions, if I may; I am used to using the multimap exporter, but this method is the only way to export particular layers of displacement maps?, so, if I export my model at whatever sub-level, 1 or 2, increase the model to the highest level, turn on layer, lower model to export level, then create the map? why do I need to go back down to the exported model level? What about the normal maps, layers only pertain to the displacements; can I just import the displacement layers in SP, and use various layer modes to achieve the same/similar blending effects as opposed to using your actions command as discussed at 23:44? thank you again for these revelations, using ZB for only a couple of years, just got SP a few days ago, can't wait to implement your technique! Ciao, Craig

  • @danteramsey771
    @danteramsey771 Před 3 lety

    So when you're talking about different are you saying that substance player is an alternative better than using Photoshop? Because I dont have photoshop.

    • @Outgang
      @Outgang  Před 3 lety +1

      Substance Player is a small program that reads .sbsar files. Photoshop was the main texturing tool for a lot of character artists for a long time but there's much better tools nowadays to texture, such as the Substance tools (of which Player is part of).

  • @forgamers9087
    @forgamers9087 Před 3 lety

    please tell me when I display the displacement maps and after all the manipulations as in the video when I add it to the subpainter artifacts appear on my model how to solve this?

    • @Outgang
      @Outgang  Před 3 lety

      A wild guess is that your data may have been converted to 8-bit along the way.

    • @forgamers9087
      @forgamers9087 Před 3 lety

      @@Outgang and by the way, when added to the subpainter, the detail of the pores disappears, only the holes remain

    • @Outgang
      @Outgang  Před 3 lety

      @@forgamers9087 Honestly it's a bit hard to troubleshoot something effectively on CZcams just like that.

    • @forgamers9087
      @forgamers9087 Před 3 lety

      @@Outgang
      can i write to you on discord?

  • @heatherella8390
    @heatherella8390 Před 2 lety

    laura I know I came here to learn but I want to be friends now

  • @duarfeht2806
    @duarfeht2806 Před rokem

    hi laura how are you?

  • @BrianLife
    @BrianLife Před 3 lety

    No and always no. Lol. (That prompt)

  • @niyatipatel2955
    @niyatipatel2955 Před 2 lety +1

    you are very beautiful i must say.

  • @sirius_black_usa
    @sirius_black_usa Před 2 lety +1

    Beautiful and smart transgender girl!

  • @danebrennand
    @danebrennand Před 2 lety

    Honestly really pointless. You're better to do fine details in painter itself instead of ever doing pores and fine wrinkles in Zbrush.
    Zbrush I think should no longer be for sculpting fine details and having them "locked in" to the model. But this requires someone who can actually texture good.