Quick UVs with UV Master in ZBrush
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- čas přidán 28. 08. 2024
- In this video tutorial, we are going to show you some really quick and easy ways to make UVs in ZBrush using UV Master.
#ZBrush #UVs
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hands down the best UV wrapping tutorial for zBrush I have found 🙌
For those looking for a quick refresher of UV Master process and don't want to stare at a static video screen, go straight to 3:10.
I will always love UV Master. Can't wait until they release the updated version and I hope it supports UDIMs too.
I dont use UVs all that often in Zbrush but I always come back to this video for a quick refresher, such a great video!
Thank you! All the other videos I watched on this were just people speeding through it in thirty seconds and not explaining any of the details.
Nice video as always :V
Can you also make a video about good and bad UV mapping? Like general tips to make sure that UVs are properly made with no stretch or seems issue, that could be soooo usefull for lots of people, me for sure.
Thats actually a really good idea. Thanks. On the list!
this video made me realise that I really love the sound of your intro
Amazing tutorial guys a real-time saver...
Great tutorial, you actually saved me a lot of time, thanks!
Awesome, happy to help!
This is a very interesting topic.. I love it. Can you go further and show how to take it to marmoset toolbag.. from zbrush to marmoset..
Thank you lots.
Cheers!!
We'll look into it! Thanks
@@FlippedNormals thank you lots, perhaps do a marmoset tutorial, I'll buy it most def. Substance to marmoset that would be great as well. Thank you.
Sorry but until pixologic don't release a decent uv plugin uv master its like grasping on straws, its not near as good or effective as maya/max/uvlayout/etc unwrap, so unless you cant use any other program i would not recommend to anyone to use this plugin because it does not even a decent work, its just something you would use on a emergency but its pretty bad unwrapping and terrible arranging uvs
No disagreement here! It's a fantastic tool when it comes to quick and dirty UVs, but avoid for production.
This was useful to me, thanks!
Thats why i prefere working with light polygone models and tweak udim with Blender, i have much more control to resize the UV Islande to get maximum texel resolution, zbrush was best at sculpting very high detail on finishing process.
Where's the sound in the intro?!
ikr?! i was like: damn my sound isa again muted
maybe a dumb question but i just got into texturing: why can a low poly tool that HAD multiple subdivision levels have high res maps/texture? and why cant you just create uv maps on the low poly and divide ONLY the uv maps? or am i getting it wrong?
Hello im a year late. But to answer your question .
Most low poly or majorities of low poly have high details maps because , those maps are baked from a high poly maps. The those baked textures are used on low poly having the illusion of high detail mesh.
Thank you for the aha! moment
thanks guys
place seams in maya and unwrap it in Zbrush sounds a cool trick gonna try it , Thanks Guys
Its a really cool technique!
"really quick and works really well" said no one ever using Zbrush.
"The hands are megawacky" killed me hahahahahhaa
Mmm.. can't upvote.. it's on 666.. I don't wanna ruin that.. Thanks for the tutorial though! Quick and dirty UVs was exactly what I was looking for!
Thanks for the tut. Is there no way to project UVs from an old mesh to a Dynameshed mesh (or another mesh)? I cant seem to find any info regarding it. Thanks
5:45 PEPSI MANNNNNNN!!!!
Can i use Zremesher and UV master for production in complicated objects and small details ? Like neckless ... zippers .. small sculpted details since they are a lot and its really a lot to retopologize all of this .
You should probably model these in a regular modeling software like Maya
Well
Cool, what about high poły models? I have a dog with 4kk polygons without lower subdiv
My UV master is a bit wacky even on low poly model (30k) polys it can just freeze
What I can do with it?
Hi!
I have a question
I'm trying to unwrap uv with clone but I don't get the flatten result but instead I get many little pieces.
What can I do?
Please help and thank you!
Very nice tutorials. Could you please advise me how to export this UVW to Maya, thank you.
I hope someone can answer,
When I try this method the Control painting ONLY ON THE FACE ignores the Protect and puts the seams on the front of the face. The Attract feature will not work
But on every other part of the body, arms, legs, pelvis, torso etc it works. I've been at it for 3 days and I have no idea what's going on.
Can anyone help?
hello, just had one question if i have 13 million active point subtool, how should i proceed with the uv unwrapping. I ve tried this method but zrush froze. Should i decimate it , should i retopologize it first ?
I have small problem. I do all steps like you but befor i start working on maps I put my model in a pose so my map is not perfet like yours... Is it bad ?
Hey guys, I know your busy, but can you or does anyone else know where I can find Flipped Normals UV intro for beginners? This seems to be for intermediate artist because they throwin’ out that Alien language again.
Hey guys! Sorry if this off topic but got a quick question. I'm texturing a character in Substance Painter, and she has a mix between cloth, metal, leather, and skin materials. I'm just wondering in Substance Painter should I use Metallic-Rough or Specular-Glossiness. I know I can convert them but what do you usually use? I want to texture the asset in pretty much one substance project, and the materials are separated by UDIMs, but once you chose the PBR workflow in Substance, it stays that way for everything in the project.
Good question! We prefer metal-rough, though the end result will be exactly the same. Honestly it's a personal preference - or whatever is dictated by your pipeline.
Don’t Maya quick select sets convert to ZBrush polygroups or something like that?
complicated option for no reason, it's easier for me to uv a model in 3dsmax and import low poly in zbrush then project details
I know this video is older but I had a question FN. So, I went to work on clone...then clicked on unwrap...but for some reason the unwrap takes several minutes to complete. My active points: 7,921 Total points: 7,921 so I don't know why it's massively slow unwrapping.
Thanks again
Do you have a lot of polygroups? That might make it slower
@@FlippedNormals I creating a flat 2D plane to create feathers on a bird, so I just have one solid polygroup colour. Thanx for the reply💪🏾
Thanks for the video! When I hit Work on clone, it reduces my poly count, how can this be maintained?
That probably means youre working on multiple subd levels
So we gonna talk about how it's basically a Pepsi man
how to save this UV map sparate?
They really need to update UV master. If you are working on stuff that don't need to be animated then i guess it's ok. If not this is a pain to use.
Yes please! We'd love an update to UV Master. It's been unchanged for years and years now.
hi, can you tell any artist or create retopology course/tutorial for AAA mobile games?
retopology for characters with millions of polygons to nearly 600-1000 polygons
We have a tutorial on this. The difference is only the polycount, the approach is exactly the same :)
flippednormals.com/downloads/how-to-retopologize-a-full-character/
these guys talking about how amazing uv master is and how it doesn't care about poly counts meanwhile im here tryina unwrap a basic 20k poly shape without crashing
Just im search something to make Uv
Can you pls scratch start a 3d female body with face. I want to know the techniques of how to start...
capos
No my man its not a quick uvs, is dirty and bad and ist not so professional 1000 times better in maya max modo or other software EVen blender much more better not in Zbrush
UV Master is fantastic when it comes to quick UVs for concept sculpts or scans
Again to much talk for 00000000000000 result
No you're doing it wrong always do the UV seam in another program, to get them where you want then unwrap with existing seams. UV master has no equal when it comes to unwrapping. Well it works for me anyway !
I specialize in UVs and have taught it many times when I was a college teacher. My advice is UV Master is garbage. Just use Max or Maya. UV Master UVs look like road kill. I always failed the character people that used it.
well technically in most cases it should work if you're 3D painting your mesh so UVs won't matter much as long as the seams are in a reasonable places and the texel density matches.
@@NinbAdam in my production experience Zbrush UVs never met my level of acceptable. I would have the character artist dump his low to a noobie to rip it for them since they never seemed to think that was their job. I'm a tech artist/modeler so I am never ok with something you can get away with. Plus I can rip in Max as fast as UV Master.
Like we mention in the video, we wouldnt use this for hero assets in a production. Then it's all Maya and selecting proper seams. That said, its fantastic for quick jobs where you just need some super fast UVs.
If you select the seams in Maya and use UV Master to unfold, the unfolding is fantastic in ZBrush