Displacement maps in Substance Painter

Sdílet
Vložit
  • čas přidán 13. 07. 2024
  • Unlock the full potential of Substance Painter with this essential tutorial on importing displacement maps from ZBrush. In just a few minutes, you'll learn how to take your ZBrush displacement maps and view them seamlessly in Substance Painter. Perfect for digital artists, designers, and 3D artists looking to elevate their workflow. Watch now and take your skills to the next level!
    I want to be your Digital Art Mentor. I've been teaching Autodesk Maya at the college level for over 15 years. I also tutor students in Maya, ZBrush, Substance Painter, Procreate and Blender one-on-one. Please subscribe to my channel to keep up to date.
    TIMECODES:
    0:00 Intro
    0:47 Exporting Displacement from ZBrush
    4:06 UDIM export Settings
    4:46 Exporting Geometry from ZBrush
    5:22 Importing Geometry into Substance
    7:51 Importing Displacement Maps into Substance
    9:01 Applying Displacement in Substance
    12:37 Displacement Settings in Substance
    PRIVATE TUTORING:
    Wyzant: is.gd/sfw3Mw
    ART PORTFOLIO:
    Personal: www.ArtStation.com/dcbittorf
    Student's: www.artstation.com/platt
    3D STORES:
    Tutorials : dcbittorf.artstation.com/store
    3D Assets: www.cgtrader.com/dcbittorf
    FOLLOW ME:
    Art Station: www.ArtStation.com/dcbittorf
    Twitter: / dcbittorf
    Linked In: / davidbittorf
    Instagram: / dcbittorf
    Sketchfab: sketchfab.com/dcbittorf
    #dcbittorf #davidbittorf #artstation #SubstancePainter #ZBrush #displacementmaps #tutorial #gamedesign #gamedevelopment #digitalart #3Ddesign #creative #tipsandtricks #workflow #beginners #learn #quicktutorial #free #productivity #streamline #digitaldesign #3Dart #digitalarttips #designertips #gamedesigntips #arteducation #digitalarteducation #3Ddesigneducation #3Dmodeling #3Drendering #gameart #gameengine #gameassetcreation
  • Hry

Komentáře • 81

  • @AndreNMailho
    @AndreNMailho Před 2 lety +1

    Awesome tutorial, thanks David

  • @SoloJaina
    @SoloJaina Před 2 lety

    thanx. turns out to be simple!

    • @davidbittorf
      @davidbittorf  Před 2 lety

      Thank you and welcome to my channel. Make sure you subscribe! I have an new video coming out every week!

  • @isaiasperaza2085
    @isaiasperaza2085 Před 2 lety

    Good tutorial, thanks man, greetings from mexico ;)

    • @davidbittorf
      @davidbittorf  Před 2 lety +1

      Thank you so much! Greetings from San Diego!

  • @davidhorvath9276
    @davidhorvath9276 Před 9 měsíci

    great one! thnks

  • @KarelChytilArt
    @KarelChytilArt Před 2 lety

    Thanks

  • @nialismcreates
    @nialismcreates Před 2 lety +1

    Loved your Maya tutorial on Udemy. These sorts of videos are exactly what I need to help me out :)

    • @davidbittorf
      @davidbittorf  Před 2 lety

      Thank you! Which Udemy course? The motorcycle complete course or Intro to Maya?

    • @GuestOfGregoryHouse
      @GuestOfGregoryHouse Před 2 lety

      Intro to Maya. I was getting frustrated with Maya using another course but yours made me stick with it 😄

    • @davidbittorf
      @davidbittorf  Před 2 lety

      Wow that’s awesome. What was main difference on my course then the others you tried?

    • @GuestOfGregoryHouse
      @GuestOfGregoryHouse Před 2 lety

      @@davidbittorf I think you were working at a good steady pace. Not rushing through certain things. And showing when something can go wrong. And just generally not overcomplicated things for beginners.
      Oops I noticed I replied with my other account 😅

    • @davidbittorf
      @davidbittorf  Před 2 lety

      @@GuestOfGregoryHouse very cool. Did you find that the snowman tutorial in the beginning was helpful or was it cheesy. I guess it depends on how well you knew Maya to begin with. You may have skipped that portion of it.

  • @MZONE3D
    @MZONE3D Před 2 lety +1

    Nice tutorial, this was killing me =) typical allgorithmic hiding options that you have to go hunting for.

  • @Sul_Shadw
    @Sul_Shadw Před 2 lety +1

    Lol yeah auto save is a big problem for me also but the abort option is really useful, I never had problem using it

  • @janvollgod7221
    @janvollgod7221 Před 2 lety +3

    With Udims i rather bake from high poly mesh. Displacement works, if you stay in one software, but, at least for me, always a pain in the ass, if you switch from maya, blender, houdini. It also depends on the render engine, how it handles UC dilations and to avoid smothing and breakups on the UV edges. Maybe they is a good way, but if then, its time consuming and the question is, is it worth the effort.

    • @davidbittorf
      @davidbittorf  Před 2 lety

      Thanks for you feedback jan vollgod! I can tell you really know what you are talking about and couldn't agree more. I also feel like displacements in Substance are a little gimmicky anyway

  • @Sheryno
    @Sheryno Před rokem

    Looks awesome. My model kinda lost some details I worked hard for in Zbrush after I retopologised it in 3ds max (I also unwrapped it there). So I couldn't find a solution to bring that detail back aside from displacement map. But for whatever reason, when I do exactly the same thing as in this video, I hit export and then it says all maps were exported, but it says immediately after I hit Export all maps, it says it took like 5 seconds (even though it was immediately) and NO maps were exported at all... Any tips on this issue, plz?

    • @davidbittorf
      @davidbittorf  Před rokem

      Hmmm. I’m not sure. Would it be possible to record your screen while that happens to see if I can troubleshoot it.

    • @Sheryno
      @Sheryno Před rokem

      @@davidbittorf I mean, it's just a raw model in Zbrush. No unwrap there (as said, I did it in 3ds). So is it possible that it does not export because there's NO map to export? Since it's just raw model.

    • @davidbittorf
      @davidbittorf  Před rokem

      Yes. If it doesn’t have uvs in Zbrush it’s not going to produce any maps.

    • @Sheryno
      @Sheryno Před rokem

      @@davidbittorf So I would have to unwrap it in zbrush?

    • @davidbittorf
      @davidbittorf  Před rokem

      You could unwrap in any program including 3dsmax. If it’s unwrapped in max then you need to import back into Zbrush. To do this you will you need the Subtool with all the detail selected at its lowest subdivision level. Then choose import. It will replace your old uvs with the new one and keep your existing detail.

  • @jrfk3d
    @jrfk3d Před rokem

    thanks, men, a suggestion? a little bit boring the import udim into substance process, but once again, thanks for this tutorial (:

  • @kylemcneill5751
    @kylemcneill5751 Před 2 lety

    what if i wanted to bake the other maps such as AO and Curvature using the new tessellation that the displacement is giving me. Any chance that's a possibility?

    • @davidbittorf
      @davidbittorf  Před 2 lety

      That’s a great question! I’ll look into but I don’t think it can do that. Does anyone else know if that is possible?

    • @kylemcneill5751
      @kylemcneill5751 Před 2 lety

      @@davidbittorf I found a sort of work around to it that gives the same result but isn’t exactly the process I thought it would be. It’s actually much simpler lol. I just exported my crazy high poly subdivided mesh directly out of Zbrush and put it into substance and baked my maps using the high poly object, and then threw the textures onto the far lower poly version back in Maya.
      To my surprise as well, substance was able to handle really high poly objects with relative ease. Earlier today I even tried putting in a mesh from Gaea that was around 33 million poly’s and it worked just fine.

    • @davidbittorf
      @davidbittorf  Před 2 lety

      Wow! That is a great idea! I’ll have to give that a try. I’m surprised that it could handle such a large mesh! Thanks for the solution!

  • @guivash2724
    @guivash2724 Před 18 dny

    Your tips are really cool, but I had a question, after separating the UDIMS in Substance Painter, how do I continue working in Substance painting all parts of the model at the same time? as if it were a single uv set? thanks for your tips o/

    • @davidbittorf
      @davidbittorf  Před 14 dny

      When importing the model make sure that UDIM is checked. That should be all you need to do.

  • @uyleetu1111
    @uyleetu1111 Před rokem

    Hello, thanks for your tutorial! I have a question. When I exported dis map, it was red and black. Looks not working in SP. :(
    Do you know how to make it work or change the map color same as yours?

    • @davidbittorf
      @davidbittorf  Před rokem +1

      When exporting the dis map make sure “3 channels” is on. This will produce a gray scale map. If “single channel” is checked it will only use the red channel producing a red map like yours.

    • @uyleetu1111
      @uyleetu1111 Před rokem

      ​@@davidbittorf That works!!! but when I apply the displacement maps in SP, it didn't look the same in ZB. It's still flat but I can see some small bumps. My displacement map's tone is a lot darker than yours, the sculpture part should be white/ light grey, but mine is dark grey. Do you have any idea about this issue?

    • @davidbittorf
      @davidbittorf  Před rokem +1

      @@uyleetu1111 the physical size of your model may make a difference. Try scaling your model and create a new displacement. This may give a different result. Making displacements work in substance is kinda of hack anyway. Don’t worry if you can’t get it perfect since it’s not super beneficial anyway.

    • @uyleetu1111
      @uyleetu1111 Před rokem

      ​@@davidbittorf Thank you so much!! I will give it a try! :)

  •  Před 2 lety

    So what is "displ" for if you using height channel?

    • @davidbittorf
      @davidbittorf  Před 2 lety +1

      Not exactly sure. Perhaps if you had an existing displacement map and needed an area to plug it in.

  • @none53
    @none53 Před 2 lety

    Hey , thanks awesome tutorial, but i couldnt be able to export the displacement map in z brush !

    • @davidbittorf
      @davidbittorf  Před 2 lety

      Hmmm what seems to be the problem?

    • @none53
      @none53 Před 2 lety

      @@davidbittorf not sure , is the uv's , bcz i havent unwrap them yet?

    • @davidbittorf
      @davidbittorf  Před 2 lety

      Yes that is the problem. The uvs have to be complete before you can export the displacement map.

    • @none53
      @none53 Před 2 lety

      @@davidbittorf i unwrapped my object in z brush, but didnt work! :(

    • @davidbittorf
      @davidbittorf  Před 2 lety

      Unfortunately unwrapping in Zbrush isn’t the best

  • @abhishgs9570
    @abhishgs9570 Před rokem +1

    iam trying to use displacement map from zbrush but no details are visible in substance. i followed every steps. Plz help

    • @davidbittorf
      @davidbittorf  Před rokem

      Hmmm. I sorry to hear that. I will need you to screen record your process to see why it’s going wrong.

  • @TimV777
    @TimV777 Před 2 lety +1

    doesnt seem to be working. Just puffs up my mesh without any details.

    • @davidbittorf
      @davidbittorf  Před 2 lety

      Hmmm… if you send me the file I can take a look at it and see if can troubleshoot it.

    • @TimV777
      @TimV777 Před 2 lety +1

      @@davidbittorf I found the issue. it worked fine the first time but then it was just exporting blank displacements. Had to change it to 16 bit to fix it i think.

  • @TimurTarkhanov
    @TimurTarkhanov Před rokem

    For some reason it doesn't work. I repeated everything step by step, making sure that the texture is not empty. Maybe it's because of the newer version. And why use the height channel when it would be more logical to use the displacement channel?

    • @davidbittorf
      @davidbittorf  Před rokem

      Hmmm… sorry to hear that. Not sure why you aren’t getting the same results

  • @mansay2057
    @mansay2057 Před 5 měsíci

    Dude I seriously need help I can't see any of my displacement maps on any of my models I've seen so many tutorials but nahh still not getting what I want dude please help me if you can

    • @davidbittorf
      @davidbittorf  Před 5 měsíci

      Here is my info if you would like one-on-one help.
      www.superprof.com/award-winning-maya-blender-zbrush-tutor-college-professor-with-years-experience.html

  • @ayakiri5098
    @ayakiri5098 Před 8 měsíci

    Make us a uv udim workflow tutorial mate please

    • @davidbittorf
      @davidbittorf  Před 7 měsíci +1

      That is a great idea! I put it on my to do list!

    • @ayakiri5098
      @ayakiri5098 Před 7 měsíci

      @@davidbittorf thank you !!! You are amazing 🥹🥹

    • @davidbittorf
      @davidbittorf  Před 7 měsíci +1

      @@ayakiri5098 Thank you so much!

  • @wordsshackles441
    @wordsshackles441 Před rokem

    It took you 15 minutes to explain something that can be explained in about 3 minutes.

  • @Eradifyerao
    @Eradifyerao Před rokem

    Autocrash is right😂😂

  • @OlegRTT
    @OlegRTT Před 11 měsíci

    Did yo uuse Disp map from Zbrush with 0.5 zero level volume??

  • @OlegRTT
    @OlegRTT Před 11 měsíci

    It looks pointless with that Seams. Dont you know of using Disp maps in Marmoset?

    • @davidbittorf
      @davidbittorf  Před 11 měsíci

      Substance Painter is not a dedicated render engine. So I agree it’s almost pointless in Substance. It’s cool that you can see it but it’s kinda a hack. Any dedicated render engine will do a better job. I’m assuming since Marmoset is a real time render it won’t support disp maps. They way around this is to give the model more subdivisions but if you do this you may as well import the high resolution model from the start

    • @OlegRTT
      @OlegRTT Před 11 měsíci

      @@davidbittorf thank you.