Killer workflow using XYZ and Zwrap

Sdílet
Vložit
  • čas přidán 19. 05. 2019
  • More info : texturing.xyz/pages/killer-wo...

Komentáře • 112

  • @jayeshnaik3575
    @jayeshnaik3575 Před 4 lety +5

    you are really making artist push the boundaries of making cg characters in limited period of time and tight deadline, really thank you!

  • @iskato914six
    @iskato914six Před 5 lety +9

    Thanks for the video tutorial! much easier to follow than written instructions :)

  • @RomboutVersluijs
    @RomboutVersluijs Před 3 lety

    That looks amazing

  • @trice7879
    @trice7879 Před 5 lety +2

    Super tuto :) ! Keep going !

  • @RikkTheGaijin
    @RikkTheGaijin Před 5 lety

    Thanks, easy and right to the point!

  • @Ristridyn
    @Ristridyn Před 3 lety +13

    I'd have chosen to bake the texture to polypaint and project it between subtools, then bake back to texture on your new model. You can work with active subdiv, UDIMS, and clean up directly in Zbrush or Mari/Substance. Great tutorial anyhow! :)

    • @WillPreston3D
      @WillPreston3D Před 2 lety +3

      surely.. xyz textures are 16 or 32 bit, converting to polypaint would make them 8 bit?

    • @abdulmasri566
      @abdulmasri566 Před 2 lety +1

      @@WillPreston3D yeah it doesn't work

  • @MG-de3ki
    @MG-de3ki Před 4 lety +1

    Thank you very much, this method is very useful

  • @vincentz2631
    @vincentz2631 Před 4 lety

    You are AWESOME. I made it. thanks.

  • @altberg__
    @altberg__ Před 4 lety

    wow. amazing!! thankyou

  • @orkunsevengil336
    @orkunsevengil336 Před 3 lety +2

    Did you use the albedo directly for completing the rest of the texture?or textured it using the displacement from that texture.

  • @Hazard206
    @Hazard206 Před 4 lety +3

    If anyone still having a problem saying it can't open the texture file. check the plane name and make sure it has no spaces. It worked for me.

    • @PHlophe
      @PHlophe Před 3 lety +1

      mashallah, it worked.

  • @harrynguyen2503
    @harrynguyen2503 Před 4 lety +7

    substance painter is great for cleanups

  • @pavelvilensky3272
    @pavelvilensky3272 Před 4 lety +1

    MIND BLOWN!

  • @ashleechan22
    @ashleechan22 Před 4 lety +2

    i just tried this out, and for some reason, in Xnormals, my displacement map looked horrible. It was mostly black. My UVS are sideways.. does that matter? Can someone help? I really want nice results. Did i miss a step? Did i have to flip anything after zwrap?

  • @isaacolander8291
    @isaacolander8291 Před 3 lety

    Can you also use this method with the Utility tiff, to generate SSS maps?

  • @dopaminz
    @dopaminz Před 4 lety

    insane.

  • @TruckerChaser
    @TruckerChaser Před 4 lety +2

    Hello
    Please I need you help when I use texture xyz in view it look black

  • @Riktov428
    @Riktov428 Před 4 lety

    Thank you

  • @RivierKlee
    @RivierKlee Před 3 lety

    May i bake textures in with marmoset for this way or i need to use XNormal?

  • @nelsong5750
    @nelsong5750 Před 4 lety

    Awesome...

  • @blendertutorialdotnet
    @blendertutorialdotnet Před 4 lety

    Nice :)

  • @TheFalconking
    @TheFalconking Před 3 lety

    How can I create the different maps from high res photos ? I only have the albedo but need to create the rest. is there a good tutorial to how how to do this ?

  • @user-ux2rx4sf3m
    @user-ux2rx4sf3m Před 4 lety +2

    Thank you very much, this method is very useful。
    贴心提示
    在maya里制作的面片一定要命名为英文 ,因为中文识别不出来在start zwrap这一步会提示Mesh file is corrupted or could not be read

  • @ashleechan22
    @ashleechan22 Před 4 lety +1

    Great tutorial! May I ask why you changed the photoshop image size to 8192 if it started out as 8790? I'm working with a 4096 size and need to know what to change the lower res image size to. I'll try it without for now.

    • @mx3ky41
      @mx3ky41 Před 4 lety +3

      In TextureXYZ website I found this sentence. (Important note: Make sure to export a JPG version before importing the texture in Zbrush and also to downsize it to 8192px wide. Bigger images won't work with Zwrap.)

  • @PigeonSlayer
    @PigeonSlayer Před 3 lety +4

    You know, it would have been lovely to show how to fix the ear issue, since the plane is usually too narrow to reach around ears and they are really annoying to actually clean up and project correctly. I would sculpt them in but you cannot really sculpt on the plane because it fucks up the texture. Thanks for any feedback you could provide

    • @Dog3D
      @Dog3D Před 3 lety +3

      czcams.com/video/a2ohvHDkv1A/video.html
      Check out this guy. Basically, don’t worry about it too much, you can clean up the ears after, this is basically just a way to get 80% of the projection and you’ll spend a couple hours fixing it later. Ears are just a pain in the ass though even during clean up but your wrap will rarely be perfect enough to get the ears perfectly

  • @debayankumardas3316
    @debayankumardas3316 Před 5 lety

    noob question but can anyone please tell me , what do we do with the output(baked base color) ??? I mean where to I apply? blending with albedo in mari?

  • @gianlucascattarella
    @gianlucascattarella Před rokem +1

    Hi! I'm stucked at generating texture in Xnormal, it always create black maps. I check te uvs of the model, the format of the files, the dimensions, the textures and did 10 times all the process. Nothing, it always give me back a black map. I have win 11, maybe is for that?

  • @steflai2339
    @steflai2339 Před 3 lety

    Hi guys, i'm sorry is it normal that after the
    wrapping time i get like two planes wrapped to my face model? I'm not sure but i think that this is preventing me to have a clean texture at the end. That's weird i follow all the steps carefully.

  • @Giga3D811
    @Giga3D811 Před 3 lety

    Huge issue when i apply displacement maps in zbrush. its all blurry and broken and doesnt fit the mesh at all. why would they conveniently remove the cleanup part of the workflow. ;/
    especially the edges after applying displacement. Ive tried using different channels aswell. NOTHING WORKS

  • @vvvvvvvvvvvvvvvvvvvvveeeee

    How do I bake displacement if I have a UDIM maps?

  • @hatefmirdamadi2499
    @hatefmirdamadi2499 Před 3 lety

    When I open the Zwrap, It doesn't show the texture map on the plane! How can I solve this issue?

  • @RomboutVersluijs
    @RomboutVersluijs Před 8 měsíci

    Just wondering, how are all the other parts of the face created. I mean if we manually fix the complete face. How are we supposed the use all the other maps. They will never match up the base texture?

  • @fcojavier142
    @fcojavier142 Před 2 lety +2

    New, Substance painter warp projection, the only problem with painter is trying not to change the resolution of the texture, but I think it is a better method.

  • @TruckerChaser
    @TruckerChaser Před 4 lety +1

    I mean in mari painting displacement

  • @estudiodave
    @estudiodave Před 2 lety

    Does anyone know how to do the xnormal texture baking process in marmoset?

  • @arcettin
    @arcettin Před 3 lety

    Thanks

  • @sealbreakergaming5837
    @sealbreakergaming5837 Před 3 měsíci

    Please make a video on the cleanup process using substance painter

  • @orkunsevengil336
    @orkunsevengil336 Před 4 lety +1

    Was thinking of 3ds max conform.:)

  • @fragarena9910
    @fragarena9910 Před 4 lety

    WHOA :O

  • @jmccann96
    @jmccann96 Před 4 lety +4

    Any idea why the bake would come out solid red? I read somewhere that it happens if there is no normal map. So I baked on and that turned out looking correct, but my base texture is still solid red.

    • @speedfreakpsycho
      @speedfreakpsycho Před 4 lety +1

      Same issue did you fix it?

    • @jmccann96
      @jmccann96 Před 4 lety +4

      @@speedfreakpsycho yeah, my texture wasn't loading into the correct row. Once I got it to load in the same row as my mesh it worked fine.

    • @ashleechan22
      @ashleechan22 Před 4 lety

      mine came out mostly black...not sure what happened!

    • @GooInYou
      @GooInYou Před 2 lety

      @@jmccann96 I owe you money or something

    • @jmccann96
      @jmccann96 Před 2 lety

      @@GooInYou I don't understand?

  • @shaderclo
    @shaderclo Před 2 lety

    What about if the model contains udims?

  • @kholoudxyz
    @kholoudxyz Před rokem

    I'm facing a problem while tried many times to run the ZWrap 2020.12.1 so I can use my Student License and this message appears "Installation failed: Setup Wizard cannot detect any installed or currently supported Zbrush version". Also, I have the latest version of Zbrush! Anyone face the same problem, if it is, How do u solve it.. Because also the file destination of zbrush is in main drive which's "C"

  • @junholee2377
    @junholee2377 Před 4 lety +2

    Thank you for tutorial,
    what were you how to had filled missing area? did you with a mari or use spotlight?

    • @SebastianLarsen
      @SebastianLarsen Před 4 lety +1

      @@texturingxyz3730 How do you paint all 7 channels at the same time, though? Or are you not, doing each channel separately? Or am I missing something? :)

  • @ArtofTonyPommells
    @ArtofTonyPommells Před 4 lety

    Once the maps are baked inside of zbrush, I'm assuming I would then use inflate in order to bring out the details? Or a combination of that along with masking by texture? I was wondering because I saw from another tutorial that it's a good idea to bake out the cavity map from zbrush because it's much faster.

    • @PsychoCalamander
      @PsychoCalamander Před rokem

      Hey! Very late answer, but you can import the maps under Displacement Maps and then bake them onto your mesh there! You don't need to use masking or inflate etc. Also, you can use Layers and Morph target for more control.

  • @cesarzaffa3599
    @cesarzaffa3599 Před 4 lety +3

    How do you use these maps in Cinema 4D?

  • @graygrandeza6126
    @graygrandeza6126 Před 5 lety

    Hi! I seem to be getting an error when I start the zwrap, it says it can't open the texture file for some reason

    • @asgiov
      @asgiov Před 4 lety +1

      Are you reducing it to jpeg first?

  • @aaass200
    @aaass200 Před 4 lety

    I'm using a translator.What function did you get from the Zbrush program?

  • @webtoonel4000
    @webtoonel4000 Před 3 lety

    WOW

  • @bazingatnt
    @bazingatnt Před 3 lety

    hi sir , for some reason when i hit "generate maps" on xnormal , my uwmap is not fiting with result .I mean ears not on ears ,nose between 2 eyes and etc... i dont know what i miss but i want to fix that for next step . is it could be couse of uvmap ? maybe i have bad uvmap , not sure just asking
    edit:my multichannel faces has 8220x4848 but xnormal has 8192 . like i said ,i dont know why just giving info to fix
    edit2: i just realise , when i zoom to xnormal result .i have like 10+ faces in my uvmap . 2 face on nose , like 6-7 faces on ears

    • @Denns300
      @Denns300 Před 3 lety

      Are you using UDIMS?
      For your edit 1: there's a note in his post on the website(link in the description) saying, I quote : "Important note: Make sure to export a JPG version before importing the texture in Zbrush and also to downsize it to 8192px wide. Bigger images won't work with Zwrap". That's why you get 8192 at the end.
      For your edit 2: same question, Are you using UDIMS?

    • @bazingatnt
      @bazingatnt Před 3 lety

      Denns300 no sir im not using UDIMS ,my uv map was 8k res .When i resize it to 1k problem fixed

    • @bazingatnt
      @bazingatnt Před 3 lety

      Many thanks to reply btw sir

  • @user-sv6dy8pk2q
    @user-sv6dy8pk2q Před 4 lety

    Please create course!!!

  • @michaelvaughan2986
    @michaelvaughan2986 Před 4 lety

    What if the target mesh UVs is split on 2 or more UDIMs? Xnormal doesn't seem to generate across UDIMs

    • @onlypixel
      @onlypixel Před 4 lety +1

      Simply extract the mesh by Udim. Then you can bake both meshes and get the udim to work :)

    • @user-vp1gw2zh7f
      @user-vp1gw2zh7f Před 3 lety

      @@onlypixel can you describe in more detail what needs to be done?

  • @mcpepa
    @mcpepa Před 4 lety +41

    how did you render it from 10:35 to the final resut.

    • @nicopmvm
      @nicopmvm Před 4 lety

      i would guess arnold.

    • @mcsephiroth1312
      @mcsephiroth1312 Před 4 lety +11

      You probably have to pay money to find out

    • @lahcenebelbachir7929
      @lahcenebelbachir7929 Před 4 lety +1

      @@mcsephiroth1312 lol

    • @user-ez7bs8ge1s
      @user-ez7bs8ge1s Před 4 lety +8

      how to draw an owl

    • @Curryfishballa
      @Curryfishballa Před 3 lety

      Map albedo, displacement, some specular maps and add SSS to your object in Maya. Render using Arnold. Other renderers can be used too.

  • @OfficialGrejsimojs
    @OfficialGrejsimojs Před 4 lety +4

    For some reason I don't get the same results. When I export from xNormals and put those textures onto my character in zbrush it doesn't look like yours. Could you possibly do a more in depth tutorial with this workflow, because there is literally none other out there? A tutorial without any jump cuts, I mean.

    • @CherylynnLima
      @CherylynnLima Před 4 lety +1

      @@texturingxyz3730 I agree- even on the website it's like ' a few cups of coffee later'... but can you elaborate on that? most of us probably have no idea how to take it from the displacement to that finalized product

    • @CherylynnLima
      @CherylynnLima Před 4 lety

      @@texturingxyz3730 Is there one you could recommend? something fairly simple?

    • @CherylynnLima
      @CherylynnLima Před 4 lety

      also, second question: how do you recommend cleaning up the albedo/displacement map? I plan to use mudbox to fix it up, but how do you do both of them at the same time? if i adjust them separately, won't they be obviously off?

    • @OfficialGrejsimojs
      @OfficialGrejsimojs Před 4 lety

      @@texturingxyz3730 Thanks for the reply Jeremy! Yes I did, but I'm slightly confused still. My maps from xNormal turn out upside down for some reason and a different size so when I put them back in zbrush on my mesh, they look completely messed up :(

    • @AlexSmith-qw5qg
      @AlexSmith-qw5qg Před 2 lety +2

      i know its too late but for newcomers you can fix problems just make sure plane uv is not deformed and it is quad shape like uv tile, he talking about it in the begining 01:34

  • @konstantinoschtenelis2350

    But my model have multiple UDIMs and xnormal doesn't support transfer texture to multiple UDIMs. What can I do?

    • @onlypixel
      @onlypixel Před 4 lety +1

      If you split into multiple geos your mesh with UDIM then you can bake the geo one by one or using the command line. It works :)

    • @user-vp1gw2zh7f
      @user-vp1gw2zh7f Před 3 lety

      @@onlypixel Do I understand correctly that you need to divide not the last level of subdivision, but sufficient for baking?

  • @johncarter6572
    @johncarter6572 Před 3 lety

    Wowwwwwwwwwwww

  • @davidfosford
    @davidfosford Před 4 lety

    doesn't work, i followed everything to a T, image is right size, plane had double sides, it still has error when I start the zwrap, it says it can't open the texture file for some reason

    • @davidfosford
      @davidfosford Před 4 lety

      @@texturingxyz3730 yeah i did i even made it smaller than 8k to double check,
      there must be a setting or something missing from the tutorial thats making this issue,
      The normals are flipped correctly etc
      i even tried taking the plane into wrap3 but it doesnt wrap at all, just does nothing at all
      I made the plane with less than 100 subdivisions, still not working. Im out of ideas as to what is wrong
      Do you have any other suggestions jeremy

    • @davidfosford
      @davidfosford Před 4 lety

      @Artisan appreciate the reply,
      Okay what exactly about the uv's, the normalidation is off and they have 100 sub divisions etc, i even made the plane in blender the same and it didnt work.
      I have the new updated zwrap so it cant be a software issue
      I am a noobie, so i must not be aware of some nuance settings and steps for this to work that is second nature to you guys

  • @artkiko4460
    @artkiko4460 Před 4 lety

    would this work without ZBrush, using only Wrap Standalone? thanks

    • @onlypixel
      @onlypixel Před 4 lety

      Absolutely 💯 %

    • @artkiko4460
      @artkiko4460 Před 4 lety

      @@onlypixel oh, cool! good to know. thank you.

  • @mitchell934
    @mitchell934 Před 5 lety +1

    can you do this with wrap 3 instead of zwrap?

    • @Noob12369
      @Noob12369 Před 5 lety

      yes

    • @masterfar35
      @masterfar35 Před 5 lety

      @@texturingxyz3730 please help, Ive got a plane wrapped on my mesh by wrap3, after then I cant understand how can export the obj with texture included wrapped.

    • @kirk711
      @kirk711 Před 4 lety

      Raffaele Ventrella in wrap there is not a Export button but instead there is a node that does that. So look for that node and feed it with the wrapped mesh to do your export

  • @reachingeric
    @reachingeric Před 7 měsíci

    IMO loose detail projecting even in xnormal. theres got to be a better way. If its a head or something simple like this id rather export the face maps from zbrush on the target mesh go to photoshop and use puppet warp to line up those xyz maps. , just save the action steps and auto repeat for each map (super quick). Unfortunately texturing in zwrap isnt necessarily an advantage. but its an option.

  • @tonyblack1981
    @tonyblack1981 Před 3 lety

    damn! I think I know that girl.

  • @mosog8829
    @mosog8829 Před 4 lety

    Not what is on the thumbnail though.

  • @alexilaiho1st
    @alexilaiho1st Před 4 lety

    how about the rest of the head? you can't wrap a plane on a head, this will be inconsistent...

    • @lottalava
      @lottalava Před 4 lety

      zbrush calculated the marked points and made the texture image curved to fit into the model, the rest was just to render and see the final result

  • @pablopicashole571
    @pablopicashole571 Před 3 lety +3

    You need to know how to read between the lines to follow these types of tutorials, they jump from the last steps of the workflow to the final result..

  • @HollyCDesigns
    @HollyCDesigns Před 3 lety

    Jacob Collier, dat you?

  • @JesusMagicPanties
    @JesusMagicPanties Před 3 lety

    Sorry, I can't believe the final result in 10:35 is exactly output of the whole process itself presented in video. It looks too perfect to me. No specular map applied although the skin on the rendered model looks so natural and immaculately shiny and actually like living human.Nevertheless many thanks cause the tutorial is the best anyway, regarding texturing pipeline between ZWrap (as ZBrush plugin) and XYZ.

    • @julenmangas7691
      @julenmangas7691 Před 2 lety +2

      Bro this is a base so you can work later on in Mari/Substance, obviously the final result isnt the same output of the video.

  • @cyberweb2893
    @cyberweb2893 Před 4 lety

    Sup

  • @ThraceKelsick
    @ThraceKelsick Před 2 lety

    Does everyone call you OMGWhizzBoyOMG? Lol

  • @overburdend36
    @overburdend36 Před rokem

    Seriously, how hard to upload a longer video? This is not tutorials. This is trailer