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Creating Displacement: ZBrush to Maya workflow(UDIMs)

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  • čas přidán 16. 08. 2024
  • Learn how to properly export your Displacement Maps from ZBrush and bring them into Maya so they render correct. You will learn how to properly set up your shader in Arnold so you Displacements render correctly everytime. This is part of a free training series by dcbittorf.
    Part 2 - Fixing Seams: • Displacement Seam Fix ...
    I want to be your Digital Art Mentor. I've been teaching 3D 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
    1:10 Creating A Displacement Map (Multimap Exporter)
    7:12 Importing Displacement Maps into Maya
    8:25 Where to Plug in Displacement Maps in Maya (Shader Group)
    11:16 UV Tiling UDIMs when plugging in Displacement Maps
    12:13 Rendering Displacement using Arnold in Maya
    13:56 Adjusting Object Settings for Displacement (Subdivision Levels)
    17:51 Adding a Spot Light
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Komentáře • 37

  • @conbry6388
    @conbry6388 Před 2 lety +16

    The reason it didn't work with 7 subdivisions is because it didn't have 7 divisions, it had 6. In Zbrush the levels are 1 to 7 but 1 hasn't been divided, so what Arnold wants to know is how many times it needs to divide the mesh to get from level 1 to level 7, which is 6. If you set it higher Arnold just crashes.

    • @davidbittorf
      @davidbittorf  Před 2 lety +5

      Thank you! That’s a great point. Seems like Zbrush should have named level 1 level 0 for less confusion

  • @kruz3d573
    @kruz3d573 Před 2 lety +1

    Hi, great tutorial by the way very helpful as I've finished modeling my hardsurface Wingman pistol from Titanfall/Apex Legends. I wanted to create some edge wear/damage using Trim Dynamic brush in Zbrush and use that as a Displacement/Height Map instead of a Normal Map as It's not going to be a game ready asset anyways. the whole thing was modelled with good topology in mind and even quads. You haven't shown how to fix/clean up the mesh's UV Seamed area after the displacment. I hope you will upload that! Thank you very much!

    • @davidbittorf
      @davidbittorf  Před 2 lety +1

      Thank you for bringing that to my attention. I’m currently working on that video and will let you know when it’s ready! Your project sounds pretty epic and I would love to see some renders when you are done if possible.

    • @davidbittorf
      @davidbittorf  Před 2 lety +2

      Hi Bozurk! I just uploaded the Seam Fix! czcams.com/video/-_LEhQtA4pA/video.html Let me know if you have any questions. Please make sure to subscribe if you haven't already. Thank you and good luck with your project!

  • @TiagoSilva-ye4hc
    @TiagoSilva-ye4hc Před rokem +1

    Thanks man!

  • @User_1544
    @User_1544 Před rokem

    great tutorial, he was to helpful

  • @adityaprakash3828
    @adityaprakash3828 Před 2 lety

    Thank you so much... please show how to clean the sim line from arnold

    • @davidbittorf
      @davidbittorf  Před 2 lety

      I’m still having a little trouble with it myself. I’ll let you know if I get it worked out. Anyone else out there able to clean up displacement edges. Please msg on this thread

    • @davidbittorf
      @davidbittorf  Před 2 lety +1

      Hi Aditya! I just posted the displacement fix video! czcams.com/video/-_LEhQtA4pA/video.html Let me know if you have any questions. Thank you!

  • @bwanadairekta
    @bwanadairekta Před 3 lety

    great tut.. thank you

    • @davidbittorf
      @davidbittorf  Před 3 lety

      You’re welcome. Thank you for subscribing to my channel. I hope to keep making more helpful content in the future!

  • @sambuddhadasgupta9246
    @sambuddhadasgupta9246 Před 2 lety +1

    Thanks..

  • @skullfloat
    @skullfloat Před 2 lety

    Thank you very much!

  • @keithyakouboff8755
    @keithyakouboff8755 Před rokem

    Curious... did you ever put up a video about cleaning up displacement seams?

    • @davidbittorf
      @davidbittorf  Před rokem

      Yes, here it is! czcams.com/video/-_LEhQtA4pA/video.html

  • @murray-xr7pl
    @murray-xr7pl Před 2 lety

    Thank you so much!

  • @mordecai1484
    @mordecai1484 Před 2 lety +2

    That's so wrong. why did you left subdiv level to 7 in multi map exporter?
    That option tells zbrush from which subdiv level it should generate displacement. leaving it at highest level will generate only the fine micro details and nothing. all the big details will be lost.

    • @davidbittorf
      @davidbittorf  Před 2 lety

      Hmmm.. It seems like I'm getting the results I want. What level would you recommend exporting? My understanding is that Level 7 has all the big detail along with the micro detail, not just the micro detail.

    • @mordecai1484
      @mordecai1484 Před 2 lety +3

      usually you should put there the same number at which subdivision you're exporting your mesh in maya.
      If you're exporting subd 1 mesh from zbrush to maya to apply displacement, then you should put 1 in multi map exporter subd level. If you're exporting level 2 mesh then you should put 2 etc.

    • @davidbittorf
      @davidbittorf  Před 2 lety +2

      @@mordecai1484 thank you for that. I’ll look into that.

  • @deizsadventure707
    @deizsadventure707 Před 2 lety

    Thank you very much, does this guide can work the same as height map from substance ?

  • @nourghafarji
    @nourghafarji Před 4 měsíci

    why you didn't use the low poly from zbrush?

    • @davidbittorf
      @davidbittorf  Před 4 měsíci

      I usually do. Nothing wrong with doing that.

  • @none53
    @none53 Před 2 lety

    Hey you have awesome learning content, i have a question, can we create displacement maps in substance from z brush? as we did normal maps? if yes , then i would love to learn that, and please must reply, thanks for reading with patience!

    • @davidbittorf
      @davidbittorf  Před 2 lety

      Check out this video. I think this is what you are asking... czcams.com/video/_KCP6j5J3Fw/video.html

  • @warlord8106
    @warlord8106 Před 2 lety

    does your unwrapped uv's have to be in more than one space, cause i did a simple character recently and unwrapped all its uv's in one space. After exporting into zbrush, i just wanted to add some hair detail, now id like to use udim's to import my zbrush details back into maya.

    • @davidbittorf
      @davidbittorf  Před 2 lety +1

      The uvs do not have to be in more that one space. In fact they are normally in the just one space. This tutorial is just showing if you have a more complex scenario.

    • @warlord8106
      @warlord8106 Před 2 lety

      @@davidbittorf would this work if I was importing a mesh that I just put a alpha on in zbrush?

  • @mrmiyagi6940
    @mrmiyagi6940 Před 2 lety

    What should I do I don,t have any subD levels ?

    • @davidbittorf
      @davidbittorf  Před 2 lety

      That's a great question! You will have to manually create a new level 1 and divide up. Here is a video explaining that process in detail: czcams.com/video/L85XIdtKAHo/video.html

  • @matheusbustamante5034
    @matheusbustamante5034 Před 2 měsíci

    Modelo criado no Rafa Souza academy

    • @davidbittorf
      @davidbittorf  Před 2 měsíci

      No, I’m not aware of Rafa Souza Academy.