Zbrush and Substance Painter - ID Maps (In Depth Version)

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  • Опубликовано: 29 авг 2024

Комментарии • 20

  • @rayunited2010foryou
    @rayunited2010foryou 4 года назад +1

    Straight to the point but still in-depth. Thanks!

  • @martindiavolo1635
    @martindiavolo1635 3 года назад +1

    Thank you

  • @Sonsoso1996
    @Sonsoso1996 2 года назад +1

    easy & straight bro

  • @cgimadesimple
    @cgimadesimple 3 месяца назад

    useful 🥳

  • @meanramen
    @meanramen Год назад +1

    This is amazing, thank you so much

  • @Caglayan07
    @Caglayan07 3 года назад

    Awesome explanation

  • @mikaze30
    @mikaze30 2 года назад

    i love you man.

  • @Apostolgutz
    @Apostolgutz 3 года назад +2

    Thanks a lot, I think they changed in a newer version on default to the material color I couldn't get what I was doing wrong.

  • @SaS25596
    @SaS25596 Год назад

    hi, I did exactly the highpoly file as you but I dont fill color for the low and when I bake the color ID map is grey, can you help me pls

  • @cgmaster
    @cgmaster 3 года назад

    I think this approach is a bit an overkill. I think you could simply go to highest subd level, press Polypaint to Texture (in texture palette) and export it as ID map.

  • @ahmedabdalla6581
    @ahmedabdalla6581 4 года назад

    I wanna really know what is the use of ID maps ?
    Exactly, What they could add for a piece of mesh ?

    • @MadPonyInteractive
      @MadPonyInteractive  4 года назад +1

      They are used as selection areas for a texturing application like Substance Painter, similar to polygroups in ZBrush

  • @bernhard.design
    @bernhard.design 2 года назад

    Do you need to use Polypaint (Vertex Color) in order to make this color selection inside Painter? I was wondering, if a Polygroup Selection itself inside Zbrush, can't be used for the selection process inside Substance Painter? Do Zbrush Polygroups not work for the selection process inside Substance Painter?

    • @MadPonyInteractive
      @MadPonyInteractive  2 года назад

      Not unless you fill them with a color.

    • @bernhard.design
      @bernhard.design 2 года назад

      @@MadPonyInteractive hmm.. so you need poly paint 🎨 (vertex color). For low poly models not very good. Colors are bleeding or you need split each poly group as an extra step to avoid that. 🤔
      I wonder if there is any other simple and faster way to create masks?
      Thanks a lot and keep rocking, cheers 🍻

    • @MadPonyInteractive
      @MadPonyInteractive  2 года назад

      @@bernhard.design yes indeed the bleed is awful, it gets better with high poly though.

  • @leatherandpoemscharmyman5774
    @leatherandpoemscharmyman5774 4 года назад

    hey it is alwyas necessary to have UVs for highpolys? to create IDs ? I mean , sometimes it is consuming time for complex character . for cilinder or primary shapes uv process it is simple and texel density is not too much a approach.. I like the way to have ID for using then and do not miss with mask and complex a nd consuming time thigs, but I have not a time machine . thx.