You,re the reason I got on this page, video helped but didn't fixed my issue, you did, thanks! Meh, after trying with Pinch brush, it still doesn't work, pinch outride all settings when it needs to move including those of Transforms... So this isn't 100% working for all brushes.
One use for the higher wrapable setting would be for instance to use a 3072 (1024x3) document, and a wrap of 3 times, then sculpt on the center. You will see how the edges join up as you sculpt. When done, you cut out the center 1024 square.
You could quadruple the base size of the texture (and crop the displacement map when you’re done) and use the number 2 setting to see a live preview of how your map is going to tile and if it comes off as too repetitive
Thank you soooo much, ive been trying to find a good tutorial on how to create textures in zbrush properly for ages, been using shitty maps for the past week trying to get them to work xD so thanks again very much appreciated
To check if your height map is tiling you can also use offset from the filter tab in photoshop and input the document size in both horizontal and vertical
Would be nice to add how to make tileable textures with floaty subtools, like bricks, but should be easy with the offset value under the deformation tab
Duplicate the plane 8 times all around the one you need to sculpt (offset -200 in Tool > Deformation). DO NOT scale the plane as you did, it needs to remain the original base size. Now merge all the 9 layers and weld vertices. Give one polygroup to the center plane, another polygroup to the other planes. Unmask only the center plane and blur the unmasked area so that it covers a bit of the 8 planes around. Then subdivide. Only the unmasked area will be affected by the subdivision but now you can also sculpt the plane borders as they continue on the 8 other welded planes. When you're done, create another plane on a second layer. Frame that plane. Then go back to the sculpted layer and you're good to go for a tiling texture. Much more precise than the method described here ;)
I am fairly new to z brush, while I do like your tutorials some of the shortcuts like clearing the canvas and draeing the subtool back in the scene view are not familiar to me, it would be great if you could say what they are as you do them.
Would you now use the alpha directly in substance painter as an alpha or create a single texture set? What is the best way to use this in substance painter?
Ok after going through 2 of the other major methods of doing tiling (importing a custom plane and using wrapmode 2, tiling via offsetting brick subtools), i think this method is not really great. It's only advantage is that you don't have zbrush and it has some huge drawbacks: -strokes often end up outside of the camera, which requires you to re-adjust your camera again -as far as i know, you should not be rotating your camera? this is an issue as well -and my biggest issue: in this method of sculpting, you do not see a hint of the tiling of your texture. Meaning you won't be able to sanity check if your pattern has distinct elements in it's tile unless you export the mesh/alpha and tile it. With the custom plane method, you always see 9 versions of your tile at any given point, so it's much harder to screw up. Therefore i recommend making a tile that is the size of the zbrush plane outside of zbrush, and then duplicating it to increase the size to make a 9x9 tile, which then you can import and subdivide in zbrush, and sculpt with tilemode 2.
Hi guys! QUESTION: I saw in your sculpt tutorials, you are using Perspective dynamic. what value I have to setup. Thanks so much ! #flippedNormals @flippedNormals
i had a problem, i put the document resolution to 2k but it wasnt framing perfectly, i had black bars around my image, but if i put the document resolution at 1k its working, why? maybe my screen resolution is not good enough? zbrush is so weird
hey guys maybe you do/dont read comments on old vids, but i wanted to follow this again to brush up on this tech, but i set my doc to 2048 and hit grab doc, however it reduced it to 1024, is there a reason for this? some setting i missed? or is 1024 the only res for this tech?
As usual awesome stuff Guys. Would please expand the subject is it ok to rotate the view and get some extra fidelity in texture or it has to be top down ? Aand, is it possible for You to touch the subject of tileable assets ? I guess I could displace plane with my tileable texture and have tileable asset , but thats not always the case. Pretty pretty please , and once again thank You.
So Morton is working a 1K texture here. That's 1,048,576 pixels. If the intended texture was going to be a 2K texture, then it would have 4,194,304 pixels. Would this suggests to me is that in Zbrush, the number of faces on the "sculpting plane" should match up or the person sculpting is going to be frustrated that their height map data or their normal data doesn't look as nice baked out as it did in the sculpt. If the rez on the sculpting plane is way high and the person has sculpted all kinds of nice detail on it, when the maps get exported to 1K, all of that detail will be buttery and blurry and the high freq stuff will probably be gone all together which is a bummer.
excatly. The same goes for exporting displacement maps from nicely unwrapped sculpts. There is no need to export always 8k displace maps if your object has just about 4mio poly. A 2k or 4k map will probably enough to preserve the sculpted detail.
What happen if I have multiple object or IMM brush. I've seen ppl did that before, forgot how they do it. Maybe they just duplicate and move to the other side
Hi! I wanted to make the same but on a 2k texture. And then the document seems to be wider than my viewport and I don't see borders of document. Any workaround?
Hey one question: I've created tileable textures before in Zbrush, although using an external plane mesh. Anyways, I'm back at it again for the first time in years, though using the method taught here. I recall being able to prototype the seamless texture in real time in Zbrush by holding a certain key/combination that allowed me to scroll the plane across the canvas, tileably. Can anyone please remind me how to do this? Thanks!
Thx for video. Maybe someone can help - document size is 1 : 1 ratio, but I can never get square canvas... it always wide. So i cannot export alpha properly T_T The screen is just full hd, so after i do 2056 on 2056 part is cropping :/ Works fine with 512 though
You need to zoom the document out to fit on your monitor. That's why 512 looks ok. Button is a magnifying glass with an up and down arrows box. Called Zoom Document. (You can't just zoom out in the viewport.)
You'd think Zbrush programmers would have solved the problem of this nature ( BY NOW ! ) I think Zbrush is a great software, but my goodness....there's quite a bit of obvious problems to fix.
It's a bit SHIT of zbrush programmers to have overlooked this simple problem of at the very least, fix the borders when making tileable textures. I mean -DUH! This tool has practically everything complex, other than this BASIC problem, where edges go all skew. Pretty disappointing.
Wow.. that square thing of a hack is wack. I just sculpt a square as I want, and mask tile it latter. The mask will work nice, if you know how to. I do that for heights and normals in machine tubes for example.
Hi guys, there is an easier way to sculpt only in z-direction. Just go to "Transform"--> "Modifiers" and restrict the sculpting to z-direction. 👋
I was getting so angry with all these convoluted setups. That was so simple and easy. You must be an angel
😇😄
I am glad I could help.
Thank youu!!!!!!
thanks for the tip! However, seems like the trim brushes don't work when restricting it to z-direction? Is there a workaround for this
You,re the reason I got on this page, video helped but didn't fixed my issue, you did, thanks!
Meh, after trying with Pinch brush, it still doesn't work, pinch outride all settings when it needs to move including those of Transforms... So this isn't 100% working for all brushes.
The reason you set tile to more than 1 is so that you can see how it looks when it tiles. It helps you make the texture look less repetitive.
This saves me a lot of time! thank you for this!
One use for the higher wrapable setting would be for instance to use a 3072 (1024x3) document, and a wrap of 3 times, then sculpt on the center. You will see how the edges join up as you sculpt. When done, you cut out the center 1024 square.
fuckin awesome
how?
You could quadruple the base size of the texture (and crop the displacement map when you’re done) and use the number 2 setting to see a live preview of how your map is going to tile and if it comes off as too repetitive
I agree, this method is not great for seeing your tiling.
You should make a series called ZBrush Cowboy.
Love this, thank you!
Would love to see more tileable tuts as I'm trying to learn that myself! thanks again.
Yup something I was searching for!...
Thanks!
Another method is save camera view in one of the slots and scale the plane out from the edge of the document.
Thanks for your tips!
Thanks very Much for this AWESOMENESS ♥ Been goofing around for it .. You ROCK guys !!
Awesome, this is so easy..i don't why i stuck with importing plane grouping inner part..This is cool, now i will stick to your method. Thank you guys
JUST. LOVE. YOU. GUYS. thanks for this tutorial and all the awesome things you teach us.
Thank you soooo much, ive been trying to find a good tutorial on how to create textures in zbrush properly for ages, been using shitty maps for the past week trying to get them to work xD so thanks again very much appreciated
awesome tutorial
so useful tutorial.thanks
Fantastic and helpful video!!
This is so sweet cowboy zbrush tut!
To check if your height map is tiling you can also use offset from the filter tab in photoshop and input the document size in both horizontal and vertical
Very useful trick indeed! Do more like this, please.
Nice tutorial, quick and helpful 👍
hanks lot Sir.. You helping us..
thank you, very useful
yes always wanted to know this process in zbrush specifically only knew Photoshop way but this way is better for my learning style
Good trick that you can combine vector brushes too. Thanks!
Awesome tutorial! I'll definitely put this to use
Thank you!. That was a very helpful trick!
thats a pretty cool trick!
This is brilliant! I gotta' try this now. Thanks!
Loved it!
Thanks! the one thing we all want to do but struggle is tileable texture.
Awesome trick, I will try it to create some creature alphas. Thank you guys!
Thank you guys
you guys are always together bestfriend :D . you guys great.
Thanks, guys!!!
Would be great if you can do another tutorial showing how to bake the sculpt to a low poly plane to texture it.
Use the photoshop to zbrush plugins to bake out maps quickly.
Good job man
Thank you!
Would be nice to add how to make tileable textures with floaty subtools, like bricks, but should be easy with the offset value under the deformation tab
Golden!
I would love some tips on texturing a sculpted tiling texture in substance painter
I appreciate this.
Awesome!
I noticed that you get a border seam if you do a bpr render and save the height from the render toolbar but not if you do a grabdoc export
Duplicate the plane 8 times all around the one you need to sculpt (offset -200 in Tool > Deformation). DO NOT scale the plane as you did, it needs to remain the original base size. Now merge all the 9 layers and weld vertices. Give one polygroup to the center plane, another polygroup to the other planes. Unmask only the center plane and blur the unmasked area so that it covers a bit of the 8 planes around.
Then subdivide. Only the unmasked area will be affected by the subdivision but now you can also sculpt the plane borders as they continue on the 8 other welded planes.
When you're done, create another plane on a second layer. Frame that plane. Then go back to the sculpted layer and you're good to go for a tiling texture. Much more precise than the method described here ;)
please explain through video !
Hi! Great Video! Really helpful. Just one question, is it also possible to wrap masks?
I am fairly new to z brush, while I do like your tutorials some of the shortcuts like clearing the canvas and draeing the subtool back in the scene view are not familiar to me, it would be great if you could say what they are as you do them.
Thanks guys!;)
ugh.. Zbrush UI is such a pain to learn for me. It literally took my one hour to find that damn Plane3D tool in the menus.
Would you now use the alpha directly in substance painter as an alpha or create a single texture set? What is the best way to use this in substance painter?
same question!
GRACIAS, excelente muestra
thanks for your awesome tutorials! could i also generate some maps like cavity, normal, worldspace etc? to work with in substance painter?
id like toexport the high poly too for Painter
I always get a thin black line around the outside edge of my alpha. like a single px wide. how do i get rid of that?
can someone tell me why i can't save the video to my playlist please ? thanks for this tutorial
yea... i do liek to make rocks too XD! MORE ROCKS FOR EVERYONEEEE
Rocks are where its fucking at
Ok after going through 2 of the other major methods of doing tiling (importing a custom plane and using wrapmode 2, tiling via offsetting brick subtools), i think this method is not really great.
It's only advantage is that you don't have zbrush and it has some huge drawbacks:
-strokes often end up outside of the camera, which requires you to re-adjust your camera again
-as far as i know, you should not be rotating your camera? this is an issue as well
-and my biggest issue: in this method of sculpting, you do not see a hint of the tiling of your texture. Meaning you won't be able to sanity check if your pattern has distinct elements in it's tile unless you export the mesh/alpha and tile it. With the custom plane method, you always see 9 versions of your tile at any given point, so it's much harder to screw up.
Therefore i recommend making a tile that is the size of the zbrush plane outside of zbrush, and then duplicating it to increase the size to make a 9x9 tile, which then you can import and subdivide in zbrush, and sculpt with tilemode 2.
what u guys use for udim baking like normal and displacement and all other maps ?? and can mari bake these map?
Hey but you can do this easier in Substance Designer ...
Just kidding thanks for the video it really helps :)
Hi guys! QUESTION: I saw in your sculpt tutorials, you are using Perspective dynamic. what value I have to setup. Thanks so much ! #flippedNormals @flippedNormals
wish there were more photoshop tutorials on your website.
Character design, game UI design, website design, UI/UX design, 2d character animations, etc
i had a problem, i put the document resolution to 2k but it wasnt framing perfectly, i had black bars around my image, but if i put the document resolution at 1k its working, why? maybe my screen resolution is not good enough? zbrush is so weird
hey guys maybe you do/dont read comments on old vids, but i wanted to follow this again to brush up on this tech, but i set my doc to 2048 and hit grab doc, however it reduced it to 1024, is there a reason for this? some setting i missed? or is 1024 the only res for this tech?
As usual awesome stuff Guys.
Would please expand the subject is it ok to rotate the view and get some extra fidelity in texture or it has to be top down ?
Aand, is it possible for You to touch the subject of tileable assets ? I guess I could displace plane with my tileable texture and have tileable asset , but thats not always the case.
Pretty pretty please , and once again thank You.
By tileable asset I mean some "walls" , rock cliffs etc. By walls I refer to game Spyro, like walls that can go as spline instance in UE4. Thank You
does anyone know the short cuts he did in the video? I coud not know how he framing the Camera plane...
So Morton is working a 1K texture here. That's 1,048,576 pixels. If the intended texture was going to be a 2K texture, then it would have 4,194,304 pixels. Would this suggests to me is that in Zbrush, the number of faces on the "sculpting plane" should match up or the person sculpting is going to be frustrated that their height map data or their normal data doesn't look as nice baked out as it did in the sculpt. If the rez on the sculpting plane is way high and the person has sculpted all kinds of nice detail on it, when the maps get exported to 1K, all of that detail will be buttery and blurry and the high freq stuff will probably be gone all together which is a bummer.
excatly. The same goes for exporting displacement maps from nicely unwrapped sculpts. There is no need to export always 8k displace maps if your object has just about 4mio poly. A 2k or 4k map will probably enough to preserve the sculpted detail.
What happen if I have multiple object or IMM brush. I've seen ppl did that before, forgot how they do it. Maybe they just duplicate and move to the other side
Hi! I wanted to make the same but on a 2k texture. And then the document seems to be wider than my viewport and I don't see borders of document. Any workaround?
Pshh when is a microsoft paint 3d tutorial coming huh?
YEEEHAA MAH BOI 👋
Where is this plane? I cant find it on my zbrush!!!!
Hey one question: I've created tileable textures before in Zbrush, although using an external plane mesh. Anyways, I'm back at it again for the first time in years, though using the method taught here. I recall being able to prototype the seamless texture in real time in Zbrush by holding a certain key/combination that allowed me to scroll the plane across the canvas, tileably. Can anyone please remind me how to do this? Thanks!
Holding the "TILDE" key, that's what it was! ~
its not working for me! any help would be appreciated! please
is not better to create a cross? with the planes instead of having only one plane??
BRUH. You guys amaze me , what work did you do on pacific rim?
is this approach even still required? hello?
i love rocks
I keep getting black borders on my texture when exporting. Anyone know a fix or reason why its doing that?
cool
Thx for video. Maybe someone can help - document size is 1 : 1 ratio, but I can never get square canvas... it always wide. So i cannot export alpha properly T_T The screen is just full hd, so after i do 2056 on 2056 part is cropping :/ Works fine with 512 though
You need to zoom the document out to fit on your monitor. That's why 512 looks ok. Button is a magnifying glass with an up and down arrows box. Called Zoom Document. (You can't just zoom out in the viewport.)
You'd think Zbrush programmers would have solved the problem of this nature ( BY NOW ! ) I think Zbrush is a great software, but my goodness....there's quite a bit of obvious problems to fix.
For some reason, I'm still getting a seam when I tile the alpha or bring it into noisemaker. What am I doing wrong?
I know this is late but you’re probably in perspective mode. It should be in orthographic
i payed 9000 euro for a 3D class and i end up here
Yes..... I understand you🥲
why not just have 4 planes and sculpting in the middle of these 4?
"Stupid way of tiling in Photoshop" - You can use offset to test that tiling without copy/paste. (Filter > Other > Offset)
It's a bit SHIT of zbrush programmers to have overlooked this simple problem of at the very least, fix the borders when making tileable textures. I mean -DUH! This tool has practically everything complex, other than this BASIC problem, where edges go all skew. Pretty disappointing.
Wow.. that square thing of a hack is wack. I just sculpt a square as I want, and mask tile it latter. The mask will work nice, if you know how to. I do that for heights and normals in machine tubes for example.
I would love some day that artificial intelligence could automatically convert a sculpted texture to a node based procedural graph texture.
I hate this zbrush workflow, so fucking stupid to make a tiling sculpt this way... sorry for the hate