Is there something different about the displacement maps for VFace vs Multichannel Face that warrants applying and tweaking separately in Maya vs doing that in ZBrush and then exporting a single displacement map from ZBrush, or is this workflow just a personal preference of Tom's?
Insane result ! Could you make a tuto on how to correctly setup all your Hypershade (textures import (UDIMs)/ Hypershade parameters) for having your quality render pls ?
a bit new here,if some lights can be shed, what the different between the normal texturing xyz maps vs vface? do we still get maps like the normal texturing xyz? Thanks
It looks like VFace comes with 16K maps in exr vs 8K tif for Multichannel Faces. VFace also comes with geometry. Multichannel Faces are just maps, no geo.
Hi guys! Nice tutorial! Anyways, im having a trouble with textures transferring; i can easily transfer the utility map, but when i try with albedo and displacement, at the end of transfer i have this Mari error "Mari would fail to transfer due to an internal error "; do you know how can i fix it?
Hello guys. I had the same problem on MARI7 with a simple diffuse channel. Now, I have conducted tests on MARI 5.04, and I transferred the diffuse and utility channels, but the displacement channel was blank.
A question if anyone can help, can we use the old technique with vface maps like we use with multichannel maps? zwrap the vface texture map and then bake in xnormal? so far i am failing while using vface and the old technique of using xnormal to bake. do we need to use mari now with vface?
You can completely use the old workflow. I just had some problems with multiple UDIMS and Xnormal and actually I like the extra control that Mari provides. Substance painter with the new WARP tool also looks promissing but as far as I know, no 32bit support for now, you would need to split the RGB channels
Hi hello, may I ask why it took me five to six hours to transfer the texture and it was only an 8kdisp map, is it because my low poly is a full body model and the xyz model is just the head? Looking forward to your reply, thank you very much!
Is there something different about the displacement maps for VFace vs Multichannel Face that warrants applying and tweaking separately in Maya vs doing that in ZBrush and then exporting a single displacement map from ZBrush, or is this workflow just a personal preference of Tom's?
I was waiting for this great workflow to come to texturingxyz, glad you came with this route
Sync Views is a time saver.
Tom Newbury is Great. Perfect tutorials as always.
Insane result ! Could you make a tuto on how to correctly setup all your Hypershade (textures import (UDIMs)/ Hypershade parameters) for having your quality render pls ?
EXCUSE ME ,THERE IS NOT EYE TRXTURE ,HOW TO USE IT
Is there a way to do the transfer using Substance Painter instead of Mari? If so, can you demonstrate how to do that?
Why didnt you just put the displacement back in zbrush and tweake it so you could have it all as one map for the arnold displacement
any reason why mari was chosen over substance painter?
Mari is used in production that needs a very high quality while substance painter is used mostly in games and it is also a personal preference
great I loved this technique thanks
a bit new here,if some lights can be shed, what the different between the normal texturing xyz maps vs vface? do we still get maps like the normal texturing xyz? Thanks
It looks like VFace comes with 16K maps in exr vs 8K tif for Multichannel Faces. VFace also comes with geometry. Multichannel Faces are just maps, no geo.
@@davemauriello8088 thank you!
Hi guys! Nice tutorial! Anyways, im having a trouble with textures transferring; i can easily transfer the utility map, but when i try with albedo and displacement, at the end of transfer i have this Mari error "Mari would fail to transfer due to an internal error "; do you know how can i fix it?
Same thing and if it appears to work the layer is blank. Did you find a solution?
Hello guys. I had the same problem on MARI7 with a simple diffuse channel. Now, I have conducted tests on MARI 5.04, and I transferred the diffuse and utility channels, but the displacement channel was blank.
Same Issue here, but only with the Displacement map
Can’t you use the B channel in utility map as a cavity map?
What I don't get is why can't you import the xyz maps themselves into MARI? I get an error everytime I try.
I got lost at node...that's a lot...
Impressive 😱
Hello I'm Paul from Sicily. Just a question, can I use a monkey head as base mesh instead? Can I project those fantastic textures on it?
Probably will need some tweak due to absurd difference on proportions but you can.
I've did the same couple days ago
thank you!!!
A question if anyone can help, can we use the old technique with vface maps like we use with multichannel maps? zwrap the vface texture map and then bake in xnormal? so far i am failing while using vface and the old technique of using xnormal to bake. do we need to use mari now with vface?
You can completely use the old workflow. I just had some problems with multiple UDIMS and Xnormal and actually I like the extra control that Mari provides.
Substance painter with the new WARP tool also looks promissing but as far as I know, no 32bit support for now, you would need to split the RGB channels
Hi hello, may I ask why it took me five to six hours to transfer the texture and it was only an 8kdisp map, is it because my low poly is a full body model and the xyz model is just the head? Looking forward to your reply, thank you very much!
Did you find a solution? Im experiencing same issues
how many ram?????? 1tb??? my mari shutdown....
Mari used 40 GB of ram in my case
wow