VFace - Getting started with Tom Newbury

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  • Опубликовано: 12 окт 2024
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Комментарии • 32

  • @davemauriello8088
    @davemauriello8088 2 года назад +8

    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?

  • @joselazaro2915
    @joselazaro2915 2 года назад +1

    I was waiting for this great workflow to come to texturingxyz, glad you came with this route

  • @parallaxoldchannel
    @parallaxoldchannel 5 месяцев назад

    Sync Views is a time saver.

  • @oartehaga
    @oartehaga 2 года назад +3

    Tom Newbury is Great. Perfect tutorials as always.

  • @ncks8655
    @ncks8655 2 года назад +3

    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 ?

  • @SuperPanavision888
    @SuperPanavision888 2 года назад +1

    EXCUSE ME ,THERE IS NOT EYE TRXTURE ,HOW TO USE IT

  • @rtamesis
    @rtamesis Год назад +2

    Is there a way to do the transfer using Substance Painter instead of Mari? If so, can you demonstrate how to do that?

  • @biriani2855
    @biriani2855 Год назад

    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

  • @ikbo
    @ikbo 2 года назад +3

    any reason why mari was chosen over substance painter?

    • @maiwandhimmat1779
      @maiwandhimmat1779 Год назад +1

      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

  • @TruckerChaser
    @TruckerChaser 2 года назад

    great I loved this technique thanks

  • @supasuoasuoasupa1939
    @supasuoasuoasupa1939 2 года назад +4

    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

    • @davemauriello8088
      @davemauriello8088 2 года назад +3

      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.

    • @laba6493
      @laba6493 2 года назад

      @@davemauriello8088 thank you!

  • @beniaminolombardi
    @beniaminolombardi Год назад +2

    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?

    • @imamaldekian4383
      @imamaldekian4383 Год назад +1

      Same thing and if it appears to work the layer is blank. Did you find a solution?

    • @krzysztofgryzka
      @krzysztofgryzka 9 месяцев назад

      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.

    • @bustinjieber661
      @bustinjieber661 3 месяца назад

      Same Issue here, but only with the Displacement map

  • @maiwandhimmat1779
    @maiwandhimmat1779 Год назад

    Can’t you use the B channel in utility map as a cavity map?

  • @JUYAN16
    @JUYAN16 2 года назад

    What I don't get is why can't you import the xyz maps themselves into MARI? I get an error everytime I try.

  • @Musiclover6404
    @Musiclover6404 Год назад +1

    I got lost at node...that's a lot...

  • @vinzvf
    @vinzvf Год назад

    Impressive 😱

  • @Stuff-3D-creations
    @Stuff-3D-creations 2 года назад

    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?

    • @BartVlogs
      @BartVlogs 2 года назад

      Probably will need some tweak due to absurd difference on proportions but you can.
      I've did the same couple days ago

  • @gjadahskr
    @gjadahskr 2 года назад

    thank you!!!

  • @supasuoasuoasupa1939
    @supasuoasuoasupa1939 2 года назад +1

    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?

    • @BartVlogs
      @BartVlogs 2 года назад +1

      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

  • @木山春秋
    @木山春秋 2 года назад

    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!

    • @imamaldekian4383
      @imamaldekian4383 Год назад

      Did you find a solution? Im experiencing same issues

  • @kol9evseev
    @kol9evseev 2 года назад

    how many ram?????? 1tb??? my mari shutdown....

    • @razorblade-
      @razorblade- 2 года назад +1

      Mari used 40 GB of ram in my case

  • @lubbyLB
    @lubbyLB 2 года назад

    wow