So, when you split the model into two parts with a common border, starting at 12:10 , are you not taking the risk of moving one part of the border to a degree where the textures and/or UDIMs would not have the exact same data since ZBrush is not doing a one-to-one topological projection of vertex coordinates? In other words, let's say that you move one region slightly towards tangent(x) or bitangent(y) directions of the surface instead of normal(z) when you either manually sculpt or apply a VDM stroke. Would that not cause the other surface's UVs to have skewed displacement information after projection?
@@MustafaBerkeGureltol no it shouldnt happen that, always create a morph target for the border . Also only one of the borders get backed so you shouldnt have any issues just be careful when you sculpt .
Amazing video, thanks especially for the part with MorphTarget and importing old model it just blew my mind! I've also seen in FlippedNormals video another technic: they made another subtool with border part but I think your way of doing it is better and less confusing
if you want to do the changes in zbrush you can use transpose master if not you will always have the not split version use that and then transfer the points
no seas vago y aprende ingles ! jajjaja, te va a ayudar a conseguir trabajo y aprender mas, la verdad que no tengo tiempo para hacer videos en dos idiomas quizas puedo ver de hacer funcionar los subtitulos :)
Thank you so much, this is just what I needed, and super well explained!
thanks man
So, when you split the model into two parts with a common border, starting at 12:10 , are you not taking the risk of moving one part of the border to a degree where the textures and/or UDIMs would not have the exact same data since ZBrush is not doing a one-to-one topological projection of vertex coordinates? In other words, let's say that you move one region slightly towards tangent(x) or bitangent(y) directions of the surface instead of normal(z) when you either manually sculpt or apply a VDM stroke. Would that not cause the other surface's UVs to have skewed displacement information after projection?
@@MustafaBerkeGureltol no it shouldnt happen that, always create a morph target for the border . Also only one of the borders get backed so you shouldnt have any issues just be careful when you sculpt .
That's cool to make more polygons for details. Question... is it possible to pose the model after cut and u didn't see the cutline after posing?
Yeap you can use transpose master or send it to maya or blender and make a rig
Amazing video, thanks especially for the part with MorphTarget and importing old model it just blew my mind! I've also seen in FlippedNormals video another technic: they made another subtool with border part but I think your way of doing it is better and less confusing
Thanks man ! yea i know that way is a very old fashion way to do it i think :)
Thank you so much Lucas! This is exactly what I needed. This is a huge help.
very glad it helps !!!
Ты крутой) Помог решить многолетнюю проблему!))) Низкий поклон от всех художников и скульпторов!)
Thanks !
interresting
but why no use HD geometry and export displacement with multi udim ?
because is not flexible enough it can be a very big bottle neck, don't get me wrong i use it sometimes but needs to be better integrated
Great, thanks for sharing!
How do you deal with overall shape changes after splitting up?
if you want to do the changes in zbrush you can use transpose master if not you will always have the not split version use that and then transfer the points
@@lucasv888 Alright, I see. Thanks for the clarification.
Great tutorial, Thanks a lot!
Thanks man glad you like it!
really cool (Y)
Oye Lucas, podrías hacer este video en español si no es molestia ^u^?
no seas vago y aprende ingles ! jajjaja, te va a ayudar a conseguir trabajo y aprender mas, la verdad que no tengo tiempo para hacer videos en dos idiomas quizas puedo ver de hacer funcionar los subtitulos :)