Exporting a higher bit depth / quality format (not TGA) would yield much cleaner and sharper results without all that noise. ZBrush really wants 16 bit alphas, and Substance generally computes height in 16 / 32 bit depths. Also no need to pre-comp a radial mask in Photoshop or any other compositor since ZBrush will radially fade the alpha. You'll get better mileage from your alphas by keeping them intact edge to edge.
I love your easy going teaching methods! Been a follower for some time. Just a quick question, is there any other software that can do this hesides substance 3d sampler? I have zbrush, Photoshop and substance painter and not really wanting to add to my adobe addiction lol
thanks for this! i had to do more tweaking with the options but this one rly helped me a lot! I've just done several alphas via midjourney just for my own library - this fastens the work a lot. THANKS!
You are amazing! Thank you bro! Wonder if you know how to make cool looking shattered glass, and how to texture all cracked parts. Would be awesome to see your pipeline for it! Thank!
amazing tip! thanks alot 🥰🥰🥰🥰🥰🥰🥰 i did this and "targa" format does not show me the alpha and we have to use TIFF. another thing is when i apply it on sphere, and increase internsity, the final result is protrudes too much And with increasing intensity, many sharp points appear. it is not applied only on the surface of the sphere, and it is very raised, like a soft pyramid, or a soft mountain.
Hi Mahmoudzaefi! There are ways around this; with the current alpha selected under alphas, modifiers there are a few options like strength, radial fade, the brushes focal shift etc that will help to alleviate this but also if you manually fade out the alpha so the edges are black (Like in this demo) then the only way to not get that "Mountain" effect is to NOT fade the image in photoshop yourself... Hope this helps
I've been trying to ask the team to create a AI Seamless Tile filter, their current method is pretty much the same as B2M, so old and doesn't work for all scenarios - so many filters and messing around trying to get the right settings. This is just about the only good thing they have going for them.
This method is insane, you just saved me hours of work and research !
Great to hear! 👊
Exporting a higher bit depth / quality format (not TGA) would yield much cleaner and sharper results without all that noise. ZBrush really wants 16 bit alphas, and Substance generally computes height in 16 / 32 bit depths. Also no need to pre-comp a radial mask in Photoshop or any other compositor since ZBrush will radially fade the alpha. You'll get better mileage from your alphas by keeping them intact edge to edge.
I love your easy going teaching methods! Been a follower for some time. Just a quick question, is there any other software that can do this hesides substance 3d sampler? I have zbrush, Photoshop and substance painter and not really wanting to add to my adobe addiction lol
This looks really useful! So... you cannot do this with Substance Designer?
He, this really helped me out. Gone mad trying to get rid of the noise from my customs 😅 Thanks!
Glad I could help!
Oh man, Crazybump is what I learned back in like 2011. Bringing the classic deep cuts!
Currenty working on making a dagger for a scene, was planning to make a skull on the pommel using an alpha. Glad i stumbled upon this video.
Hope it helps 😎
every tome i ot a concern about texturing (so far) your videos are amazing
Thank you so much! 😊
Thank you soooo much, I always worked as same as you and this is something i tought about so much about, i will definitely try it tomorrow
Go for it 🤙
Ok.... this is the coolest tutorial. Thank you.
Glad you think so! 😎
thanks for this! i had to do more tweaking with the options but this one rly helped me a lot! I've just done several alphas via midjourney just for my own library - this fastens the work a lot. THANKS!
Would PixPlant serve for the same purpose?
This is a insane tip, someone told me that VDM are better than alphas, I need learn why and how to make VDMs first
lifesaver! thank you
Glad it helped! 💖
Damn! This is an incredibly useful tutorial. Thank you so much for sharing this diamond!
You're welcome! Hope it helps 😊
Would be really cool if this was implemented into zbrush automatically. Great tutorial nonetheless. :)
Thanks!
You are amazing! Thank you bro! Wonder if you know how to make cool looking shattered glass, and how to texture all cracked parts. Would be awesome to see your pipeline for it! Thank!
thanks a lot sir this will help a lot for the future
No worries! ☺️
Thank you very much could you please make a video about creating brushes like metal brush stone
Hey Abraham! It's all great! But, when will the lighthouse project continue?
What's the difference from generating a height map in Photoshop itself??
Can you make a video with a indepth explanation how you get hight and how you export it to Photoshop. Thank you
Materialize is free soft to get hight map
Thank you so much for the recommendation! i didnt know about the software but i will for sure try it!
amazing tip! thanks alot 🥰🥰🥰🥰🥰🥰🥰
i did this and "targa" format does not show me the alpha and we have to use TIFF.
another thing is when i apply it on sphere, and increase internsity, the final result is protrudes too much And with increasing intensity, many sharp points appear. it is not applied only on the surface of the sphere, and it is very raised, like a soft pyramid, or a soft mountain.
Hi Mahmoudzaefi! There are ways around this; with the current alpha selected under alphas, modifiers there are a few options like strength, radial fade, the brushes focal shift etc that will help to alleviate this but also if you manually fade out the alpha so the edges are black (Like in this demo) then the only way to not get that "Mountain" effect is to NOT fade the image in photoshop yourself... Hope this helps
Hi. Thanks alot for your help. @@thivolan3d
Wow this is awesome, would anyone know a similar work flow in blender or 3dcoat?
رائع
انت استخدمت برنامجين انا اعرفهم فتوشوب وزي براش
اما الثالث لا اعرفه هل يمكنك اخباري ❤
Amazing video, thank you!
My pleasure!
Thanks for this... Another software that can do this is Materialize
You're welcome!
hey, Thank you very much for sharing this amazing technique ^^
Glad you like it!
Materialize is great open-source alternative =)
Thanks!
This is so helpful, you are amazing, thanks for sharing 🙏🏻
You're so welcome!
Damn, this was soo cool tutorial and helpful too, thanks
You're welcome 🤟
Wow! Thank you!
You're welcome!
Also make modeling hard surface tutorials in Zbrush
nice :) thnx dude!
Glad it helped!
I've been trying to ask the team to create a AI Seamless Tile filter, their current method is pretty much the same as B2M, so old and doesn't work for all scenarios - so many filters and messing around trying to get the right settings. This is just about the only good thing they have going for them.
u r amazing.
Thank you so much 😀
Great 👍🏼
Thank you 👍
Amazing
Thanks 👊
For better results you should use 16 bit mode or even 32 bit float
i love you .____.
thx帥哥
You're welcome! ❤
this was great! until I learned I would have to pay 20 per month for this tool. No thank you!
Thx you saved me time 👍
technically is interesting, but the result is worse. the 1st one "noisy" looks MUCH better, and organic.
so sad,i don`t have this software🥲