Displacement maps in Substance Painter

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  • Опубликовано: 17 июл 2024
  • Unlock the full potential of Substance Painter with this essential tutorial on importing displacement maps from ZBrush. In just a few minutes, you'll learn how to take your ZBrush displacement maps and view them seamlessly in Substance Painter. Perfect for digital artists, designers, and 3D artists looking to elevate their workflow. Watch now and take your skills to the next level!
    I want to be your Digital Art Mentor. I've been teaching Autodesk Maya at the college level for over 15 years. I also tutor students in Maya, ZBrush, Substance Painter, Procreate and Blender one-on-one. Please subscribe to my channel to keep up to date.
    TIMECODES:
    0:00 Intro
    0:47 Exporting Displacement from ZBrush
    4:06 UDIM export Settings
    4:46 Exporting Geometry from ZBrush
    5:22 Importing Geometry into Substance
    7:51 Importing Displacement Maps into Substance
    9:01 Applying Displacement in Substance
    12:37 Displacement Settings in Substance
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Комментарии • 81

  • @AndreNMailho
    @AndreNMailho 2 года назад +1

    Awesome tutorial, thanks David

  • @SoloJaina
    @SoloJaina 2 года назад

    thanx. turns out to be simple!

    • @davidbittorf
      @davidbittorf  2 года назад

      Thank you and welcome to my channel. Make sure you subscribe! I have an new video coming out every week!

  • @isaiasperaza2085
    @isaiasperaza2085 2 года назад

    Good tutorial, thanks man, greetings from mexico ;)

    • @davidbittorf
      @davidbittorf  2 года назад +1

      Thank you so much! Greetings from San Diego!

  • @nialismcreates
    @nialismcreates 2 года назад +1

    Loved your Maya tutorial on Udemy. These sorts of videos are exactly what I need to help me out :)

    • @davidbittorf
      @davidbittorf  2 года назад

      Thank you! Which Udemy course? The motorcycle complete course or Intro to Maya?

    • @GuestOfGregoryHouse
      @GuestOfGregoryHouse 2 года назад

      Intro to Maya. I was getting frustrated with Maya using another course but yours made me stick with it 😄

    • @davidbittorf
      @davidbittorf  2 года назад

      Wow that’s awesome. What was main difference on my course then the others you tried?

    • @GuestOfGregoryHouse
      @GuestOfGregoryHouse 2 года назад

      @@davidbittorf I think you were working at a good steady pace. Not rushing through certain things. And showing when something can go wrong. And just generally not overcomplicated things for beginners.
      Oops I noticed I replied with my other account 😅

    • @davidbittorf
      @davidbittorf  2 года назад

      @@GuestOfGregoryHouse very cool. Did you find that the snowman tutorial in the beginning was helpful or was it cheesy. I guess it depends on how well you knew Maya to begin with. You may have skipped that portion of it.

  • @davidhorvath9276
    @davidhorvath9276 9 месяцев назад

    great one! thnks

  • @KarelChytilArt
    @KarelChytilArt 2 года назад

    Thanks

  • @Sul_Shadw
    @Sul_Shadw 2 года назад +1

    Lol yeah auto save is a big problem for me also but the abort option is really useful, I never had problem using it

  • @janvollgod7221
    @janvollgod7221 2 года назад +3

    With Udims i rather bake from high poly mesh. Displacement works, if you stay in one software, but, at least for me, always a pain in the ass, if you switch from maya, blender, houdini. It also depends on the render engine, how it handles UC dilations and to avoid smothing and breakups on the UV edges. Maybe they is a good way, but if then, its time consuming and the question is, is it worth the effort.

    • @davidbittorf
      @davidbittorf  2 года назад

      Thanks for you feedback jan vollgod! I can tell you really know what you are talking about and couldn't agree more. I also feel like displacements in Substance are a little gimmicky anyway

  • @MZONE3D
    @MZONE3D 2 года назад +1

    Nice tutorial, this was killing me =) typical allgorithmic hiding options that you have to go hunting for.

  • @Sheryno
    @Sheryno Год назад

    Looks awesome. My model kinda lost some details I worked hard for in Zbrush after I retopologised it in 3ds max (I also unwrapped it there). So I couldn't find a solution to bring that detail back aside from displacement map. But for whatever reason, when I do exactly the same thing as in this video, I hit export and then it says all maps were exported, but it says immediately after I hit Export all maps, it says it took like 5 seconds (even though it was immediately) and NO maps were exported at all... Any tips on this issue, plz?

    • @davidbittorf
      @davidbittorf  Год назад

      Hmmm. I’m not sure. Would it be possible to record your screen while that happens to see if I can troubleshoot it.

    • @Sheryno
      @Sheryno Год назад

      @@davidbittorf I mean, it's just a raw model in Zbrush. No unwrap there (as said, I did it in 3ds). So is it possible that it does not export because there's NO map to export? Since it's just raw model.

    • @davidbittorf
      @davidbittorf  Год назад

      Yes. If it doesn’t have uvs in Zbrush it’s not going to produce any maps.

    • @Sheryno
      @Sheryno Год назад

      @@davidbittorf So I would have to unwrap it in zbrush?

    • @davidbittorf
      @davidbittorf  Год назад

      You could unwrap in any program including 3dsmax. If it’s unwrapped in max then you need to import back into Zbrush. To do this you will you need the Subtool with all the detail selected at its lowest subdivision level. Then choose import. It will replace your old uvs with the new one and keep your existing detail.

  • @kylemcneill5751
    @kylemcneill5751 2 года назад

    what if i wanted to bake the other maps such as AO and Curvature using the new tessellation that the displacement is giving me. Any chance that's a possibility?

    • @davidbittorf
      @davidbittorf  2 года назад

      That’s a great question! I’ll look into but I don’t think it can do that. Does anyone else know if that is possible?

    • @kylemcneill5751
      @kylemcneill5751 2 года назад

      @@davidbittorf I found a sort of work around to it that gives the same result but isn’t exactly the process I thought it would be. It’s actually much simpler lol. I just exported my crazy high poly subdivided mesh directly out of Zbrush and put it into substance and baked my maps using the high poly object, and then threw the textures onto the far lower poly version back in Maya.
      To my surprise as well, substance was able to handle really high poly objects with relative ease. Earlier today I even tried putting in a mesh from Gaea that was around 33 million poly’s and it worked just fine.

    • @davidbittorf
      @davidbittorf  2 года назад

      Wow! That is a great idea! I’ll have to give that a try. I’m surprised that it could handle such a large mesh! Thanks for the solution!

  • @jrfk3d
    @jrfk3d Год назад

    thanks, men, a suggestion? a little bit boring the import udim into substance process, but once again, thanks for this tutorial (:

  • @guivash2724
    @guivash2724 21 день назад

    Your tips are really cool, but I had a question, after separating the UDIMS in Substance Painter, how do I continue working in Substance painting all parts of the model at the same time? as if it were a single uv set? thanks for your tips o/

    • @davidbittorf
      @davidbittorf  17 дней назад

      When importing the model make sure that UDIM is checked. That should be all you need to do.

  • @uyleetu1111
    @uyleetu1111 Год назад

    Hello, thanks for your tutorial! I have a question. When I exported dis map, it was red and black. Looks not working in SP. :(
    Do you know how to make it work or change the map color same as yours?

    • @davidbittorf
      @davidbittorf  Год назад +1

      When exporting the dis map make sure “3 channels” is on. This will produce a gray scale map. If “single channel” is checked it will only use the red channel producing a red map like yours.

    • @uyleetu1111
      @uyleetu1111 Год назад

      ​@@davidbittorf That works!!! but when I apply the displacement maps in SP, it didn't look the same in ZB. It's still flat but I can see some small bumps. My displacement map's tone is a lot darker than yours, the sculpture part should be white/ light grey, but mine is dark grey. Do you have any idea about this issue?

    • @davidbittorf
      @davidbittorf  Год назад +1

      @@uyleetu1111 the physical size of your model may make a difference. Try scaling your model and create a new displacement. This may give a different result. Making displacements work in substance is kinda of hack anyway. Don’t worry if you can’t get it perfect since it’s not super beneficial anyway.

    • @uyleetu1111
      @uyleetu1111 Год назад

      ​@@davidbittorf Thank you so much!! I will give it a try! :)

  •  2 года назад

    So what is "displ" for if you using height channel?

    • @davidbittorf
      @davidbittorf  2 года назад +1

      Not exactly sure. Perhaps if you had an existing displacement map and needed an area to plug it in.

  • @abhishgs9570
    @abhishgs9570 Год назад +1

    iam trying to use displacement map from zbrush but no details are visible in substance. i followed every steps. Plz help

    • @davidbittorf
      @davidbittorf  Год назад

      Hmmm. I sorry to hear that. I will need you to screen record your process to see why it’s going wrong.

  • @none53
    @none53 2 года назад

    Hey , thanks awesome tutorial, but i couldnt be able to export the displacement map in z brush !

    • @davidbittorf
      @davidbittorf  2 года назад

      Hmmm what seems to be the problem?

    • @none53
      @none53 2 года назад

      @@davidbittorf not sure , is the uv's , bcz i havent unwrap them yet?

    • @davidbittorf
      @davidbittorf  2 года назад

      Yes that is the problem. The uvs have to be complete before you can export the displacement map.

    • @none53
      @none53 2 года назад

      @@davidbittorf i unwrapped my object in z brush, but didnt work! :(

    • @davidbittorf
      @davidbittorf  2 года назад

      Unfortunately unwrapping in Zbrush isn’t the best

  • @TimV777
    @TimV777 2 года назад +1

    doesnt seem to be working. Just puffs up my mesh without any details.

    • @davidbittorf
      @davidbittorf  2 года назад

      Hmmm… if you send me the file I can take a look at it and see if can troubleshoot it.

    • @TimV777
      @TimV777 2 года назад +1

      @@davidbittorf I found the issue. it worked fine the first time but then it was just exporting blank displacements. Had to change it to 16 bit to fix it i think.

  • @TimurTarkhanov
    @TimurTarkhanov Год назад

    For some reason it doesn't work. I repeated everything step by step, making sure that the texture is not empty. Maybe it's because of the newer version. And why use the height channel when it would be more logical to use the displacement channel?

    • @davidbittorf
      @davidbittorf  Год назад

      Hmmm… sorry to hear that. Not sure why you aren’t getting the same results

  • @mansay2057
    @mansay2057 5 месяцев назад

    Dude I seriously need help I can't see any of my displacement maps on any of my models I've seen so many tutorials but nahh still not getting what I want dude please help me if you can

    • @davidbittorf
      @davidbittorf  5 месяцев назад

      Here is my info if you would like one-on-one help.
      www.superprof.com/award-winning-maya-blender-zbrush-tutor-college-professor-with-years-experience.html

  • @ayakiri5098
    @ayakiri5098 8 месяцев назад

    Make us a uv udim workflow tutorial mate please

    • @davidbittorf
      @davidbittorf  7 месяцев назад +1

      That is a great idea! I put it on my to do list!

    • @ayakiri5098
      @ayakiri5098 7 месяцев назад

      @@davidbittorf thank you !!! You are amazing 🥹🥹

    • @davidbittorf
      @davidbittorf  7 месяцев назад +1

      @@ayakiri5098 Thank you so much!

  • @wordsshackles441
    @wordsshackles441 Год назад

    It took you 15 minutes to explain something that can be explained in about 3 minutes.

  • @Eradifyerao
    @Eradifyerao Год назад

    Autocrash is right😂😂

  • @OlegRTT
    @OlegRTT 11 месяцев назад

    Did yo uuse Disp map from Zbrush with 0.5 zero level volume??

  • @OlegRTT
    @OlegRTT 11 месяцев назад

    It looks pointless with that Seams. Dont you know of using Disp maps in Marmoset?

    • @davidbittorf
      @davidbittorf  11 месяцев назад

      Substance Painter is not a dedicated render engine. So I agree it’s almost pointless in Substance. It’s cool that you can see it but it’s kinda a hack. Any dedicated render engine will do a better job. I’m assuming since Marmoset is a real time render it won’t support disp maps. They way around this is to give the model more subdivisions but if you do this you may as well import the high resolution model from the start

    • @OlegRTT
      @OlegRTT 11 месяцев назад

      @@davidbittorf thank you.