I'd have chosen to bake the texture to polypaint and project it between subtools, then bake back to texture on your new model. You can work with active subdiv, UDIMS, and clean up directly in Zbrush or Mari/Substance. Great tutorial anyhow! :)
You know, it would have been lovely to show how to fix the ear issue, since the plane is usually too narrow to reach around ears and they are really annoying to actually clean up and project correctly. I would sculpt them in but you cannot really sculpt on the plane because it fucks up the texture. Thanks for any feedback you could provide
ruclips.net/video/a2ohvHDkv1A/видео.html Check out this guy. Basically, don’t worry about it too much, you can clean up the ears after, this is basically just a way to get 80% of the projection and you’ll spend a couple hours fixing it later. Ears are just a pain in the ass though even during clean up but your wrap will rarely be perfect enough to get the ears perfectly
Hi! I'm stucked at generating texture in Xnormal, it always create black maps. I check te uvs of the model, the format of the files, the dimensions, the textures and did 10 times all the process. Nothing, it always give me back a black map. I have win 11, maybe is for that?
New, Substance painter warp projection, the only problem with painter is trying not to change the resolution of the texture, but I think it is a better method.
Any idea why the bake would come out solid red? I read somewhere that it happens if there is no normal map. So I baked on and that turned out looking correct, but my base texture is still solid red.
Just wondering, how are all the other parts of the face created. I mean if we manually fix the complete face. How are we supposed the use all the other maps. They will never match up the base texture?
i just tried this out, and for some reason, in Xnormals, my displacement map looked horrible. It was mostly black. My UVS are sideways.. does that matter? Can someone help? I really want nice results. Did i miss a step? Did i have to flip anything after zwrap?
For some reason I don't get the same results. When I export from xNormals and put those textures onto my character in zbrush it doesn't look like yours. Could you possibly do a more in depth tutorial with this workflow, because there is literally none other out there? A tutorial without any jump cuts, I mean.
@@texturingxyz I agree- even on the website it's like ' a few cups of coffee later'... but can you elaborate on that? most of us probably have no idea how to take it from the displacement to that finalized product
also, second question: how do you recommend cleaning up the albedo/displacement map? I plan to use mudbox to fix it up, but how do you do both of them at the same time? if i adjust them separately, won't they be obviously off?
@@texturingxyz Thanks for the reply Jeremy! Yes I did, but I'm slightly confused still. My maps from xNormal turn out upside down for some reason and a different size so when I put them back in zbrush on my mesh, they look completely messed up :(
i know its too late but for newcomers you can fix problems just make sure plane uv is not deformed and it is quad shape like uv tile, he talking about it in the begining 01:34
Great tutorial! May I ask why you changed the photoshop image size to 8192 if it started out as 8790? I'm working with a 4096 size and need to know what to change the lower res image size to. I'll try it without for now.
In TextureXYZ website I found this sentence. (Important note: Make sure to export a JPG version before importing the texture in Zbrush and also to downsize it to 8192px wide. Bigger images won't work with Zwrap.)
Huge issue when i apply displacement maps in zbrush. its all blurry and broken and doesnt fit the mesh at all. why would they conveniently remove the cleanup part of the workflow. ;/ especially the edges after applying displacement. Ive tried using different channels aswell. NOTHING WORKS
How can I create the different maps from high res photos ? I only have the albedo but need to create the rest. is there a good tutorial to how how to do this ?
hi sir , for some reason when i hit "generate maps" on xnormal , my uwmap is not fiting with result .I mean ears not on ears ,nose between 2 eyes and etc... i dont know what i miss but i want to fix that for next step . is it could be couse of uvmap ? maybe i have bad uvmap , not sure just asking edit:my multichannel faces has 8220x4848 but xnormal has 8192 . like i said ,i dont know why just giving info to fix edit2: i just realise , when i zoom to xnormal result .i have like 10+ faces in my uvmap . 2 face on nose , like 6-7 faces on ears
Are you using UDIMS? For your edit 1: there's a note in his post on the website(link in the description) saying, I quote : "Important note: Make sure to export a JPG version before importing the texture in Zbrush and also to downsize it to 8192px wide. Bigger images won't work with Zwrap". That's why you get 8192 at the end. For your edit 2: same question, Are you using UDIMS?
noob question but can anyone please tell me , what do we do with the output(baked base color) ??? I mean where to I apply? blending with albedo in mari?
I'm facing a problem while tried many times to run the ZWrap 2020.12.1 so I can use my Student License and this message appears "Installation failed: Setup Wizard cannot detect any installed or currently supported Zbrush version". Also, I have the latest version of Zbrush! Anyone face the same problem, if it is, How do u solve it.. Because also the file destination of zbrush is in main drive which's "C"
IMO loose detail projecting even in xnormal. theres got to be a better way. If its a head or something simple like this id rather export the face maps from zbrush on the target mesh go to photoshop and use puppet warp to line up those xyz maps. , just save the action steps and auto repeat for each map (super quick). Unfortunately texturing in zwrap isnt necessarily an advantage. but its an option.
@@texturingxyz please help, Ive got a plane wrapped on my mesh by wrap3, after then I cant understand how can export the obj with texture included wrapped.
Raffaele Ventrella in wrap there is not a Export button but instead there is a node that does that. So look for that node and feed it with the wrapped mesh to do your export
doesn't work, i followed everything to a T, image is right size, plane had double sides, it still has error when I start the zwrap, it says it can't open the texture file for some reason
@@texturingxyz yeah i did i even made it smaller than 8k to double check, there must be a setting or something missing from the tutorial thats making this issue, The normals are flipped correctly etc i even tried taking the plane into wrap3 but it doesnt wrap at all, just does nothing at all I made the plane with less than 100 subdivisions, still not working. Im out of ideas as to what is wrong Do you have any other suggestions jeremy
@Artisan appreciate the reply, Okay what exactly about the uv's, the normalidation is off and they have 100 sub divisions etc, i even made the plane in blender the same and it didnt work. I have the new updated zwrap so it cant be a software issue I am a noobie, so i must not be aware of some nuance settings and steps for this to work that is second nature to you guys
Once the maps are baked inside of zbrush, I'm assuming I would then use inflate in order to bring out the details? Or a combination of that along with masking by texture? I was wondering because I saw from another tutorial that it's a good idea to bake out the cavity map from zbrush because it's much faster.
Hey! Very late answer, but you can import the maps under Displacement Maps and then bake them onto your mesh there! You don't need to use masking or inflate etc. Also, you can use Layers and Morph target for more control.
you are really making artist push the boundaries of making cg characters in limited period of time and tight deadline, really thank you!
I'd have chosen to bake the texture to polypaint and project it between subtools, then bake back to texture on your new model. You can work with active subdiv, UDIMS, and clean up directly in Zbrush or Mari/Substance. Great tutorial anyhow! :)
surely.. xyz textures are 16 or 32 bit, converting to polypaint would make them 8 bit?
@@WillPreston3D yeah it doesn't work
If anyone still having a problem saying it can't open the texture file. check the plane name and make sure it has no spaces. It worked for me.
mashallah, it worked.
Thanks for the video tutorial! much easier to follow than written instructions :)
substance painter is great for cleanups
You know, it would have been lovely to show how to fix the ear issue, since the plane is usually too narrow to reach around ears and they are really annoying to actually clean up and project correctly. I would sculpt them in but you cannot really sculpt on the plane because it fucks up the texture. Thanks for any feedback you could provide
ruclips.net/video/a2ohvHDkv1A/видео.html
Check out this guy. Basically, don’t worry about it too much, you can clean up the ears after, this is basically just a way to get 80% of the projection and you’ll spend a couple hours fixing it later. Ears are just a pain in the ass though even during clean up but your wrap will rarely be perfect enough to get the ears perfectly
how did you render it from 10:35 to the final resut.
i would guess arnold.
You probably have to pay money to find out
@@mcsephiroth1312 lol
how to draw an owl
Map albedo, displacement, some specular maps and add SSS to your object in Maya. Render using Arnold. Other renderers can be used too.
Hi! I'm stucked at generating texture in Xnormal, it always create black maps. I check te uvs of the model, the format of the files, the dimensions, the textures and did 10 times all the process. Nothing, it always give me back a black map. I have win 11, maybe is for that?
That looks amazing
New, Substance painter warp projection, the only problem with painter is trying not to change the resolution of the texture, but I think it is a better method.
How can I find the tutorial about what you said?
Any idea why the bake would come out solid red? I read somewhere that it happens if there is no normal map. So I baked on and that turned out looking correct, but my base texture is still solid red.
Same issue did you fix it?
@@speedfreakpsycho yeah, my texture wasn't loading into the correct row. Once I got it to load in the same row as my mesh it worked fine.
mine came out mostly black...not sure what happened!
@@jmccann96 I owe you money or something
@@GooInYou I don't understand?
Thank you very much, this method is very useful。
贴心提示
在maya里制作的面片一定要命名为英文 ,因为中文识别不出来在start zwrap这一步会提示Mesh file is corrupted or could not be read
Just wondering, how are all the other parts of the face created. I mean if we manually fix the complete face. How are we supposed the use all the other maps. They will never match up the base texture?
Did you use the albedo directly for completing the rest of the texture?or textured it using the displacement from that texture.
i just tried this out, and for some reason, in Xnormals, my displacement map looked horrible. It was mostly black. My UVS are sideways.. does that matter? Can someone help? I really want nice results. Did i miss a step? Did i have to flip anything after zwrap?
Please make a video on the cleanup process using substance painter
Super tuto :) ! Keep going !
Thank you very much, this method is very useful
For some reason I don't get the same results. When I export from xNormals and put those textures onto my character in zbrush it doesn't look like yours. Could you possibly do a more in depth tutorial with this workflow, because there is literally none other out there? A tutorial without any jump cuts, I mean.
@@texturingxyz I agree- even on the website it's like ' a few cups of coffee later'... but can you elaborate on that? most of us probably have no idea how to take it from the displacement to that finalized product
@@texturingxyz Is there one you could recommend? something fairly simple?
also, second question: how do you recommend cleaning up the albedo/displacement map? I plan to use mudbox to fix it up, but how do you do both of them at the same time? if i adjust them separately, won't they be obviously off?
@@texturingxyz Thanks for the reply Jeremy! Yes I did, but I'm slightly confused still. My maps from xNormal turn out upside down for some reason and a different size so when I put them back in zbrush on my mesh, they look completely messed up :(
i know its too late but for newcomers you can fix problems just make sure plane uv is not deformed and it is quad shape like uv tile, he talking about it in the begining 01:34
Great tutorial! May I ask why you changed the photoshop image size to 8192 if it started out as 8790? I'm working with a 4096 size and need to know what to change the lower res image size to. I'll try it without for now.
In TextureXYZ website I found this sentence. (Important note: Make sure to export a JPG version before importing the texture in Zbrush and also to downsize it to 8192px wide. Bigger images won't work with Zwrap.)
Thanks, easy and right to the point!
Hello
Please I need you help when I use texture xyz in view it look black
Huge issue when i apply displacement maps in zbrush. its all blurry and broken and doesnt fit the mesh at all. why would they conveniently remove the cleanup part of the workflow. ;/
especially the edges after applying displacement. Ive tried using different channels aswell. NOTHING WORKS
You are AWESOME. I made it. thanks.
Can you also use this method with the Utility tiff, to generate SSS maps?
How can I create the different maps from high res photos ? I only have the albedo but need to create the rest. is there a good tutorial to how how to do this ?
May i bake textures in with marmoset for this way or i need to use XNormal?
Does anyone know how to do the xnormal texture baking process in marmoset?
What about if the model contains udims?
But my model have multiple UDIMs and xnormal doesn't support transfer texture to multiple UDIMs. What can I do?
If you split into multiple geos your mesh with UDIM then you can bake the geo one by one or using the command line. It works :)
@@onlypixel Do I understand correctly that you need to divide not the last level of subdivision, but sufficient for baking?
hi sir , for some reason when i hit "generate maps" on xnormal , my uwmap is not fiting with result .I mean ears not on ears ,nose between 2 eyes and etc... i dont know what i miss but i want to fix that for next step . is it could be couse of uvmap ? maybe i have bad uvmap , not sure just asking
edit:my multichannel faces has 8220x4848 but xnormal has 8192 . like i said ,i dont know why just giving info to fix
edit2: i just realise , when i zoom to xnormal result .i have like 10+ faces in my uvmap . 2 face on nose , like 6-7 faces on ears
Are you using UDIMS?
For your edit 1: there's a note in his post on the website(link in the description) saying, I quote : "Important note: Make sure to export a JPG version before importing the texture in Zbrush and also to downsize it to 8192px wide. Bigger images won't work with Zwrap". That's why you get 8192 at the end.
For your edit 2: same question, Are you using UDIMS?
Denns300 no sir im not using UDIMS ,my uv map was 8k res .When i resize it to 1k problem fixed
Many thanks to reply btw sir
noob question but can anyone please tell me , what do we do with the output(baked base color) ??? I mean where to I apply? blending with albedo in mari?
Thank you for tutorial,
what were you how to had filled missing area? did you with a mari or use spotlight?
@@texturingxyz How do you paint all 7 channels at the same time, though? Or are you not, doing each channel separately? Or am I missing something? :)
I'm facing a problem while tried many times to run the ZWrap 2020.12.1 so I can use my Student License and this message appears "Installation failed: Setup Wizard cannot detect any installed or currently supported Zbrush version". Also, I have the latest version of Zbrush! Anyone face the same problem, if it is, How do u solve it.. Because also the file destination of zbrush is in main drive which's "C"
How do I bake displacement if I have a UDIM maps?
I mean in mari painting displacement
IMO loose detail projecting even in xnormal. theres got to be a better way. If its a head or something simple like this id rather export the face maps from zbrush on the target mesh go to photoshop and use puppet warp to line up those xyz maps. , just save the action steps and auto repeat for each map (super quick). Unfortunately texturing in zwrap isnt necessarily an advantage. but its an option.
What if the target mesh UVs is split on 2 or more UDIMs? Xnormal doesn't seem to generate across UDIMs
Simply extract the mesh by Udim. Then you can bake both meshes and get the udim to work :)
@@onlypixel can you describe in more detail what needs to be done?
can you do this with wrap 3 instead of zwrap?
yes
@@texturingxyz please help, Ive got a plane wrapped on my mesh by wrap3, after then I cant understand how can export the obj with texture included wrapped.
Raffaele Ventrella in wrap there is not a Export button but instead there is a node that does that. So look for that node and feed it with the wrapped mesh to do your export
would this work without ZBrush, using only Wrap Standalone? thanks
Absolutely 💯 %
@@onlypixel oh, cool! good to know. thank you.
wow. amazing!! thankyou
When I open the Zwrap, It doesn't show the texture map on the plane! How can I solve this issue?
I'm using a translator.What function did you get from the Zbrush program?
zwrap
MIND BLOWN!
How do you use these maps in Cinema 4D?
doesn't work, i followed everything to a T, image is right size, plane had double sides, it still has error when I start the zwrap, it says it can't open the texture file for some reason
@@texturingxyz yeah i did i even made it smaller than 8k to double check,
there must be a setting or something missing from the tutorial thats making this issue,
The normals are flipped correctly etc
i even tried taking the plane into wrap3 but it doesnt wrap at all, just does nothing at all
I made the plane with less than 100 subdivisions, still not working. Im out of ideas as to what is wrong
Do you have any other suggestions jeremy
@Artisan appreciate the reply,
Okay what exactly about the uv's, the normalidation is off and they have 100 sub divisions etc, i even made the plane in blender the same and it didnt work.
I have the new updated zwrap so it cant be a software issue
I am a noobie, so i must not be aware of some nuance settings and steps for this to work that is second nature to you guys
Once the maps are baked inside of zbrush, I'm assuming I would then use inflate in order to bring out the details? Or a combination of that along with masking by texture? I was wondering because I saw from another tutorial that it's a good idea to bake out the cavity map from zbrush because it's much faster.
Hey! Very late answer, but you can import the maps under Displacement Maps and then bake them onto your mesh there! You don't need to use masking or inflate etc. Also, you can use Layers and Morph target for more control.
Was thinking of 3ds max conform.:)
Hi! I seem to be getting an error when I start the zwrap, it says it can't open the texture file for some reason
Are you reducing it to jpeg first?
insane.
Thank you
Please create course!!!
Awesome...
Thanks
You need to know how to read between the lines to follow these types of tutorials, they jump from the last steps of the workflow to the final result..
Nice :)
how about the rest of the head? you can't wrap a plane on a head, this will be inconsistent...
zbrush calculated the marked points and made the texture image curved to fit into the model, the rest was just to render and see the final result
damn! I think I know that girl.
Not what is on the thumbnail though.
Jacob Collier, dat you?
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WOW
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Davis Jason Johnson Robert Rodriguez David
Wowwwwwwwwwwww
WHOA :O
Does everyone call you OMGWhizzBoyOMG? Lol
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Sup
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Seriously, how hard to upload a longer video? This is not tutorials. This is trailer
The worst workflow I have ever seen, incomplete and poorly explained
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