For games/low poly, I think you should be able to bake it down to a low poly volume mesh with vector displacement and an opacity map from the generated color map as B&W. If applying it as a soft cloth, the internal space would likely need internal supports in key areas -faces to prevent the walls of the volume penetrating each other or rig it with spring joints. Users will have to export specific parameter settings of VDM to be used in specific programs. If you don't know, Zbrush has a VDM Calibration tool that can be used in your animation package to make sure you the export settings are correct.
Hi Sean! I just started using Zbrush, for the patterns created from the micropoly is it possible to turn it into a texture map instead of having these actual geometry? 🙏 Thanks in advance!
That's an interesting challenge. I guess you could take a single plane, apply the Micropoly to it, adapting your scale etc until you're happy, and then Apply your Dynamic subdivs. Then simply snap to a top down view of it and use GrabDoc from the Alpha menu - Transfer rollup, and drag around it to grab it. Then just export that alpha. There won't be colour information, but you'll at least have the pattern in black and white. Hope this helps!
I don't do much of that kind of stuff I'm afraid. Better off asking a games artist. However, you should at least have the base geometry if you keep your dynamic subdiv model, and it "should" be "just" a case of figuring out how to bake that. :)
But* The question is how can i export clothing models to Blender or unity. Which format for clothing models I use OBJ format on blender and all of my work gone*.
For using this in other software packages, you'd probably want to use a low poly version of this with the details baked into it in diffuse, normal and mask maps. I don't do much of that kind of thing, but I'm sure you'll find other tutorials online. Oh, and OBJ should still work for this, as would FBX, if it isn't, maybe it didn't export fully or correctly?
bro sean how do u bake this type of meshes for game engines? u project the nano mesh into a low poly mesh u extract a normal map, maybe decimating any insight?.
Sounds about right. I don't do game res stuff, but that sounds like the way to go alright. Create your low res mesh, unwrap it, then bake the high res onto it. For the flayed edges maybe use smaller cards and project onto them and use alpha maps to cut them out.
@@SeanForsythTutorials yea it works like a regular bake u export the low and high(nanomesh) make sure the low is a bit more inflated to catch those details and good to go. I didint decimate anything i went full resolution lol.
You'd keep the original low poly mesh and bake the details from the frayed one onto it. As for generating the alpha, unfortunately, I don't do much of that kind of thing, but I'm sure it's possible.
this is just awesome! nice and easy explained, already subscribed! this will improve my art pieces for sure man! I'll apply it to my next character sculpt and if you don't mind I could maybe leave you a link to my artstation project or something so you can see the impact your videos have in an artist growing, only if you want though haha no intention to spam, so let me know if it would be fine
amazing!! easy to understand who don't use zbrush that often. thanks u
Glad it was helpful!
Man I just found out your channel, and your tutorials are amazing I've learned a lot, infinite thanks I rellay admire how much knowledge you have!
That's great, glad you find it useful, and thanks for letting me know!
Good
great tutorial thanks.
Thanks for watching!
Thank you for this perfect (!) tutorial
You're welcome, thanks for watching!
Zbrush is amazing! Thank you, i'm subscribe.
Thanks!
very helpful! thanks for sharing this process
No worries, thanks for watching.
Thank you for the great tutorial!
No problem, thanks for watching.
For games/low poly, I think you should be able to bake it down to a low poly volume mesh with vector displacement and an opacity map from the generated color map as B&W. If applying it as a soft cloth, the internal space would likely need internal supports in key areas -faces to prevent the walls of the volume penetrating each other or rig it with spring joints. Users will have to export specific parameter settings of VDM to be used in specific programs. If you don't know, Zbrush has a VDM Calibration tool that can be used in your animation package to make sure you the export settings are correct.
thank you , its cool
You're welcome!
Thank you thank you thank you thank you!
Any time!
Thank u so much
You're welcome!
Youre on fire lately! Very cool tutorials man!
Ah cheers, appreciate it!
cool skill !! thank you sir!!
You're welcome, thanks for watching!
Hi Sean! I just started using Zbrush, for the patterns created from the micropoly is it possible to turn it into a texture map instead of having these actual geometry? 🙏 Thanks in advance!
That's an interesting challenge. I guess you could take a single plane, apply the Micropoly to it, adapting your scale etc until you're happy, and then Apply your Dynamic subdivs. Then simply snap to a top down view of it and use GrabDoc from the Alpha menu - Transfer rollup, and drag around it to grab it. Then just export that alpha. There won't be colour information, but you'll at least have the pattern in black and white. Hope this helps!
Fantastic demo as usual Sean!
Cheers!
Just found your channel ~ wish I'd of found it sooner!!! Xlent subbed
Thanks!
Awesome tutorial! You got any idea how I can bake this into low poly geometry though?
I don't do much of that kind of stuff I'm afraid. Better off asking a games artist. However, you should at least have the base geometry if you keep your dynamic subdiv model, and it "should" be "just" a case of figuring out how to bake that. :)
@@SeanForsythTutorials alright, thanks!
Or zremesh with adaptive size set to 0
But* The question is how can i export clothing models to Blender or unity. Which format for clothing models
I use OBJ format on blender and all of my work gone*.
For using this in other software packages, you'd probably want to use a low poly version of this with the details baked into it in diffuse, normal and mask maps. I don't do much of that kind of thing, but I'm sure you'll find other tutorials online. Oh, and OBJ should still work for this, as would FBX, if it isn't, maybe it didn't export fully or correctly?
bro sean how do u bake this type of meshes for game engines? u project the nano mesh into a low poly mesh u extract a normal map, maybe decimating any insight?.
Sounds about right. I don't do game res stuff, but that sounds like the way to go alright. Create your low res mesh, unwrap it, then bake the high res onto it. For the flayed edges maybe use smaller cards and project onto them and use alpha maps to cut them out.
@@SeanForsythTutorials Sounds like a plan but also a real pain in the A55. Which im bout to try lmao thanks for the reply.
@@Damian_DH Let me know how you get on!
@@SeanForsythTutorials yea it works like a regular bake u export the low and high(nanomesh) make sure the low is a bit more inflated to catch those details and good to go. I didint decimate anything i went full resolution lol.
Good stuff! Thanks for posting to let people know.
How do you make your MicroPoly creation into a game-ready asset?
You'd keep the original low poly mesh and bake the details from the frayed one onto it. As for generating the alpha, unfortunately, I don't do much of that kind of thing, but I'm sure it's possible.
this is just awesome! nice and easy explained, already subscribed! this will improve my art pieces for sure man! I'll apply it to my next character sculpt and if you don't mind I could maybe leave you a link to my artstation project or something so you can see the impact your videos have in an artist growing, only if you want though haha no intention to spam, so let me know if it would be fine
Hey Mauro, that sounds great! Please do, I'd love to see it.
Hi, I do not quite understand how further his retopology and bake with cutouts to low poly
Yeah, that's a much bigger tutorial, and not one I feel I would take on as I don't do a whole lot of low poly stuff and baking. Sorry!
кто-то делал на таком плаще развертку?
Google translate tells me this is: "did someone do a scan on such a raincoat?", so I'm afraid I'm not sure what you were asking. Sorry!
@@SeanForsythTutorials How do I do UV on this cape?
Ah, you don't! You'd have to uv the low poly version and then project the details from the high poly onto it.
@@SeanForsythTutorials a torn edge of clothing will not fit
@@cg_community Yes, you would have to create an alpha for that to use as a transparency mask.
How can you this is not perfect are you kidding me 😅
As frayed as it is flawed.