I've been looking for a tutorial on this and your method and parameters worked wonders, also made me understand how the catclark really works :). Thank you so much!
@@AbeLeal3D hellyeah just the last step which was missing for me to close on the long low and high poly matching session I m already at the next phase and enjoying my Substance moments. I will keep eye on those tutorials too. Life is sweet!
What would it be like if it were the other way around? Import the Maya model, sculpt the details and export just the displacement maps to apply to the Maya base mesh? I noticed that when we add subdivision levels to the mesh, it already changes its shape. Naturally it won't work if you export the maps.
The problem with not reexporting the low mesh is that the result will not match with the baked maps, because the baked happens from the modified mesh. It will be similar but not exact
But it is possible, I couldn't apply the theory but it has to do with storing a Morph and then starting to subdivide it. Something like that. There is the Switch MT button on the MME but I was unable to use it.@@AbeLeal3D
@@AbeLeal3D in Maya when i render a mesh that has 32 bit exr disp map, the render freeze for a while until it starts rendering, this is an issue when it jumps to frame 2 and it has to calculate all over again.
Hey, I have multiple questions and I hope you can help me. I sculpt a skeleton in Zbrush. I have lot of subtools (one by bone). Is it a problem ? Do I need to export a displacement map for each subtool ? If it the case I guess I need ot unwrap mu UV for each and I will have lot of map even if it's unecessary cause if it's possible I'd like to have multiple subtool in 1 map. And Finally, If I need to Retopology my mesh in maya. When do I make that ? My skeleton will be animate so I need to retopoly it. And I didn't understand how can I retopology AND add a displacement map from ZBrush (if it's possible). Thanks for your help man
each mesh needs to indeed have its own uv map so that the displacement can work. You can merge multiple bones in texture sets so that they share the map. you are also correct that you need good topology before doing displacement. So the steps i would follow are this: -Sculpt high poly -Retopologize -Create proper Uvs -Import new low poly to zbrush -Subdivide and project details -generate displacement maps hope this helps
@@AbeLeal3D Thank you for the answer. I keep in mind for the displacement map by mesh. I will make some tests. I never thought that I would have to do another pass between Maya & Zbrush specifically for retopology. But it seems like a good idea, i will do that. I joined the discord, I will ask help over there if I needed. Thanks again
If I plug my displacement map to blender seams always showing up, the flipv is correct the position of uv is correct, I tried a lot of tweaks and different model, I can't fix it sir.
Excellent question , thru a process called retopology. There are a bunch of methods in this particular case since it is an object that won't deform I used zremesher
Because the displament map is expecting a float value, a single number, and you can get that information from the red channel, another option is to convert the RGB information into a float information with an extra node
I've been looking for a tutorial on this and your method and parameters worked wonders, also made me understand how the catclark really works :). Thank you so much!
Thanks man!!!! this was a big help I was looking for this since 2 dats and finally found the solution !!!
Thank you so much, I really needed it (before the 3d exam💀)
Wonderful as always
This stuff I was just looking for in the topic. Awesome tutorial!
Glad it was helpful, displacement tends to be tricky 😅
@@AbeLeal3D hellyeah just the last step which was missing for me to close on the long low and high poly matching session I m already at the next phase and enjoying my Substance moments. I will keep eye on those tutorials too. Life is sweet!
perfect! thank you
Thank your for this information , I did learn a lot .
Blender is amazing
Great job!
Thanks!
Thank you so much... what would be the setting for Vray?
why when i export it turns red, when i add lever in pts it doesn't show anything
Please how to export maps for many subtools from z brush to other 3d software
sir which matcap are you using ? its looking very cool
hey my friend! i use the clay material from glauco longhi. here is the link glaucolonghi.gumroad.com/l/tZfyx?layout=profile
@@AbeLeal3D thank u sir
What would it be like if it were the other way around? Import the Maya model, sculpt the details and export just the displacement maps to apply to the Maya base mesh? I noticed that when we add subdivision levels to the mesh, it already changes its shape. Naturally it won't work if you export the maps.
The problem with not reexporting the low mesh is that the result will not match with the baked maps, because the baked happens from the modified mesh. It will be similar but not exact
But it is possible, I couldn't apply the theory but it has to do with storing a Morph and then starting to subdivide it. Something like that. There is the Switch MT button on the MME but I was unable to use it.@@AbeLeal3D
i found out 32 EXR are not friendly when it comes to rendering sequence, it takes so much time
@@nourghafarji you mean you are exporting in 32 bit exr?
@@AbeLeal3D in Maya when i render a mesh that has 32 bit exr disp map, the render freeze for a while until it starts rendering, this is an issue when it jumps to frame 2 and it has to calculate all over again.
Hi, can I also apply normal map together with displacement as well?
Of course! It will make it the effect stronger si you might want to tone it down a little in the normal intensity
@@AbeLeal3D I see thank you sir!
Hey, I have multiple questions and I hope you can help me.
I sculpt a skeleton in Zbrush. I have lot of subtools (one by bone). Is it a problem ? Do I need to export a displacement map for each subtool ?
If it the case I guess I need ot unwrap mu UV for each and I will have lot of map even if it's unecessary cause if it's possible I'd like to have multiple subtool in 1 map.
And Finally, If I need to Retopology my mesh in maya. When do I make that ? My skeleton will be animate so I need to retopoly it. And I didn't understand how can I retopology AND add a displacement map from ZBrush (if it's possible).
Thanks for your help man
each mesh needs to indeed have its own uv map so that the displacement can work. You can merge multiple bones in texture sets so that they share the map.
you are also correct that you need good topology before doing displacement. So the steps i would follow are this:
-Sculpt high poly
-Retopologize
-Create proper Uvs
-Import new low poly to zbrush
-Subdivide and project details
-generate displacement maps
hope this helps
Please send those questions to our discord community livestream Q&A, will be easier to answer for me - discord.com/invite/w9GBhyV4wU
@@AbeLeal3D
Thank you for the answer.
I keep in mind for the displacement map by mesh. I will make some tests.
I never thought that I would have to do another pass between Maya & Zbrush specifically for retopology. But it seems like a good idea, i will do that.
I joined the discord, I will ask help over there if I needed. Thanks again
If I plug my displacement map to blender seams always showing up, the flipv is correct the position of uv is correct, I tried a lot of tweaks and different model, I can't fix it sir.
Interesting. I would need to see the model and result, could you share it in the WIP channel of our discord and tag me?
@@AbeLeal3D yeah sure, what is your discord sir?
How do I get the low poly Version from a high poly Z-Brush Model?
Excellent question , thru a process called retopology. There are a bunch of methods in this particular case since it is an object that won't deform I used zremesher
@@AbeLeal3D thank you for the answer! I'll look into it.
animals fur texturing in Substance Painter next please
Yes I will try to have that one in the next couple of weeks still doing some research to bring the best info
@@AbeLeal3D best 3d youtube channel
Realistic animal fur making in blender next topic 🦁
why RED only?
Because the displament map is expecting a float value, a single number, and you can get that information from the red channel, another option is to convert the RGB information into a float information with an extra node
@@AbeLeal3D You can choose the red, blur or green channels, but one only same they are the same.
Too much information to handle 🥺
if there is any step you need help with feel free to comment and i can make a video explaining it more in detail
@@AbeLeal3D you know you are my idol 🥺 I have put your photo on my calander to remind myself where I wanted to go...... love from India ❣️