Get FREE Skin Scan Texture and HOW TO apply it in ZBrush (EASY)

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  • Опубликовано: 18 июл 2020
  • Hello guys, here is my first video tutorial, it is a pretty simple one, but I am planning on doing more of them, so don't hesitate to let me know if there is anything you are curious about! Feedback is appreciated for upcoming tutorials as well :)
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    3D TUTORIALS (with 15% OFF)
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    ---------------------------------
    Time Stamps:
    0:21 Download Free Files
    1:25 Extract Displacement Map
    3:13 Export Low Resolution
    4:20 Projection
    8:50 Export Texture
    9:41 Apply Skin data in ZBrush
    #Zbrush #3D #3DSculpting #Tutorial
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Комментарии • 58

  • @diccokanjamala
    @diccokanjamala 3 года назад

    Helpful tutorial .Great Job

  • @MrJoatan01
    @MrJoatan01 2 года назад

    Thank u so much for this amazing content!

  • @pushkaryadav1797
    @pushkaryadav1797 3 года назад

    That was nice 👌 . And we can use morph target before splitting the things up.

  • @battmanuu
    @battmanuu 3 года назад

    thank you! this really helped my workflow! I appreciate it!

    •  3 года назад

      Glad it helped :)

  • @MustafaBerkeGureltol
    @MustafaBerkeGureltol 3 года назад +2

    That free head scan looks like Maynard James Keenan from Tool. Nice video btw. Liked it.

  • @Cloudy0w0
    @Cloudy0w0 3 года назад +1

    Awesome tutorial, very helpful~

    •  3 года назад

      Thanks a lot 😊, new one coming soon!

  • @thirumalakumarsmiley4708
    @thirumalakumarsmiley4708 Год назад

    Thank you so much mam, its really helpful🥰 .

  • @kuptsovdanil6861
    @kuptsovdanil6861 3 года назад +5

    Great tutorial! I used to project scan data in Mari, but I like substance painter much more.
    Also it’s a good idea to Store morph target before applying displacement to a layer, this way you can fix unwanted artifacts. You can create as much layers as you want for separate parts of the head, ears, eyes, nose, etc. And then control level opacity for each area.
    Thanks for you videos, keep up the good work!

    •  3 года назад

      Thanks a lot :)

    • @jovianwirja1100
      @jovianwirja1100 3 года назад

      Halo sir, i have question, can i get free the multi channel face for projection on mari?

    • @mardenhill
      @mardenhill Год назад

      @@jovianwirja1100 you can buy it online.

  • @madearts
    @madearts 2 года назад

    You're amazing! save my life!

  • @jayantsarkar2900
    @jayantsarkar2900 3 года назад

    Awesome trick 🥰🥰☺

  • @MrShadyMustafa
    @MrShadyMustafa 2 года назад

    thank you great tutorial ^_^

  • @niggurathart6706
    @niggurathart6706 3 года назад

    such a charming voice^^

  • @mfardesign5520
    @mfardesign5520 Год назад

    thanks!!

  • @screamsso2790
    @screamsso2790 3 года назад

    amazing stuff, subscribed

    •  3 года назад

      Glad you liked it :)

  • @fractalelement857
    @fractalelement857 2 года назад

    but what if i want to project diffuse map on top of this displacement map so it overlay exact details ,to fit microdetails into diffuse map and /or normal map,specular map?
    can you do tutorial like that ?

  • @BlenderUstad
    @BlenderUstad 3 года назад

    Love you 😘👍

  • @barbarossalivegaming
    @barbarossalivegaming 2 года назад

    so we can,t create your own skin material for an individual character ?

  • @brentthomasaustin
    @brentthomasaustin 2 года назад

    What's your opinion of R3D Wrap to project topology from one model to the other, then generate displacement map from that, and apply in Zbrush to original model with new textured result? Seems to be perfectly accurate and saves a huge amount of time.

    •  2 года назад +1

      that would be the best method indeed. At the time I wasn't aware of that software. But I guess this video can still be useful for those who don't have Wrap :)

    • @kalijmancarlosmatias5584
      @kalijmancarlosmatias5584 Год назад +2

      If it is due the time, another fast method as long as the uvw is similar is with photoshop and the puppet warp tool. For example in autodesk 3ds max or Maya if the PSD file is imported and modified, it changes in the viewport without having to reload it and we have more notion when we adjust it. It can be done with multiple layers.

  • @tvjoda
    @tvjoda 2 года назад

    Hello Annabelle, geat tutorial, i want to practice but i don't have enought ram to bake the displacement, do you have the image file to send me? Thanks ulises

  • @rajibmahakul8397
    @rajibmahakul8397 3 года назад +2

    Damn those displacement map price are too high.thanks for the trick.

  • @charliegrund4619
    @charliegrund4619 3 года назад

    Does this work if you just apply the map within substance painter?

    •  3 года назад +1

      Well yes It could work, since substance painter can export the height in the normal map, but you are not gonna have control over how intense it looks. (Vs in Zbrush you can control the intensity before applying it on the mesh.)
      Hope that helps!

  • @RenzW
    @RenzW 3 года назад +1

    How do you get your character smooth every time I sub divide it says my mesh is too high so delete higher and it works then I apply the displacement and it goes low res ? thank you.

    •  3 года назад +1

      mmm, its hard to tell without seing what you are doing, but are you sure you click on subdivide and NOT dynamic subdivision?

    • @RenzW
      @RenzW 3 года назад

      @ I think I solved that part now but when add the displacement then click to apply it. It blur's the mesh and the displacement goes low quality

    •  3 года назад +1

      @@RenzW The first thing that came to my mind is the resolution of the displacment texture, other than that, maybe check the setting of the displacment before applying it. You can play with the intensity

  • @cattani2007
    @cattani2007 3 года назад

    wouldn't morph target solve the seams problems on the ears after you apply displacement map?

    •  3 года назад +1

      Yes you are right! At the time I didnt think of using it, but I definitely do now :)

    • @cattani2007
      @cattani2007 3 года назад

      @ It's cool! Sometimes i forget a tool and choose a long way instead of a pratical way too! kkk

  • @fractalelement857
    @fractalelement857 2 года назад

    11:40 can texture diffuse be applyed on the model like u did it with displacement?

    •  2 года назад

      Yes of course! You can use any technics in this video for different purposes :)

    • @fractalelement857
      @fractalelement857 2 года назад

      @ i figured it out, thanks

  • @cristiancojocaru9821
    @cristiancojocaru9821 3 года назад

    Wouldn't it work with masking instead of hiding? Then you could smooth out the mask edges to avoid those lines and instead have a smooth transition between the parts that have had displacement applied and those that have not.

    •  3 года назад +1

      Actually the best method that I found (which I had forgotten about when filming this video ) is to use the morph target :)
      Mask didn't work for some reason, but u can try

    • @cristiancojocaru9821
      @cristiancojocaru9821 3 года назад +1

      @ Ah, but of course, morph target and then you can control the areas with the morph brush, simple and elegant. Thank you for your reply!

  • @spittingame4241
    @spittingame4241 3 года назад +1

    Can I use this in blender?

  • @Haydar_Maksym
    @Haydar_Maksym 3 года назад +1

    Actually, you can flip your texture directly in zbrush :)

    •  3 года назад +1

      Ooh would you mind letting me know? :∆

    • @ripulse1839
      @ripulse1839 3 года назад

      @ there is a flip v and flip U on that displacement tab

  • @ArIyan_yt
    @ArIyan_yt 3 года назад

    I will give credits if my game comes🙏🏻

    •  3 года назад

      hahaha I hope you succeed :)

    • @ArIyan_yt
      @ArIyan_yt 3 года назад

      🙏🏻

  • @rangergames8349
    @rangergames8349 3 года назад

    i thought texture projection inside substance is suck

  • @arminyounes
    @arminyounes 3 года назад

    it's not a like cheat?

    •  3 года назад +3

      In the industry whatever makes your work go faster is used, you can call it cheating, but a a lot of other technics would fall into that same category if you did

  • @STUNTHEINSECT
    @STUNTHEINSECT 3 года назад

    Damn I don't know substance painter

  • @olivercook2589
    @olivercook2589 4 месяца назад

    Why not just use Z Wrap and wrap your model to the scan data then you can project it to your model, no painting required.

  • @aristotska6391
    @aristotska6391 Год назад

    to do it a bit better, dont do it on 8 bit...
    you lost lot of depht detail on that... try to set it up on 16 bit/32 bit on L16/L32 thing at painter... you will see the difference