Hi! thank you so much for this tutorial! I spent a lot of time not understanding what I was doing wrong. But after watching this video, everything worked out. Thank you again so much!
I love this video, thanks so much , you are such a good teacher! I liked that first you went through the process explaining everything, and afterwards you have repeated all the process again. You are awesome !
i think you just need a basic sphere to bake those details because the distance is not too much. but choose the lv1 subdivision as low poly version is a fast way
Thankss will always come back to this as reference on how to do it unless theres a quicker version of this tut :) some day I wont need to rely on the video tho I'll memorize how to do it eventually
That is VERY usefull video! Thank you! But I have a question: high poly mesh in Pianter is using for bake normals...but you already have a normal map...so why do you use high poly while baking all else map? P.S. as say Griffin Leadabrand could you explain problem about normal map's artifacts while low and high poly don't match up
Sure. If you working with a lot of polygons in ZBrush, lets say over 1Million points, then painter may not be able to bake such a mesh, so you can use ZBrush Multimap exporter to export the normal map instead of trying to bake it in Painter. Hope that makes sense.
I have a question if you can help me... I want sculpting and export normal map for my low poly to unreal ungine this is normal ? Or use decimation master !!!!
I thought mesh must be topologised to be able to texture. Also, if I want to use a topologised low-poly mesh, but use displacement map from the high-poly version mesh, how do I do this?
I'm assuming that by topologised you mean if the mesh has a UV Map. If so that's what we are doing here, we are creating a texture from the high poly model and use that to project on the low poly UV Map.
you can bake multiple high polys onto one poly and you can bake multiple high polys onto multiple low pieces with right naming convention exclude them using by mesh name
Can i ask something, lets say i have a bone mesh and i want to use this bone mesh to create a normal map on this sphere is it possible? Without changing the sphere’s uv
Thanks so much! Now my models won't be killed in the process of baking But I've a question. My maps was generate with very low detail and I already changed the subdivision levels zbrush would use to bake. At the first time, I made everything you said
Big thank you and ı have a question. When ı try to export disp. maps they all black. I doing like your settings but every time same result. How can ı fix that ?
That hasn't happened to me so cant really give you a straight answer. Keep trying different settings on the export, check your UV's, try a different model and if you figure it out come back to this post and let us know how. Thank You
8000k is by no means low poly. Test it out on something a lot harder to sustain the shape. Show what happens when you don't retopo. Show how the normal map can contain artifacts if the low and high poly don't match up. Show how to do this with multi subtool objects baking normal maps for each object and matching them by name in substance painter. That's the stuff that is hardest to get right.
Thanks for your comment, I plan to do just that but am first creating more basic videos that later on I can refer people to so that those don't become too lengthy.
Hello. I have a questions. For example - instead of export model with lower subd like 1 i wanna decimate/zremesh this model for better optimization. I did it and now how i can use multi map export? If i need to setup subD on 1 in displacment and normal options it generates some problem in Substance painter later. Thanks!
If you Zremesh you will loose UVs. Maybe that's why you running into problems in Painter. You can decimate and keep UVs by using decimation master and use the Keep UV switch. Also, the bigger the difference between the high poly and low poly the more baking errors you will ran into.
Is it possible to import a low poly and a high poly mesh to zbrush and bake the details from the highpoly to the low poly ? or it only works if the lowpoly and highpoly are made from the beginning inside zbrush ?
@@MadPonyInteractive then what about subdivision levels. You said that in 6:20 if the subdivision levels are not same. it wont work. For eg: if i do retopology from other software and import in z brush to bake normal map. How does the subdivision take place
Hi there! Great video. But Iam having a problem, i am new using substance painter and when i import something to substance from Zbrush, there are some problems with my model mesh. Before watching your video, substance (before exporting my high poly mesh) warned me that "not enough data in the high poly to use selected baker. Baking has been canceled". And after following your video step by step, that warning message does not appear any more, but the results are the same. My model has 15 million polygons so I decide, before exporting the high poly mesh, to do a decimation in zbrush but it doesnt work either. I have made uvs for every part of my model. The main problem when exporting to substance is in the face because it looked like my low poly model. Do you know whats the problem? Thanks you a lot !
You might need to break your model apart into smaller sections and bake them separately. Substance doesn't handle anything over 300k polys very well.Not sure I understood your problem but if your decimation is destroying your model you better off breaking it apart into smaller sections using UDIMS.
This video change my life in these days, thank you so much
This was extremely helpful! GOD BLESS YOUR SOUL
InstaBlaster.
thanks a lot man! so helpful
Thank you!!! You solved my problem!
Just in time as I needed it, it pops up in my recommendations, thank you so much for demystifing this process!!!
Thank you for taking the time to make these videos. It's really appreciated mate
this video should have more likes
Oh my god, I have been looking for this video for ages! Thank you!
Thanks, it's way better than maya's texture baking.
Hi! thank you so much for this tutorial! I spent a lot of time not understanding what I was doing wrong. But after watching this video, everything worked out. Thank you again so much!
me too alot time not understanding what I was doing wrong
I love this video, thanks so much , you are such a good teacher! I liked that first you went through the process explaining everything, and afterwards you have repeated all the process again. You are awesome !
This is great ! Good job dude ! 🤩
do more about this high poly to apply onto existing models pls
Clean and direct, as Antonio said, God bless you Sir.
I almost shedded a tear! Thank you!!
This was extremely helpful!
Very helpful thanks
i think you just need a basic sphere to bake those details because the distance is not too much. but choose the lv1 subdivision as low poly version is a fast way
Thanks alot man, just the thing i was looking for.
thank you so much for this tutorial bro!!! 🤩
very nice tutorial
HOLY $#!T man. This was my missing link! Thank you so much for doing this video.
hello, in 9:26 I do the same but can not have same result, please help.
You're an awesome teacher. Thank you so much.
Thank you, it's very useful tutorial
clear & good instruction, thanks.
You are the best! Big thanks to you!
Thankss will always come back to this as reference on how to do it unless theres a quicker version of this tut :) some day I wont need to rely on the video tho I'll memorize how to do it eventually
Thanks! Is there a way to make this work for exporting multiple tools?
Yes, same process per tool
THANKS BRO YOU ARE THE BEST
Excellent thank you very much 👍
thank you!!!
AMAZING!!!!!
great tutorial, thanks
Thank you so much!
Extremely helpful video!
thank u! :D
thank you!
I recently started to learn Zbrush, I will try this out soon! Thanks
That is VERY usefull video! Thank you! But I have a question: high poly mesh in Pianter is using for bake normals...but you already have a normal map...so why do you use high poly while baking all else map? P.S. as say
Griffin Leadabrand
could you explain problem about normal map's artifacts while low and high poly don't match up
Sure. If you working with a lot of polygons in ZBrush, lets say over 1Million points, then painter may not be able to bake such a mesh, so you can use ZBrush Multimap exporter to export the normal map instead of trying to bake it in Painter. Hope that makes sense.
Very helpful, thank you!
you need full zbrush?
iam a beginner .. iwant to understand something after baking maps ..this details r just outer view or real details on the mesh ?
Wont let me add new color effects n paint to it after it's been baked🤔
I have a question if you can help me... I want sculpting and export normal map for my low poly to unreal ungine this is normal ? Or use decimation master !!!!
I thought mesh must be topologised to be able to texture. Also, if I want to use a topologised low-poly mesh, but use displacement map from the high-poly version mesh, how do I do this?
I'm assuming that by topologised you mean if the mesh has a UV Map. If so that's what we are doing here, we are creating a texture from the high poly model and use that to project on the low poly UV Map.
make sure your high poly doesn't have uvs ,poly paint is fine , will be baked down as color id
What happens if the high poly has a UV map copied over from it's clone?
GOD BLESS YOU
perfect my friend now new subscriber
Thanks so much!
Do we have to use subdivision versions for this? Can we use other low poly models with uvs?
yes you can use other models. One common process is to sculpt an high poly mesh and then retopo a low poly for projection
you can bake multiple high polys onto one poly
and you can bake multiple high polys onto multiple low pieces with right naming convention exclude them using by mesh name
how to get this brush
2:09
ua-cam.com/video/BVcAWGGhCs8/v-deo.html
Can i ask something, lets say i have a bone mesh and i want to use this bone mesh to create a normal map on this sphere is it possible? Without changing the sphere’s uv
can you do this on zbrush core?
Not sure
@@MadPonyInteractive okay thanks, i was curious because i wanted to buy the core since the normal one is pretty expensive.
Thanks so much!
Now my models won't be killed in the process of baking
But I've a question. My maps was generate with very low detail and I already changed the subdivision levels zbrush would use to bake.
At the first time, I made everything you said
try increasing the Map size in the multimap exporter plugin
@@MadPonyInteractive using 4096 size and nothing happens. Zbrush generates a flat texture without the details
@@Bolaway Try changing some of the export settings and try with a different model, it can be a number of things. Maybe regenerate UVs
how do i do this if i have several subtools but i want to export/import them as one model? because as soon as i merge them i lose the subdivision
In the FBX Export/Import plugin make sure "Visible" is selected. This will export all your visible Subtools in 1 FBX File
@@MadPonyInteractive thank you :)
I have a retopologised character I made low poly. Do I need to unwrap in a ZBrush to put the high poly on? I have mapped the retopology too
yes you need UVs on the low poly for the procedure
Awesome man! God bless!
Big thank you and ı have a question. When ı try to export disp. maps they all black. I doing like your settings but every time same result. How can ı fix that ?
That hasn't happened to me so cant really give you a straight answer. Keep trying different settings on the export, check your UV's, try a different model and if you figure it out come back to this post and let us know how. Thank You
@@MadPonyInteractive i will try thank you
thanks you
Thank you for subscribing.
@@MadPonyInteractive your tips are very useful for newers like me;
8000k is by no means low poly. Test it out on something a lot harder to sustain the shape. Show what happens when you don't retopo. Show how the normal map can contain artifacts if the low and high poly don't match up. Show how to do this with multi subtool objects baking normal maps for each object and matching them by name in substance painter. That's the stuff that is hardest to get right.
Thanks for your comment, I plan to do just that but am first creating more basic videos that later on I can refer people to so that those don't become too lengthy.
Hello. I have a questions. For example - instead of export model with lower subd like 1 i wanna decimate/zremesh this model for better optimization. I did it and now how i can use multi map export? If i need to setup subD on 1 in displacment and normal options it generates some problem in Substance painter later. Thanks!
If you Zremesh you will loose UVs. Maybe that's why you running into problems in Painter. You can decimate and keep UVs by using decimation master and use the Keep UV switch. Also, the bigger the difference between the high poly and low poly the more baking errors you will ran into.
How about doing all this for Blender 2.8?
Haven't started using it yet but planning to.
I FINALLY UNDERSTANDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
thank you bro ^_^
Is it possible to import a low poly and a high poly mesh to zbrush and bake the details from the highpoly to the low poly ?
or it only works if the lowpoly and highpoly are made from the beginning inside zbrush ?
You can do that yes, project all will not care where the model comes from
@@MadPonyInteractive then what about subdivision levels. You said that in 6:20 if the subdivision levels are not same. it wont work. For eg: if i do retopology from other software and import in z brush to bake normal map. How does the subdivision take place
@@abdullaharshak.n7870
You would bring in the retopo model, project the zbrush model onto it and proceed to exporting.
and use subdiv level 1
@@MadPonyInteractive ohh thank you so much dude. Got it
When importing to Substance Im getting the issue 'invalid scene, mesh group has no UV co-ordinates' what am I forgetting? D:
check if you have an uv in Zbrush, go to UV on Tools and click on Morph UV. If you dont have an UV, you get bake one in the UV Master plugin.
Hi there! Great video.
But Iam having a problem, i am new using substance painter and when i import something to substance from Zbrush, there are some problems with my model mesh.
Before watching your video, substance (before exporting my high poly mesh) warned me that "not enough data in the high poly to use selected baker. Baking has been canceled". And after following your video step by step, that warning message does not appear any more, but the results are the same. My model has 15 million polygons so I decide, before exporting the high poly mesh, to do a decimation in zbrush but it doesnt work either.
I have made uvs for every part of my model. The main problem when exporting to substance is in the face because it looked like my low poly model.
Do you know whats the problem?
Thanks you a lot !
You might need to break your model apart into smaller sections and bake them separately. Substance doesn't handle anything over 300k polys very well.Not sure I understood your problem but if your decimation is destroying your model you better off breaking it apart into smaller sections using UDIMS.
@@MadPonyInteractive ohh okey, let me try doing that. Do you mean polygroups and then make uvs with those polygroups? Thanks a lot
@@alejob5325 No, I mean different subtools
@@MadPonyInteractive okey, I Will split my model. Hope it works.
Thanks !!
cool
Your UI placement in Substance hurts my eyes, good vid tho
I think youre smoking a blunt at 1:57 minutes 😂😂😂
:D just a cigarette ;)
Can i contact you? Find no email here sorry, you got discord?
Careful man! Never flip a real G...
Good tutorial tho!
See you in heaven brother!
Those sounds with the mouth dude..
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