The ambient occlusion advice is ALWAYS overlooked in other tutorials, but here, you made sure to explain about it, among so many other great tips. Thank you so much!!
this video is a godsend you have no idea (to find something with my exact workflow/programs) i am so grateful to you !!!! definitely will be referring to this from now on
you can also make sure it bakes by same mesh name in the AO settings in the baker. saves on cleanup aswell also could play with outer and inner ray distance for those spots but its a nifty trick for sure the painting one been using it a lot :)
This is the second useful video where a young and creative girl answered my most pressing questions about organizing my own pipeline. I think I can repay you now with the same coin, if I say what is best to bake in Marmoset Toolbag. The quality is better, you can also visually correct such spots that you described in the video thanks to simple and visual tools. You can even texture and I have not yet tried how something simple will be- will definitely try. Thank you again
Thank you a lot especially for the last tricks with editing ao and normal maps. I had always had a headache after those black spots and thanks to you I have known how to fix it without building up a perfect cage). Could you show your process of creating hair?)
4 роки тому+3
Thanks! Yes its a video Im trying to figure out how to put together, eventually I will film it :)
This video has helped me finally figure out how low res models always retain so much detail! Ive been trying to figure this out for literally, years; as 3d modelling and sculpting is only a hobby. Thank you!
Thank you so much .. I Would like to add that there are some nice plugins for Zbrush to ease up the naming,coloring process before baking that will do everything in one click just like a free one called FJtools
Thank you very much for the normal and AO painting, it save alot of time...already subcribed to you channel, cannot wait to see your others game art trick
3 роки тому
Thnk you! Glad it could help!! And yup am currently searching for my next video subject :)
I have a doubt! What is the diffrence on opengl and directx that you selected on frist on sustance painter, one more please what did you ment by near clip and high clip cage when you said " I will try to increase near clip frist then have second try if it does not fixes " ? (Sorry for my bad English)
4 роки тому+1
@@jayantsarkar2900 In terms of normal maps, the difference result in how the green channel of a RGB texture should be interpreted. OpenGL expects the first pixel to be at the bottom while DirectX expects it to be at the top. Check this image out! forum.derivative.ca/uploads/default/original/2X/8/8b56f96420ab1b5281646318108a9a2c3b761352.png And tbh honest I dont know how to better explain the near clip thing other than with the sketch I did in the video, so I suggest you check this out: forum.substance3d.com/index.php?topic=34870.0
Good job. Really great tutorial! This works great if you can split up your model in equal parts. I'm having an issue with a model that's mostly metal and I want all metal to use the same material. I'm not sure what's the best approach here. I can't fit all the metal into one texture tile, I need two tiles, but then the UV:s are both in the 0-1 UV tile if I use this approach so it will bake on top of each other. I don't want to put different materials on the metal parts because it's supposed to be the same metal. If I use two different materials then I have to texture the parts and make sure the metal looks the same in both sets. If I use udims it would work, but then I have to merge all tiles back after I export my textures which is a PITA. What do you suggest?
Very interesting but for me unclear, why every UVs insame tile and not choose UVtiling option in Substance... how its work? also not clear for me is materials, you assign some mats in maya but add vertex color in high polys in zbrush too, so what is metter for substance?
4 роки тому
You got my thumb up with the ID map baking.
4 роки тому
Haha glad I inserted that in the video then (and thanks!)
4 роки тому
@ Do you know if its possible to export in one texture but using different materials in substance? Having the UVs correct.. of course. I envy you, you have nice chars on artstation. C'est magnifique
4 роки тому
@ I don't think that there is a way to do that, and I'm actually wondering why you would want to do that. Because if you did have every material sent as one texture it would overlapp. I suggest you put everything in one matérial instead and place the uvs accordingly (hope that answers your question😅)
4 роки тому
@ oh no, I mean having each part with their space on UVs.. main reason: Sometimes you would like to produce fast and collapse in one texture instead of many. Mobile devices mainly
3 роки тому
Another question.. does it have to be separated high poly meshes? Does It not get through layers if they are named...?
Great video! A question To get a better AO , you can xplode or separate the parts of the Character and baked like that and next reimport that map right?
is it good to bake the model with the mouth closed, because im getting artifacts in the lips area where the lower lip and upper lips touches and also in the mouth cavity,, so when baking a character should i keep the mouth opened, but then im concerned about texture stretching because the mesh is getting deformed while the mouth is being opened..
Hi Annabelle! do you know how can I bake my displacement map? I tried to bake my mesh in zbrush then import to substance painter but nothing change to my mesh. Do you have any alternative way?
Hello Annabelle i found your tutorials very handful really very expressive well i request from you if it is possible that you make for the beginners like me a full 3D character workflow tutorial plus rendering i will be very thankful and thank you again
2 роки тому+1
Thank you so much, yes that has been highly requested. I’ll try to make it as my next video :)
@Annabelle Sémaan Yo! i got troubles with assets like your pocket near belt. Is it merged to anything? And is it merged by zmodeler to something? Or maybe u merged it's verticles with other clothes in maya/blender? I really have no idea what to do with my pockets. I'm doing jacket and i can t figure out how to retopologise it. Should it be together or splited? Should it be merged somehow? Please answer! Love your guide!
2 роки тому
Join my discord so the community can be all in on your problem, you can also share images :)
Hi Im a little late on this video. I had one question regarding making ID colors in zbrush. I understand how to fill colors before the merge. My question is, do you have to unwrap in zbrush the high poly models to keep the color info? Or can you just export after assigning the colors? Thank you for your time ans sharing your knowledge.
is it possible to bake multiple high poly meshes from one FBX file, rather than exporting each individual piece as its own fbx? so for example, name all the high poly pieces in 3ds/maya etc, similar to the low poly, then export as one fbx?
2 роки тому
Yes you can totally do that as well :) I just prefer to have them individually for more control
Can anyone help me, I feel like I've hit a brick wall and starting to feel a bit burnt out working on my model. I'm a noob so please be patient with me. I've modelled a high res character in zbrush and have just finished the retopology using 3dcoat. I'm now trying to bake the details onto my character, but I'm just not getting it. I'm hoping someone can walk me through baking the details so I can take my model into 3ds max for animation and/or unreal engine. I have 3dcoat, substance painter and Toolbag 4 as options for baking. Any help would be appreciated
3 роки тому
you should join my discord for any help, I suggest you look in the description :)
Thanks for the video. What about difficult things to bake like thin materials like straps that are hanging away from the body, acute/obtuse angled geo, and other very common tricky areas such as between fingers, inside noses, the mouth etc?
3 роки тому+1
usually, when I dont get results I like within substance, I use other softwares like Xnorml or marmoset, and then import it in substance. (idk if that kinda of answers your question?)
@ Fair enough. You mostly answered in your video through the editing process you showed. The problem with some of the things I mentioned however is that even painting over those areas that have issues doesn't always resolve the problem, can even make it worse.
hi im rohit pawar from india ,this is very usefull video for me , thanks fo this ! can you help me? about how to export zbrush fibermesh to maya for rendering in arnold
4 роки тому+1
welcome! to export it, simply use the fbx export in the zplugin :)
hi ! so many good tips in this video, congrats ! i have a question which is killing me.. when you bake the textures on the face ... how do you do so that the lip padding does not step on each other and there is no line left? I can think of some solutions, like baking the character with his mouth open but it seems somewhat cumbersome to me, It could also be done as you explain in this video but details would be lost on the lips .. what would you do? thanks and congratulations again for your video :)
3 роки тому+1
Thank you so much! To answer your question, I find it easier to extract the normal from ZBrush .Or use xnormal to bake using the uvs This way there are no chance of having normal issues with overlapping!
The ambient occlusion painting fix is a life saver, wish I knew about that a year ago!
Hey got a quick question, after we fix AO, do we export the texture like we usually do if we wish to take the textures to unreal?
This is genuinely the best tutorial i have watched many couldn’t understand you are the best
True
The ambient occlusion advice is ALWAYS overlooked in other tutorials, but here, you made sure to explain about it, among so many other great tips.
Thank you so much!!
Me out here vibing to Lensko's music in the background "Let's go"
Great tutorial and music, what more could I ask for.
Nice Work Annabelle. Thank you
Thank you so much... Last tip fixing AO is such a treasure found. Thanks again...
this video is a godsend you have no idea (to find something with my exact workflow/programs)
i am so grateful to you !!!! definitely will be referring to this from now on
Thanks Bianca, Glad this came helpful! :)
@ hey question though, you have each material/item of clothing on its own UV tile here? so youre using 5 different tiles? :O
Best baking guide video so far, thank you so much, Anna!
12:39 Ive been looking for an explanation for this for ages, thank you!
you can also make sure it bakes by same mesh name in the AO settings in the baker. saves on cleanup aswell also could play with outer and inner ray distance for those spots but its a nifty trick for sure the painting one been using it a lot :)
So much useful... Over 2,3 years using substance painter... never find Ao tricks... thanks so much....☺☺☺
This is the second useful video where a young and creative girl answered my most pressing questions about organizing my own pipeline. I think I can repay you now with the same coin, if I say what is best to bake in Marmoset Toolbag. The quality is better, you can also visually correct such spots that you described in the video thanks to simple and visual tools. You can even texture and I have not yet tried how something simple will be- will definitely try. Thank you again
The last minutes of video were so helpful for me! THANKS!
i love u, you literally save my life with this video
Aww that’s amazing haha, glad you found the video life saving
thank you for this concise and well structured tutorial
Definitely the best step by step baking tutorial I’ve come across. Do you have a video on retopping?
Thank you a lot especially for the last tricks with editing ao and normal maps. I had always had a headache after those black spots and thanks to you I have known how to fix it without building up a perfect cage). Could you show your process of creating hair?)
Thanks! Yes its a video Im trying to figure out how to put together, eventually I will film it :)
Бондаренко не прошел, жаль
exactly what i was looking for awesome work
This video has helped me finally figure out how low res models always retain so much detail! Ive been trying to figure this out for literally, years; as 3d modelling and sculpting is only a hobby. Thank you!
glad I could help in some ways :D
Awesome! Super simple explanation, loved it! Looking forward to more videos!
thank you so much! yes coming soon hehe
comprehensive and to the point.
Thanks a lot, really appreciate it ^^
Thank you so much for this information🤗
Thank you so much .. I Would like to add that there are some nice plugins for Zbrush to ease up the naming,coloring process before baking that will do everything in one click just like a free one called FJtools
Thank you very much for the normal and AO painting, it save alot of time...already subcribed to you channel, cannot wait to see your others game art trick
Thnk you! Glad it could help!! And yup am currently searching for my next video subject :)
OMG! Thank's you so much, this video is a life saver
The Force is strong with this one
That was an excellent tutorial! Thanks!
thanks a bunch! ^^
Thank you for the video Anna.
Is there a reason why id maps from zbrush wouldn't show up in blender and/or substance painter?
I understood everything in your tutorial. However, I have one question. How to create the low poly mesh from the high poly in maya?
Awesome video with very helpful information 😍
thank you so much! glad it helped!
I have a doubt! What is the diffrence on opengl and directx that you selected on frist on sustance painter, one more please what did you ment by near clip and high clip cage when you said " I will try to increase near clip frist then have second try if it does not fixes " ? (Sorry for my bad English)
@@jayantsarkar2900 In terms of normal maps, the difference result in how the green channel of a RGB texture should be interpreted. OpenGL expects the first pixel to be at the bottom while DirectX expects it to be at the top. Check this image out! forum.derivative.ca/uploads/default/original/2X/8/8b56f96420ab1b5281646318108a9a2c3b761352.png
And tbh honest I dont know how to better explain the near clip thing other than with the sketch I did in the video, so I suggest you check this out: forum.substance3d.com/index.php?topic=34870.0
Thank you so much for the info
Good job. Really great tutorial!
This works great if you can split up your model in equal parts. I'm having an issue with a model that's mostly metal and I want all metal to use the same material. I'm not sure what's the best approach here.
I can't fit all the metal into one texture tile, I need two tiles, but then the UV:s are both in the 0-1 UV tile if I use this approach so it will bake on top of each other. I don't want to put different materials on the metal parts because it's supposed to be the same metal.
If I use two different materials then I have to texture the parts and make sure the metal looks the same in both sets.
If I use udims it would work, but then I have to merge all tiles back after I export my textures which is a PITA.
What do you suggest?
Very interesting but for me unclear, why every UVs insame tile and not choose UVtiling option in Substance... how its work?
also not clear for me is materials, you assign some mats in maya but add vertex color in high polys in zbrush too, so what is metter for substance?
You got my thumb up with the ID map baking.
Haha glad I inserted that in the video then (and thanks!)
@ Do you know if its possible to export in one texture but using different materials in substance? Having the UVs correct.. of course. I envy you, you have nice chars on artstation. C'est magnifique
@ I don't think that there is a way to do that, and I'm actually wondering why you would want to do that. Because if you did have every material sent as one texture it would overlapp.
I suggest you put everything in one matérial instead and place the uvs accordingly (hope that answers your question😅)
@ oh no, I mean having each part with their space on UVs.. main reason: Sometimes you would like to produce fast and collapse in one texture instead of many. Mobile devices mainly
Another question.. does it have to be separated high poly meshes? Does It not get through layers if they are named...?
awesome awesome awesome awesome 😎
Great video!
A question
To get a better AO , you can xplode or separate the parts of the Character and baked like that and next reimport that map right?
is it good to bake the model with the mouth closed, because im getting artifacts in the lips area where the lower lip and upper lips touches and also in the mouth cavity,, so when baking a character should i keep the mouth opened, but then im concerned about texture stretching because the mesh is getting deformed while the mouth is being opened..
5/5 thank you for the video!
do you have any tips on baking mouth cavities? With mouth closed i always get so many artefacts around the mouth/lips
Good explainer 😁👍
Thanks a lot :D
how didn't you get any error on areas like mouth cavity?
Thanks so useful!
Hi Annabelle! do you know how can I bake my displacement map? I tried to bake my mesh in zbrush then import to substance painter but nothing change to my mesh. Do you have any alternative way?
Thnx for tutorial ❤
cool tutorial!
well I got answer for lot of my question, but there are so many steps to follow. I dont how am I gonna pull this off
Hello Annabelle i found your tutorials very handful really very expressive well i request from you if it is possible that you make for the beginners like me a full 3D character workflow tutorial plus rendering i will be very thankful and thank you again
Thank you so much, yes that has been highly requested.
I’ll try to make it as my next video :)
Hi, thanks for the tips. I only use Blender unfortunately...would you be able to show what option to choose for Blender instead of Maya?
@Annabelle Sémaan Yo! i got troubles with assets like your pocket near belt. Is it merged to anything? And is it merged by zmodeler to something? Or maybe u merged it's verticles with other clothes in maya/blender? I really have no idea what to do with my pockets. I'm doing jacket and i can t figure out how to retopologise it. Should it be together or splited? Should it be merged somehow? Please answer! Love your guide!
Join my discord so the community can be all in on your problem, you can also share images :)
@ where i can find an invite?
@@eritumakafakafo3008 link is in the ddescription of my videos
Would love to see your workflow for making the low poly version 😀
Currently working on an entire workflow video :)
So be on the lookout!
Thank you soo much
Hi Im a little late on this video. I had one question regarding making ID colors in zbrush. I understand how to fill colors before the merge. My question is, do you have to unwrap in zbrush the high poly models to keep the color info? Or can you just export after assigning the colors? Thank you for your time ans sharing your knowledge.
is it possible to bake multiple high poly meshes from one FBX file, rather than exporting each individual piece as its own fbx?
so for example, name all the high poly pieces in 3ds/maya etc, similar to the low poly, then export as one fbx?
Yes you can totally do that as well :)
I just prefer to have them individually for more control
Can somebody please explain me step by step how to export from zbrush to substance when u have multiple subtools 😭
Can you tell me what is the outfit style name for this
Last thing does not work.
thx very helpful
Can anyone help me, I feel like I've hit a brick wall and starting to feel a bit burnt out working on my model.
I'm a noob so please be patient with me. I've modelled a high res character in zbrush and have just finished the retopology using 3dcoat. I'm now trying to bake the details onto my character, but I'm just not getting it. I'm hoping someone can walk me through baking the details so I can take my model into 3ds max for animation and/or unreal engine.
I have 3dcoat, substance painter and Toolbag 4 as options for baking. Any help would be appreciated
you should join my discord for any help, I suggest you look in the description :)
@ Hi thanks for the reply. Do you have a link for your discord?
@@JaySamurai79 discord.gg/YhP6EENkMP
Thank you for the video was very informative. can you also do video on Rigging and skinning Human in Maya?
Will be next hopefully :)
Thanks for the video. What about difficult things to bake like thin materials like straps that are hanging away from the body, acute/obtuse angled geo, and other very common tricky areas such as between fingers, inside noses, the mouth etc?
usually, when I dont get results I like within substance, I use other softwares like Xnorml or marmoset, and then import it in substance. (idk if that kinda of answers your question?)
@ Fair enough. You mostly answered in your video through the editing process you showed. The problem with some of the things I mentioned however is that even painting over those areas that have issues doesn't always resolve the problem, can even make it worse.
Hey, how much time takes to create character fullready for game based on 2d reference? [Pbr pipeline for unity or unreal engine] middle details
It realy depends on the character, but I would say in between 6 weeks to 4 months
Coool
thx a lot
Good
hi im rohit pawar from india ,this is very usefull video for me , thanks fo this !
can you help me? about how to export zbrush fibermesh to maya for rendering in arnold
welcome! to export it, simply use the fbx export in the zplugin :)
thank you :)
Did you take the artheros likeness class
No i did not, but i think someone from the class also did an Anakin haha
hi ! so many good tips in this video, congrats ! i have a question which is killing me.. when you bake the textures on the face ... how do you do so that the lip padding does not step on each other and there is no line left? I can think of some solutions, like baking the character with his mouth open but it seems somewhat cumbersome to me, It could also be done as you explain in this video but details would be lost on the lips .. what would you do? thanks and congratulations again for your video :)
Thank you so much! To answer your question, I find it easier to extract the normal from ZBrush
.Or use xnormal to bake using the uvs
This way there are no chance of having normal issues with overlapping!
@ What a quick response! Thank you very much for answering, i will try it !
Can you please show your retopo workflow in your future video
sure thing :)
Tytyty
You are so beautiful ❤️
en otras palabras substance se esta volviendo un asco en sacar mapas de normal y Ao
thank you so much