always wondered what the perfect workflow between Zbrush and Painter was for texturing. Thanks for putting this together! Watched & commented (obviously), subbed, liked and bookmarked in a playlist. That's the max amount of signals I can give to the UA-cam algorithm I guess.
Oh good grief...I've been avoiding Substance Painter all this time because of UVs and it's this easy?! Thank you for this video! Time to go buy a Painter sub.
As usual, very thorough tutorial. I don't think I'll be using this workflow anytime soon but still I enjoyed watching it just like the rest of your content.
Thank you very much! Even if you don't use Zbrush, the UV mapping setup in Painter can be helpful. I really like the UV tiles option and that Painter can create the UDIM tiles.
Wes, I just wish I could copy/paste all the knowledge you have in your head into mine! Too much work, too little time to study all of these cool new tools. Thank you for your videos!
Thanks for the workflows. I'm trying to figure out the whole zbrush to Substance workflow right now. I like the 2nd UDIM option the best. I do have a question I'm hoping you can help me with. I have a fantasy warrior character I sculpted with a bunch of subtools with subd's. I didn't use dynamic subd like you did on your helmet. Do I need to merge the whole model as one piece and then decimate it so I can export it into substance and then do the standard UDIM technique like you demonstrated. Will that work? When I merge the character its pretty large and I heard you don't want to export heavy meshes into substance. Any tips on how I can make that workflow is much appreciated. Thanks!
This is a good question! If you are exporting as USD, you can import into Substance and set the Subdivision level on import. This will essentially freeze the mesh as you would in Zbrush. I would go this route as it keeps the file size flexible. Check out this section in the project creation that discusses Subdivision Level. helpx.adobe.com/substance-3d-painter/getting-started/project-creation.html
For each Subtool, you can fill that with a solid polypaint color and export using Polypaint as material. This will give you 20 texture sets in Painter.
Oh, I am just doing a UI customization. Check out this video from Shane Olsen. It's great for learning the process. ua-cam.com/video/ypYHDdpaPEs/v-deo.html
how to export the surface noise in Zbrush into the FBX model? Then export the combined surface noise in FBX model into Substance 3D Painter? Thank you.
In this case, you can just apply the surface noise and then export as polygons. The issue will be that you need a pretty dense mesh to retain the detail.
Wait im talking about bringing your texture from Zbrush to painter.....I didn't see you bring over a texture from Zbrush to painter? Am i wrong saying this
Bent normals help with occluding specular reflection. It provides a more realistic look to shading, but you need to have a shader that works with them in your engine or renderer.
thank you for attention.i descovered the situation.there are 2 ay to export like fbx in zbrush,one ay the model dont export softing edge,by import /export the model go with fbx and softing edge,now i dont understand why this two different way,but i solved.thank you.
Hey Wes, I love you Zbrush Setup, any chance you could do a quick video on that and share your config file's/layeout etc.? I've been digging JHill's Videos where he mostly goes over Characters and impelemnted his User Interface Layout as my "standard", but your's seems ever better and broader! Understandable if you don't have time, would you be able to just upload them somewhere then? Anyway, the Video was a massive help, the way you explain is perfect. Appreciate you for that. And here is the Jhill Video is mentioned incase you are curious! ua-cam.com/video/eawhfytP750/v-deo.html
If you dont show the whole process(skipping baking and giving a reason but not share a substitute link at least to help us) than we are watching only for fun … It is not really helping skipping baking. As you imagine if we search for this video probably we are in very beginner level. Sad it seems a good video but not helpful. I will watch sometime later when I dont need it. Thanks
I have been using ZBrush since 4.0 dropped and I never knew the polygroups to polypaint workflow for making IDs. 🤯👏
Awesome! Works well. Love using Zbrush and Substance
always wondered what the perfect workflow between Zbrush and Painter was for texturing. Thanks for putting this together! Watched & commented (obviously), subbed, liked and bookmarked in a playlist. That's the max amount of signals I can give to the UA-cam algorithm I guess.
Glad you enjoyed it! Thank you much for subscribing
Oh good grief...I've been avoiding Substance Painter all this time because of UVs and it's this easy?! Thank you for this video! Time to go buy a Painter sub.
Glad it was helpful!
As usual, very thorough tutorial. I don't think I'll be using this workflow anytime soon but still I enjoyed watching it just like the rest of your content.
Thank you very much! Even if you don't use Zbrush, the UV mapping setup in Painter can be helpful. I really like the UV tiles option and that Painter can create the UDIM tiles.
Wes, I just wish I could copy/paste all the knowledge you have in your head into mine! Too much work, too little time to study all of these cool new tools. Thank you for your videos!
Thank you so much! I know what you mean, always so little time to learn new tools. I am super excited to learn so many new things.
Fantastic tutorial! Please make all the tutorials.
Thank you much!
Great! I wanted a video that just focused on this exact workflow.
Glad it was helpful!
Great contribution. Great tutorial. You have my like. Thank you so much. Greetings
Many thanks!
Exactly what i needed, thank you!
Thank you much!
great tutorial man!
Glad you liked it!
Really good and informative video! Thank you! :)
Glad it was helpful!
Can you do a tutorial on importing z brush baked UDIM textures to substance painter?
loving this workflow content.
Once inside unreal is it straightforward to set the udims or it needs some black magic?
It is pretty straight-forward. I think I will do some UDIM workflow videos in other apps like Unreal and Blender.
Thanks for the workflows. I'm trying to figure out the whole zbrush to Substance workflow right now. I like the 2nd UDIM option the best. I do have a question I'm hoping you can help me with. I have a fantasy warrior character I sculpted with a bunch of subtools with subd's. I didn't use dynamic subd like you did on your helmet. Do I need to merge the whole model as one piece and then decimate it so I can export it into substance and then do the standard UDIM technique like you demonstrated. Will that work? When I merge the character its pretty large and I heard you don't want to export heavy meshes into substance. Any tips on how I can make that workflow is much appreciated. Thanks!
This is a good question! If you are exporting as USD, you can import into Substance and set the Subdivision level on import. This will essentially freeze the mesh as you would in Zbrush. I would go this route as it keeps the file size flexible.
Check out this section in the project creation that discusses Subdivision Level. helpx.adobe.com/substance-3d-painter/getting-started/project-creation.html
What if i have multiple subtools ( 20 ) with Uv map each done in Zbrush ?
For each Subtool, you can fill that with a solid polypaint color and export using Polypaint as material. This will give you 20 texture sets in Painter.
How do you get the Zbrush UI too look like that, I don't have that menu at the lower section of the screen and it looks useful.
Oh, I am just doing a UI customization. Check out this video from Shane Olsen. It's great for learning the process. ua-cam.com/video/ypYHDdpaPEs/v-deo.html
how to export the surface noise in Zbrush into the FBX model? Then export the combined surface noise in FBX model into Substance 3D Painter? Thank you.
In this case, you can just apply the surface noise and then export as polygons. The issue will be that you need a pretty dense mesh to retain the detail.
Wait im talking about bringing your texture from Zbrush to painter.....I didn't see you bring over a texture from Zbrush to painter? Am i wrong saying this
Oh, for this video I am talking about sending the meshes to Painter for texturing.
What does baking bent normals do?
Bent normals help with occluding specular reflection. It provides a more realistic look to shading, but you need to have a shader that works with them in your engine or renderer.
Is it bent normal a feature of substance 2022? because i dont find it in mine 2021
Yes, it is in 2022. The build is version 8.1
why hen import my lo poly the model dont come ith softing edge like you model?my model come and see all edge on the model
I think you need to freeze the subdivision levels. From Zbrush, I exported at Subdivision level 2.
thank you for attention.i descovered the situation.there are 2 ay to export like fbx in zbrush,one ay the model dont export softing edge,by import /export the model go with fbx and softing edge,now i dont understand why this two different way,but i solved.thank you.
Hey Wes, I love you Zbrush Setup, any chance you could do a quick video on that and share your config file's/layeout etc.? I've been digging JHill's Videos where he mostly goes over Characters and impelemnted his User Interface Layout as my "standard", but your's seems ever better and broader! Understandable if you don't have time, would you be able to just upload them somewhere then?
Anyway, the Video was a massive help, the way you explain is perfect. Appreciate you for that.
And here is the Jhill Video is mentioned incase you are curious! ua-cam.com/video/eawhfytP750/v-deo.html
Thank you! That is a great idea :) Zbrush is so much easier to work with when you build a custom layout.
If you dont show the whole process(skipping baking and giving a reason but not share a substitute link at least to help us) than we are watching only for fun … It is not really helping skipping baking. As you imagine if we search for this video probably we are in very beginner level. Sad it seems a good video but not helpful. I will watch sometime later when I dont need it. Thanks
Thank you for the feedback. Much appreciated. I can look at creating a basics for baking video.
Just what i needed. Thank you 👍
You’re welcome 😊