Fantastic Tutorial I have been searching the internet for the golden chalice and I have finally found it. I have literally been racking my brains trying to work out how to convert my high poly to low poly mesh. Most tutorials on UA-cam work to a degree but not as well as this - Thank you!
I did not see that you add the displacement maps and i have a issue with a Alpha brush from zbrush that create some nice volume and i have been searching how to add to the substance painter and somepeople have told me about i need add the displacement maps if i want the make appear ins substance, the volumen and texture created by Alpha brushes but i dont know how to do
Hey i have modelled a character in zbrush extracted normal map with good fine details. But when i imported that normal map in substance i can barely see thoes normal map details. Why does it happen? how can i fix them? Please help.
YOOOOOOOO! This helped resolve a lot of issues with artifacts for me in substance painter. as well as computer space! i was doing the "export low then export high" and then import low and then high and baking in substance, witch caused a lot of file space being taken up by all the amounts of things in the scene! also this method worked with UDIMS like a dream! thank you for this video!
Thank you very much sir Genesis... This is your first tutorial I'm taking, and i must confess, i love your patience and how you take your time to explain, leaving out no details... Kudos, I'm an upcoming 3D artist, and i look forward to learning more from you. Cheers!
Thank your for all these infos! But there is something I still don't really understand, why did you export a displacement map if you don't use it? Would you use it in C4D, Maya, etc if you export your textures created in Substance? If yes, it won't distort the textures created to follow the deformations coming from this displacement map? I'm really confused with that point.
Thanks, I usually just export differential to substance painter, so it doesn't get confusing for me. If you use a traditional 3d application like 3ds max or Maya, you could export as an obj from zbrush, then export from your 3d application as fbx. Hope it helps
Thank you! But i just want to ask, did you unwrapped UV in zbrush?cause if I didn’t unwrapped UV in zbrush i got error message in substance painter, the scene failed to open
What would you do in the displacement map settings if your low poly mesh is imported from another software (because of retopology) and therefore is not subdivision 1 of the high poly mesh?
@@joeg7096 Are you working on a clone when unwrapping? You have to clone, unwrap, copy UV's, then paste the UVs to your high poly mesh. Also working with sub divs helps, because when you clone your mesh it will automatically drop to the lowest sub div level.
Hi! Nice tut! When baking "traditionally" in SP would you recommend fbx as high poly or multiple objs from different subtools? No matter how, I allways end up with horrible artifacts once normals are baked. Specially when baking by same mesh name (even at 4x4 antialiasing). Am I missing something? Thanks!
This works when you create a garment on MD import to zbrush and then export to substance painter? Because I need the UV Maps from MD to be bake in SP. Thanks for the help!! :)
Check if your 3d model had a uvs before bringing to zbrush. Also check the normal map you exported from zbrush if it looks good before importing to substance. Hope this helps
@@GenesisWilliams no I mean you apply the normal map from Zbrush before baking - and yes, then uncheck bake normal - it will generate the baked maps using the normal map from zbrush - otherwise you are baking lo res details to a low res mesh
hey man, thank you for the tutorial, one question: i assume it works too if i retopo the mesh manually in maya or 3d max right? then import the manually retopod low poly into painter and bake the normal what was created in zbrush from the high with your method right?
Fantastic Tutorial I have been searching the internet for the golden chalice and I have finally found it. I have literally been racking my brains trying to work out how to convert my high poly to low poly mesh. Most tutorials on UA-cam work to a degree but not as well as this - Thank you!
thanks
Omg that all I wanna know about high to low poly convert 🔥🔥🔥
Thank u a lot for u work!
You are a life savior, was looking for this for such a long time. I found the solution thanks to you.
This was godsent, thank you so much!! Literally searched for this the whole day
I did not see that you add the displacement maps and i have a issue with a Alpha brush from zbrush that create some nice volume and i have been searching how to add to the substance painter and somepeople have told me about i need add the displacement maps if i want the make appear ins substance, the volumen and texture created by Alpha brushes but i dont know how to do
Hey i have modelled a character in zbrush extracted normal map with good fine details. But when i imported that normal map in substance i can barely see thoes normal map details. Why does it happen? how can i fix them? Please help.
YOOOOOOOO!
This helped resolve a lot of issues with artifacts for me in substance painter.
as well as computer space!
i was doing the "export low then export high" and then import low and then high and baking in substance, witch caused a lot of file space being taken up by all the amounts of things in the scene!
also this method worked with UDIMS like a dream!
thank you for this video!
Thx man, great tutorial. The model is lit too.
Glad you like it!
How can i import this all stuff to unreal next?
can you use this model to animate tho?. and don't you need to unwrap the model before using it?
What about UV unwrapping? You didn”t mention it. And I see Substance doesn”t import my fbx without uv map.
to export the hight poly you open the uv?
worked like a charm thank you so so much!!!!
You're welcome!
Thank you very much sir Genesis... This is your first tutorial I'm taking, and i must confess, i love your patience and how you take your time to explain, leaving out no details... Kudos, I'm an upcoming 3D artist, and i look forward to learning more from you. Cheers!
how can i do this with multiple subtool? please help
Awesome man!!!!! great job, sharp and clean!!!
Hi, genesis, when I try this method the normal maps create seams.
do you know how to fix that issue?
Thank your for all these infos! But there is something I still don't really understand, why did you export a displacement map if you don't use it? Would you use it in C4D, Maya, etc if you export your textures created in Substance? If yes, it won't distort the textures created to follow the deformations coming from this displacement map? I'm really confused with that point.
i use it in 3ds max
Does map border do anything? I followed all your steps but my model is not perfect like it is in zbrush. There are 6 subd levels.
how do you bake the high poly textures from substance onto a low poly character in unreal engine 4?
Nice tutorial. how about multiple subtools ? I tend to get errors using the fbx option.
Thanks, I usually just export differential to substance painter, so it doesn't get confusing for me. If you use a traditional 3d application like 3ds max or Maya, you could export as an obj from zbrush, then export from your 3d application as fbx.
Hope it helps
@@GenesisWilliams could you do a video on multiple subtools? I did not understand you explanation
Thank you bro it's really worked
Thanks. Nice Tutorial, on point and had every info needed
Amazing and am really happy you made this! Please keep going!! This is really goood quality information!! 🔥
Thank you. This is good
Thanks a lot for your tutorial! I have a question, why not bake the normal map in Substance Painter but in Zbrush?
dude you are awesome... thanks alot man
amazing tutorials..love your channel!!
Thank you! But i just want to ask, did you unwrapped UV in zbrush?cause if I didn’t unwrapped UV in zbrush i got error message in substance painter, the scene failed to open
check your uv map, make sure there no overlaps and the fit in the uv space it should work without unwrapping in zbrush
Thank you for a great tutorial: to the point, knowledgeable and good art! It's better than most on youtube.
Why when i export my normal map, Zbrush says that process is complete but the folder stills empty?
that's strange, am not sure why that's happing on your end, will need more info to help you
how to export fibermesh into SP Please reply...
Hi, you can just export it as an obj and import it to substance painter
@@GenesisWilliams OK thanks
Thanks this was so useful
What would you do in the displacement map settings if your low poly mesh is imported from another software (because of retopology) and therefore is not subdivision 1 of the high poly mesh?
i think, doing a projection all to the low poly mesh imported with the high poly mesh
tried this and found out that ZBrush doesn't create any Maps if you don't have UV's on your mesh in case someone has the same problems :)
You are a true hero.
Yep hahahaha :D
How do you guys get UVs on high poly model in zbrush? UV master crashes for me when I try to make UVs for the high poly
@@joeg7096 Are you working on a clone when unwrapping? You have to clone, unwrap, copy UV's, then paste the UVs to your high poly mesh. Also working with sub divs helps, because when you clone your mesh it will automatically drop to the lowest sub div level.
@@skwagskateswag Yeah I tried work on clone its still just freeze/crashes. Goddammit I deleted my lower subdivs
Please do the same tutorial but with Udims
Hi! Nice tut! When baking "traditionally" in SP would you recommend fbx as high poly or multiple objs from different subtools? No matter how, I allways end up with horrible artifacts once normals are baked. Specially when baking by same mesh name (even at 4x4 antialiasing). Am I missing something? Thanks!
substance painter read fbx files better
amazing tutorial. THANK YOU so much!
This works when you create a garment on MD import to zbrush and then export to substance painter? Because I need the UV Maps from MD to be bake in SP. Thanks for the help!! :)
as long as the garments has uvs, it will work
unable to get the details in substance painter just geting the low poly only , help if u know the solution
Check if your 3d model had a uvs before bringing to zbrush. Also check the normal map you exported from zbrush if it looks good before importing to substance. Hope this helps
it doesnt appear as tiff but as psd wtf help me i cant save it as tiff all maps
send me a dm on instagram not sure i get what you trying to say "art_gene6ix"
Thank You So Much! AAA I used this to help me with hw!
Genesis, please my maps were not created why??
Please check where you saved the maps
Do you auto unwrap?
yeah most times
I didn't understand if I should click off or on FlipG button for WebGL
If you using openGL don't use flip G. Hope this helps
Please make a tutorial on your skin pore process. They are very pretty.
Will do that, soon
Did u used retopolize or remesh ?
Informative tutorial! 👍 👌
i remesh, zremesher, i thought the technique i used in a previous tutorial please check my channel
Do you make your UV's in Max or do you stay inside of ZBrush?
make my uvs in 3d coat
thank u very much sir
you're welcome
Thanks as always! Love the tutorials! 🙌🏽
you need to apply your normal map before baking to get the info from it
not really, you could apply your normal map and ten bake, just uncheck normal map, when baking in substance painter
@@GenesisWilliams no I mean you apply the normal map from Zbrush before baking - and yes, then uncheck bake normal - it will generate the baked maps using the normal map from zbrush - otherwise you are baking lo res details to a low res mesh
@@NixCM Man you are SO RIGHT!!
Very helpful thank you
Tutorial starts from 2:00
Thanks !! nice tutorial :)
Really made the point, thanks
So helpful
Yeah
hey man, thank you for the tutorial, one question: i assume it works too if i retopo the mesh manually in maya or 3d max right? then import the manually retopod low poly into painter and bake the normal what was created in zbrush from the high with your method right?
Yes, I think that's should work remember your UV, uv is very important in baking maps. Hope this helps
Man, so hard to follow, we do this, but we don`t actually, aaaa..and,,, bu, buu, but, I d, I, Iddd, I dooo use dhi, this, But it`s a good tutorial!
ty was good
Painting in z brush is not easy as export is a problem for ordinary people so is this what I need Is that why people get this
Great alternatif, rather exporting that 9million high polies.😂
does not work does not generate any map
Does your model have uvs?
Omg what you eat for such big brain
painfully slow bro u_U go to the point faster
wow, you really don't know how to explain what you are doing.
Genny Genny you da maan😇
coming throught for days