Really clever workflow, I am so curious about how you isolated the detail in photoshop, I am assuming you used the "difference" blend mode. I know the .sbmr file is free and easy to use, but I would like to understand the process behind it.
Thanks for this workflow I learned a lot from you, looking for more content like this. One question though, do you also export roughness map in zbrush to substance painter? New subscriber here!
Great workflow! for the micro details you could also use an anchor point on an empty layer in passtrought mode at the top hierarchy of your height folder, so that could collect all the results of your height comp
Render Lady is back for more killings....that's pretty insightful thing there! I some times think but I never actually tried this...just did things in Mari and vice-versa....but this'll do too! Need to try this one! Many thanks...many many thanks! :)
Great workflow! I had some uv seams popping in Painter but other than that it's been so nice to not have to deal with projection artifacts. Btw, where can one acquire such a nice chicken skin texture?
I know finances are tight for people. Just letting you know, if ever you're unhappy with your membership for any reason talk to me and I'll reimburse you.
@@Outgang Actually, I am not yet a member of Outgang. Because of the financial ability. I hope to be an Outgang membership. I will raise some money to join. because I know it is very useful for me. My respect and appreciation are great.
How does it compare from just extracting the normal map directly in zbrush? That’s what I usually do, works perfect and you can bake everything else in substance from that
For a simple normal map bake I assume they'd be quite similar, it would be something fun to investigate. Exporting displacement maps from Zbrush gives more flexibility down the line.
I don't understand why mine doesn't work like yours, every time I export the displace map to a tif image, when I open pts, the lever doesn't work, It seems not to be the .tif but the .tif when exported from zbrush
My weak pc sends thanks for stopping this torture when I am trying to bake 5 million polygons in a marmoset. Now he will suffer processing 25 million in Zbrash
great video, perhaps I missed something; it seems as if you increase the model to the highest subdivision to activate a particular layer (otherwise, you couldn't activate that layer correct)?, after activating, you reduce the subdivision to the lowest sub, why is that? thank you
Hi Craig! You are correct about having to be at the highest sub level to activate or deactivate the layers. Going back down to a lower subdiv level is necessary for the displacement map to be created (it's dependent on the subdiv level).
@@Outgang Thank you for your quick response!!-I have a few more questions, if I may; I am used to using the multimap exporter, but this method is the only way to export particular layers of displacement maps?, so, if I export my model at whatever sub-level, 1 or 2, increase the model to the highest level, turn on layer, lower model to export level, then create the map? why do I need to go back down to the exported model level? What about the normal maps, layers only pertain to the displacements; can I just import the displacement layers in SP, and use various layer modes to achieve the same/similar blending effects as opposed to using your actions command as discussed at 23:44? thank you again for these revelations, using ZB for only a couple of years, just got SP a few days ago, can't wait to implement your technique! Ciao, Craig
hey, i have few questions, that i never made subdivision levels, can i reconstruct them? i tried to reconstruct with the reconstruct subdivision tool but it didnt work bcz of the triangles, i want to use displacement map in substance, another querry is, do we need to unwrap high poly to export the displacement map? i am really confused with this! do you have any discord or something where i can post links where i am stucking, it's just baffling me !
Hi No ne, reconstruct only works for meshes that have been subdivided previously. Reconstruct will stop working the moment it encounters triangles. If you want to have a better topology for your head, I explain an easy workflow to do that here: ua-cam.com/video/yqpBUZsVgIo/v-deo.html Mind you, you need a properly topologized head and a separate plugin to follow along though. Once you have a head with subdivisions, you can unwrap the lowest level and the UV get propagated through the subdivision levels, hence both the "high-res" and the "low-res" have matching UVs, allowing the displacement map to be generated.
So when you're talking about different are you saying that substance player is an alternative better than using Photoshop? Because I dont have photoshop.
Substance Player is a small program that reads .sbsar files. Photoshop was the main texturing tool for a lot of character artists for a long time but there's much better tools nowadays to texture, such as the Substance tools (of which Player is part of).
please tell me when I display the displacement maps and after all the manipulations as in the video when I add it to the subpainter artifacts appear on my model how to solve this?
Honestly really pointless. You're better to do fine details in painter itself instead of ever doing pores and fine wrinkles in Zbrush. Zbrush I think should no longer be for sculpting fine details and having them "locked in" to the model. But this requires someone who can actually texture good.
Thank you Laura. Your channel helps me a lot to get better in Zbrush
Amazing. Knowledge. Appreciate these results. So much information through trial and error. Gems 💎
Thanks a lot Brian! Happy to be here :)
I was struggling with this on my own, so glad to have found this channel! Thank you and look forward to helping support the channel!
Laura these videos are super good, keep it up! Been really enjoy them
I'm charmed by your knowledge, look, and skill. Come work with us on New World.
Really clever workflow, I am so curious about how you isolated the detail in photoshop, I am assuming you used the "difference" blend mode. I know the .sbmr file is free and easy to use, but I would like to understand the process behind it.
Excellent tutorial! Thank you
so much so much info in here ....happy to be here always
oh! this is an awesome workflow. Thank you for this video!
I'm so confused 🤔 but is really helpful thanks a lot 🔥💯✌🏻
nicely presented Laura! will follow along during the summertime, of course F1 takes priority :)
I can't argue with that!
Oh my... it's really so stupidly simple, wow! Amazing, thanks for sharing your knowledge
You are Amaaazing!
Thanks so much!
Thanks so much Laura for sharing such insightful information with us.
Thanks for this workflow I learned a lot from you, looking for more content like this. One question though, do you also export roughness map in zbrush to substance painter? New subscriber here!
Great workflow! for the micro details you could also use an anchor point on an empty layer in passtrought mode at the top hierarchy of your height folder, so that could collect all the results of your height comp
Good tip, thanks!
Render Lady is back for more killings....that's pretty insightful thing there! I some times think but I never actually tried this...just did things in Mari and vice-versa....but this'll do too! Need to try this one! Many thanks...many many thanks! :)
My pleasure Mayank! Love your constant enthusiasm by the way, it's awesome to have you around here.
@@Outgang I'm collecting some money out here...you gonna see more of me soon! I'm going to learn everything you know!
Great workflow! I had some uv seams popping in Painter but other than that it's been so nice to not have to deal with projection artifacts. Btw, where can one acquire such a nice chicken skin texture?
keep going Laura nice video always, I want to membership of outgang, studio, but I have not money now. however, I will be getting and I join soon :)
I know finances are tight for people. Just letting you know, if ever you're unhappy with your membership for any reason talk to me and I'll reimburse you.
@@Outgang Actually, I am not yet a member of Outgang. Because of the financial ability. I hope to be an Outgang membership. I will raise some money to join. because I know it is very useful for me. My respect and appreciation are great.
This one is gold !
Thanks Laura! This channel is awesome :)
Wonderful, thanks for sharing.
THANK YOU SO MUCH!!
great video as always!
Cool...!!! Love your stile!]
i think im in love
33:14 how you added micro details without using an Anchor point ??
How does it compare from just extracting the normal map directly in zbrush? That’s what I usually do, works perfect and you can bake everything else in substance from that
For a simple normal map bake I assume they'd be quite similar, it would be something fun to investigate. Exporting displacement maps from Zbrush gives more flexibility down the line.
That pinching part. Key. “Stupid simple guys” cool. .
I don't understand why mine doesn't work like yours, every time I export the displace map to a tif image, when I open pts, the lever doesn't work, It seems not to be the .tif but the .tif when exported from zbrush
My weak pc sends thanks for stopping this torture when I am trying to bake 5 million polygons in a marmoset. Now he will suffer processing 25 million in Zbrash
great video, perhaps I missed something; it seems as if you increase the model to the highest subdivision to activate a particular layer
(otherwise, you couldn't activate that layer correct)?, after activating, you reduce the subdivision to the lowest sub, why is that? thank you
Hi Craig! You are correct about having to be at the highest sub level to activate or deactivate the layers. Going back down to a lower subdiv level is necessary for the displacement map to be created (it's dependent on the subdiv level).
@@Outgang Thank you for your quick response!!-I have a few more questions, if I may; I am used to using the multimap exporter, but this method is the only way to export particular layers of displacement maps?, so, if I export my model at whatever sub-level, 1 or 2, increase the model to the highest level, turn on layer, lower model to export level, then create the map? why do I need to go back down to the exported model level? What about the normal maps, layers only pertain to the displacements; can I just import the displacement layers in SP, and use various layer modes to achieve the same/similar blending effects as opposed to using your actions command as discussed at 23:44? thank you again for these revelations, using ZB for only a couple of years, just got SP a few days ago, can't wait to implement your technique! Ciao, Craig
hey, i have few questions, that i never made subdivision levels, can i reconstruct them? i tried to reconstruct with the reconstruct subdivision tool but it didnt work bcz of the triangles, i want to use displacement map in substance, another querry is, do we need to unwrap high poly to export the displacement map? i am really confused with this! do you have any discord or something where i can post links where i am stucking, it's just baffling me !
Hi No ne, reconstruct only works for meshes that have been subdivided previously. Reconstruct will stop working the moment it encounters triangles. If you want to have a better topology for your head, I explain an easy workflow to do that here: ua-cam.com/video/yqpBUZsVgIo/v-deo.html Mind you, you need a properly topologized head and a separate plugin to follow along though. Once you have a head with subdivisions, you can unwrap the lowest level and the UV get propagated through the subdivision levels, hence both the "high-res" and the "low-res" have matching UVs, allowing the displacement map to be generated.
So when you're talking about different are you saying that substance player is an alternative better than using Photoshop? Because I dont have photoshop.
Substance Player is a small program that reads .sbsar files. Photoshop was the main texturing tool for a lot of character artists for a long time but there's much better tools nowadays to texture, such as the Substance tools (of which Player is part of).
please tell me when I display the displacement maps and after all the manipulations as in the video when I add it to the subpainter artifacts appear on my model how to solve this?
A wild guess is that your data may have been converted to 8-bit along the way.
@@Outgang and by the way, when added to the subpainter, the detail of the pores disappears, only the holes remain
@@forgamers9087 Honestly it's a bit hard to troubleshoot something effectively on UA-cam just like that.
@@Outgang
can i write to you on discord?
❤
laura I know I came here to learn but I want to be friends now
hi laura how are you?
No and always no. Lol. (That prompt)
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Beautiful and smart transgender girl!
you are very beautiful i must say.
Thank you Niyati.
@@Outgang 🤗
Honestly really pointless. You're better to do fine details in painter itself instead of ever doing pores and fine wrinkles in Zbrush.
Zbrush I think should no longer be for sculpting fine details and having them "locked in" to the model. But this requires someone who can actually texture good.