i couldnt describe how much it helped for me, i apparently couldnt export through zplugin multiple map. so i was surfing the net all day, couldnt get an appropriate answer, finally i stumbled here and im not regreting it. thankyou very much
yay.. thank you very very much. it's really difficult to find texture info for EXPORTING, and your was clearly explained, well illustrated, my best zbrush tut experience so far :)
Guys if you use GOZ into 3dsmax and have seam texture errors... You just need re-import Normal Maps with the option "Override Gamma" .... took me a whole day to find solution to this problem :P
Ya, I never have the patience to wait for the software to catch up either. I have seen it recover sometimes. When I create an ambient occlusion map, this REALLY puts the strain on the computer. I've found that getting up and getting a cup of coffee while it churns is the best way to get a result...
Couple questions: So Diffuse maps, Normal maps (tangent and world space), Displacement maps, Cavity maps and AO. 1-Any other possible maps Zbrush can generate? like Curvature maybe. 2-Can you use the PBR renderer to render to UV space? 3-Is this better or use an external baker, like Substance Painter or other DCC? 4-Why some maps go to Texture palette while others go to Alpha palette? Thanks for the best and most concise 101 video on baking in ZBrush. We needed that!
+Jonney Shih 1. Every version of zbrush comes out with something new. 2. Yes 3. Every program has its pros and cons. It's all about finding a workflow that you like and can do quickly. What gets annoying is when an artist gets good at one path, and then thinks everyone else's path is wrong. 4. The RGB and polypainting are going to go to the texture palette. The Alpha has to do with zdepth and geometry. They're interchangeable. I'm not the best person to ask about this particular subject with zbrush.
Yeah, you can do it all inside Zbrush. If you start in zbrush with a zsphere and use DynaMesh, you can achieve a decent topology. If you have no plans for exporting the model out of zbrush (in other words you're not making game art) then yes, it makes more sense to stay completely in zBrush. Keep in mind, the low-poly modeling in Maya or Max and then importing into Zbrush is just one of a few ways of doing it. I try to coach my students to always remember there's more than one way to skin a cat.
Great video Kevin. With regards to creating an AO map I love XNormal. Works great as well for Normal maps etc. Having tried multiple workflows including 3DsMax this wins hands down imho, but as you said there are many ways to skin a cat :)
hi.. this is a great tutorial.. don't no whether this is the closest version to my version of brush or whether i was searching the wrong stuff but this seems to be what I'm looking for... only problem is.. those horizontal and vertical lines mentioned, I have those.. lots of them,,, the whole map is like loads of squares? how do i fix this? ps. i painted the model using the spotlight ... will this still work?
When you turn on adaptive on the maps what does that do exactly because in the past I don't think I used it but I'm sure if i degraded the quality of the textures.
Thanks a milion good sir. One information change for me the whole game. Thank you...like really,thank you. Now I just need to figure out how to make more realistic skull in Cinema from ZBrush. Regards, Igor
Hi! I 've got a question.I have exported my textures from a high poly mesh and they look just fine.But!! When i decimate my high poly mesh and tell zbrush to keep the uvs it doesnt.And even if it did when i actually create a new low poly topology using zremesher or zspheres the uvs are deleted!So i cannot apply the texture maps inside the game engine im using(UDK)because my low poly mesh has no uvs.Even if i create a new set of uvs for my low poly model they will be different and therefore will not work properly.I tried copying and pasting my uvs from high poly to low poly mesh but zbrush says they 're not compatible!So my question is,how do i copy the high poly mesh uvs into the low poly retopologised mesh so i can used them inside of my game?
Great tutorial, I have a doubt, Do we need to unwrap the mesh before doing spotlight painting ? if not, Is there any way to generate UV from the painted mesh ?
Certainly zbrush gives you an error? I do not know why but I always have, if zbrush counts and I clicked the mouse anywhere, but how you choose the "wait until the program starts responding" despite the fact that the progress bar does not move, zbrush regains consciousness as he has finished counting. I ask because I always chose close applications;] by the time I tried to wait ...
This was really great, one of the best tutorials I have ever found on UA-cam. Thanks! I am currently creating a game-model in ZBrush (sculpting directly without a low-poly reference mesh) and I would like to ask if you would recommend using the ZRemesher tool to get a basic low-res mesh? I have made retops in Maya using the Quad-Draw tool before, and it's currently my standard way of doing it, but are there other, more efficient ways that could be relevant for me?
hey kevin thanks for the tut. good job how can i export the Uvs from my character which i have unwrapped in Zbrush into maya ? i previously tried to create "new from Uv" texture and exported it but i wasn't able to load it in maya ? help please :(
when i create a new texture from the uvs its all messed up, the colours arent just flipped, they are jumbled, at first i thout it was my model, so itested it on just a sphe, and the same thing happened. Help!
Hi Kevin very useful tips, what if you where to delete lower subdivisions on the final map? Would that reduce the file size enough to where it wouldn't crash?
+saberstylist Are you having crashes? I suppose it's worth a try. The whole point is to use zbrush to create textures that you can't otherwise make in Photoshop (or it's far more time consuming)...so it doesn't matter what the zbrush file ends up as in the end. It's a stepping stone.
Oh yeah, of course. It's an industry standard. I think it's important to remember that there's always 3 or more ways to skin a cat.....this is just one of them. I hear 3D Coat is amazing for UV unwrapping....gotta check that out.
Dude im so confused pls help. How do i create UVs on my model? u skip this because u already have them. when i go uv master and unwrap it has to be lowest sub lvl...i lose all my details AND my polypaint just dissapears... pls help! thnx
A UV-map is universal, so every program could read thát UV-map. For instance: 1. You unwrap your model in Maya, 3ds, c4d, blender > export it as a obj and import it into ZBrush > ZBrush can read your unwrap you made in your program. The UV is baked into your OBJ. When you create an object in Zbrush, you have to unwrap your model in ZBrush > it creates a uv-map > export the mesh from Zbrush to an OBJ and your UV is baked in your OBJ file, so every program can read that UV as well. Once there is an UV-map, you can draw extra detail in ZBrush, and export every mapping you like. Just create one UV-unwrap
Ok....it sounds like you don't have UVs applied correctly to your subtools....AND, you need to make sure all of your UV vertices are within the 0-1 space. If they aren't, then you'll get errors and it won't work. Watch my video on how to apply UVs to subtools. It might also be worth your while to watch the How to Fix Broken UVs video. Yes, spotlight is fine....you're applying colors to the polygons. The next step is to improve that by polypainting and moving away from relying on just textures.
i couldnt describe how much it helped for me, i apparently couldnt export through zplugin multiple map. so i was surfing the net all day, couldnt get an appropriate answer, finally i stumbled here and im not regreting it. thankyou very much
i'm just learning how to use zbrush and i find your tutorial clear and precise. a much needed and helpful tutorial. liked and subscribed.
"Now here's the thing with ambient occlusion...BRRR BRRR BRRPPPP!"
wtf? lol.
very helpful though. thanks.
xD ikr
totally
hahahahhahaha
yay.. thank you very very much. it's really difficult to find texture info for EXPORTING, and your was clearly explained, well illustrated, my best zbrush tut experience so far :)
Thanks!most comprehensible tutorial on Zbrush texturing I saw!
Awesome tutorial. Quick and easy. Thanks for posting.
Excellent tutorial man ! (I've followed hundreds, GWorkshop included)
Sharp and efficiant. You're my hero ;)
Guys if you use GOZ into 3dsmax and have seam texture errors... You just need re-import Normal Maps with the option "Override Gamma" .... took me a whole day to find solution to this problem :P
nice!
I've been searching for this like forever thx dude !!!
This sir... a masterpiece...
Ya, I never have the patience to wait for the software to catch up either. I have seen it recover sometimes. When I create an ambient occlusion map, this REALLY puts the strain on the computer. I've found that getting up and getting a cup of coffee while it churns is the best way to get a result...
Couple questions:
So Diffuse maps, Normal maps (tangent and world space), Displacement maps, Cavity maps and AO.
1-Any other possible maps Zbrush can generate? like Curvature maybe.
2-Can you use the PBR renderer to render to UV space?
3-Is this better or use an external baker, like Substance Painter or other DCC?
4-Why some maps go to Texture palette while others go to Alpha palette?
Thanks for the best and most concise 101 video on baking in ZBrush. We needed that!
+Jonney Shih 1. Every version of zbrush comes out with something new.
2. Yes
3. Every program has its pros and cons. It's all about finding a workflow that you like and can do quickly. What gets annoying is when an artist gets good at one path, and then thinks everyone else's path is wrong.
4. The RGB and polypainting are going to go to the texture palette. The Alpha has to do with zdepth and geometry. They're interchangeable. I'm not the best person to ask about this particular subject with zbrush.
Kevin Burgess Thanks for your quick reply.
2- I don't know how but that should mean you can render AO faster without a selection mask, no?
+Kevin Burgess In the very beginning when I choose the displacement map, and UV Map everything is ghosted
ive been looking a long time for this. thank you very much
Great tutorial! Learned a great deal about texture extraction! thank you very much
That was the most helpful video I've seen on this, thank you very much!!
Thanks for the great tutorial, you explained things clearly and logically.
This is a great tutorial. Thank you so much!
Hey man, It works great and without any problems.
awesome video, straight forward and free!
Yeah, you can do it all inside Zbrush. If you start in zbrush with a zsphere and use DynaMesh, you can achieve a decent topology. If you have no plans for exporting the model out of zbrush (in other words you're not making game art) then yes, it makes more sense to stay completely in zBrush. Keep in mind, the low-poly modeling in Maya or Max and then importing into Zbrush is just one of a few ways of doing it. I try to coach my students to always remember there's more than one way to skin a cat.
God sent tutorial. Thank you for sharing, learned a lot.
Really nice job explaining things!
Hello, Kevin you dont have any video posted on the projection of the head from subdi. 1 -subdiv 8 you spoke about in this video. Thanks!
thanx a lot... audio issues aside, it helped me soooo much!
Perfect explanation, thanks!!
Great video Kevin. With regards to creating an AO map I love XNormal. Works great as well for Normal maps etc.
Having tried multiple workflows including 3DsMax this wins hands down imho, but as you said there are many ways to skin a cat :)
hi.. this is a great tutorial.. don't no whether this is the closest version to my version of brush or whether i was searching the wrong stuff but this seems to be what I'm looking for...
only problem is.. those horizontal and vertical lines mentioned, I have those.. lots of them,,, the whole map is like loads of squares? how do i fix this?
ps. i painted the model using the spotlight ... will this still work?
are you Arrimus 3D?
Thanks for making this, it was really helpful! : )
Thank you!! This was very clear and super helpful.
When you turn on adaptive on the maps what does that do exactly because in the past I don't think I used it but I'm sure if i degraded the quality of the textures.
Thanks a milion good sir. One information change for me the whole game. Thank you...like really,thank you. Now I just need to figure out how to make more realistic skull in Cinema from ZBrush.
Regards,
Igor
Gracias, An excellent tutorial.
Hi! I 've got a question.I have exported my textures from a high poly mesh and they look just fine.But!! When i decimate my high poly mesh and tell zbrush to keep the uvs it doesnt.And even if it did when i actually create a new low poly topology using zremesher or zspheres the uvs are deleted!So i cannot apply the texture maps inside the game engine im using(UDK)because my low poly mesh has no uvs.Even if i create a new set of uvs for my low poly model they will be different and therefore will not work properly.I tried copying and pasting my uvs from high poly to low poly mesh but zbrush says they 're not compatible!So my question is,how do i copy the high poly mesh uvs into the low poly retopologised mesh so i can used them inside of my game?
Great tutorial, I have a doubt, Do we need to unwrap the mesh before doing spotlight painting ? if not, Is there any way to generate UV from the painted mesh ?
In 3dsmax material editor,where do u load normal map? Because I can't see any slot for that map.
Ahh yes, and I agree I gotta check that out too.
Where do you use AO and cavity map
So I want to do everything inside zbrush I was wondering Zbrush is good for most things like, texturing modelling, and extra detailing
Certainly zbrush gives you an error? I do not know why but I always have, if zbrush counts and I clicked the mouse anywhere, but how you choose the "wait until the program starts responding" despite the fact that the progress bar does not move, zbrush regains consciousness as he has finished counting. I ask because I always chose close applications;] by the time I tried to wait ...
This was really great, one of the best tutorials I have ever found on UA-cam. Thanks!
I am currently creating a game-model in ZBrush (sculpting directly without a low-poly reference mesh) and I would like to ask if you would recommend using the ZRemesher tool to get a basic low-res mesh?
I have made retops in Maya using the Quad-Draw tool before, and it's currently my standard way of doing it, but are there other, more efficient ways that could be relevant for me?
hey kevin thanks for the tut. good job
how can i export the Uvs from my character which i have unwrapped in Zbrush into maya ?
i previously tried to create "new from Uv" texture and exported it but i wasn't able to load it in maya ?
help please :(
With you use audacity to record your audio, you'll be able to remove room noise from your videos.
Thanks for posting these videos!
thanks!
may i ask you how you use the cavity map and the ao map in 3ds max?
when i create a new texture from the uvs its all messed up, the colours arent just flipped, they are jumbled, at first i thout it was my model, so itested it on just a sphe, and the same thing happened. Help!
how did u addcthose textures in photo shop or something
Glad you're diggin it!
Arrimus 3D, is you? Your voice looks like from a another guy how made some awesome tutorials too!
Hi Kevin very useful tips, what if you where to delete lower subdivisions on the final map? Would that reduce the file size enough to where it wouldn't crash?
+saberstylist Are you having crashes? I suppose it's worth a try. The whole point is to use zbrush to create textures that you can't otherwise make in Photoshop (or it's far more time consuming)...so it doesn't matter what the zbrush file ends up as in the end. It's a stepping stone.
I have a question, Would you call this process of exporting 5 different textures "Baking"? Thanks.
You've saved my life
great tutorial :)
When I click texture from uv map, it's making whole model red and black with odd lines and marks.. please help.
Thanks for this! :)
You are good ! :)
Thanks.
nice texture, did you paint it with spotlight?
great video~thx
Hi! Do you know of any way to transfer my unwrap in zbrush into 3ds max as a low poly model?
thank you very much
Good video, you ever try xnormals?
SUPER USEFULL thaks
Thanks teacher
very benefecial .. helped me alot !
Oh yeah, of course. It's an industry standard. I think it's important to remember that there's always 3 or more ways to skin a cat.....this is just one of them. I hear 3D Coat is amazing for UV unwrapping....gotta check that out.
thanks!
Thank alot
hi, i see you are using Digipen pc, is that a good place to learn the basics for a career in this kind of field?
blurrypixel is awsome too
how do i get rid of those horizontal lines?
I have scared at 8:40. Thanks for nice tutorial !
is that you self portrey?
thanks :D
Dude im so confused pls help. How do i create UVs on my model? u skip this because u already have them. when i go uv master and unwrap it has to be lowest sub lvl...i lose all my details AND my polypaint just dissapears... pls help! thnx
+Harriloven nvm i figured it out thnx
Zbrush normal map is good?
hey, is that officer Belik from prison break?!?
He has a kitten face!
pls can somebody help me?
i need export uv map with texture from zbrush into cinema 4d, but cinema 4d and zbrush making different UVs
A UV-map is universal, so every program could read thát UV-map.
For instance: 1. You unwrap your model in Maya, 3ds, c4d, blender > export it as a obj and import it into ZBrush > ZBrush can read your unwrap you made in your program. The UV is baked into your OBJ.
When you create an object in Zbrush, you have to unwrap your model in ZBrush > it creates a uv-map > export the mesh from Zbrush to an OBJ and your UV is baked in your OBJ file, so every program can read that UV as well.
Once there is an UV-map, you can draw extra detail in ZBrush, and export every mapping you like.
Just create one UV-unwrap
@@ikbenikHD so obj's contain or are able to save uv's? Ive read that objs cant or was it polypaint?
2:12
Ok....it sounds like you don't have UVs applied correctly to your subtools....AND, you need to make sure all of your UV vertices are within the 0-1 space. If they aren't, then you'll get errors and it won't work. Watch my video on how to apply UVs to subtools. It might also be worth your while to watch the How to Fix Broken UVs video.
Yes, spotlight is fine....you're applying colors to the polygons. The next step is to improve that by polypainting and moving away from relying on just textures.
love the random ear rape haha
You start your exporting textures tutorial with "I've got UV Maps." - Not very helpful.
All my options are grey.
voice tutotrail
GREAT video, terrible sound.
ya, that's what I get when I wear a cheap headphone that doesn't fit my big head....sorry
Eitler Depp
buy a usb mic to avoid hiss
I'm too stoned for tNice tutorials, I'll be back later...