The reason it didn't work with 7 subdivisions is because it didn't have 7 divisions, it had 6. In Zbrush the levels are 1 to 7 but 1 hasn't been divided, so what Arnold wants to know is how many times it needs to divide the mesh to get from level 1 to level 7, which is 6. If you set it higher Arnold just crashes.
Hi, great tutorial by the way very helpful as I've finished modeling my hardsurface Wingman pistol from Titanfall/Apex Legends. I wanted to create some edge wear/damage using Trim Dynamic brush in Zbrush and use that as a Displacement/Height Map instead of a Normal Map as It's not going to be a game ready asset anyways. the whole thing was modelled with good topology in mind and even quads. You haven't shown how to fix/clean up the mesh's UV Seamed area after the displacment. I hope you will upload that! Thank you very much!
Thank you for bringing that to my attention. I’m currently working on that video and will let you know when it’s ready! Your project sounds pretty epic and I would love to see some renders when you are done if possible.
Hi Bozurk! I just uploaded the Seam Fix! ua-cam.com/video/-_LEhQtA4pA/v-deo.html Let me know if you have any questions. Please make sure to subscribe if you haven't already. Thank you and good luck with your project!
I’m still having a little trouble with it myself. I’ll let you know if I get it worked out. Anyone else out there able to clean up displacement edges. Please msg on this thread
That's so wrong. why did you left subdiv level to 7 in multi map exporter? That option tells zbrush from which subdiv level it should generate displacement. leaving it at highest level will generate only the fine micro details and nothing. all the big details will be lost.
Hmmm.. It seems like I'm getting the results I want. What level would you recommend exporting? My understanding is that Level 7 has all the big detail along with the micro detail, not just the micro detail.
usually you should put there the same number at which subdivision you're exporting your mesh in maya. If you're exporting subd 1 mesh from zbrush to maya to apply displacement, then you should put 1 in multi map exporter subd level. If you're exporting level 2 mesh then you should put 2 etc.
does your unwrapped uv's have to be in more than one space, cause i did a simple character recently and unwrapped all its uv's in one space. After exporting into zbrush, i just wanted to add some hair detail, now id like to use udim's to import my zbrush details back into maya.
The uvs do not have to be in more that one space. In fact they are normally in the just one space. This tutorial is just showing if you have a more complex scenario.
Hey you have awesome learning content, i have a question, can we create displacement maps in substance from z brush? as we did normal maps? if yes , then i would love to learn that, and please must reply, thanks for reading with patience!
That's a great question! You will have to manually create a new level 1 and divide up. Here is a video explaining that process in detail: ua-cam.com/video/L85XIdtKAHo/v-deo.html
The reason it didn't work with 7 subdivisions is because it didn't have 7 divisions, it had 6. In Zbrush the levels are 1 to 7 but 1 hasn't been divided, so what Arnold wants to know is how many times it needs to divide the mesh to get from level 1 to level 7, which is 6. If you set it higher Arnold just crashes.
Thank you! That’s a great point. Seems like Zbrush should have named level 1 level 0 for less confusion
Thanks man!
great tutorial, he was to helpful
Hi, great tutorial by the way very helpful as I've finished modeling my hardsurface Wingman pistol from Titanfall/Apex Legends. I wanted to create some edge wear/damage using Trim Dynamic brush in Zbrush and use that as a Displacement/Height Map instead of a Normal Map as It's not going to be a game ready asset anyways. the whole thing was modelled with good topology in mind and even quads. You haven't shown how to fix/clean up the mesh's UV Seamed area after the displacment. I hope you will upload that! Thank you very much!
Thank you for bringing that to my attention. I’m currently working on that video and will let you know when it’s ready! Your project sounds pretty epic and I would love to see some renders when you are done if possible.
Hi Bozurk! I just uploaded the Seam Fix! ua-cam.com/video/-_LEhQtA4pA/v-deo.html Let me know if you have any questions. Please make sure to subscribe if you haven't already. Thank you and good luck with your project!
Thank you so much... please show how to clean the sim line from arnold
I’m still having a little trouble with it myself. I’ll let you know if I get it worked out. Anyone else out there able to clean up displacement edges. Please msg on this thread
Hi Aditya! I just posted the displacement fix video! ua-cam.com/video/-_LEhQtA4pA/v-deo.html Let me know if you have any questions. Thank you!
great tut.. thank you
You’re welcome. Thank you for subscribing to my channel. I hope to keep making more helpful content in the future!
Thank you very much!
Absolutely!
Thanks..
Thank you so much!
Absolutely. Glad you enjoyed it.
That's so wrong. why did you left subdiv level to 7 in multi map exporter?
That option tells zbrush from which subdiv level it should generate displacement. leaving it at highest level will generate only the fine micro details and nothing. all the big details will be lost.
Hmmm.. It seems like I'm getting the results I want. What level would you recommend exporting? My understanding is that Level 7 has all the big detail along with the micro detail, not just the micro detail.
usually you should put there the same number at which subdivision you're exporting your mesh in maya.
If you're exporting subd 1 mesh from zbrush to maya to apply displacement, then you should put 1 in multi map exporter subd level. If you're exporting level 2 mesh then you should put 2 etc.
@@mordecai1484 thank you for that. I’ll look into that.
why you didn't use the low poly from zbrush?
I usually do. Nothing wrong with doing that.
Curious... did you ever put up a video about cleaning up displacement seams?
Yes, here it is! ua-cam.com/video/-_LEhQtA4pA/v-deo.html
Thank you very much, does this guide can work the same as height map from substance ?
I’m not 100% sure but yes I think so.
does your unwrapped uv's have to be in more than one space, cause i did a simple character recently and unwrapped all its uv's in one space. After exporting into zbrush, i just wanted to add some hair detail, now id like to use udim's to import my zbrush details back into maya.
The uvs do not have to be in more that one space. In fact they are normally in the just one space. This tutorial is just showing if you have a more complex scenario.
@@davidbittorf would this work if I was importing a mesh that I just put a alpha on in zbrush?
Hey you have awesome learning content, i have a question, can we create displacement maps in substance from z brush? as we did normal maps? if yes , then i would love to learn that, and please must reply, thanks for reading with patience!
Check out this video. I think this is what you are asking... ua-cam.com/video/_KCP6j5J3Fw/v-deo.html
What should I do I don,t have any subD levels ?
That's a great question! You will have to manually create a new level 1 and divide up. Here is a video explaining that process in detail: ua-cam.com/video/L85XIdtKAHo/v-deo.html
Modelo criado no Rafa Souza academy
No, I’m not aware of Rafa Souza Academy.