Good! One thing this is not how to UV a high poly mesh like photogrametry high detail meshes, is how to UV a low poly mesh and reproject the Normals and Disp maps. But is very practical way to teach, thanks a lot!
Indeed, good description. The tittle is a bit off. Tnx for the comment. Do check the rest of my UA-cam channel and Gumroad page (link in video description) to find more video tutorials. Like & Share, tnx :)
I don't get it, how there is 5 unlikes, and only 14242 views. this is the fastest 3ds max & Zbrush tutorial and the greatest man. if i were more than 18 and have a credit card, i would support as much i can Alex. thank you very much from Algeria :D
May be because the UV island on max should be AS BIG as possible within the 0.0-1.1 texture space (after you straighten and relax before exporting back to Zbrush you SHOULD rescale normalize) otherwise you're loosing resolution of your texture = details. I'm just saying, I have NOT give a thumb down to this video, that is unfair, but few details should be corrected, specially while the video is overall GOOD and might (have) spread :) Cheers and peace
Fucking hell, this IS a great tutorial man. Even the fast max unwrap techniques are more than welcomed ! Your technique is slightly different from anything I've seen before and so powerful when I think about the endless possibilities. Great, really ! Thanks man. Keep sharing your tricks, you're a magician :)
You are welcome. Do check out the rest of my UA-cam channel and Gumroad page (link on video description) to find more video tutorials. Like & Share, tnx 😊
Excellent tutorial. One question, I have like 9 subtools for my character in Zbrush and was wondering if you use GoZ to export the objects to 3ds Max, will it have that Zbrush preset you mentioned? I was just looking to save time instead of importing each object one by one. Thank you!
Goodnight. Dear, I have a tutankamon model with its textures but the mesh is flat, I do not want to draw the stripes of the tunic, to know if it is possible with the textures that it brings, to use them in zbrush and to generate a low or high relief. thank you very much
Hello. You can use your textures for "creating" geometry details. You just need a normal map, apply it to the Normal map property and your flat model will look detailed as a hi-poly version of the model.
Nice to hear, the video was helpful. Do check the rest of my UA-cam channel and Gumroad page (link in video description) to find more video tutorials. No worries about "repaying" me, just use the knowledge given and evolve. Like & Share, tnx
Thank you.Could you help me with the basic steps to import it and apply it because it is urgent to me.I thank you very much your time.Could you help me?
You can do it in zbrush... Duplicate high poly... Dynamesh duplicate... Unwrap low poly dynamesh duplicate... Subdivide duplicate up to aprox res... Inflate duplicate slightly...you might not need to do this step depends on situation... Project all... High poly with uv maps... Should be automated by a button press...but anyway... Note...if you have parts on your original model that are too thin they wont project cleanly...inflate by 1 or 2... Note...all subtools should be merged into a single tool high poly...unless you want seperate maps on parts...clothing etc... Note...check dynamesh duplicate for holes after you dynamesh and close holes just in case... Note...trying to get a perfect project is a trick of the trade that take years of studying zbrush...but generally the distance value should be quite low if your mesh nearly matches with transparency on the high rez...
hi 3dsmax newbie here. Thanks! This kind of tutorial is hard to find. Glad you made one. just wanna ask if I do the UV unwrap in Zbrush (UV Master) and textures and transfer them to 3ds max? Wont 3ds max read the UV unwrap from zbrush? Also what is the difference of this method if I use the GoZ?
Hi, yes Max would recognize the UV unwrap if you do it ZBrush, its a personal preference which software you use for unwraping. GoZ is just a plugin for quicker switch from softwares, so it basicly doesn`t do anything different then if you would export an .obj for example and import it in another software. GoZ also solves some issues that may occure when importing OBJs in other software, so its wise to use GoZ. :)
when i UV my model in 3dsmax and import back to zbrush i loose subdiivsion levels, i only have lower res and higher res :S when importing in 3dsmax first i checked that option preset:zbrush, its ok but i dont understand why i dont have my subdivision levels
Good! One thing this is not how to UV a high poly mesh like photogrametry high detail meshes, is how to UV a low poly mesh and reproject the Normals and Disp maps. But is very practical way to teach, thanks a lot!
Indeed, good description. The tittle is a bit off.
Tnx for the comment.
Do check the rest of my UA-cam channel and Gumroad page (link in video description) to find more video tutorials.
Like & Share, tnx :)
I don't get it, how there is 5 unlikes, and only 14242 views.
this is the fastest 3ds max & Zbrush tutorial and the greatest man.
if i were more than 18 and have a credit card, i would support as much i can Alex.
thank you very much from Algeria :D
:) nice to hear. Glad that video was helpful.
Like & Share :)
May be because the UV island on max should be AS BIG as possible within the 0.0-1.1 texture space (after you straighten and relax before exporting back to Zbrush you SHOULD rescale normalize) otherwise you're loosing resolution of your texture = details.
I'm just saying, I have NOT give a thumb down to this video, that is unfair, but few details should be corrected, specially while the video is overall GOOD and might (have) spread :)
Cheers and peace
So grateful for your channel!!! This is exactly what I was looking for. Still relevant in 2019
Nice to know my videos help others :) Do check out the links in video description.
Like & Share, tnx :)
Fucking hell, this IS a great tutorial man. Even the fast max unwrap techniques are more than welcomed ! Your technique is slightly different from anything I've seen before and so powerful when I think about the endless possibilities. Great, really ! Thanks man. Keep sharing your tricks, you're a magician :)
+Han Solo Nice to hear.
Like & Share :)
Thank you! That import/export "preset: Zbrush" setting is exactly what I have been looking for the past hour! Max default is None.
Happy the video was at help. :)
Like & Share, tnx
i really apreciate your help with dowloanding this software
I looooooooovvveeeeee thisssssssssssss
Your tutorial was a watershed for my life.
Nice to read. You`re welcome. :)
Check out the rest of my YT channel.
Like & Share, tnx :)
Awesome Tutorial. Thanks
You are welcome. Do check out the rest of my UA-cam channel and Gumroad page (link on video description) to find more video tutorials.
Like & Share, tnx 😊
pretty straightforward. short but helpful. thanks
You`re welcome. Check out the rest of my YT chanell.
Like & Share, tnx :)
Thank you , can you tell me why unwrap in 3dmax rather than why not unwrap in zbrush? sorry i am new to texturing.
Excellent tutorial. One question, I have like 9 subtools for my character in Zbrush and was wondering if you use GoZ to export the objects to 3ds Max, will it have that Zbrush preset you mentioned? I was just looking to save time instead of importing each object one by one. Thank you!
This tutorial helped me a lot! Thank you so much for sharing!
You`re welcome. :)
Goodnight.
Dear, I have a tutankamon model with its textures but the mesh is flat, I do not want to draw the stripes of the tunic, to know if it is possible with the textures that it brings, to use them in zbrush and to generate a low or high relief. thank you very much
Hello. You can use your textures for "creating" geometry details. You just need a normal map, apply it to the Normal map property and your flat model will look detailed as a hi-poly version of the model.
The best video I watched today ! short straight forward !! Thank you a billion time man, I fucking wish I was rich to pay you :/
Nice to hear, the video was helpful.
Do check the rest of my UA-cam channel and Gumroad page (link in video description) to find more video tutorials.
No worries about "repaying" me, just use the knowledge given and evolve.
Like & Share, tnx
Hi. do you can show how create UV map only in Zbrush? and If I have only high poly model, have no low poly and can't down to sbdiv 1... (
Thank you.Could you help me with the basic steps to import it and apply it because it is urgent to me.I thank you very much your time.Could you help me?
thanks dude.. it saved me lots of time😎😂🙌
You`re welcome.
Like & Share, tnx :)
Nice tutos thanks for sharing
You`re welcome. :)
Excellent !!! thank you
this is great, thank you !
Nice to hear & you`re welcome.
Like & Share :)
You can do it in zbrush...
Duplicate high poly...
Dynamesh duplicate...
Unwrap low poly dynamesh duplicate...
Subdivide duplicate up to aprox res...
Inflate duplicate slightly...you might not need to do this step depends on situation...
Project all...
High poly with uv maps...
Should be automated by a button press...but anyway...
Note...if you have parts on your original model that are too thin they wont project cleanly...inflate by 1 or 2...
Note...all subtools should be merged into a single tool high poly...unless you want seperate maps on parts...clothing etc...
Note...check dynamesh duplicate for holes after you dynamesh and close holes just in case...
Note...trying to get a perfect project is a trick of the trade that take years of studying zbrush...but generally the distance value should be quite low if your mesh nearly matches with transparency on the high rez...
hi 3dsmax newbie here. Thanks! This kind of tutorial is hard to find. Glad you made one. just wanna ask if I do the UV unwrap in Zbrush (UV Master) and textures and transfer them to 3ds max? Wont 3ds max read the UV unwrap from zbrush? Also what is the difference of this method if I use the GoZ?
Hi, yes Max would recognize the UV unwrap if you do it ZBrush, its a personal preference which software you use for unwraping.
GoZ is just a plugin for quicker switch from softwares, so it basicly doesn`t do anything different then if you would export an .obj for example and import it in another software. GoZ also solves some issues that may occure when importing OBJs in other software, so its wise to use GoZ. :)
Thanks for the quick reply and the info. I really appreciate it.
glennevangelista You`re welcome.
when i UV my model in 3dsmax and import back to zbrush i loose subdiivsion levels, i only have lower res and higher res :S
when importing in 3dsmax first i checked that option preset:zbrush, its ok but i dont understand why i dont have my subdivision levels
have the same question please help!
For once, the software is actually really useful
excellent
awesome! tnx
Tehran Batman You`re welcome. :)
korean sub! great!! thanks >
+gabeeet Glad they came in handy.
Like & Share :)
Thanks!
You`re welcome. :)
you're missing the step when you're adding normal map ??
How about Maya?
Sounds like Alex Vray
thats a fucking brick///how hard is to unwrap that?
Its not only how to unwrap, but to also retain high poly detail.
And if you know it, you don`t need to post such comments.