You are so very welcome! This one was always requested during my streams so I’m glad that not only did I make this video, but that it’s helping others too!
Thank you so much for this old video! I was just trying to workout a way to apply a repeating pattern to a shirt using an alpha I had bought online. found I could use your method of making poly group UV's for the mesh, then morph UV and apply noise to the object while it is flattened. There is minor issues with seams but overall the effect is 10x better than doing it by hand with alphas or spotlight. Applying noise without morph UV would always make some of the pattern worp into a shape I didn't like as it tried to fit around an uneven surface. Thanks again. I know this video is 2 years old now but it's been a great help!
Thanks a lot! I do have a question tho, how do you export the whole model WITH the exact UV related to substance painter? When ever I do so, Substance doesn't know how to get the UV I created before in Zbrush.
Great Question! I highly recommend that you export with an FBX file format to use in SP. Once you are ready to export to SP, click on Export under the Tool Menu > Select FBX for file type > and then select either All subtools or visible subtools to ensure you export all of the subtools you need to import into SP and I recommend leaving all other default settings (FBX 2020 - export camera - Embed Maps - etc.). As long as all of your subtools have UVs, the FBX file format will hold that information and bring it into SP. Hopefully that is helpful. Glad you enjoyed the Tutorial. :)
Thank you so much for this, I’m working on a showcase sculpture but also want to do some texturing and didn’t want to go back to blender/max to retopology in order to UV, also tried traditionally UV my lowest subdivision zremesh version of my sculpt but was really painful to do (still I’m the 30k tris range), now I can handle it almost entirely in zbrush
So if I do retoplogy and it’s clean I don’t have to manually edit UV’s and just follow this video? I’m new to uv mapping and and trying to understand it
You’re welcome! I would say that depends on what you’re going for. I use this method for when I want to have some decent UVs but don’t want to go into other programs like Maya. But if you are trying to really get create and proper UVs for animation or games, I would take it into a software that would give you better and controllable results. How that helps!
Thanks for the upload, helps a lot. Plan to use UVMaster for the body & limbs of my char and then just split the hand/feet islands in max, will be much quicker than manual besides I like ZBrush UI way more.
@@IRSculpts Thank you! So useful! Also, I went back and edited the UVs in the clone(just relaxed some areas). Deleted what I had already pasted on to my original base mesh and dopy and pasted the the edited version but for some reason it pastes back like the way the UV were before.
hey ! I unwrapped my 3d model in blender and used UDIMs but when I morph uv of the same 3d model after importing it in zbrush , Its overlapping both the tiles and using a single tile .. Anyway to view uv with udims in zbrush
Hello Ian. I have a workflow question. I created a fairly detailed tree stump with 6 levels of subdivisions. From here, I planned to export my normal maps. But, I did not like the way ZBrush creates UVs. They are not created in the best way, in my opinion. So, I discovered polygroups. Yay! But, no. As I'm sure you know, you cannot have multiple levels of subdivisions if you want to create polygroups... which would be used to help me create a UV layout, that would then help me to export a normal map for my model. But, this process NEEDS those multiple subdivision levels. This makes no sense. How do people sculpt and export their work into other programs if ZBrush works like this?? Is there not a way to extract UVs from models in Maya?
That’s a great question! You can create polygroups with a mesh that has subdivisions. Drop your mesh down to the lowest subdivision and then with the masking tool or selection lasso tool, select the part of your mesh you want to have as a new poly group. Then press CTRL +W. It’s true that there is no “good” approach in ZBrush to have full control of your UVs since there is not a uv editor, however you can layout your uvs to help later processes like texturing in Substance a bit easier. For a lot of artist, ZBrush is a small part of the pipeline, but with the ability to have control of polygroups, this makes the process easier. You could also duplicate your mesh, delete higher sub divs and then modify it to your liking. Then project the details from the higher res to the new high res mesh once you put back the sub divs to get something you like. Hopefully this helps and thank you for asking :)
@@IRSculpts Thank you for responding. I have tried this multiple times. I brought my model down to the lowest subdivision level. With the lasso tool (control pressed), I selected an entire section of my model. I then hit ctrl + w, and the selected area simply became deselected. I was, however, successful when I grabbed a model from the Lightbox. Not getting this at all. There's something about my model that's apparently problematic.
It’s kinda hard to say what happened without seeing your model, but it sounds like your mesh might be broken. What I would suggest trying to close holes and weld points and try again. Hope that help.
If you try to unwrap and you get freezing or crashing, you most likely have a spiral loop somewhere. I would recommend deleting all lower sub-divisions and then unwrap again and project your details back through project history or duplicating the subtool. Hope that helps
Where you place your seams is important and what I try to do is place my seam where they wouldn’t be too noticeable. Zbrush does a pretty good job at stitching everything back together, but it’s not always perfect. The example here is what I normally default too and shouldn’t give you too many issues Hope that helps
You're really good at explaining things in the simplest way possible, thanks a lot!
Thank you! I try to explain it in a way that would makes sense to me lol
Glad it was helpful :)
absolute legend..... I spent the whole day looking and got a headache. Now, rested I come across your video and yes! You sir are a champ! Thankyou!
You are so very welcome! This one was always requested during my streams so I’m glad that not only did I make this video, but that it’s helping others too!
Thank you so much for this old video! I was just trying to workout a way to apply a repeating pattern to a shirt using an alpha I had bought online. found I could use your method of making poly group UV's for the mesh, then morph UV and apply noise to the object while it is flattened. There is minor issues with seams but overall the effect is 10x better than doing it by hand with alphas or spotlight. Applying noise without morph UV would always make some of the pattern worp into a shape I didn't like as it tried to fit around an uneven surface.
Thanks again. I know this video is 2 years old now but it's been a great help!
That's awesome to hear that this video was still helpful! Thank you for the kind words! Cheers
This just made my life so much easier. I was lost lol. Thank you!
You are welcome! :)
thanks for the clear explanation
Excellent Tutorial. Really worth thousands. Thank you very much.
You're so welcome! Glad it helped!
Great tutorial! U made it so easy to understand. Thank u so much 🙌
You are very welcome. I'm so glad you found it helpful :)
thank you, I truly love your tutorials.
Thanks a lot!
I do have a question tho, how do you export the whole model WITH the exact UV related to substance painter?
When ever I do so, Substance doesn't know how to get the UV I created before in Zbrush.
Great Question! I highly recommend that you export with an FBX file format to use in SP. Once you are ready to export to SP, click on Export under the Tool Menu > Select FBX for file type > and then select either All subtools or visible subtools to ensure you export all of the subtools you need to import into SP and I recommend leaving all other default settings (FBX 2020 - export camera - Embed Maps - etc.).
As long as all of your subtools have UVs, the FBX file format will hold that information and bring it into SP.
Hopefully that is helpful. Glad you enjoyed the Tutorial. :)
Thank you so much for this, I’m working on a showcase sculpture but also want to do some texturing and didn’t want to go back to blender/max to retopology in order to UV, also tried traditionally UV my lowest subdivision zremesh version of my sculpt but was really painful to do (still I’m the 30k tris range), now I can handle it almost entirely in zbrush
You are so welcome!! I’m so glad this was able to help you out. I hated going back and forth as well. Such a pain haha
Thank You for such a wonderful Totorial
You are very welcome! Glad it could be of some help!
How you can handle it when you have multiple objects like armor boots gunlet and sword?
Best UV vid!
Thanks dude! I appreciate so much! :)
great tut. loved it!
simple and useful >>thanks ,, continue
Thank you!
you saved my life bro!
Glad I could help!
Thank you so much. Perfect for a beginner
So if I do retoplogy and it’s clean I don’t have to manually edit UV’s and just follow this video? I’m new to uv mapping and and trying to understand it
you paint the hight poly and transfer to low poly in zbrush?i try export the base color from hight poly in zbrush and dont work why?
Thank u for this vid. Would u still recommend a unwrapping in a traditional moddler over zbrush lasso based polygroup uvs?
You’re welcome! I would say that depends on what you’re going for. I use this method for when I want to have some decent UVs but don’t want to go into other programs like Maya. But if you are trying to really get create and proper UVs for animation or games, I would take it into a software that would give you better and controllable results.
How that helps!
Thank you for this video :D
Thank you! I’m glad you like it!
Thanks for the upload, helps a lot. Plan to use UVMaster for the body & limbs of my char and then just split the hand/feet islands in max, will be much quicker than manual besides I like ZBrush UI way more.
You are very welcome. Yeah, I like to cut UV's in Zbrush too for a lot of projects. It's just easier for what I do most of the time lol
Thank you so much ♥
THANKS MEN!
You’re welcome!!
How'd you get the skull on in the corner? I correctly have a lowpoly head but that skull would be so useful
Hi there - that is a cam view change. Here is a video on that I did - hope it is helpful:
ua-cam.com/video/RTgJI-u9SR0/v-deo.html
@@IRSculpts Thank you! So useful!
Also, I went back and edited the UVs in the clone(just relaxed some areas). Deleted what I had already pasted on to my original base mesh and dopy and pasted the the edited version but for some reason it pastes back like the way the UV were before.
hey ! I unwrapped my 3d model in blender and used UDIMs but when I morph uv of the same 3d model after importing it in zbrush , Its overlapping both the tiles and using a single tile .. Anyway to view uv with udims in zbrush
Thanks you, its really helpfull
That’s awesome! Glad to hear!
Thank you so much! u r my god lol
You’re welcome man! I’m not quite that, but glad I could help lol 😂
is it possible to apply the polygroup color to the subtool?
Hello Ian. I have a workflow question.
I created a fairly detailed tree stump with 6 levels of subdivisions. From here, I planned to export my normal maps. But, I did not like the way ZBrush creates UVs. They are not created in the best way, in my opinion.
So, I discovered polygroups. Yay! But, no. As I'm sure you know, you cannot have multiple levels of subdivisions if you want to create polygroups... which would be used to help me create a UV layout, that would then help me to export a normal map for my model. But, this process NEEDS those multiple subdivision levels.
This makes no sense. How do people sculpt and export their work into other programs if ZBrush works like this??
Is there not a way to extract UVs from models in Maya?
That’s a great question! You can create polygroups with a mesh that has subdivisions. Drop your mesh down to the lowest subdivision and then with the masking tool or selection lasso tool, select the part of your mesh you want to have as a new poly group. Then press CTRL +W.
It’s true that there is no “good” approach in ZBrush to have full control of your UVs since there is not a uv editor, however you can layout your uvs to help later processes like texturing in Substance a bit easier.
For a lot of artist, ZBrush is a small part of the pipeline, but with the ability to have control of polygroups, this makes the process easier.
You could also duplicate your mesh, delete higher sub divs and then modify it to your liking. Then project the details from the higher res to the new high res mesh once you put back the sub divs to get something you like.
Hopefully this helps and thank you for asking :)
You can export out to other programs like Maya, C4D, Blender, etc , with an FBX, which is a typical workflow as well
@@IRSculpts It might. I will give this a go. Thanks for taking the time with that thorough explanation!
@@IRSculpts Thank you for responding. I have tried this multiple times. I brought my model down to the lowest subdivision level. With the lasso tool (control pressed), I selected an entire section of my model. I then hit ctrl + w, and the selected area simply became deselected.
I was, however, successful when I grabbed a model from the Lightbox.
Not getting this at all. There's something about my model that's apparently problematic.
Thank you! :)
Like + Follow and praise, cause u saved my mf ass!
Thank you so much! I'm glad I could help! woot woot!
Great vid! But you should have showed how to export that as an id map
Thank you. I can note that for a future video for sure! :)
Thanks!
nice explain
👍👍👍good
Thank you! Cheers!
i did follow you but unwrap uv error ''An error occured during the process !'' help pls
It’s kinda hard to say what happened without seeing your model, but it sounds like your mesh might be broken. What I would suggest trying to close holes and weld points and try again.
Hope that help.
@@IRSculpts Thank you so much
Mine just freezes when I try to unwrap
If you try to unwrap and you get freezing or crashing, you most likely have a spiral loop somewhere. I would recommend deleting all lower sub-divisions and then unwrap again and project your details back through project history or duplicating the subtool.
Hope that helps
Guy explained more in 6 min than paid courses on Udemy
🙏🙏🙏
And where the seams are? No important ?
Where you place your seams is important and what I try to do is place my seam where they wouldn’t be too noticeable. Zbrush does a pretty good job at stitching everything back together, but it’s not always perfect. The example here is what I normally default too and shouldn’t give you too many issues
Hope that helps
@@IRSculpts I'm ok with you we must hide them, formations have learned it but I wanted to be sure ...
Thank you for your answer !
great video... how could you create a normal map form your model to take it to painter.?/ cheers