For those who had doubts about the export format in Photoshop, the tip I give is to keep the mode in RGB. This way you can save the file in .EXR (32 bits) without losing quality or causing more deformations in your model.
I follow the tutorial for Photoshop Workflow. change it to "grayscale" will break the map in Zbrush. it will resulted in weird noises when you apply to the mesh. dont turn it to "grayscale" and its okay
A VFace pack is about 4go. Adding 2 go for a Ztool (which is a proprietary format) isn't convenient as it would increase a lot the zip size, as well as constraining our users to use Zbrush instead of other sculpting software available. Moreover, it takes literally 2 min to get a Ztool with the scripts that we share on our website. > texturing.xyz/pages/apply-a-vface-displacement-in-zbrush
@@texturingxyz I could use some help with the vface i have purchased. I followed the instruction and used the script for photoshop, and am able to get the displacement on the mesh in zbrush. Thank you for the script its really helpful! However, what if i want to render in Maya and Arnold? So far i am getting blobs all around the faces and eyes. Do i need to use "this" new heightmap/displacement map in maya? Or do i use the dispCalibrated displacement map or multichannel displacement that comes inside the folder of vface? I am abit confused here really hope you can help Thank you!
@@supasuoasuoasupa1939 Adding a displacement onto your mesh is a widely covered topic. You can follow these instructions from this website to make sure you have done it properly : www.cggallery.com/tutorials/displacement/ You can also follow this tutorial if you want to go further : texturing.xyz/pages/build-your-displacement-network-template-with-vface
When a 32-bit displacement map processed in Photoshop is imported into Zbrush, is it forced to be compressed into a 16-bit displacement map? Because the label of the 32-bit displacement map in Zbrush is Depth=16?
@TexturingXYZ Unfortunately the PS workflow doesn't work for me. I still have the problem from the beginning that Zbrush doesn't read part of the map/the negative values although I applied Levels in PS to lift up the values. Same with the Nuke workflow. Can someone help me, please?
So here is the solution: 1. Pre-process the map in PS or Nuke to offset the values. The mid value need to be changed from 0 to 0.5 2. Now comes the XNormal process to bake the map to your specific UVs of your mesh I was doing the opposite order which doesn't work because XNormal will clamp your black values. Thanks for the support from Texturing XYZ!
@@art_of_irinabennoit this comment needs to be on the top because this worked for transferring the vface displacement to my personal character 🙏🙏i have been struggling!! thankyou so much 😁
In the old version of multi-channel mapping, I can use the PS patch tool to put moles and spots where I want to put them. Vface is a 32 bitmap. Will changing its format affect it?
Anyone who uses Photoshop Do the same thing, except do not turn the image into Grayscale, skip this part and do the rest exactly the same. Also flattening the image is important, otherwise it will not work
Hi, I am not sure if anyone will be able to help me with this. I am in photoshop, and as I have read I should skip the greyscale part, fine. But then, if I export as EXR format zbrush just does not read it. I read it could be a 32bit thing, but if I lower the bits to 16 then I can't even save as exr. So what format should I use?
When a 32-bit displacement map processed in Photoshop is imported into Zbrush, is it forced to be compressed into a 16-bit displacement map? Because the label of the 32-bit displacement map in Zbrush is Depth=16?
Yeah I think zbrush still hasn't been updated to read 32 bit textures, it just compresses it to a 16bit map. But I think that's okay because the displacement comes out looking fine with all the expected micro details.
For those who had doubts about the export format in Photoshop, the tip I give is to keep the mode in RGB. This way you can save the file in .EXR (32 bits) without losing quality or causing more deformations in your model.
I follow the tutorial for Photoshop Workflow.
change it to "grayscale" will break the map in Zbrush. it will resulted in weird noises when you apply to the mesh.
dont turn it to "grayscale" and its okay
Why wasn't this already done for us?
A VFace pack is about 4go. Adding 2 go for a Ztool (which is a proprietary format) isn't convenient as it would increase a lot the zip size, as well as constraining our users to use Zbrush instead of other sculpting software available. Moreover, it takes literally 2 min to get a Ztool with the scripts that we share on our website. > texturing.xyz/pages/apply-a-vface-displacement-in-zbrush
@@texturingxyz I could use some help with the vface i have purchased. I followed the instruction and used the script for photoshop, and am able to get the displacement on the mesh in zbrush. Thank you for the script its really helpful!
However, what if i want to render in Maya and Arnold? So far i am getting blobs all around the faces and eyes. Do i need to use "this" new heightmap/displacement map in maya? Or do i use the dispCalibrated displacement map or multichannel displacement that comes inside the folder of vface? I am abit confused here really hope you can help Thank you!
@@supasuoasuoasupa1939 Adding a displacement onto your mesh is a widely covered topic. You can follow these instructions from this website to make sure you have done it properly : www.cggallery.com/tutorials/displacement/
You can also follow this tutorial if you want to go further : texturing.xyz/pages/build-your-displacement-network-template-with-vface
@@texturingxyz Thank you so much. This is really helpful!
Sorry, i need to know how i export the file in photoshop so it works.. this only works with nuke?
U should export as a exr file
How could I apply this to a full body character?
When a 32-bit displacement map processed in Photoshop is imported into Zbrush, is it forced to be compressed into a 16-bit displacement map? Because the label of the 32-bit displacement map in Zbrush is Depth=16?
@TexturingXYZ Unfortunately the PS workflow doesn't work for me. I still have the problem from the beginning that Zbrush doesn't read part of the map/the negative values although I applied Levels in PS to lift up the values. Same with the Nuke workflow. Can someone help me, please?
it just all works like shit, there is no correct guide on how to do it right from start to finish and how to use these textures properly
So here is the solution:
1. Pre-process the map in PS or Nuke to offset the values. The mid value need to be changed from 0 to 0.5
2. Now comes the XNormal process to bake the map to your specific UVs of your mesh
I was doing the opposite order which doesn't work because XNormal will clamp your black values. Thanks for the support from Texturing XYZ!
@@art_of_irinabennoit this comment needs to be on the top because this worked for transferring the vface displacement to my personal character 🙏🙏i have been struggling!! thankyou so much 😁
I didn't understand what was done in Nuke.
Could someone tell me what the use of the other 2 maps is? Mid50 / utility ?
I don't understand the photoshop part, do we have to export what we do in photshop and use that file in nuke?
no
Why did you use Photoshop? is it to show that just we can achieve same result in photoshop too?
yep
well done
what file type do you save the photoshop file for zbrush as?
tiff will be ok, it works
In the old version of multi-channel mapping, I can use the PS patch tool to put moles and spots where I want to put them. Vface is a 32 bitmap. Will changing its format affect it?
Anyone who uses Photoshop
Do the same thing, except do not turn the image into Grayscale, skip this part and do the rest exactly the same. Also flattening the image is important, otherwise it will not work
Hi, I am not sure if anyone will be able to help me with this. I am in photoshop, and as I have read I should skip the greyscale part, fine. But then, if I export as EXR format zbrush just does not read it. I read it could be a 32bit thing, but if I lower the bits to 16 then I can't even save as exr.
So what format should I use?
Use 32 bit EXR but change bottom of the option to uncompressed
What happens if you use a 50 mid displacement map?
say bye bye to 3d cahracter artist jobs ,especially for future juniors
When a 32-bit displacement map processed in Photoshop is imported into Zbrush, is it forced to be compressed into a 16-bit displacement map? Because the label of the 32-bit displacement map in Zbrush is Depth=16?
Yeah I think zbrush still hasn't been updated to read 32 bit textures, it just compresses it to a 16bit map. But I think that's okay because the displacement comes out looking fine with all the expected micro details.