Thanks for the tutorial. Can you please help me.I have face only and i split it into multi tile uvs. I had no problem in mari while painting textures. In Zbrush, tiles are stack over each other and when I applied displacement map, I get seams. Any suggestion to fix this?
Late, but it could help people having the same issue if they go through the comments: make sure you check your mid value in both Mari and ZBrush. Mari when you work on your disp and project it, ZBrush when you import it and bake on polys. Both mid-values have to be the same. It can be whatever positive range you want to use, but I would recommend using 0.5 from the RAW color profile. Also make sure that, when applying your disp, you put 0.5. ZBrush has difficulties with colorspaces... it looks to be treating everything as RAW (potentially sRGB) regardless of the file type you use. So when you're exporting your map out of Mari, make sure to open the output and that the mid-value is strictly or very closely equal to 0.5
well this comment is for someone like me who wasn't able to set midvalue in zbrush(figured it out later)..if in mari the midvalue is 0.5 for zbrush it should be 50, and midvalue should be set before applying the displacement. Those who can't set midvalue inside zbrush, go to alpha palette>>modify>>midvalue. If can't figure out what's the midvalue of your texture, it can easily be done through nuke or photoshop. This'll certainly reduce the seams from mari displacement inside zbrush.
I've tried so many things but my displacement always has banding/stepping. 16bit maps that look fine in Mari. Thanks for the workflow info though Geal!
Merci pour les explications. J'ai un soucis avec les udims sur zbrush: après avoir déplier les uv de mon mesh sur Unfold3d je les ai importé sur Zbrush pour créer mes maps displacement. Le soucis est Zbrush semble ignorer mon les udims et superpose tout les islandd après un morph uv, donc impossible de créer mes maps. Faut-il que je fasse comme dans ta vidéo, isoler par polygroup ? Ou existe-il une autre alternative ? Merci d'avance
ZBrush n'arrive pas a afficher correctement les UDIM mais il sait les exporter. Donc pas de soucis par rapport a ca. Apres si tu veux import et bake du displacement mari, oui tu devras faire des polygroups par UDIM et les isoler pour chacun d'entre eux.
I use 16 bit displacement maps and always get banding/stepping when using the Zbrush displacement function. How do you avoid this and get a proper result?
well this comment is for someone like me who wasn't able to set midvalue in zbrush(figured it out later)..if in mari the midvalue is 0.5 for zbrush it should be 50, and midvalue should be set before applying the displacement. Those who can't set midvalue inside zbrush, go to alpha palette>>modify>>midvalue. If can't figure out what's the midvalue of your texture, it can easily be done through nuke or photoshop. This'll certainly reduce the seams from mari displacement inside zbrush.
Thank you Gaël. I have two questions, If you made your sculpting in Zbrush and you have the subdivision why would you import the displacement again and apply it to your model inside Zbrush? What do you mean by "displacement that you made by Mari"? can you sculpt in Mari as well?
Tritoon710 I am speaking about high frequency displacement here. Things like scales that you project in Mari and want to sculpt in zBrush in order to give them the right volume. :)
You mean when you project a displacement map from another program in Mari and you work on it and you want to give it more details and volume in Zbrush?
Hi mate, Thanks for the tutorial, your model looks great BTW. I was wondering if you can help me with a problem I'm having with the displacement. I'm following your instructions and the displacement looks perfect until I hit apply. Once I do that the (rock) displacements looks like it has no detail and where there are sharp peaks they fatten and round off. Have you come across this in the past?
Hey gaël, I have a question We use texturing xyz displacements by combining the tertiary, dis and micro in RGB values so when it comes to import them in zbrush then applying them to the mesh and exporting them out back from zbrush do I do it separately for the 3 maps? Please answer thanks in advance!
Heya. So there're several ways of dealing with this. The easiest being that you just export everything with one ZBrush, 32bit disp map. Then it's really easy to setup in your rendering engine. You can have a look at my other videos for that. Then the more complicated, but definitely production efficient way, would be to extract only the manual sculpted layer as a displacement map out of ZB. Then you add ZB and Mari's disp together at render time. That's a pretty look explanation here. You can probably find useful information online looking for mari and ZBrush displacement. There's just so many ways... Which is frustrating and really fun at the same time.
gaël kerchenbaum Hi Gael. I was wondering the same thing... How were you doing it for your t-rex? I’m currently painting my model with the RGB textures (I have height, bump and cavity) but I am not sure how I can get most out of the maps In Zbrush. So first question 1) In this video where you imported a map, was that solely the height channel comming from Mari? 2) What was your workflow for the dino. Did you import the 3 different maps from Mari, unto 3 layers In Zbrush, and then sculpt on the height layer, export that as a displacement - and then bake the bump and cavity into a normal map? Your content is awesome, and I’m currently watching your new series on procedural workflow In Mari, but the step from Mari to Zbrush with the maps, is really confusing to me. Maybe you could make a short video explaining it, i Think many would benefit from it! Cheers
Hey Gaël ! Super tuto ! Mais j'ai une question concernant le passage de Mari a Zbrush. Dans ta vidéo, il semblerait qu'il n'y ait pas de soucis de couture entre les UDIMs. Tu as fais une manipulation spéciale pour ca ? Car dans mon cas, impossible d'y échapper !
Hello Theodule. Personnellement je n'ai pas de soucis de raccord. J'importe simplement mes maps en isolant le polygroup/udim correspondant. Il y a parfoit un tres leger liseret qui se clean tres facilement a base de smooth.
Hi Gael! I see you are importing 32 bit RGB tiffs into zbrush to displace, how are you getting that to work? I'm getting an error every time when reading the file.
It has something to do with the compression + 3 channels on your file. ZBrush doesn't like it. Try to convert your file to grayscale map, and get rid of the file format additional compression. Tif can work, exr as well but would need to be confirmed.
@@gaelkerchenbaum I see. So your normal workflow is to export the different channels separately (for example 6 udims i.e 18 files in total, if you have 3 channels in the RGB) as 32bit rbg from Mari, and then converting them to grayscale within Nuke or PS, before importing them to zBrush?
@@gaelkerchenbaum Ah cool, I think I understand it now. One more question if I may ask. Inside Mari, when exporting the different RBG channels, do you export from your copy channel layer, because when I do, It's exporting all 3 in the same, and not as the for example only the blue channel. I guess a work around to this, could be flattening the copy channel with the projection layer, and then exporting. But maybe I'm missing an easier step!
@@HDGamingVelocity I think the problem by doing that is that you'll still export a 3 channels file, with 3 times the same info. What isn't working in ZBrush, I'm not sure why, is that you can only import a file, in the displacement slot, that has 1 channel only. That's why you may have to end up converting your output from Mari into Nuke or Photoshop into a grayscale (1channel) map.
You can use Xnormal to bake displacement textures instead. So let's say you make a high poly in Zbrush. Just export the model and import into Xnormal along with the lowpoly so you can bake a displacement map onto UVs. You don't really need Mari.
Hi, Gaël! Thanks for your lessons, I learned about XYZ from one of them. This is probably a stupid question, but could you tell me how to avoid the seams between the udim after baking? Of course i can smooth them, but is it possible somehow differently? Image example - drive.google.com/open?id=13iYz1vwp7o-oI0Bs4cpwf4-EazhhVt9d
I've had this same issue, but in different situation. They way I've managed to solve this is by either storing a morph target before applying the displacement map and then just paint out the seams with the morph target brush. Another solution may be that your displacement map is inverted on either one or multiple of the RGB channels.
I got the same problem with the seams after applying the displacement in Zbrush. I already flattened my textures to 16bit greyscale files without any rgb channels left. I really hope somebody has a better solution why this might happen. Even though manually smoothing is possible I wish there was a another way.
hey im atm encountering the same issue , im trying to bake an embroidery pattern but i get like doubled effect at seams and idk aswell how to solve this , did u manage to find a solution by any chance ? 😅
how are you not affecting all tiles when you apply dispmap? Even after isolating the polygroups the displacement for say the head shows up on the body.
Thanks for the tutorials. Nice work!
Thank you so much.This is a life saver.
Thanks for the tutorial. Can you please help me.I have face only and i split it into multi tile uvs. I had no problem in mari while painting textures. In Zbrush, tiles are stack over each other and when I applied displacement map, I get seams. Any suggestion to fix this?
I also got seam .......
me same ... what to do ?
Late, but it could help people having the same issue if they go through the comments: make sure you check your mid value in both Mari and ZBrush. Mari when you work on your disp and project it, ZBrush when you import it and bake on polys. Both mid-values have to be the same. It can be whatever positive range you want to use, but I would recommend using 0.5 from the RAW color profile. Also make sure that, when applying your disp, you put 0.5.
ZBrush has difficulties with colorspaces... it looks to be treating everything as RAW (potentially sRGB) regardless of the file type you use. So when you're exporting your map out of Mari, make sure to open the output and that the mid-value is strictly or very closely equal to 0.5
well this comment is for someone like me who wasn't able to set midvalue in zbrush(figured it out later)..if in mari the midvalue is 0.5 for zbrush it should be 50, and midvalue should be set before applying the displacement. Those who can't set midvalue inside zbrush, go to alpha palette>>modify>>midvalue. If can't figure out what's the midvalue of your texture, it can easily be done through nuke or photoshop. This'll certainly reduce the seams from mari displacement inside zbrush.
hey great tutorial - 1 question - when using alpha in zbrush - isn't that converting your 32 bit dsp map into 16 bit?
trying this on my current project
I love this tutorial. Thank You!!!!!
I've tried so many things but my displacement always has banding/stepping. 16bit maps that look fine in Mari. Thanks for the workflow info though Geal!
Try using a 16 bit flattened greyscale PSD instead of Tiff. Finally got it to work for me.
Merci pour les explications.
J'ai un soucis avec les udims sur zbrush: après avoir déplier les uv de mon mesh sur Unfold3d je les ai importé sur Zbrush pour créer mes maps displacement. Le soucis est Zbrush semble ignorer mon les udims et superpose tout les islandd après un morph uv, donc impossible de créer mes maps. Faut-il que je fasse comme dans ta vidéo, isoler par polygroup ? Ou existe-il une autre alternative ? Merci d'avance
ZBrush n'arrive pas a afficher correctement les UDIM mais il sait les exporter. Donc pas de soucis par rapport a ca. Apres si tu veux import et bake du displacement mari, oui tu devras faire des polygroups par UDIM et les isoler pour chacun d'entre eux.
I use 16 bit displacement maps and always get banding/stepping when using the Zbrush displacement function. How do you avoid this and get a proper result?
hi have you found solution on this issue?
Just tried using a 16 bit flattened PSD instead of Tiff and it worked. Looks like a bug with ZBrush
@@TheParadigmShiftTV Hi thanks for the reply I tried 16 bit, still get the weird lines on my udims in zbrush
@@kristian1355 I also have this problem and it seems zbrush cant import 32 bit exrs? Any idea about this?
well this comment is for someone like me who wasn't able to set midvalue in zbrush(figured it out later)..if in mari the midvalue is 0.5 for zbrush it should be 50, and midvalue should be set before applying the displacement. Those who can't set midvalue inside zbrush, go to alpha palette>>modify>>midvalue. If can't figure out what's the midvalue of your texture, it can easily be done through nuke or photoshop. This'll certainly reduce the seams from mari displacement inside zbrush.
Very helpful,
Thank you!
Thank you Gaël.
I have two questions,
If you made your sculpting in Zbrush and you have the subdivision why would you import the displacement again and apply it to your model inside Zbrush?
What do you mean by "displacement that you made by Mari"? can you sculpt in Mari as well?
Tritoon710 I am speaking about high frequency displacement here. Things like scales that you project in Mari and want to sculpt in zBrush in order to give them the right volume. :)
You mean when you project a displacement map from another program in Mari and you work on it and you want to give it more details and volume in Zbrush?
Yep that's right. Have a look at the tutorial in the description if you want to have more details :)
Thank you dear
Hi mate, Thanks for the tutorial, your model looks great BTW. I was wondering if you can help me with a problem I'm having with the displacement. I'm following your instructions and the displacement looks perfect until I hit apply. Once I do that the (rock) displacements looks like it has no detail and where there are sharp peaks they fatten and round off. Have you come across this in the past?
Thank you very much
Thx man
Hey gaël, I have a question
We use texturing xyz displacements by combining the tertiary, dis and micro in RGB values so when it comes to import them in zbrush then applying them to the mesh and exporting them out back from zbrush do I do it separately for the 3 maps? Please answer thanks in advance!
Heya.
So there're several ways of dealing with this. The easiest being that you just export everything with one ZBrush, 32bit disp map. Then it's really easy to setup in your rendering engine. You can have a look at my other videos for that.
Then the more complicated, but definitely production efficient way, would be to extract only the manual sculpted layer as a displacement map out of ZB. Then you add ZB and Mari's disp together at render time. That's a pretty look explanation here. You can probably find useful information online looking for mari and ZBrush displacement.
There's just so many ways... Which is frustrating and really fun at the same time.
gaël kerchenbaum Hi Gael. I was wondering the same thing... How were you doing it for your t-rex? I’m currently painting my model with the RGB textures (I have height, bump and cavity) but I am not sure how I can get most out of the maps In Zbrush. So first question 1) In this video where you imported a map, was that solely the height channel comming from Mari? 2) What was your workflow for the dino. Did you import the 3 different maps from Mari, unto 3 layers In Zbrush, and then sculpt on the height layer, export that as a displacement - and then bake the bump and cavity into a normal map? Your content is awesome, and I’m currently watching your new series on procedural workflow In Mari, but the step from Mari to Zbrush with the maps, is really confusing to me. Maybe you could make a short video explaining it, i Think many would benefit from it! Cheers
Hey Gaël ! Super tuto ! Mais j'ai une question concernant le passage de Mari a Zbrush. Dans ta vidéo, il semblerait qu'il n'y ait pas de soucis de couture entre les UDIMs. Tu as fais une manipulation spéciale pour ca ? Car dans mon cas, impossible d'y échapper !
Hello Theodule. Personnellement je n'ai pas de soucis de raccord. J'importe simplement mes maps en isolant le polygroup/udim correspondant. Il y a parfoit un tres leger liseret qui se clean tres facilement a base de smooth.
Thank you Thank you!!
A million thank you's..
wo great tutorial thank you. Hi do you know how to export cavity map from HD geometry
Hi Gael! I see you are importing 32 bit RGB tiffs into zbrush to displace, how are you getting that to work? I'm getting an error every time when reading the file.
It has something to do with the compression + 3 channels on your file. ZBrush doesn't like it. Try to convert your file to grayscale map, and get rid of the file format additional compression. Tif can work, exr as well but would need to be confirmed.
@@gaelkerchenbaum I see. So your normal workflow is to export the different channels separately (for example 6 udims i.e 18 files in total, if you have 3 channels in the RGB) as 32bit rbg from Mari, and then converting them to grayscale within Nuke or PS, before importing them to zBrush?
Yep!
@@gaelkerchenbaum Ah cool, I think I understand it now. One more question if I may ask. Inside Mari, when exporting the different RBG channels, do you export from your copy channel layer, because when I do, It's exporting all 3 in the same, and not as the for example only the blue channel. I guess a work around to this, could be flattening the copy channel with the projection layer, and then exporting. But maybe I'm missing an easier step!
@@HDGamingVelocity I think the problem by doing that is that you'll still export a 3 channels file, with 3 times the same info. What isn't working in ZBrush, I'm not sure why, is that you can only import a file, in the displacement slot, that has 1 channel only. That's why you may have to end up converting your output from Mari into Nuke or Photoshop into a grayscale (1channel) map.
Thanks for this :)
merci!
2:09 what is the keyboard shortcut for that window?
CTRL + SHIFT + ESC ?
Thanks, it helped!
I dont have mari. Is there any way I can project displacement maps on my model directly in zbrush?
You can use Xnormal to bake displacement textures instead. So let's say you make a high poly in Zbrush. Just export the model and import into Xnormal along with the lowpoly so you can bake a displacement map onto UVs. You don't really need Mari.
thank you
Hi, Gaël! Thanks for your lessons, I learned about XYZ from one of them. This is probably a stupid question, but could you tell me how to avoid the seams between the udim after baking? Of course i can smooth them, but is it possible somehow differently? Image example - drive.google.com/open?id=13iYz1vwp7o-oI0Bs4cpwf4-EazhhVt9d
I have the same problem . could you find a way to solve it ?
Me too. Mr Gaël Kerchenbaum, please... help us :D
I've had this same issue, but in different situation. They way I've managed to solve this is by either storing a morph target before applying the displacement map and then just paint out the seams with the morph target brush. Another solution may be that your displacement map is inverted on either one or multiple of the RGB channels.
I got the same problem with the seams after applying the displacement in Zbrush. I already flattened my textures to 16bit greyscale files without any rgb channels left. I really hope somebody has a better solution why this might happen. Even though manually smoothing is possible I wish there was a another way.
hey im atm encountering the same issue , im trying to bake an embroidery pattern but i get like doubled effect at seams and idk aswell how to solve this , did u manage to find a solution by any chance ? 😅
Nice, man
how are you not affecting all tiles when you apply dispmap? Even after isolating the polygroups the displacement for say the head shows up on the body.
I was using the incorrect grouping option
cocorico