You absolutely saved me, when I first followed a tutorial I had no clue I needed to optimize and uv in zbrush itself, so when I got my model in substance painter all the uv's were broken and I could not even paint on some. Thank you so much!
@Meteotrance11 күн бұрын
It's valuable if you use smart material or a layer that read the High detail baked on the normal map, sometimes it's even more faster to mix many material on a highly optimise low poly asset made in Blender, for example i love started very low poly in Blender, im adding high detail in Zbrush, i do a very quick UDIM unwrap on Blender on the low poly model, I finish all surfacing in Substance with the baking on UDIM, this way i can separate any polygroup with there own unwrap and keep texel density very high with a small 512X512 and 1024x1024 for some part that need 4K or 2K texture like the face or the torso it help a lot to keep memory usage reasonable.
@ginger3d16 күн бұрын
Thank you so much for this AAAAAAAAAAMAZING tutorial! thanks!!!! a lot!!!
@fabbiotimpano10 күн бұрын
Thankyou for watching.
@user-xs8ns5bs8l23 күн бұрын
Is there any other reason to go through the work on clone process?
@user-xs8ns5bs8l23 күн бұрын
First of all, sorry for the many questions. I followed your tutorial exactly, but when I load the low-poly modeling into Substance Painter, it doesn't look smooth. Perhaps because of this, when baking HighMesh, other maps are baked correctly, but normal maps have problems. The angled parts of the raw mesh are baked Can you tell me what the problem is?
@kell_alves25 күн бұрын
Jesus christ, my friend. You don't know how much time i've spent trying to find and learn this Zbrush>Substance workflow you masterfully explained. Your video and didactics were so sooo great. Thank you so much for this! <3
@fabbiotimpano25 күн бұрын
Glad I could help!
@sunxutao29 күн бұрын
You can't imagine how much time I've spent on retopology and UV unwrapping these past few days. Your method is really effective. Thank you so much! Please let me call you a master🎉
@fabbiotimpano28 күн бұрын
You're very welcome! And not yet, let me earn that title 🙏🏼
@Meteotrance11 күн бұрын
Start with as low poly you can get and add all the luxury detail on Zbrush with the baking in Substance and you keep the control of you asset, retopo is only if somebody give you an already Zbrush made sculpt, a bit of low poly modeling sometimes is more easy to unwrap , 3D coat do an excellent work in auto retopology people need to know more this software it's a mix between substance and Zbrush you can sculpt and paint directly with PBR on it...
@user-ts4mn2br5kАй бұрын
tks
@fabbiotimpanoАй бұрын
😁
@clueone5465Ай бұрын
Hi Fabs, Wonderful video. Bookmarked this so hard. I have a few question, if you have the spare time, I'd love to hear your thoughts. 1) If art school is not an option financially, how would you recommend an aspiring artist learn the fundamentals online, are there any specific resources that you could recommend? 2) I fell in love with sculpting, I love environment work way more than I love character work, however I want to spend as much of my professional work sculpting as I possibly can. From what I gather about the game industry, environment artists mostly model and character artists mostly sculpt. Is this true in your experience working on projects? Or can environment artists in stylized games spend a lot more time sculpting? 3) Freelance vs. Job. Have you done any freelancing work at all? I'm always worried that I won't find enough job opportunities strictly for stylized sculpting, I really want to dive right in and invest all of my time on sculpting, but the financial side always scares me.
@fabbiotimpano29 күн бұрын
Hi, Thankyou for your comment and sorry for the delayed response (I turn all notifications off sometimes) 1. There are so many free tutorials on sites like artstation and these days joining a discord like Artquest will benefit you by being able to talk to industry professionals casually. If you want to pay a little out of your pocket.. look up an artist who inspires you and that you would like to create art like, high chances they will have taken time to create their own masterclass. 2. Sounds like you want to be a 3D artist. Being a 3D artist will allow you to do all things 3D, this way you will be able to do environments, sculpt and other exciting 3D work. Quick inside tip, studios look for 3D artist more because they are flexible and starting off as a 3D general artist might be your way into the industry. 3. I have done both. In a perfect world were we can survive off one household income I would take freelance work anyday because of the time off and the time on you spend creating art that you want to create. I can break down this more in a video soon. But the short answer is, your work in a studio will 70-80% of the time wont be what you love doing. This can lead to giving up or just hating your job, so think about this before entering into a role that you know is not what you can see yourself doing everyday for 1-2 years. But also dont let this scare you because you never know what job oppotunities lead to and the more time you spend in the industry the better.
@TextureArtist-kj6vpАй бұрын
mate nobody want's to see your mug, esp not at the detriment of seeying the bloody apps.
@fabbiotimpano29 күн бұрын
sorry maybe next time I will let you do the tutorial?
@smthunbvblАй бұрын
What if there are problems with some details? For example, after divide + project all, not all elements were projected as required. In some moments there is emptiness, something was not transferred to the end, and somewhere there were empty places altogether.
@fabbiotimpano29 күн бұрын
Always make sure your low and high mesh line up or hopefully you dont lose a lot of geo when remeshing. If you move either one to far, when you project it will not catch the detail. Its a game of trial and error until you get a clean prject. Goodluck
@vi8799Ай бұрын
How do you get around the problem that zremesher loses its shape on the sharp parts of the model?
@fabbiotimpano29 күн бұрын
I mentioned this in another comment but, when you project mesh make sure you arent going overboard with the changes in the mesh. The project function without playing around to much will do its best to line up both of the meshes but if you changed the mesh to much it will lose a lot of detail. Keep playing around with the project, try it on more simple mesh before a final character for example. Goodluck
@blacklotus3784Ай бұрын
Thanks you for the tutorial :3
@fabbiotimpanoАй бұрын
Thankyou 😃
@jaxmurderer4091Ай бұрын
Hi god, its me again... Thank you good sir
@fabbiotimpano29 күн бұрын
Welcome back
@BBC_Video_Ideas_565Ай бұрын
Thank you.
@fabbiotimpanoАй бұрын
I appreciate it!
@UcheOsoka2 ай бұрын
This is a great video. Thank you.
@fabbiotimpanoАй бұрын
I appreciate that, thanks! 😁
@JJulio172 ай бұрын
Hi! Thanks a lot for the tutorial!
@fabbiotimpanoАй бұрын
No worries 😀
@gronnip2 ай бұрын
im having trouble losing all details in the eyes doing this, if anyone has any tips let me know the eyes become crusty little objects and all definition
@fabbiotimpano29 күн бұрын
Hi, I mentioned something about this in another comment but, try to not go overboard on the difference in the low and high. The project function will do it best to project on what is very similar too. If you try to project onto a low mesh that has lost a lot of its high defenition shape then it wont pick up the same, try using the smooth function on your remesh before projecting aswell for a better result. Goodluck
@monkey_thumbs2 ай бұрын
Keep doing what you're doing bro! These vids are the best I've come across so far for useful and to the point tips. Waiting on that Part 2 for your other vid. Subscribed and notifications on!
@fabbiotimpano29 күн бұрын
Thanks, sorry I will find time soon. Been busy with work :)
@LeMat003 ай бұрын
Thanks, that was a great help! You can also use Subtance's auto-unwrap, I don't know which one solves UVs better but it's good to know it's also available!
@fabbiotimpano29 күн бұрын
Great tip!
@mkelly1803 ай бұрын
Sorry for spamming this comment section 🙃 just and fyi to other viewers. you need to save your low poly model with _low and your high poly model with _high at the end of the respective files to the high to low poly bake. might seem obvious to some but I thought Fabs was saying to do this for organization reasons. you need to do this or substance painter won't do the bake.
@fabbiotimpano29 күн бұрын
Hi, thats a great tip. I have been doing this for so long I forget that it would help always no matter what you are bringing into substance use the prompt _low and _high. Thanks again
@mkelly1803 ай бұрын
It's so weird. If you want to learn zbrush, there are tons of fantastic, professional tutorials. If you want to learn Substance Painter, again, tons of great tutorials. If you want to learn how to export models from zbrush to substance painter there's like 5 tutorials and they all suck. This tutorial is is in its own league. it's so helpful and straight forward and complete. All the other tutorials are like "okay, so take your unsubdivided poly corrected neutral mesh that's been converted to quasi high poly with obtuse ngons then simply hit export. if you haven't already unsubdivided poly corrected neutralized your mesh to be quasi high poly with obtuse ngons, be sure to do that before starting this tutorial. there are other videos that explain how to do that. i won't be focusing on it for this video. anyways, once you have that done, it's super easy." or they're like "okay, we're going to be exporting from zbrush to substance painter, but first, we're going to touch up our model in another 3d program you don't know how to use. sooooo sucks to be you." thank you for making this a complete tutorial, fabs. you're artwork is awesome, btw.
@fabbiotimpano29 күн бұрын
Thankyou, I appreciate this!
@mkelly1803 ай бұрын
This was incredibly helpful. Thank you.
@fabbiotimpanoАй бұрын
Im glad I could help! thankyou 😃
@royjordi79503 ай бұрын
the croc god should be green anyway😅
@vbaswinbaby39973 ай бұрын
I was soo depressed but then i found your video now i have a perfect low poly model in substance painter 🎉
@fabbiotimpanoАй бұрын
No worries, goodluck! 😀
@vbaswinbaby39973 ай бұрын
Thankyou so much ❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤
@fabbiotimpanoАй бұрын
No thankyou for watching <3
@sreehari72753 ай бұрын
❤❤
@makingcloudsofthought30064 ай бұрын
Watching this felt like finding the advice on how to beat a level of a game you haven't been able to piece everything together yet to solve. The Uv map suggestions, Normal map baking, and so on are what I haven't been able to make sense of over the past year while in college for 3D animation. Putting things into a use-case scenario all together as well as you did here was so helpful. Looking forward to seeing how much I can repair of a 26M point zbrush file i spent a few hundred hours on including poly-painting before realizing I should have used subdivisions not high dynamesh resolution a year ago has made it hard to justify cleaning it all up now but this and a few other processes should get it closer to functional for sure. Subscribed and really appreciate the effort you put towards creating this tutorial,
@fabbiotimpanoАй бұрын
Im so glad you finally found my video and that it helped. Remember there is always a way to make your workflow easier and less stressful as a 3D artist. Thankyou 😁
@DeibydPerez4 ай бұрын
I was looking for this information days ago. you saved my day and my project. I really appreciate that you have taken the time to explain so well and so clearly this process that can seem complex to us newbies. Thank you very much again for sharing. Suscribed ✌
@fabbiotimpanoАй бұрын
Im so glad you understood me, goodluck and thanks for the sub
@lesmunte30904 ай бұрын
Waaaaao this is very a great video, help me a lot thanks, suscribed for sure
@Lathspell_4 ай бұрын
And now if you want to rig this model? I assume you would texture it, export the maps and then rig it in whatever software and then apply all the texture maps and finally render?
@fabbiotimpano29 күн бұрын
If you want to rig your model. Hot tip here... Bring the low poly together into something like maya and start rigging, this way you will be able to continue with your texturing while rigging the same mesh on the side.
@darthvaderitasidius45504 ай бұрын
Very nice video, but I have a question. How many polys can substance bakes with the high poly ? (even if the model has already been decimated)
@fabbiotimpano4 ай бұрын
Good question, this is a technical question depending on how good your computer is. I can usually bake out a few million polys onto a 30k tri mesh with no problems, but my computer was built for high demand when baking so I very rarely run into errors when baking. If you find that you are having problems with the baking then just re-project high details onto a low poly again in zbrush and then decimate it, you will be able to achieve some high detail but low poly mesh doing this. goodluck :)
@augblog_2074 ай бұрын
thank you, but what about if you need to work with multiple subtools from a project in substance, not just body?
@fabbiotimpano4 ай бұрын
You can export out more than just one part of the mesh, just make sure they dont share the same UVs and are seperate polygroups :)
@KianKrashesky4 ай бұрын
This was amazing, so easy to follow along to and understand. Can I export multiple or all the tools (all-together) to substance painter?
@fabbiotimpano4 ай бұрын
I believe if you have one single mesh with multiple poly groups and each have their own UVs then you could. I would have to check my project to see if it's possible.
@samiobeidat37215 ай бұрын
ZSpheres is one of my favorite tools in Zbrush. I also use it for retopology 👍
@fabbiotimpano4 ай бұрын
Yeah! I've heard of people using it for its retopology features.
@user-bs6ws6xk7h5 ай бұрын
Sir, if my low poly mesh uses UVS of UDIM to import into substance painter, But is it feasible to use high poly mesh without UVS or not UDIM as "use low poly mesh as high poly mesh" for low poly baking details? The UVS of the two models are different, will it matter? Please help me!
@fabbiotimpano5 ай бұрын
If the high poly and low poly line up then it will bake. You only need UVs for your low poly.
@user-bs6ws6xk7h5 ай бұрын
thankyou!@@fabbiotimpano
@ryanwest80585 ай бұрын
The seams still look the same for me after I do protect paint, what's wrong?
@fabbiotimpano5 ай бұрын
You need to paint the mesh again or even unwrap it again.
@ronaldmorris89915 ай бұрын
🙄 'PromoSM'
@NightWhiteSkies5 ай бұрын
Thanks, quick question...Does that final model in Substance actually have that geometric detail or does it need a displacement map for the rendering software I would be using? For instance, If I'm using Unreal 5.3 and I don't want to use Nanite Displacement, will I still see all that detail just with normals, roughness albedo etc? Thanks
@fabbiotimpano5 ай бұрын
Hi! Thanks for the question. The short answer is Yes, you will get these details in your normal, roughness, base textures. Although you will need to consider what textures you output from Substance. The geometric detail you are reffering to would definitely be in the normal map! In unreal or any other real-time program all you would need to do is create a material shader with the option to apply a normal map texture. I can also mention that before going into any major programs like unreal/unity etc. I would even consider dropping your model into Marmoset (real-time renderer) and play with the maps you got from substance, this is also another quick way to see how it would like in its final state.
@Idk_my_name.5 ай бұрын
WHAT WHY AM I THE FIRST TO COMMENT THIS IS SO GOOD
@fabbiotimpano5 ай бұрын
Thanks! I will upload something more detailed this week.
@aleksandr79065 ай бұрын
Nice work! What kind of brush do you use to create a beard?
@fabbiotimpano5 ай бұрын
Hey, I use an old brush set from 'Michael Vicente' you can download them over on his gumroad for free.
@DCrispim5 ай бұрын
Nice video! Could you make a video talking about your experience on the job?
@fabbiotimpano5 ай бұрын
Sounds like another great video idea. Thanks
@tnarasimha9985 ай бұрын
EtyuúarftyfcvbnbT
@aleksandr79065 ай бұрын
What kind of brush do you use to create a beard?
@fabbiotimpano5 ай бұрын
Orb-brushes Pack for Zbrush
@daniellapollifrone53215 ай бұрын
More videos like this please :D
@fabbiotimpano5 ай бұрын
Thankyou ❤
@daniellapollifrone53216 ай бұрын
Woweee you're just awesome
@fabbiotimpano5 ай бұрын
oh thankyou !
@DCrispim6 ай бұрын
Thank you, this was great! You are a great teacher, I'd love to see more content like this. Really helped me out.
@fabbiotimpano6 ай бұрын
Thanks, I plan to work on some new content. What area interest you the most and maybe I can target that.
@DCrispim6 ай бұрын
@@fabbiotimpano Maybe on how to proceed inside Substance for texturing the models? I've picked up studying zbrush recently and been mainly '"texturing" my models with polypaint and compositiing in photoshop. I can make it look cool, but only from the angle I've rendered the artwork at. Would be nice to know how to make the textures correctly.
@fabbiotimpano5 ай бұрын
@@DCrispimthat sounds like a great idea. I can delve more into a substance painter soon! Stick around because I got loads more content as well that will help.
@jhonjairoquinterovergara2026 ай бұрын
me sirvio de mucho ese video ya ando aprendiendp zbrush no encotra algo que explicra bien como su video
@fabbiotimpano6 ай бұрын
Thats amazing, thankyou! (Eso es asombrosa gracias)
@mateosantinusandizaga41816 ай бұрын
thank u so much really helpful, just the workflow i was searching for, just starting out with zbrush for concept art and its seems a really simple process
@fabbiotimpano6 ай бұрын
Awesome! let me know how it goes.
@tiagomesquita69806 ай бұрын
Thanks for this tutorial. It's an awesome workflow to get a preview on the final textures.
@fabbiotimpano6 ай бұрын
Thats great to hear! I use it always to get a good visual understanding of how my textures are going to look on my characters.
@tiagomesquita69806 ай бұрын
definitely going to use on my next sketch :D@@fabbiotimpano
@allytrippers7297 ай бұрын
This was so helpful!! thank you so much for this tutorial :D
@fabbiotimpano7 ай бұрын
No worries!
@Glitch-Gremlin8 ай бұрын
Shit dude...this is fairly nuts..
@fabbiotimpano8 ай бұрын
Glad you like it! I guess I will get onto that part 2 :)