This was very helpful! I'm using substance for the first time and I've been looking everywhere for this exact video! Thank you so much!
@kenzorman6 жыл бұрын
No problem. If you have any issues post here and I'll see if i can make to do another video.
@InbarShahak2 жыл бұрын
Thank you so much for this video, great help
@Simm7775 жыл бұрын
very good video! :) I have a question: My highpoly mesh is currently arround 20 mio polys and can't be dragged into max. can i assign the different materials to the highpoly subtools directly in zbrush or has it to be in max? without materials on the highpoly, substance painter don't seem to bake the highpoly information on the lowpoly model
@kenzorman5 жыл бұрын
Though Max can handle many millions of polygons quite easily in a scene. In my experience a single mesh above a million polys will chug in max . If you can get separate sub-tools from zbrush so each mesh is less than 1 million you'll be fine in MAX. In my workflow i do high frequency detail in substance painter so I decimate my Zbrush subtools to less than a million before i bring them into max However there is a workflow to go DIRECTLY from ZBRUSH TO SUBSTANCE PAINTER. It's not something I've done but if you check the ' ID baker parameters ' in substance painter there is an option for 'polygroup' as a colour source.
@kylejennings8196 жыл бұрын
Good tutorial though, learned alot, I did have one question though. This is probably obvious however i cant seem to find the answer anywhere. Why do we NEED a high and low res version of the mesh? I have been just importing the high res mesh by itself. I am by no means a professional, in fact quite the opposite. What information does the low mesh provide, and how do i know what parts to make smooth/'goopy'. Aton of videos online say to use a high and low res mesh, but they don't explain why. I figure it must be a damn good reason if most people are making and keeping track of 2 separate meshes every time.
@kenzorman6 жыл бұрын
For games the hi res mesh can be almost a million polys while the low res is only 10k. Often the hi res mesh comes from a sculpting package like zbrush so it isn't easy to rig as a character. People spend a lot of time optimising the mesh for rendering but they still want to preserve all the detail so they bake it into the textures as normal maps etc. That said you don't need the hi res and low res mesh you can choose depending on how the model is used. So for: - Games - I use a high and low res mesh. - TV and film - I just use a high res mesh. If you only need a high res mesh then you use the same model for baking and for painting .
@FoxyLollyy4 жыл бұрын
when i select them all i cant apply the unwrap modifier because it's not on the list, please help
@levigideonamante47986 жыл бұрын
Great straightforward tutorial man! Hopefully more tutorials to come :) Subscribed!
@hopkan0025 жыл бұрын
Do you group your high and low layers in 3ds max or do you link them?
@kenzorman5 жыл бұрын
Normally I fix the high poly design before I start on the low poly. So i don't need to move high and low poly parts together if that's what you mean. I do create hierarchies of low ploy parts and hierarchies high poly parts , but i never mix high and low poly parts in the same hierarchy . when working with Substance painter I tend to use links rather than groups I tend to links when working with game models I use groups for pre rendered high poly models
@hopkan0025 жыл бұрын
@@kenzorman Thank you. I appreciate the quick response. I am working on a character and I have my low poly model (made in 3ds max) and my high poly (sculpted in zbrush) but I didn't know if to just group them as high and low or link the high and the low. Thank you!
@kenzorman5 жыл бұрын
ShockingLemon the important things is to make sure that you don’t accidentally jog an object out of position. That can be a massive pain when you get to texture baking. My suggestion is to lock the transform of each objects you finish it. This is the best way to guarantee a consistent alignment during the modelling process.
@kuyjets23826 жыл бұрын
do you need to unwrap uvw the highpoly? or just put a basic material?
@kenzorman6 жыл бұрын
no need to UV map the high poly :)
@windowsxpeu6 жыл бұрын
for some reason, I imagine you looks like your 3D model. thanks for the useful tutorial!
@jungoogie6 жыл бұрын
Big thanks! I was hitting my head trying to figure out why my texture set list was all one layer and noticed that I was saving my files as OBJ's versus FBX like you instruct. Facepalm.
@kenzorman6 жыл бұрын
arg. I've done worse :)
@jonathanwright30496 жыл бұрын
Excellet tutorial, really helped me out, thank you. Though the audio is a little awkward.
@mariavalentinaforero33555 жыл бұрын
Can you tell me why do you need the high and low models?
@kenzorman5 жыл бұрын
Its a workflow for computer games. All the detail is in the hi poly model, while the low poly model is quick to render.
@darnedghost20086 жыл бұрын
Ty, very nice explained i had the workflow pretty much allready but you got it to 100% for me. :)
@Roozy_Persepolis6 жыл бұрын
Do we need to triangulate the lowpoly(clicking the export option?)
@kenzorman6 жыл бұрын
no need to triangulate
@mohamedeldriny32393 жыл бұрын
Iwant download this model to train on it
@gabrieldomingues63225 жыл бұрын
what if your character is only one object??
@kenzorman5 жыл бұрын
If its just one object then there's an option to use the lowpoly object as the high poly object in the baker. You could still export 2 versions of the same object using hard edges on the high poly and a single smoothing group on the lowpoly