You should totally change your channel name from Abe Leal 3D to UPS-because you always deliver! Thanks man
@AbeLeal3D3 ай бұрын
haha thanks my friend!
@richmo5dАй бұрын
lol, good one!
@gatomonjabailando8 ай бұрын
I've been looking for a tutorial on this and your method and parameters worked wonders, also made me understand how the catclark really works :). Thank you so much!
@ihabyaareb3328 Жыл бұрын
Wonderful as always
@tejathelegend3 ай бұрын
hey man just wanted to say thanks so much for this tutorial! it really helped me a lot!! I subbed to the channel 😁 keep up the awesome work brother
@AbeLeal3D3 ай бұрын
Glad I could help!
@sohammahadik753711 ай бұрын
Thanks man!!!! this was a big help I was looking for this since 2 dats and finally found the solution !!!
@davidhorvath9276 Жыл бұрын
This stuff I was just looking for in the topic. Awesome tutorial!
@AbeLeal3D Жыл бұрын
Glad it was helpful, displacement tends to be tricky 😅
@davidhorvath9276 Жыл бұрын
@@AbeLeal3D hellyeah just the last step which was missing for me to close on the long low and high poly matching session I m already at the next phase and enjoying my Substance moments. I will keep eye on those tutorials too. Life is sweet!
@ingridvargascervantes3141Ай бұрын
I love you, you saved me
@Danny-rp2hk Жыл бұрын
Thank your for this information , I did learn a lot .
@richmo5dАй бұрын
Big time help, thanks!!!
@O_rik Жыл бұрын
Great job!
@AbeLeal3D Жыл бұрын
Thanks!
@ArthurAsPedras6 ай бұрын
perfect! thank you
@bisconya_810 ай бұрын
Thank you so much, I really needed it (before the 3d exam💀)
@johnemil57943 ай бұрын
Amazing tutorial! I have a question tyough how did you get the uvs for the sculpt in zbrush? Did you retopolgize and then uv unwrap? If so how did you transfer the lowpoly uvs to the high poly mesh in zbrush?
@AbeLeal3D3 ай бұрын
great question step 1) retopologize the high poly step 2) get uvs on the new low poly stpe 3) bring low poly with uvs back to zbrush step 4) subdivide lowpoly and reproject details to the new subdivided low poly step 5) generate displacement maps step 6) re export low poly and follow process in the video to get the result
@nourghafarji5 ай бұрын
Blender is amazing
@arifnbd10 ай бұрын
Thank you so much... what would be the setting for Vray?
@nourghafarji4 ай бұрын
I keep coming back for this, but now for Blender, I hope this time i got it imprinted in the back of my head
@genx5909 Жыл бұрын
sir which matcap are you using ? its looking very cool
@AbeLeal3D Жыл бұрын
hey my friend! i use the clay material from glauco longhi. here is the link glaucolonghi.gumroad.com/l/tZfyx?layout=profile
@genx5909 Жыл бұрын
@@AbeLeal3D thank u sir
@christianpaka5420 Жыл бұрын
Please how to export maps for many subtools from z brush to other 3d software
@ChengZe Жыл бұрын
Hi, can I also apply normal map together with displacement as well?
@AbeLeal3D Жыл бұрын
Of course! It will make it the effect stronger si you might want to tone it down a little in the normal intensity
@ChengZe Жыл бұрын
@@AbeLeal3D I see thank you sir!
@emhiu6 ай бұрын
why when i export it turns red, when i add lever in pts it doesn't show anything
@nortox5181 Жыл бұрын
animals fur texturing in Substance Painter next please
@AbeLeal3D Жыл бұрын
Yes I will try to have that one in the next couple of weeks still doing some research to bring the best info
@nortox5181 Жыл бұрын
@@AbeLeal3D best 3d youtube channel
@Ricardo-de9ju Жыл бұрын
What would it be like if it were the other way around? Import the Maya model, sculpt the details and export just the displacement maps to apply to the Maya base mesh? I noticed that when we add subdivision levels to the mesh, it already changes its shape. Naturally it won't work if you export the maps.
@AbeLeal3D Жыл бұрын
The problem with not reexporting the low mesh is that the result will not match with the baked maps, because the baked happens from the modified mesh. It will be similar but not exact
@Ricardo-de9ju Жыл бұрын
But it is possible, I couldn't apply the theory but it has to do with storing a Morph and then starting to subdivide it. Something like that. There is the Switch MT button on the MME but I was unable to use it.@@AbeLeal3D
@nourghafarji5 ай бұрын
i found out 32 EXR are not friendly when it comes to rendering sequence, it takes so much time
@AbeLeal3D5 ай бұрын
@@nourghafarji you mean you are exporting in 32 bit exr?
@nourghafarji5 ай бұрын
@@AbeLeal3D in Maya when i render a mesh that has 32 bit exr disp map, the render freeze for a while until it starts rendering, this is an issue when it jumps to frame 2 and it has to calculate all over again.
@TeachmeYoutube. Жыл бұрын
If I plug my displacement map to blender seams always showing up, the flipv is correct the position of uv is correct, I tried a lot of tweaks and different model, I can't fix it sir.
@AbeLeal3D Жыл бұрын
Interesting. I would need to see the model and result, could you share it in the WIP channel of our discord and tag me?
@TeachmeYoutube. Жыл бұрын
@@AbeLeal3D yeah sure, what is your discord sir?
@clementregazzoni464611 ай бұрын
Hey, I have multiple questions and I hope you can help me. I sculpt a skeleton in Zbrush. I have lot of subtools (one by bone). Is it a problem ? Do I need to export a displacement map for each subtool ? If it the case I guess I need ot unwrap mu UV for each and I will have lot of map even if it's unecessary cause if it's possible I'd like to have multiple subtool in 1 map. And Finally, If I need to Retopology my mesh in maya. When do I make that ? My skeleton will be animate so I need to retopoly it. And I didn't understand how can I retopology AND add a displacement map from ZBrush (if it's possible). Thanks for your help man
@AbeLeal3D11 ай бұрын
each mesh needs to indeed have its own uv map so that the displacement can work. You can merge multiple bones in texture sets so that they share the map. you are also correct that you need good topology before doing displacement. So the steps i would follow are this: -Sculpt high poly -Retopologize -Create proper Uvs -Import new low poly to zbrush -Subdivide and project details -generate displacement maps hope this helps
@AbeLeal3D11 ай бұрын
Please send those questions to our discord community livestream Q&A, will be easier to answer for me - discord.com/invite/w9GBhyV4wU
@clementregazzoni464611 ай бұрын
@@AbeLeal3D Thank you for the answer. I keep in mind for the displacement map by mesh. I will make some tests. I never thought that I would have to do another pass between Maya & Zbrush specifically for retopology. But it seems like a good idea, i will do that. I joined the discord, I will ask help over there if I needed. Thanks again
@KypForPresident8 ай бұрын
How do I get the low poly Version from a high poly Z-Brush Model?
@AbeLeal3D8 ай бұрын
Excellent question , thru a process called retopology. There are a bunch of methods in this particular case since it is an object that won't deform I used zremesher
@KypForPresident8 ай бұрын
@@AbeLeal3D thank you for the answer! I'll look into it.
@MayurMalviya-ci5jj8 ай бұрын
Realistic animal fur making in blender next topic 🦁
@CryptoFeeders8 ай бұрын
why RED only?
@AbeLeal3D8 ай бұрын
Because the displament map is expecting a float value, a single number, and you can get that information from the red channel, another option is to convert the RGB information into a float information with an extra node
@fullertoncollegedigitalarts7 ай бұрын
@@AbeLeal3D You can choose the red, blur or green channels, but one only same they are the same.
@reviewstand9953 Жыл бұрын
Too much information to handle 🥺
@AbeLeal3D Жыл бұрын
if there is any step you need help with feel free to comment and i can make a video explaining it more in detail
@reviewstand9953 Жыл бұрын
@@AbeLeal3D you know you are my idol 🥺 I have put your photo on my calander to remind myself where I wanted to go...... love from India ❣️
@everlasting90823 ай бұрын
@@reviewstand9953that's so cute, good luck, keep going❤