This video change my life in these days, thank you so much
@biggestonee Жыл бұрын
Thank you!!! You solved my problem!
@agataartwork90974 жыл бұрын
I love this video, thanks so much , you are such a good teacher! I liked that first you went through the process explaining everything, and afterwards you have repeated all the process again. You are awesome !
@sayanhaldar61182 жыл бұрын
Thanks, it's way better than maya's texture baking.
@mohamedazizsetti49452 жыл бұрын
thanks a lot man! so helpful
@alperenborklu40052 жыл бұрын
this video should have more likes
@36Dome363 жыл бұрын
Just in time as I needed it, it pops up in my recommendations, thank you so much for demystifing this process!!!
@rutvikfand49953 жыл бұрын
This was extremely helpful!
@clivecamilleri25614 жыл бұрын
Very helpful thanks
@diego.zanelli4 жыл бұрын
Clean and direct, as Antonio said, God bless you Sir.
@artistjim1144 жыл бұрын
I almost shedded a tear! Thank you!!
@TooManyCables4 жыл бұрын
HOLY $#!T man. This was my missing link! Thank you so much for doing this video.
@joshuabuckingham35712 жыл бұрын
Thank you for taking the time to make these videos. It's really appreciated mate
@nikitaabzhalimov37313 жыл бұрын
Hi! thank you so much for this tutorial! I spent a lot of time not understanding what I was doing wrong. But after watching this video, everything worked out. Thank you again so much!
@freeairdrop47042 жыл бұрын
me too alot time not understanding what I was doing wrong
@Chauxz5 жыл бұрын
I recently started to learn Zbrush, I will try this out soon! Thanks
@pocacola69523 жыл бұрын
very nice tutorial
@lawrence25983 жыл бұрын
Oh my god, I have been looking for this video for ages! Thank you!
@vighneshpawar42854 жыл бұрын
Thanks alot man, just the thing i was looking for.
@ollyisorange28082 жыл бұрын
thank you!!!
@goheenbiswas19012 жыл бұрын
You're an awesome teacher. Thank you so much.
@nizd31289 ай бұрын
Excellent thank you very much 👍
@bluethumbbuttoneek94654 жыл бұрын
Thankss will always come back to this as reference on how to do it unless theres a quicker version of this tut :) some day I wont need to rely on the video tho I'll memorize how to do it eventually
@saunterfilms3 жыл бұрын
You are the best! Big thanks to you!
@mrexplore795 жыл бұрын
i think you just need a basic sphere to bake those details because the distance is not too much. but choose the lv1 subdivision as low poly version is a fast way
@anthonyvaliukonis77204 жыл бұрын
Thank you so much! Extremely helpful video!
@marcos_ferreira19972 жыл бұрын
do more about this high poly to apply onto existing models pls
@freeairdrop47042 жыл бұрын
GOD BLESS YOU
@JamesLee-lf4fr3 жыл бұрын
clear & good instruction, thanks.
@korzo40363 жыл бұрын
Thank you, it's very useful tutorial
@calabozodejake6908 Жыл бұрын
thank u! :D
@ProjProd Жыл бұрын
This is great ! Good job dude ! 🤩
@nevixart Жыл бұрын
thank you so much for this tutorial bro!!! 🤩
@oleksandrchaban3283 жыл бұрын
AMAZING!!!!!
@milkbread5036 Жыл бұрын
thank you!
@corelysis3 жыл бұрын
great tutorial, thanks
@joegideon84614 жыл бұрын
Very helpful, thank you!
@mrveguita3 жыл бұрын
THANKS BRO YOU ARE THE BEST
@jaxaje76372 ай бұрын
I FINALLY UNDERSTANDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
@jaypeace60584 жыл бұрын
Awesome man! God bless!
@cameron92253 жыл бұрын
perfect my friend now new subscriber
@tomaszneosapiens51114 жыл бұрын
you can bake multiple high polys onto one poly and you can bake multiple high polys onto multiple low pieces with right naming convention exclude them using by mesh name
@tomaszneosapiens51114 жыл бұрын
make sure your high poly doesn't have uvs ,poly paint is fine , will be baked down as color id
@mattzart2 жыл бұрын
What happens if the high poly has a UV map copied over from it's clone?
@MrShadyMustafa4 жыл бұрын
thank you bro ^_^
@yusulfliu98505 жыл бұрын
thanks you
@MadPonyInteractive5 жыл бұрын
Thank you for subscribing.
@yusulfliu98505 жыл бұрын
@@MadPonyInteractive your tips are very useful for newers like me;
@griffinleadabrand14745 жыл бұрын
8000k is by no means low poly. Test it out on something a lot harder to sustain the shape. Show what happens when you don't retopo. Show how the normal map can contain artifacts if the low and high poly don't match up. Show how to do this with multi subtool objects baking normal maps for each object and matching them by name in substance painter. That's the stuff that is hardest to get right.
@MadPonyInteractive5 жыл бұрын
Thanks for your comment, I plan to do just that but am first creating more basic videos that later on I can refer people to so that those don't become too lengthy.
@marcos_ferreira1997 Жыл бұрын
you need full zbrush?
@aghandwork18085 жыл бұрын
That is VERY usefull video! Thank you! But I have a question: high poly mesh in Pianter is using for bake normals...but you already have a normal map...so why do you use high poly while baking all else map? P.S. as say Griffin Leadabrand could you explain problem about normal map's artifacts while low and high poly don't match up
@MadPonyInteractive5 жыл бұрын
Sure. If you working with a lot of polygons in ZBrush, lets say over 1Million points, then painter may not be able to bake such a mesh, so you can use ZBrush Multimap exporter to export the normal map instead of trying to bake it in Painter. Hope that makes sense.
@estudiodave3 жыл бұрын
Thanks! Is there a way to make this work for exporting multiple tools?
@MadPonyInteractive3 жыл бұрын
Yes, same process per tool
@Zeinovic92-Generalinfo2 жыл бұрын
iam a beginner .. iwant to understand something after baking maps ..this details r just outer view or real details on the mesh ?
@Bobeer5 жыл бұрын
cool
@Play-to-earnn Жыл бұрын
I have a question if you can help me... I want sculpting and export normal map for my low poly to unreal ungine this is normal ? Or use decimation master !!!!
@trangcao86353 жыл бұрын
hello, in 9:26 I do the same but can not have same result, please help.
@bluethumbbuttoneek94654 жыл бұрын
Wont let me add new color effects n paint to it after it's been baked🤔
@allroundlad Жыл бұрын
I thought mesh must be topologised to be able to texture. Also, if I want to use a topologised low-poly mesh, but use displacement map from the high-poly version mesh, how do I do this?
@MadPonyInteractive Жыл бұрын
I'm assuming that by topologised you mean if the mesh has a UV Map. If so that's what we are doing here, we are creating a texture from the high poly model and use that to project on the low poly UV Map.
@icefish174 жыл бұрын
Your UI placement in Substance hurts my eyes, good vid tho
@srvt90644 жыл бұрын
Thanks so much! Do we have to use subdivision versions for this? Can we use other low poly models with uvs?
@MadPonyInteractive4 жыл бұрын
yes you can use other models. One common process is to sculpt an high poly mesh and then retopo a low poly for projection
@Caglayan073 жыл бұрын
Can i ask something, lets say i have a bone mesh and i want to use this bone mesh to create a normal map on this sphere is it possible? Without changing the sphere’s uv
@mrprincedieg4 жыл бұрын
Careful man! Never flip a real G... Good tutorial tho!
@jfcomposition5 жыл бұрын
I think youre smoking a blunt at 1:57 minutes 😂😂😂
@MadPonyInteractive5 жыл бұрын
:D just a cigarette ;)
@jfcomposition5 жыл бұрын
Can i contact you? Find no email here sorry, you got discord?
@Bolaway4 жыл бұрын
Thanks so much! Now my models won't be killed in the process of baking But I've a question. My maps was generate with very low detail and I already changed the subdivision levels zbrush would use to bake. At the first time, I made everything you said
@MadPonyInteractive4 жыл бұрын
try increasing the Map size in the multimap exporter plugin
@Bolaway4 жыл бұрын
@@MadPonyInteractive using 4096 size and nothing happens. Zbrush generates a flat texture without the details
@MadPonyInteractive4 жыл бұрын
@@Bolaway Try changing some of the export settings and try with a different model, it can be a number of things. Maybe regenerate UVs
@innerguardianXIII5 жыл бұрын
How about doing all this for Blender 2.8?
@MadPonyInteractive5 жыл бұрын
Haven't started using it yet but planning to.
@HiroGamerXJ3 жыл бұрын
can you do this on zbrush core?
@MadPonyInteractive3 жыл бұрын
Not sure
@HiroGamerXJ3 жыл бұрын
@@MadPonyInteractive okay thanks, i was curious because i wanted to buy the core since the normal one is pretty expensive.
@Penny_The_Moo3 жыл бұрын
When importing to Substance Im getting the issue 'invalid scene, mesh group has no UV co-ordinates' what am I forgetting? D:
@AlexArtsvideos3 жыл бұрын
check if you have an uv in Zbrush, go to UV on Tools and click on Morph UV. If you dont have an UV, you get bake one in the UV Master plugin.
@TouchedByArtist4 жыл бұрын
Big thank you and ı have a question. When ı try to export disp. maps they all black. I doing like your settings but every time same result. How can ı fix that ?
@MadPonyInteractive4 жыл бұрын
That hasn't happened to me so cant really give you a straight answer. Keep trying different settings on the export, check your UV's, try a different model and if you figure it out come back to this post and let us know how. Thank You
@TouchedByArtist4 жыл бұрын
@@MadPonyInteractive i will try thank you
@SlateBlueC4t4 жыл бұрын
Those sounds with the mouth dude..
@wojciechwolenski41895 жыл бұрын
Hello. I have a questions. For example - instead of export model with lower subd like 1 i wanna decimate/zremesh this model for better optimization. I did it and now how i can use multi map export? If i need to setup subD on 1 in displacment and normal options it generates some problem in Substance painter later. Thanks!
@MadPonyInteractive5 жыл бұрын
If you Zremesh you will loose UVs. Maybe that's why you running into problems in Painter. You can decimate and keep UVs by using decimation master and use the Keep UV switch. Also, the bigger the difference between the high poly and low poly the more baking errors you will ran into.
@Udhoi4 жыл бұрын
See you in heaven brother!
@miketan56034 жыл бұрын
how do i do this if i have several subtools but i want to export/import them as one model? because as soon as i merge them i lose the subdivision
@MadPonyInteractive4 жыл бұрын
In the FBX Export/Import plugin make sure "Visible" is selected. This will export all your visible Subtools in 1 FBX File
@miketan56034 жыл бұрын
@@MadPonyInteractive thank you :)
@digitalwizard16084 жыл бұрын
I have a retopologised character I made low poly. Do I need to unwrap in a ZBrush to put the high poly on? I have mapped the retopology too
@MadPonyInteractive4 жыл бұрын
yes you need UVs on the low poly for the procedure
@alejob53255 жыл бұрын
Hi there! Great video. But Iam having a problem, i am new using substance painter and when i import something to substance from Zbrush, there are some problems with my model mesh. Before watching your video, substance (before exporting my high poly mesh) warned me that "not enough data in the high poly to use selected baker. Baking has been canceled". And after following your video step by step, that warning message does not appear any more, but the results are the same. My model has 15 million polygons so I decide, before exporting the high poly mesh, to do a decimation in zbrush but it doesnt work either. I have made uvs for every part of my model. The main problem when exporting to substance is in the face because it looked like my low poly model. Do you know whats the problem? Thanks you a lot !
@MadPonyInteractive5 жыл бұрын
You might need to break your model apart into smaller sections and bake them separately. Substance doesn't handle anything over 300k polys very well.Not sure I understood your problem but if your decimation is destroying your model you better off breaking it apart into smaller sections using UDIMS.
@alejob53255 жыл бұрын
@@MadPonyInteractive ohh okey, let me try doing that. Do you mean polygroups and then make uvs with those polygroups? Thanks a lot
@MadPonyInteractive5 жыл бұрын
@@alejob5325 No, I mean different subtools
@alejob53255 жыл бұрын
@@MadPonyInteractive okey, I Will split my model. Hope it works. Thanks !!
@FlavioDiniz5 жыл бұрын
Is it possible to import a low poly and a high poly mesh to zbrush and bake the details from the highpoly to the low poly ? or it only works if the lowpoly and highpoly are made from the beginning inside zbrush ?
@MadPonyInteractive5 жыл бұрын
You can do that yes, project all will not care where the model comes from
@abdullaharshak.n7870 Жыл бұрын
@@MadPonyInteractive then what about subdivision levels. You said that in 6:20 if the subdivision levels are not same. it wont work. For eg: if i do retopology from other software and import in z brush to bake normal map. How does the subdivision take place
@MadPonyInteractive Жыл бұрын
@@abdullaharshak.n7870 You would bring in the retopo model, project the zbrush model onto it and proceed to exporting.
@MadPonyInteractive Жыл бұрын
and use subdiv level 1
@abdullaharshak.n7870 Жыл бұрын
@@MadPonyInteractive ohh thank you so much dude. Got it