Creating Displacement: ZBrush to Maya workflow(UDIMs)

  Рет қаралды 29,968

David Bittorf

David Bittorf

Күн бұрын

Learn how to properly export your Displacement Maps from ZBrush and bring them into Maya so they render correct. You will learn how to properly set up your shader in Arnold so you Displacements render correctly everytime. This is part of a free training series by dcbittorf.
Part 2 - Fixing Seams: • Displacement Seam Fix ...
I want to be your Digital Art Mentor. I've been teaching 3D at the college level for over 15 years. I also tutor students in Maya, ZBrush, Substance Painter, Procreate and Blender one-on-one. Please subscribe to my channel to keep up to date.
TIMECODES:
0:00 Intro
1:10 Creating A Displacement Map (Multimap Exporter)
7:12 Importing Displacement Maps into Maya
8:25 Where to Plug in Displacement Maps in Maya (Shader Group)
11:16 UV Tiling UDIMs when plugging in Displacement Maps
12:13 Rendering Displacement using Arnold in Maya
13:56 Adjusting Object Settings for Displacement (Subdivision Levels)
17:51 Adding a Spot Light
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Пікірлер: 37
@conbry6388
@conbry6388 2 жыл бұрын
The reason it didn't work with 7 subdivisions is because it didn't have 7 divisions, it had 6. In Zbrush the levels are 1 to 7 but 1 hasn't been divided, so what Arnold wants to know is how many times it needs to divide the mesh to get from level 1 to level 7, which is 6. If you set it higher Arnold just crashes.
@davidbittorf
@davidbittorf 2 жыл бұрын
Thank you! That’s a great point. Seems like Zbrush should have named level 1 level 0 for less confusion
@User_1544
@User_1544 Жыл бұрын
great tutorial, he was to helpful
@TiagoSilva-ye4hc
@TiagoSilva-ye4hc Жыл бұрын
Thanks man!
@bwanadairekta
@bwanadairekta 2 жыл бұрын
great tut.. thank you
@davidbittorf
@davidbittorf 2 жыл бұрын
You’re welcome. Thank you for subscribing to my channel. I hope to keep making more helpful content in the future!
@murray-xr7pl
@murray-xr7pl 2 жыл бұрын
Thank you so much!
@davidbittorf
@davidbittorf 2 жыл бұрын
Absolutely. Glad you enjoyed it.
@skullfloat
@skullfloat 2 жыл бұрын
Thank you very much!
@davidbittorf
@davidbittorf 2 жыл бұрын
Absolutely!
@sambuddhadasgupta9246
@sambuddhadasgupta9246 2 жыл бұрын
Thanks..
@kruz3d573
@kruz3d573 2 жыл бұрын
Hi, great tutorial by the way very helpful as I've finished modeling my hardsurface Wingman pistol from Titanfall/Apex Legends. I wanted to create some edge wear/damage using Trim Dynamic brush in Zbrush and use that as a Displacement/Height Map instead of a Normal Map as It's not going to be a game ready asset anyways. the whole thing was modelled with good topology in mind and even quads. You haven't shown how to fix/clean up the mesh's UV Seamed area after the displacment. I hope you will upload that! Thank you very much!
@davidbittorf
@davidbittorf 2 жыл бұрын
Thank you for bringing that to my attention. I’m currently working on that video and will let you know when it’s ready! Your project sounds pretty epic and I would love to see some renders when you are done if possible.
@davidbittorf
@davidbittorf 2 жыл бұрын
Hi Bozurk! I just uploaded the Seam Fix! kzbin.info/www/bejne/Y5CvdpuHqaZnpqM Let me know if you have any questions. Please make sure to subscribe if you haven't already. Thank you and good luck with your project!
@none53
@none53 2 жыл бұрын
Hey you have awesome learning content, i have a question, can we create displacement maps in substance from z brush? as we did normal maps? if yes , then i would love to learn that, and please must reply, thanks for reading with patience!
@davidbittorf
@davidbittorf 2 жыл бұрын
Check out this video. I think this is what you are asking... kzbin.info/www/bejne/lXymgWmgaq9mfNk
@deizsadventure707
@deizsadventure707 2 жыл бұрын
Thank you very much, does this guide can work the same as height map from substance ?
@davidbittorf
@davidbittorf 2 жыл бұрын
I’m not 100% sure but yes I think so.
@adityaprakash3828
@adityaprakash3828 2 жыл бұрын
Thank you so much... please show how to clean the sim line from arnold
@davidbittorf
@davidbittorf 2 жыл бұрын
I’m still having a little trouble with it myself. I’ll let you know if I get it worked out. Anyone else out there able to clean up displacement edges. Please msg on this thread
@davidbittorf
@davidbittorf 2 жыл бұрын
Hi Aditya! I just posted the displacement fix video! kzbin.info/www/bejne/Y5CvdpuHqaZnpqM Let me know if you have any questions. Thank you!
@warlord8106
@warlord8106 2 жыл бұрын
does your unwrapped uv's have to be in more than one space, cause i did a simple character recently and unwrapped all its uv's in one space. After exporting into zbrush, i just wanted to add some hair detail, now id like to use udim's to import my zbrush details back into maya.
@davidbittorf
@davidbittorf 2 жыл бұрын
The uvs do not have to be in more that one space. In fact they are normally in the just one space. This tutorial is just showing if you have a more complex scenario.
@warlord8106
@warlord8106 2 жыл бұрын
@@davidbittorf would this work if I was importing a mesh that I just put a alpha on in zbrush?
@keithyakouboff8755
@keithyakouboff8755 Жыл бұрын
Curious... did you ever put up a video about cleaning up displacement seams?
@davidbittorf
@davidbittorf Жыл бұрын
Yes, here it is! kzbin.info/www/bejne/Y5CvdpuHqaZnpqM
@mrmiyagi6940
@mrmiyagi6940 2 жыл бұрын
What should I do I don,t have any subD levels ?
@davidbittorf
@davidbittorf 2 жыл бұрын
That's a great question! You will have to manually create a new level 1 and divide up. Here is a video explaining that process in detail: kzbin.info/www/bejne/gmmYiXyaqbB0ftE
@nourghafarji
@nourghafarji 3 ай бұрын
why you didn't use the low poly from zbrush?
@davidbittorf
@davidbittorf 3 ай бұрын
I usually do. Nothing wrong with doing that.
@mordecai1484
@mordecai1484 2 жыл бұрын
That's so wrong. why did you left subdiv level to 7 in multi map exporter? That option tells zbrush from which subdiv level it should generate displacement. leaving it at highest level will generate only the fine micro details and nothing. all the big details will be lost.
@davidbittorf
@davidbittorf 2 жыл бұрын
Hmmm.. It seems like I'm getting the results I want. What level would you recommend exporting? My understanding is that Level 7 has all the big detail along with the micro detail, not just the micro detail.
@mordecai1484
@mordecai1484 2 жыл бұрын
usually you should put there the same number at which subdivision you're exporting your mesh in maya. If you're exporting subd 1 mesh from zbrush to maya to apply displacement, then you should put 1 in multi map exporter subd level. If you're exporting level 2 mesh then you should put 2 etc.
@davidbittorf
@davidbittorf 2 жыл бұрын
@@mordecai1484 thank you for that. I’ll look into that.
@matheusbustamante5034
@matheusbustamante5034 Ай бұрын
Modelo criado no Rafa Souza academy
@davidbittorf
@davidbittorf Ай бұрын
No, I’m not aware of Rafa Souza Academy.
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