Thank you for doing this. Great pace of tutorial too: no waffle, straight to it, explained why you were doing things. 👍
@Filmstorm7 жыл бұрын
Thanks for the comment, really appreciate it! Glad it helped :)
@gregmoney32787 жыл бұрын
OMG... Finally a tutorial that takes you from point A ---point Z. This is been so beneficial.(especially with Quixel and Maya / ZBrush and ending in Unity.) Thank you so much for putting this together. Beyond Perfect. Love it and Please keep more coming. Thank you.
@Filmstorm7 жыл бұрын
+Greg Money You're very welcome! Happy to help!
@TheGrandmaster12 жыл бұрын
A damned 6 year old video teaches me more than I've learned in the past month trying to find good high quality information or courses on how to do this. This was really all I needed, but people just aren't releasing properly informative stuff on this workflow in 2022. Sure, you can find a bunch of long course that you have to rifle through for an hour, and there are 12 different ways 12 different people tell you to do it. But finally, I feel like I got what I needed today. Now I can move on with all my projects I was kind of stuck on for a bit. Good work on this one!
@The_Jag_Dude2 жыл бұрын
Six years later and this still is one of the clearest tutorials about the subject, thanks a LOT ! :D
@Ithirul2816 жыл бұрын
A video with so much information shouldn't even be free. I'm paying for 3D school, and I've learnt more with a free 30 min video tutorial on youtube than months in an expensive school. Shows how shit education is right now. Thank you so much.
@Filmstorm6 жыл бұрын
Thanks for the great comment, it’s kinda why I started making these tutorials in the first place. 👍🏼 Keep up the great work and if you have any questions along the way I will be more than happy to help.
@trym3btch7136 жыл бұрын
same
@Filmstorm6 жыл бұрын
Thanks for watching! 👍🏼
@troymay73624 жыл бұрын
Uh, it is free because he is modeling a lump of poo rather than the uncanny Jenni Lawrence.
@TheHawk0055 жыл бұрын
Thanks to mix and jam I found this gem of a channel...thank you for creating this tutorial 3 years old and still relevant....!!!!!!
@santaclaus21156 жыл бұрын
Thank you so much! I've been taking a 3D modeling class and it's so hard to find good and informative videos like this.
@Filmstorm6 жыл бұрын
That’s great to hear! 👍🏼👍🏼
@stronghammer3247 жыл бұрын
I have been struggling for awhile to make high to low poly and keeping the great detail in low poly for Unreal Engine 4. I didn't understand how to do it But this video help me SO MUCH to understand how to do those things now. Thank you for this great and super helpful video! :D
@Filmstorm7 жыл бұрын
Wonderful! Thanks for watching!
@EddieGraphicDesigner6 жыл бұрын
oh my god! you fell from the sky dude! Nobody says the complete method how to prepare any 3d model to use in game engine or whatever job, but finally I found this! thank you very much!
@Filmstorm6 жыл бұрын
Awesome! Thanks for watching 👍🏼👍🏼
@jussivalter7 жыл бұрын
Woow.. This is a giant workflow.. I use only Cinema 4d and Xnormal (for the Unity) and I think my workflow is super fast and results are very good. I now that C4D isn't nearly that good for sculpt that Zbrush is, but it is good enought. And time is money.. BUT!!! This is fantastic tutorial. Thank you!
@johnkotsiovos18457 жыл бұрын
Great tutorial and very cool principles to use for workflow from Zbrush to exporting low poly versions with normals etc. Well done dude!
@Filmstorm7 жыл бұрын
+John Kotsiovos Thanks John, glad it was helpful :)
@HexYan7 жыл бұрын
Best high poly > low poly on YT. Well done, mate.
@Filmstorm7 жыл бұрын
Thanks Jan!
@FantasticFlexy6 жыл бұрын
Finally I understand the full workflow. Thanks a lot! Ended up with a huge mesh in unity though.
@Filmstorm6 жыл бұрын
Awesome glad to hear it. With the large mesh, you can adjust the sizing on import in Unity or alternatively adjust the scale settings in Maya or ZBrush to make Unity scaling. :) Hope that helps!
@miroslavzderic31927 жыл бұрын
OH MY GOD I FINALLY FOUND A TUTORIAL I NEEDED! YOU SIR ARE A LEGEND, THANK YOU!
@Filmstorm7 жыл бұрын
You're most welcome!
@kristingarcia69438 жыл бұрын
Wow, thanks so much for this great tutorial - exactly what I needed! I love how you add in what you do personally in each program. It helps so much! Good vibes and happiness to you~
@Filmstorm8 жыл бұрын
Thanks Pika, glad you enjoyed it! If you have any other things you need covered just let me know :)
@Qboss918 жыл бұрын
Super informative. This should have more views!
@Visceral3D8 жыл бұрын
Wow i have always wanted to know how to make a 3d turd.
@CrowbarrCreations7 жыл бұрын
Omg dude. Epic burn :)
@bassage137 жыл бұрын
I make a 3d turd at least once a day. It's easy.
@imaroughgempdx7 жыл бұрын
Well the guy does sound a bit more relaxed the less phallic it looks, but I very much appreciate the video!
@MHTutorials3D7 жыл бұрын
LOL
@hellodolly79898 жыл бұрын
I was looking for a tutorial exactly like, lol. Great stuff as always, man.
@Filmstorm8 жыл бұрын
+HelloDolly Thanks HelloDolly!
@ExilesAMVs8 жыл бұрын
Fantastic, glad to have finally found a channel showing a useful workflow keep it up man. Would there be any chance in the future of you making a basic human character with this sort of workflow just to see the process again?
@elivilen7 жыл бұрын
thank you man!! very good tut ,short and sweet. hope to see more from you
@PiyushYankee7 жыл бұрын
thank you so much saved my project and my life too
@Promuangza8 жыл бұрын
Good stuff mate! You literally just saved my life! Worth my subscription
@Filmstorm8 жыл бұрын
Thanks buddy.
@gameswithfrank8 жыл бұрын
thank you so much for the comeback... been waiting for new vids.. love your tutorials ;)
@Filmstorm8 жыл бұрын
Thanks Kross Fire! It means a lot! :)
@gameswithfrank8 жыл бұрын
+Filmstorm Studios all my progress is inspired from your vids check out them when u find time :D
@Filmstorm8 жыл бұрын
I sure will! Thanks again!
@gameswithfrank8 жыл бұрын
+Filmstorm Studios you're most welcome man... :)
@gameswithfrank8 жыл бұрын
+Filmstorm Studios Will there be a tutorial series on the uncharted system as well ? I would love to see it if u would do such a series.. and even on continuing the FPS system..wow such wonders without using code..dreams come true.. :D
@PhillusionYT7 жыл бұрын
Thank you so much for this. I'm pretty familiar with maya but I'm iffy with Zbrush.
@egey.7 жыл бұрын
its extremely useful tutorial.Thank you for your time and sharing your knowledge
@Filmstorm7 жыл бұрын
Thanks for watching!
@Supernova120346 жыл бұрын
so this is what they mean by 'workflow'..... Awesome awesome awesome tutorial! 😍😍
@Filmstorm6 жыл бұрын
You're very welcome Supernova12034!
@Wonder_Story_Animations7 жыл бұрын
great tut my friends building hes own engine atm and im doing the modelling this is great!
@Filmstorm7 жыл бұрын
That's great Chris! Glad to hear it! Good luck with the modeling.
@Xander19897 жыл бұрын
Amazing tutorial dude! This helped me loads. Way to go!
@Filmstorm7 жыл бұрын
+alex thomas thanks Alex!
@SpiritowlTV8 жыл бұрын
Brilliant tutorial dude, Im so happy I found your channel and ill spread the love. One question though. How do you do LOD's for the rocks? Does Unity have that built in tessellation or something?
@Filmstorm8 жыл бұрын
Thanks man, You can create LOD's by changing the level of remeshing that occurs. Continue to export the same model at different polygon counts but with the same UV's. Then you can import the different models into Unity and assign them to the LOD levels.
@SpiritowlTV8 жыл бұрын
oh brilliant man, ill be sure to try that out for sure !. This workflow can be applied to a lot of environment objects like cliff faces or caves
@CasualNerdsUK8 жыл бұрын
Thank you very much for a well throughout and clear tutorial.
@Filmstorm8 жыл бұрын
Casual Nerds You're very welcome!
@MurderMachine9118 жыл бұрын
Do you have a tutorial for how to do the same thing with characters? That's what I need the most
@speedfreakpsycho5 жыл бұрын
Not sure are you still active on youtube or not, but I have one question. So if you go low to high and then bake maps, does the low poly has to be bigger in size than high poly in order to do it, or you can build it up. In snort does the bake register only cracks or also the peaks too.
@Filmstorm5 жыл бұрын
Hi there, yes usually the low poly is roughly the same size as the high poly because it's essentially a reduced poly count mesh of the high poly model. When you bake the maps it depends on your raytrace settings on how much detail you want to capture more peaks and cracks with higher detail leads to longer render times. If you reduce the raytrace count you'll also reduce the quality of the maps hence not registering as much detail as in the longer raytrace maps. Hope that clarifies it for you 👍🏼
@goldkerux4 жыл бұрын
Thanks for the tut. At 14:13 I get a bit lost, you say ''lets work him up'' but I can not figure out what you did there. Could you clarify please?
@kmytor5 жыл бұрын
Hi, this tutorial is great, but I have a question. knald and xnormals are still used because snormals no longer encunetro Now it has been replaced by other software? Thank you
@ChrisBeatsRecords7 жыл бұрын
Is there a s[ecific reason that you baked the AO with Knald instead of xNormal or any other program?
@Mitroiul7 жыл бұрын
Because it was faster, I believe. With XNormal it would've probably taken twice as much as it took for the normal bake, as AO baking is slower. I see that Knald has done it automatically when the normal map was imported.
@ngok10008 жыл бұрын
finally what i was looking for. thx mate
@harikiran6875 жыл бұрын
Hi film storm......i have little confusion did you applied that normal map for the z brush low poly [which is z resmeshed ]or maya base model which u have done initially
@Roxirin7 жыл бұрын
Hi there, just wanted to ask if Maya is strictly necessary for this proccess? Did you only use Maya for the initial sculpting and then transfer? Would it be possible to do all these steps and work with only Zbrush and Xnormal?
@Filmstorm7 жыл бұрын
+Roxirin Yes you can use just Zbrush and Xnormal, I just used Maya to sculpt a basic shape. You can see this from my other low poly armour tutorial which only uses Zbrush and Xnormal to create the armour.
@andre_pikes7 жыл бұрын
that answers my question too
@goldkerux4 жыл бұрын
Hey thanks for this magical recipe! Btw what beastly computer did you have back then?
@jatingupta74397 жыл бұрын
That was a great tutorial man THANKS
@Filmstorm7 жыл бұрын
You're very welcome!
@sergie28225 жыл бұрын
I learned allot from this, I love this video!
@unstopable12126 жыл бұрын
Thanks a lot, bro! It's most usefull tutorial. This video helped me to defeat the Zbrush))
@may64904 жыл бұрын
hey im sorry for asking but , why was there no changes in your wireframe when you subdivided the mesh at 4:35 . When I subdivided my mesh it turns into a heck ton of mini squares, so im wondering whats the difference with yours. Im also wondering if you have artstation. Thanks !
@swipyduck8 жыл бұрын
Damn you are the only video tutorial that full on this subject, thumb up, putt it in my favs! (Can you make a tutorial on how to make a simple street on maya/Zbrush? :3)
@Filmstorm8 жыл бұрын
Thanks Swipyduck!
@Filmstorm8 жыл бұрын
And yes!
@abhishekpavani17797 жыл бұрын
Is this a substitute method to exporting from ZBrush to Maya and then retopologizing it using quad draw? Which of these methods gives better results? The other question I had is that after I use your method to convert the object into low poly and generate the normal map, how do I texture the model in Maya(,if I don't want to use Quixel). What will the workflow be in that case ?
@dantesapprentice45816 жыл бұрын
Thanks so much for this amazing tutorial and explanation. Helped me a great deal in understanding how retopology and normal maps work. Quick question: I haven't gotten started with Zbrush yet. Using Maya and Mudbox. I'm working on a character, and I modeled my basemesh in Maya, then exported it as an OBJ and imported that into Mudbox to sculpt on. The topology is more or less clean for animation, and doesn't cause any problems in Mudbox. Model's unwrapped too. From here, I'm thinking, once I'm done with the sculpt, I'll export the level 1 subdivision of the sculpted mesh as the base, and then use a normal map with the details of the level 5 or 6 mesh on it. To smooth out any hardness, I might use soften edge or something like that. The result will be a bit too heavy poly wise for games, but will it be all right as a functional model for an animated movie? Is this workflow in general OK? I do know there are better ways (including the one you demonstrated), and want to use them soon once I get a bit more familiar with 3d work. Once again, thanks for the superb tutorial. Peace, and have a great day.
@lukavekichannel8 жыл бұрын
Hey bro nice to see u back wish there was a 3dsmax like this :)
@silentcod3r8 жыл бұрын
It should not be too much different for Max. I work with Max, but I'm an absolute beginner in it. I prefer starting my models in Zbrush, with the basic templates it provides.
@Moneyaddthenmultiply8 жыл бұрын
there's tons of max tutorials on here! I even was searching for "maya low poly rocks" and I got... max and blender tutorials mostly before I found this one lol.
@r8Rusoski4 жыл бұрын
So nice, thank you so much!
@Filmstorm4 жыл бұрын
Thank you! 🧸
@victorkironde54257 жыл бұрын
Thank you!
@adoggo96254 жыл бұрын
Amazing Tutorial, Thank you so much. Im currently a broke student and was wondering if I can use Substance painter instead of Knald?
@Gfors85 Жыл бұрын
nice, so how about characters when you need to focus on animationable bends and combinations of hard and soft edges? just dropping down polycount in Zbrush wont do so how would you make it?
@AniketRajAniketkno5 жыл бұрын
Such a wholesome video! Awesome!
7 жыл бұрын
Really aswesome tutorial, could have been a bit slower so we can follow more easily but not complaining, this really helped me with my 10+ rocks kit I'm doing for a game. Thanks !
@Filmstorm7 жыл бұрын
+Antoine Morin-Prévost Hi Antoine, thanks for the comment, I really appreciate the feedback on how to improve my tutorials. Thanks again and I hope you rock kit turns out great!
@VFXLtd7 жыл бұрын
great tut!! Is it better to bake with xnormal than with zbrush? Cos every single time when i bake with zbrush, the normal map in 3dsmax looks so weird... so jaded, faded and weird lines
@Filmstorm7 жыл бұрын
I recommend using Xnormal! Much better results than the inbuilt Zbrush baker.
@VFXLtd7 жыл бұрын
Perhaps you could help me with this? How come one of my scenes crashes every single time when i try to generate a normal map despite the fact i have deciminated and retoped it? It crashes with 1M poly and still crashes even with 200k..... Got 64 gigs. Any ideas?
@3dtutorialsstorage448 жыл бұрын
Great tutorial! Thanks for sharing! I have one question : How do u keep that original topology display in Zbrush after importing from Maya? The edges on the white material (3:50) is what I mean?
@Filmstorm8 жыл бұрын
Thanks for the question Genna. I assume you want to be able to subdivide the mesh in Zbrush while keeping the same shape... not smoothing out the edges? In Zbrush goto Geometry -> Dynamesh -> Set a resolution if your importing from maya try 64 or 128... the bigger the number the more resolution.. and then click on Dynamesh.. and if a popup opens say no. Walla... you now have a high res mesh with the same detail you imported from maya. :)
@3dtutorialsstorage448 жыл бұрын
Yep, that was it, THANKS AGAIN!
@SUPERSAIYUAN6 жыл бұрын
Hey! Thanks so much for this guide. Question, is xnormal better than baking the normal directly in Zbrush? Pros/cons?
@Filmstorm6 жыл бұрын
Hi Wesley, yes I find Xnormal to have high accuracy with its edge detection, sometimes Zbrush can be a bit off and not provide the right result. Definitely a thumbs up for Xnormal in regards to its baker- it’s quite fast as well in comparison. Plus if you have a big GPU you can compute the bakes on that with your CPU.
@TheLillianYoung7 жыл бұрын
Do I need to create low poly models if it's for stills only -- not a game engine nor animation? For example, I want to create a wooden plank with details created in Brush and import it into Maya for a final scene render. Yet every tutorial I see for that workflow is game-based and emphasizes low poly for that reason. So I'm wondering if it's applicable. I also understand the benefits of lower poly for Maya to handle it easier and for UV-ing. I just wish there was a tutorial for non-game assets.
@Enz16128 жыл бұрын
Awesome video dude!! Hey I have a question, i hope you can help me...lets say i have multiple subtools and each one's got its own UV map...If I combine them all into 1 subtool and they keep their UVs...will xNormal create the maps and arrange the UVs into a single texture map? Or do I need to manually arrange the UVs into a single texture map then use xNormal? I hope it makes sense Thanks!!!
@Filmstorm8 жыл бұрын
+Enrdz z Hi Enrdz, thanks for the question, what would happen is when you merge the sub tools in zbrush you can then view the texture map and see if the UVs are overlapping if they are what you should do is export the sub tools all at once using the multimap exporter and then again on the different subdivision level but the downside is that you need to do each subtool one by one in Xnormal. Let me know if this makes sense :)
@Enz16128 жыл бұрын
Thanks for replying so quick!!! Yes the UVs do overlap each other for all the subtools...I have a game character all retopoed with Uvs ready for each subtool and I want to have as many objects as possible into one single map...what would be the best way of doing it? Arrange them manually, bring back into zbrush, copy/paste UVs for each, then merge all subtools and export the combined low poly and high poly mesh, then use xNormal? Thanks :)
@Filmstorm8 жыл бұрын
If you export each subtool with the UV's from Zbrush, you can actually take them all into Maya and select them all and then go to UV's and use the Auto Arrange function which will stop them all from overlapping. Then re-export from maya and walla, you don't have overlapping uv's. (Bonus! - you can combine the models in maya into one mesh (use mesh->combine) in the top menu under modeling tab.) When you do this you will retain each UV layout but all in one Texture... then use the auto arrange uv's from above ^_^
@Enz16128 жыл бұрын
awesome dude!! Thanks, will give it a try! Thanks for the quick response! I appreciate it
@Filmstorm8 жыл бұрын
Just touching base- how did you go with the UV's?
@insomiac126 жыл бұрын
Why would you use the XNormal instead of ripping the normals out of Zbrush itself? I believe you can set it up with the low poly version grabbing the high poly version right out of Zbrush.
@Filmstorm6 жыл бұрын
You can but that would mean retopologizing the whole model which can be difficult in some cases. XNormal is also a good way for reproducible results that’s easy to introduce into a pipeline for a lot of assets.
@aaaaJAYaaaard8 жыл бұрын
Hello, Is there any scale of how many Active Points for which game engine is fine? I went from 5.5 mil. to 1.1k for CryEngine, is that enough? What do you think?
@Filmstorm7 жыл бұрын
+aaaaJAYaaaard 1.1k should be great for cryengine. Although push it as low as you can get if the model is just a background object :) In most triple AAA games we aim for 500 polys for background objects, (likes boxes, bags, rubble) but exceptions can be made for objects that are more complicated.
@MrPoisonedWaffle7 жыл бұрын
awesome tut man!
@Filmstorm7 жыл бұрын
Thanks!
@PapaP864 жыл бұрын
What if you just want to bake the high poly to low poly normals for use in Maya (for a scene and rendering it)? Would it be the same process and use Xnormal and Knald, or can Zbrush alone do what's needed for that?
@fangyechannel8 жыл бұрын
I am new for Zbrush , just wondering why you need to export the high and low obj both to a third part software to bake normal . I learned some tutorial that they just turn the subtool to low division mode and get the normal map in ZB directly ,then export the low division polygon directly . Can I know the reason you did for exporting ? thanks
@Filmstorm8 жыл бұрын
Hi there, great question, the main reason is once you start to get complicated subtools the built in normal baker in Zbrush isn't that great. You need an external program to handle pushing all the polygons through quickly and that's what Xnormal is so good at. Side note: Yes you can still do this all inside Zbrush but I guarantee it will be a big time waster in the end and it's much simpler to do it this way. Plus it's a good workflow as well as you get to keep your high quality model and low poly together after you finish.
@OwlOwns8 жыл бұрын
thnaks a lot mate. you taught me a lot of new thing for a single day. Subbed liked faved!
@kukuxumuzux7 жыл бұрын
This was really helpful!
@Filmstorm7 жыл бұрын
Thanks so much!
@kfong966 жыл бұрын
Is there a reason you do distance .2 for project instead of default?
@kromaticwolf57407 жыл бұрын
Awesome video man. Thanks for uploading Side note..I would adjust your mic levels slightly. Clicking of the mouse was a tad loud. Other than that, I'm definitely going to be using this for my low poly game
@Filmstorm7 жыл бұрын
Awesome, thanks for the feedback! I should invest in a pop filter.
@3dtutorialsstorage448 жыл бұрын
Damn, that brilliant tutorial of yours helped me finally make a workflow between Maya - Zbrush and Substance Painter with a nice and clean materialID in the end!!! Thanks a ton! Btw, since you are that good, maybe I can have an advice on what's the best way of making something like modular apartments? I imagine the exterior walls , holeways, appartments are all made separately from each other. So, I make, lets just say all the exterior walls in Maya first, split them to something like front,side,back and export one by one to Zbrush , making some details. What's next, how do I make them fit their topology once they are out of Zbrush and make it to a game engine? Or maybe it's much easier not to use Zbrush and vertex paint them in Unity? Thanks ;) Sorry if that's messed up ;)
@Filmstorm8 жыл бұрын
It would be better to sculpt the walls seperately.. but the best way is to use seperate boxes and geo in Maya and make a simple modular house / apartment. [so use separate geometry per wall not extruding etc.] then sculpt each wall with nessecary details following my tutorial and texture it. Now you reimport the new models into maya and reassemble them into your apartment... :)
@neelparekh77237 жыл бұрын
I had same question.!!
@GameDevAraz6 жыл бұрын
Hi, I am a little confused about, doubling the poly of the high poly on the low poly and then trying to add normal map, I do not understand as the low poly is higher than the high poly and it looks better so why and what does the normal do? currently, on a Mac so cannot follow the tutorial fully :P but just a question thats been bothering me, thanks! great tutorial by the way!
@haissake6 жыл бұрын
The normal maps simulate depth details on flat surfaces, that's why whe do normal maps: to emulate complex shapes in places where hardware limitations would normaly stop us.
@leticiasaldana7 жыл бұрын
Thanks for the tutorial, would be nice to list all the software used. The title is a bit misleading thinking everything would be done in zbrush itself.
@Filmstorm7 жыл бұрын
Thanks for the feedback Leticia, we'll be sure to list all the software required in future tutorials.
@pfergusovegas7 жыл бұрын
Well done, mate!
@improvementTime10.3.177 жыл бұрын
16:50 zremesh & project all = for better topology then export the highest subdiv level as high poly.obj and the lowest sub div level as low poly.obj then bring borth into xnormal
@a.aspden5 жыл бұрын
How can I preserve smaller details on my model like spikes when zremeshing? The geometry gets a shrunk, faded or even a bit distorted after reprojection.
@overnightgrowth8 жыл бұрын
Am I correct in saying you don't need to unwrap/uv edit both models to make this work? I have a low poly mesh which im unwrapping now but my High poly isn't unwrapped and unwrapping it willl be a huge pain in the ass in hindsight. So Im wondering whether I will have issues because of this.
@Filmstorm8 жыл бұрын
Yes, all you need to do it unwrap your low poly model of your high poly sculpt. Now use the Project function to transfer the high quality detail back onto your Low Poly model with the UV and voila. You have a low poly model, with high poly details. If you follow the tutorial I explain this in depth more. Cheers.
@overnightgrowth8 жыл бұрын
***** Thanks man, that is certainly a weight of my mind :P Then Im on the right track so far.
@MK_2023.5 жыл бұрын
You can do all of this inside Substance Painter which seems much easier and quicker?
@mynmyself7 жыл бұрын
Zbrush has the option of baking your Normal Map, why do you prefer to use Xnormal?
@peterchampion1235 жыл бұрын
Amazing tutorial!
@hower4o8 жыл бұрын
why do we need a high and low for texturing in the first place? i dont get the concept of having both since having more edges all over the model wont affect the texture right? that is all dependant on the quality and pixel rate of itself no?
@KiwifruitChickiddi8 жыл бұрын
So the high poly model is for baking the texture onto your low poly. All the details from a high poly sculpt are projected onto the low and the low poly model will be what you use for your game/project. It all comes back to computer performance. The more polys/tris you have on a model the harder your computer has to work so by baking a high poly texture onto a low poly model you get pretty much the same results as just using a straight high poly model in your game and your computer works more efficiently. This is a super basic answer but I hope this makes sense :)
@Filmstorm7 жыл бұрын
+KiwifruitChickiddi Great explanation! Well done!
@adrianhervasmartinez22548 жыл бұрын
Hi friend, first of all you are excelent teacher ^^, i have a question so here i go, if i have a one obj with multiples subtools, first i make a backup from the object and then i need to merge all and then zremesher, uv and project etc etc. Or i have to do this on all subtools separatly? Thanks for all and sorry my english.. im learning english and zbrush XDDD
@Filmstorm8 жыл бұрын
Thanks for the question Adrian! For your question it really depends on your end result. If you want more precise texturing in the end I would recommend keeping everything separated - have a look at this tutorial: kzbin.info/www/bejne/jaTElKhprdJrgNk But if you want a simple game object, I would first have a look at what objects will overlap before you merge and delete the underlaying polygons and then merge. This will help as you don't want to decrease your performance for polygons you can't even see in your model. :) Let me know if I helped!
@adrianhervasmartinez22548 жыл бұрын
Im really enjoyed the video,i understand all steps to create a game character, just need practice, so thanks a lot and sorry for my english again! im suscribed to your channel, is really awesome ^^
@Filmstorm7 жыл бұрын
Thanks buddy!
@HigashiBashi6 жыл бұрын
Would you substitute the baking process with Substance Painter as a good option?
@AlanMW19967 жыл бұрын
Before importing the model into unity, could you take the low poly into something like blender to animate the model, then bring that into Unity to have a fairly high res model from zbrush?
@Filmstorm7 жыл бұрын
Of course - that is completely okay to do.
@improvementTime10.3.177 жыл бұрын
14:40 have low poly selected and the eye turned on, for the original high poly mesh
@paxtonong81497 жыл бұрын
Hi , if i have many different parts of high res subtools , should i merge them all together and retopo them all as 1 low poly or separated like the high res for baking normals?? :D
@Filmstorm7 жыл бұрын
+Paxton Ong It depends... will your subtools overlap each other... like does your model have a body and then armour that sits on top of it? If this is the case you'll probably have to do it one at a time ... as the normal map will be really weird and hard to work with. But you can always give it a try with merging them together and see how you go?
@paxtonong81497 жыл бұрын
Filmstorm ahhhh i see, thank for the reply :D
@funpathik5 жыл бұрын
Thanks a lot.very very helpful.
@mrphangoldwing8 жыл бұрын
Hello! What version of Quixel were you using, might I ask?
@Filmstorm8 жыл бұрын
I believe it's one before the latest build that came out a couple of days ago, I think it was 2.1.5
@mrphangoldwing8 жыл бұрын
***** Thanks a bunch!
@Filmstorm8 жыл бұрын
No problems at all! :D
@NickPangburn8 жыл бұрын
If you turn off that microphone effect that makes you sound like you're on stage, you have another subscriber!
@Filmstorm8 жыл бұрын
+Nick Pangburn haha sure thing!
@NickPangburn8 жыл бұрын
As I promised, I came back and subscribed. I will share this video with my friend who is good with Blender, you can do almost ANYTHING with blender, and its open source and free. Thank You!, and Yea that echo effect was bothering me the whole video!
@Filmstorm8 жыл бұрын
Thanks Nick, yes funny thing is after I finished the video I noticed my mic was in the wrong mode - supposed to be in Omni Recording but it was in full 360 making it sound really echoey :/ rookie error.
@pinokio5145 жыл бұрын
13:38 - I'm don't know, but my logic says to me that possible you need keep "Enable Control Painting". Without the "Enable Control Painting" the Zbrush ignore this function. But..it is Zbrush, made by UFO for UFO =)) p.s. very good the tutorial, thanks!
@BendtProductions Жыл бұрын
Thank you.
@srkcvn3 жыл бұрын
Thank you so much 🙏
@tengentopka7274 жыл бұрын
Maya tool kit is awesom tool for retopology. I use that tool often,
@Filmstorm4 жыл бұрын
That’s great! 👍🏼
@faraz64757 жыл бұрын
Will you please tell me what is the name of Photoshop Plugin you used for this tutorial?
@Filmstorm7 жыл бұрын
+faraz bashir it's called Quixel :)
@alexrcreamer7 жыл бұрын
Great but how do I add all the maps onto the model and add the texture like you did with the paid photoshop plugin? Can I do all that in maya?
@alexrcreamer7 жыл бұрын
Also, I noticed how a lot of people bring their zbrush models back in maya to retopologize by drawing quads directly onto the live model. However you did it in zbrush without doing any of that. Can you explain the difference between the two?
@Filmstorm7 жыл бұрын
Zbrush has retopologizing options too, I just find this method is a fast way to churn out background assets and other assets. If you are designing say a Main Character asset. I would definitely recommend hand drawing out the retopology onto the the model. This ensures usability when rigging the character and it running smoothly in the game engine.
@alexrcreamer7 жыл бұрын
got it, thanks
@ggxiiiigd62387 жыл бұрын
Ok, i looked on the internet in search of an answer to my problem, but couldnt find any so i hope you can help me solve it... So my problem is when i try to import my High/Low poly model from Zbrush,Xnormal tell me my files dosent exist and to check if i named it correctly.... my file are OBJ format,but dosent look like yours in the video when you import ( I mean by that the ''F'' icon when selecting them...) Hope you can help me, and sorry for my english i dont speak it well :\
@Filmstorm7 жыл бұрын
Hmm could be a couple of things... 1) Did you export an OBJ from Zbrush? Otherwise there may incompatibilty problems... 2) Make sure your objects are in a folder with unacceptable naming conventions like ** or () or special characters, this may cause problems. Let me know if you are still stuck and I can further help you.
@Hydr3127 жыл бұрын
I got a problem, maby u can help me. If i export the my zbrush model as obj and import it in unity+ normal map, its look nice... like my highpoly.... But if I import it into maya ( to chance stuff) and then export it as obj and then inport zo unity... it looks not right. normal map works but I see the lowpoly and not the 100% from the normal map. Its hard for me to explain xd
@Filmstorm7 жыл бұрын
+3D Davis Yes this is because Maya alters OBJ files upon import - you'll need to import your model into Maya as a FBX file for best compatibility or just use the inbuilt Zbrush to Maya plugin- just google that to get the plugin :)
@Hydr3127 жыл бұрын
I found it out, "soften egge" in Maya and its fine :)
@larrydavid48205 жыл бұрын
Would you use the exact same process for a character model?
@iplaybose8 жыл бұрын
How did you manage to get the Facebook Notification thing to work on windows 10 ? Never worked here
@Filmstorm8 жыл бұрын
+iplaybose Not sure, it always pops up no matter what I do, seems to do what it wants haha.
@iplaybose8 жыл бұрын
That's weird because it worked for me too on Windows 7, but I never got it working on anything above W7, 8/8.1 and 10.
@xeniacollins95146 жыл бұрын
DISREGARD MY PREVIOUS COMMENTS KNALD IS THE BADASS SHIT support got on and we figured out the issue within 20 minutes was a problem with intel integrated graphics i7 7700 etc. installed the proper driver to let the GTX handle business and its all good