I can't thank you enough, Zbrush and displacements where driving me crazy for two days in a row! Might be worthwhile to note that the Get Scale button in the MultiMap exporter rollout works wonderfully, and in my case it was all I needed for Zbrush to export a map with 100% correct values.
@ghasemmollahasani9446 жыл бұрын
Big thanks Gael for this and other video tutorials :)
@schiffooo6 жыл бұрын
Thanks Gaël, great tutorial, as always!
@aniketk95274 жыл бұрын
thanks for awesome tutorial :) .
@cgarm60862 жыл бұрын
how did you separate the Udim into separate subtools. I did it with the help of split , it doesn’t work without Snormal and joints are visible with it.
@cgarm60862 жыл бұрын
By the way, with one subtool and a few Udim, everything works out well.
@ricarldoharris60375 жыл бұрын
I'm completely lost where's the part where the work is done
@shanjeevan1424 жыл бұрын
thank you very much
@MehdiRahif3D6 жыл бұрын
Thanks for the video Gaël. Please, how can i use UDIM in ZBrush ?
@ByShiffy6 жыл бұрын
Multi Map Exporter.
@michaelllrobson6 жыл бұрын
awesome
@sachinchauhan32446 жыл бұрын
Thanks a lot!!
@ashtongodinho49025 жыл бұрын
thank you, sir!
@fractalelement8575 жыл бұрын
I dont have mari. Is there any way I can project displacement maps on my model directly in zbrush?
@makifk3 жыл бұрын
maybe you can, have you tried the spotlight feature_?
@sepehrsamiei79406 жыл бұрын
I got a question...when u exported the new displacement maps,there were four files,but in maya u just linked one file for all , how did u get all the four displacement maps into one
@gaelkerchenbaum6 жыл бұрын
sepehr samiei heya, in Maya you can select the UV tile mode to indicate that you have multiple files for just on texture node. If you're interested, search UDIM on Google and it will give you plenty of ideas how to get more resolution from your texturing :)
@sepehrsamiei79406 жыл бұрын
gaël kerchenbaum thanks man just one more question..where did u do ur uvs? Did u retopologize in maya and export them to zbrush ? Or directly u did in zbrush ? How does that part work ?
@gaelkerchenbaum6 жыл бұрын
UVs and topology were done in Maya. Then the modele was imported in ZBrush. It is more common to do this technical pass in Maya or 3ds cause we need a clean topo for production. Zbrush can be great for introducing an automatic unfold of the UVs, but you'll always need to clean and layout them nicely in Maya.
@GabrielHenrique-yh4vm6 жыл бұрын
Do you have tutorials of create texture in mari ? (without human); Exemple this cdna.artstation.com/p/assets/images/images/002/418/186/original/chris-nichols-color-concept-008-skintonedetail.gif?1461511682 , how would you creat this type texture;; Thanks and sorry for my english
@gaelkerchenbaum6 жыл бұрын
Hi Gabriel, this is a really long topic to cover... but I'll say my workflow would be to have everything sculpted, and then use this sculpt to create procedural texturing. You can have a look at my former video : kzbin.info/www/bejne/d2TciJljnpV8Z6M