Amazing. Knowledge. Appreciate these results. So much information through trial and error. Gems 💎
@Outgang3 жыл бұрын
Thanks a lot Brian! Happy to be here :)
@satyanutella8 ай бұрын
Thank you Laura. Your channel helps me a lot to get better in Zbrush
@squary1013 жыл бұрын
Laura these videos are super good, keep it up! Been really enjoy them
@jayberan3 жыл бұрын
I was struggling with this on my own, so glad to have found this channel! Thank you and look forward to helping support the channel!
@sverrirk19 ай бұрын
Really clever workflow, I am so curious about how you isolated the detail in photoshop, I am assuming you used the "difference" blend mode. I know the .sbmr file is free and easy to use, but I would like to understand the process behind it.
@andrewswift742811 ай бұрын
Excellent tutorial! Thank you
@3dbznessdesignz8553 жыл бұрын
so much so much info in here ....happy to be here always
@Gold-feather Жыл бұрын
oh! this is an awesome workflow. Thank you for this video!
@FireXss Жыл бұрын
33:14 how you added micro details without using an Anchor point ??
@the_pointpusher3 жыл бұрын
Thanks so much Laura for sharing such insightful information with us.
@alvaromartin13513 жыл бұрын
Thanks Laura! This channel is awesome :)
@michaelanderson86523 жыл бұрын
I'm charmed by your knowledge, look, and skill. Come work with us on New World.
@iskato914six3 жыл бұрын
nicely presented Laura! will follow along during the summertime, of course F1 takes priority :)
@Outgang3 жыл бұрын
I can't argue with that!
@dantertart51183 жыл бұрын
great video as always!
@szilardhazi Жыл бұрын
Oh my... it's really so stupidly simple, wow! Amazing, thanks for sharing your knowledge
@TheHamt Жыл бұрын
You are Amaaazing! Thanks so much!
@AgusGonzalezDev3 жыл бұрын
Great workflow! for the micro details you could also use an anchor point on an empty layer in passtrought mode at the top hierarchy of your height folder, so that could collect all the results of your height comp
@Outgang3 жыл бұрын
Good tip, thanks!
@NixCM3 жыл бұрын
How does it compare from just extracting the normal map directly in zbrush? That’s what I usually do, works perfect and you can bake everything else in substance from that
@Outgang3 жыл бұрын
For a simple normal map bake I assume they'd be quite similar, it would be something fun to investigate. Exporting displacement maps from Zbrush gives more flexibility down the line.
@piksalocik3 жыл бұрын
This one is gold !
@emhiu6 ай бұрын
I don't understand why mine doesn't work like yours, every time I export the displace map to a tif image, when I open pts, the lever doesn't work, It seems not to be the .tif but the .tif when exported from zbrush
@anonimousboys4847 Жыл бұрын
I'm so confused 🤔 but is really helpful thanks a lot 🔥💯✌🏻
@MayankKumar-nc1rq3 жыл бұрын
Render Lady is back for more killings....that's pretty insightful thing there! I some times think but I never actually tried this...just did things in Mari and vice-versa....but this'll do too! Need to try this one! Many thanks...many many thanks! :)
@Outgang3 жыл бұрын
My pleasure Mayank! Love your constant enthusiasm by the way, it's awesome to have you around here.
@MayankKumar-nc1rq3 жыл бұрын
@@Outgang I'm collecting some money out here...you gonna see more of me soon! I'm going to learn everything you know!
@zokitofaraon78072 жыл бұрын
Thanks for this workflow I learned a lot from you, looking for more content like this. One question though, do you also export roughness map in zbrush to substance painter? New subscriber here!
@rohitsrivastava94713 жыл бұрын
Wonderful, thanks for sharing.
@milkbread5036 Жыл бұрын
THANK YOU SO MUCH!!
@skadbone3 жыл бұрын
great video, perhaps I missed something; it seems as if you increase the model to the highest subdivision to activate a particular layer (otherwise, you couldn't activate that layer correct)?, after activating, you reduce the subdivision to the lowest sub, why is that? thank you
@Outgang3 жыл бұрын
Hi Craig! You are correct about having to be at the highest sub level to activate or deactivate the layers. Going back down to a lower subdiv level is necessary for the displacement map to be created (it's dependent on the subdiv level).
@skadbone3 жыл бұрын
@@Outgang Thank you for your quick response!!-I have a few more questions, if I may; I am used to using the multimap exporter, but this method is the only way to export particular layers of displacement maps?, so, if I export my model at whatever sub-level, 1 or 2, increase the model to the highest level, turn on layer, lower model to export level, then create the map? why do I need to go back down to the exported model level? What about the normal maps, layers only pertain to the displacements; can I just import the displacement layers in SP, and use various layer modes to achieve the same/similar blending effects as opposed to using your actions command as discussed at 23:44? thank you again for these revelations, using ZB for only a couple of years, just got SP a few days ago, can't wait to implement your technique! Ciao, Craig
@sergeibargamotov89312 жыл бұрын
Cool...!!! Love your stile!]
@el-ghorab76303 жыл бұрын
keep going Laura nice video always, I want to membership of outgang, studio, but I have not money now. however, I will be getting and I join soon :)
@Outgang3 жыл бұрын
I know finances are tight for people. Just letting you know, if ever you're unhappy with your membership for any reason talk to me and I'll reimburse you.
@el-ghorab76303 жыл бұрын
@@Outgang Actually, I am not yet a member of Outgang. Because of the financial ability. I hope to be an Outgang membership. I will raise some money to join. because I know it is very useful for me. My respect and appreciation are great.
@Ba4rden2 жыл бұрын
Great workflow! I had some uv seams popping in Painter but other than that it's been so nice to not have to deal with projection artifacts. Btw, where can one acquire such a nice chicken skin texture?
@AlexanderVentserov3 жыл бұрын
My weak pc sends thanks for stopping this torture when I am trying to bake 5 million polygons in a marmoset. Now he will suffer processing 25 million in Zbrash
@forgamers90873 жыл бұрын
please tell me when I display the displacement maps and after all the manipulations as in the video when I add it to the subpainter artifacts appear on my model how to solve this?
@Outgang3 жыл бұрын
A wild guess is that your data may have been converted to 8-bit along the way.
@forgamers90873 жыл бұрын
@@Outgang and by the way, when added to the subpainter, the detail of the pores disappears, only the holes remain
@Outgang3 жыл бұрын
@@forgamers9087 Honestly it's a bit hard to troubleshoot something effectively on KZbin just like that.
@forgamers90873 жыл бұрын
@@Outgang can i write to you on discord?
@danteramsey7713 жыл бұрын
So when you're talking about different are you saying that substance player is an alternative better than using Photoshop? Because I dont have photoshop.
@Outgang3 жыл бұрын
Substance Player is a small program that reads .sbsar files. Photoshop was the main texturing tool for a lot of character artists for a long time but there's much better tools nowadays to texture, such as the Substance tools (of which Player is part of).
@mfrancisco_850 Жыл бұрын
i think im in love
@BrianLife3 жыл бұрын
That pinching part. Key. “Stupid simple guys” cool. .
@none532 жыл бұрын
hey, i have few questions, that i never made subdivision levels, can i reconstruct them? i tried to reconstruct with the reconstruct subdivision tool but it didnt work bcz of the triangles, i want to use displacement map in substance, another querry is, do we need to unwrap high poly to export the displacement map? i am really confused with this! do you have any discord or something where i can post links where i am stucking, it's just baffling me !
@Outgang2 жыл бұрын
Hi No ne, reconstruct only works for meshes that have been subdivided previously. Reconstruct will stop working the moment it encounters triangles. If you want to have a better topology for your head, I explain an easy workflow to do that here: kzbin.info/www/bejne/r6LTc4iQqLuaf9E Mind you, you need a properly topologized head and a separate plugin to follow along though. Once you have a head with subdivisions, you can unwrap the lowest level and the UV get propagated through the subdivision levels, hence both the "high-res" and the "low-res" have matching UVs, allowing the displacement map to be generated.
@jochen3068 Жыл бұрын
❤
@duarfeht28062 жыл бұрын
hi laura how are you?
@heatherella83902 жыл бұрын
laura I know I came here to learn but I want to be friends now
@BrianLife3 жыл бұрын
No and always no. Lol. (That prompt)
@gribgrib55336 ай бұрын
Это ж мужик
@niyatipatel29552 жыл бұрын
you are very beautiful i must say.
@Outgang2 жыл бұрын
Thank you Niyati.
@niyatipatel29552 жыл бұрын
@@Outgang 🤗
@sirius_black_usa3 жыл бұрын
Beautiful and smart transgender girl!
@danebrennand3 жыл бұрын
Honestly really pointless. You're better to do fine details in painter itself instead of ever doing pores and fine wrinkles in Zbrush. Zbrush I think should no longer be for sculpting fine details and having them "locked in" to the model. But this requires someone who can actually texture good.