VFace Fundamentals - Apply a VFace displacement in Zbrush

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TexturingXYZ

TexturingXYZ

Күн бұрын

👉 VFace collection: texturing.xyz/collections/vface
👉 Tutorial: texturing.xyz/pages/apply-a-v...
Make sure to follow Amy Ash:
YT : / amyash
AS : www.artstation.com/squircle
IG : / amyash_art
0:00 Introduction
1:09 Photoshop Workflow
3:15 Nuke Workflow
5:45 Apply in Zbrush

Пікірлер: 31
@lugon3d
@lugon3d Жыл бұрын
For those who had doubts about the export format in Photoshop, the tip I give is to keep the mode in RGB. This way you can save the file in .EXR (32 bits) without losing quality or causing more deformations in your model.
@joMan1060
@joMan1060 3 ай бұрын
I follow the tutorial for Photoshop Workflow. change it to "grayscale" will break the map in Zbrush. it will resulted in weird noises when you apply to the mesh. dont turn it to "grayscale" and its okay
@oldleaf3755
@oldleaf3755 Жыл бұрын
well done
@markl1478
@markl1478 2 жыл бұрын
In the old version of multi-channel mapping, I can use the PS patch tool to put moles and spots where I want to put them. Vface is a 32 bitmap. Will changing its format affect it?
@qjr5818
@qjr5818 2 жыл бұрын
When a 32-bit displacement map processed in Photoshop is imported into Zbrush, is it forced to be compressed into a 16-bit displacement map? Because the label of the 32-bit displacement map in Zbrush is Depth=16?
@willtheartaddict972
@willtheartaddict972 2 жыл бұрын
How could I apply this to a full body character?
@biriani2855
@biriani2855 Жыл бұрын
What happens if you use a 50 mid displacement map?
@VictorSantos-nx9cd
@VictorSantos-nx9cd Жыл бұрын
I didn't understand what was done in Nuke. Could someone tell me what the use of the other 2 maps is? Mid50 / utility ?
@maxizbrush
@maxizbrush 2 жыл бұрын
Sorry, i need to know how i export the file in photoshop so it works.. this only works with nuke?
@maiwandhimmat1779
@maiwandhimmat1779 Жыл бұрын
U should export as a exr file
@That-B-Person
@That-B-Person 2 жыл бұрын
is there by any chance a trial version to try the maps ? Also do you need a head pre-Uv'd to fit the maps perfectly ? or can i make my own and uv it cleanly and it will still apply ?
@AmyAsh
@AmyAsh 2 жыл бұрын
You can either use the mesh provided in the V-Face pack or project maps from the V-Face mesh onto your own using ZWrap. Watch the Getting Started videos for more info :)
@That-B-Person
@That-B-Person 2 жыл бұрын
@@AmyAsh ah okay, thanks so much ill give that a go.
@FF-FAN9999
@FF-FAN9999 2 жыл бұрын
what file type do you save the photoshop file for zbrush as?
@PBpls
@PBpls Жыл бұрын
tiff will be ok, it works
@anthonyguarnich935
@anthonyguarnich935 2 жыл бұрын
I don't understand the photoshop part, do we have to export what we do in photshop and use that file in nuke?
@khomatech6428
@khomatech6428 Жыл бұрын
no
@youngvandrossxyoungfinesso3484
@youngvandrossxyoungfinesso3484 2 жыл бұрын
Why wasn't this already done for us?
@texturingxyz3730
@texturingxyz3730 2 жыл бұрын
A VFace pack is about 4go. Adding 2 go for a Ztool (which is a proprietary format) isn't convenient as it would increase a lot the zip size, as well as constraining our users to use Zbrush instead of other sculpting software available. Moreover, it takes literally 2 min to get a Ztool with the scripts that we share on our website. > texturing.xyz/pages/apply-a-vface-displacement-in-zbrush
@supasuoasuoasupa1939
@supasuoasuoasupa1939 2 жыл бұрын
@@texturingxyz3730 I could use some help with the vface i have purchased. I followed the instruction and used the script for photoshop, and am able to get the displacement on the mesh in zbrush. Thank you for the script its really helpful! However, what if i want to render in Maya and Arnold? So far i am getting blobs all around the faces and eyes. Do i need to use "this" new heightmap/displacement map in maya? Or do i use the dispCalibrated displacement map or multichannel displacement that comes inside the folder of vface? I am abit confused here really hope you can help Thank you!
@texturingxyz3730
@texturingxyz3730 2 жыл бұрын
​@@supasuoasuoasupa1939 Adding a displacement onto your mesh is a widely covered topic. You can follow these instructions from this website to make sure you have done it properly : www.cggallery.com/tutorials/displacement/ You can also follow this tutorial if you want to go further : texturing.xyz/pages/build-your-displacement-network-template-with-vface
@supasuoasuoasupa1939
@supasuoasuoasupa1939 2 жыл бұрын
@@texturingxyz3730 Thank you so much. This is really helpful!
@art_of_irinabennoit
@art_of_irinabennoit 7 ай бұрын
@TexturingXYZ Unfortunately the PS workflow doesn't work for me. I still have the problem from the beginning that Zbrush doesn't read part of the map/the negative values although I applied Levels in PS to lift up the values. Same with the Nuke workflow. Can someone help me, please?
@DrKnow186
@DrKnow186 7 ай бұрын
it just all works like shit, there is no correct guide on how to do it right from start to finish and how to use these textures properly
@art_of_irinabennoit
@art_of_irinabennoit 7 ай бұрын
So here is the solution: 1. Pre-process the map in PS or Nuke to offset the values. The mid value need to be changed from 0 to 0.5 2. Now comes the XNormal process to bake the map to your specific UVs of your mesh I was doing the opposite order which doesn't work because XNormal will clamp your black values. Thanks for the support from Texturing XYZ!
@steppingstone9699
@steppingstone9699 Жыл бұрын
Why did you use Photoshop? is it to show that just we can achieve same result in photoshop too?
@M_k-zi3tn
@M_k-zi3tn 6 ай бұрын
yep
@fractalelement857
@fractalelement857 2 жыл бұрын
say bye bye to 3d cahracter artist jobs ,especially for future juniors
@qjr5818
@qjr5818 2 жыл бұрын
When a 32-bit displacement map processed in Photoshop is imported into Zbrush, is it forced to be compressed into a 16-bit displacement map? Because the label of the 32-bit displacement map in Zbrush is Depth=16?
@NitishShiggaon
@NitishShiggaon Жыл бұрын
Yeah I think zbrush still hasn't been updated to read 32 bit textures, it just compresses it to a 16bit map. But I think that's okay because the displacement comes out looking fine with all the expected micro details.
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