Thx so much for making this Glenn! I watched so many tutorials and a lot of the time they skip over this part. I'm learning all this stuff by myself so I really appreciate you taking your time to answer my noob question :)
@Glenn3D19937 жыл бұрын
+Lucy Lestat Your Welcome. Glad I could help you out.
@mezabarch4 жыл бұрын
Thank you for the great demonstration! Demystified a few things for me.
@Glenn3D19934 жыл бұрын
You're welcome. Glad it Helped you out.
@postmodernerkindergartner9606 жыл бұрын
Dude, i've had nothing but struggle to get ANYTHING to i did in zbrush to display in 3dsmax correctly, wether normals nor displacement maps were shown correct. Then i tried Marmoset 3 and i really had some troubles there as well, mostly with my displacement maps. But with your workflow it works like a charme, that one solution with exporting the FBX file was golden, thanks alot!
@postmodernerkindergartner9606 жыл бұрын
Only downside is, i love max and i would rather have it all there, but it's alright
@etienneduberger1867 жыл бұрын
Simple and effective as usual ! Thanks Glenn
@Glenn3D19937 жыл бұрын
+Mc Bane Hope it helped you out.
@etienneduberger1867 жыл бұрын
Tout-à-fait ! :)
@silvaazarian42965 жыл бұрын
So so very very useful information . Always having trouble while exporting .obj to Maya , have to smooth edges of the low poly . Never thought of using .fbx for a smoother surface . Thank you .
@Glenn3D19935 жыл бұрын
You're Welcome. Be nice if Zbrush would export obj with the normal smoothed out. Maybe a Future Update.
@bhargavv70407 жыл бұрын
Wonderful! Thanks, Glenn!
@Glenn3D19937 жыл бұрын
+bhargav v Your Welcome
@MrSambhav2007 жыл бұрын
This video was really helpful ! Thanks Glenn !
@Glenn3D19937 жыл бұрын
+dota2player Your Welcome. Glad I could Help.
@siddharthpaul65396 жыл бұрын
sir when you click the mesh in marmoset it turns total green...is it fine?? coz it should show the proper wireframe of the mesh...like in 35:47 to 35:50
@Glenn3D19936 жыл бұрын
Depends on the density of the mesh, if the polycount is low you should see a normal wireframe, but if you have subdivision on or a high poly mesh it'll look like it's all green.
@siddharthpaul65396 жыл бұрын
so this means yours is high poly...total green....right??
@Glenn3D19936 жыл бұрын
In this instants I have Subdivision turned on so the Displacement will look better. Reason it looks all Green is its drawing all the wireframe of a Subdivided Model, if you zoomed into it you would still see the wireframe, but real dense
@siddharthpaul65396 жыл бұрын
so whats the reason behind baking if you are subdividing the low poly mesh?
@Glenn3D19936 жыл бұрын
No particular reason, just showing off displacement in Marmoset
@dragon95os6 жыл бұрын
man ur videos rock .. so informative and to the point thank u !
@Glenn3D19936 жыл бұрын
You're Welcome. Glad you're enjoying the tutorials
@SonRiceArt7 жыл бұрын
Hi, I've try to download Greeble Pack on your page, but download button is ''Sorry, this item is not available in your location''? How can i take that pack? Thanks
@Glenn3D19937 жыл бұрын
+Rice Son What country are you purchasing from? Some countries aren't available through PayPal
@outtoplay7 жыл бұрын
Teriffic lesson. Thanks for the effort!
@Glenn3D19937 жыл бұрын
+outtoplay Your Welcome! Hope you got something out of it.
@amp72246 жыл бұрын
Glenn, A few quick questions. I'm a novice especially when it comes to UV maps I did a few but still learning. Do you have a tutorial on creating UV maps or any links for recommendation? I'm not understanding the whole GUV functions could you elaborate? Does this work the same for organic sub tools? Do you always merge all subtools of low poly version and select them separately by polygroup then project them individually or can you keep them separate and bake them separately in Marmoset? And thank you VERY MUCH for the excellent tutorial. I've been searching for a complete explanation of the whole baking high to low process and this cleared up a hell of a lot!
@Glenn3D19936 жыл бұрын
I have another tutorial on UV, kzbin.info/www/bejne/fHeQeWd_ipmAeqs Also have one more older Tutorial that talks about mirrored UV's. All in Zbrush. GUV means Grouped UV, I try to explain all the types of UV'S in the first video. I have plans on creating a new UV Tutorial on the near future.
@amp72246 жыл бұрын
Much Appreciated! This is a big stumbling block for me. And I look forward to watching your post.
@Glenn3D19936 жыл бұрын
Zbrush does a adequate Job with UV's especially with quads but can do some funny things with triangles. Spent hours the other night with a triangulated mesh trying to UV it in Zbrush, talking bout Bashing my head against the wall to get it to work right lol. Thinking about learning Unfold 3D and see if it will help with UV'S
@amp72246 жыл бұрын
Using tris outside of decimation master is something I have no experience with. I've heard about it but never seen a tutorial on it yet. And your UV tutorial nailed for me thanks!
@alikhanzhilisbayev80247 жыл бұрын
Hi, Glenn! Thank u very much for this amazing tutorial! I have a little problem. After generating maps they do not show behaviour similar to yours. I mean, there are no little details in marmoset, etc. May be the problem is in UV unwrap. During the multimap export, zbrush said "subtool skipped no uvs assigned". I just generated uv for 1st subdivision (planar). In your tutorial i didnt notice any issues with unwrapping, what should I do to obtain the result similar to yours? Thank u very much!
@Glenn3D19937 жыл бұрын
+Alikhan Zhilisbayev The original low poly mesh has uv's already, you need to project detail from the modified one to the low poly mesh, just subdivide it a couple time and project the detail. Then do multi map export on the low poly with projected detail.
@alikhanzhilisbayev80247 жыл бұрын
Thank u very much, Glenn! I created uvs with uvmaster and everything works well! Your tutorials are the best and the most comprehensible!
@Glenn3D19937 жыл бұрын
+Alikhan Zhilisbayev You're Welcome. I try to explain things the best I can, sometimes I go through things pretty quick, I gotta remember to slow down lol.
@saikopiratos5 жыл бұрын
i dont get uv maps... is it possible to wrap a high res texture /uv map around low poly geometry? or do i need subdivs? or what D:? ahh texturing is a nightmare..
@Glenn3D19935 жыл бұрын
You can use a high res texture on a low poly model in Zbrush, but you can't modify it. Zbrush doesn't paint directly to texture map, it uses vertex color, ie polypaint. Basically more points or polygons the finer texture will be, then you click polypaint to texture and it bakes it to your texture. You'll need to use a external program like Substance Painter or Mari to paint directly to a Texture map.
@saikopiratos5 жыл бұрын
@@Glenn3D1993 so i have a high res model (1m points) painted with poly paint. i want to create a low poly model by duplicating it and zremeshing. now im messing around with sub divs, morph target and projecting and in the hope of somehow getting that poly paint on a multi-subdiv duplicate but shit doesnt work D:
@Glenn3D19935 жыл бұрын
On the duplicated zremeshed model, be sure it's UV'd, zremeshing destroys UV's. Then when you project all be sure RGB is turned on and little paintbrush icon on the subtool is on. Now you should be able to do project all and start seeing the color and geometry change.
@amp72246 жыл бұрын
Do you have a method for doing this with hair created with fibermesh in Zbrush?
@Glenn3D19936 жыл бұрын
Sorry, unfortunately I don't really have any material on hair generation with fibermesh
@amp72246 жыл бұрын
Do you have an alternative method for hair generation? I see Ready At Dawn using haircards but I don't know how that works either and having trouble finding much information on it.
@Glenn3D19936 жыл бұрын
You might try this video. Micheal is a excellent instructor for Zbrush, I always watch his videos. kzbin.info/www/bejne/m4W4YaeLdtWIn5Y
@amp72246 жыл бұрын
I've been watching Pavlovich for a while very good reference like yours very technical and procedural. I learned a lot from him and learning from you can't wait to try your displacement map technique.
@Glenn3D19936 жыл бұрын
Let me know how it works out for you
@giovanni812897 жыл бұрын
Hey Glenn, very good tutorial, just one point, when I project the high poly on the low one, my projection got all blurred, and I don't really know why, do you know what could it be? thanks!
@Glenn3D19937 жыл бұрын
+Giovanni Rodrigues Thanks. You may look at the projection settings, it'll be all the settings next to the project all button. Start by matching the settings from the video and see if that helps
@giovanni812897 жыл бұрын
Ill try it, thank you Glenn^^
@peter4866 жыл бұрын
the inner projection looked strange. great video
@postmodernerkindergartner9606 жыл бұрын
ok, i still got a problem with this method, everythings fine, but my normals are offset in the Y axis a few pixels.. any idea how i can prevent this from happening?
@Glenn3D19936 жыл бұрын
Unsure what could be causing your pixel shift, never seen that happen. Are you noticing in Zbrush or another app. Send me a screenshot so I can see what's happening
@postmodernerkindergartner9606 жыл бұрын
Hey thanks for the quick reply, i retried and turned ADAPTIVE on in multitexture export options. It almost killed my PC but in the end i got better results, the position were close to 1:1.. but i tried to bake everything in marmoset again and got way better results overall in comparison, sadly.. it's always nice to keep the workflow simple as possible. Except the Albedo, i need to bake it in zbrush because of polypaint-information.
@Glenn3D19936 жыл бұрын
Never tried to bake in marmoset, I know it can read polypaint data. Will that not bake that into the texture
@postmodernerkindergartner9606 жыл бұрын
yes you're probably right, i experimented so much with this stuff the last days, i forgot why i thought that i need to take the albedo from zbrush export lol.
@Glenn3D19936 жыл бұрын
Try all the baking in marmoset and see what happens. Don't limit yourself to one app, I don't usually bake in Zbrush I actually do most baking in Substance Painter. Make the Best use of all the tools available to you.
@MichaelHonsinger7 жыл бұрын
Great tutorial Glenn, thank you! I've been working with UVs inside of ZBrush for a number of years now but have been trying to get a grasp of how to use everything outside of ZBrush (predominantly Hit Film Pro) and it has been a lot of trial and error. Nearly perfect timing on the FBX info; the other day I was wondering if I should try exporting FBX to see if I could get better results! I've been meaning to contact you to let you know how much I'm impressed with your Greeble Generator Pro! I especially like your latest workflow of using the Surface Noise features; so much better than your earlier method! Good thing my laptop is pretty robust because for some reason my desktop crashes everytime I try to load an alpha into the edit window of Surface Noise! So I've been wondering what the Rel button does (I imagine it stands for Relative but haven't seen an explanation anywhere and haven't been able to tell exactly what it is doing). Do you happen to know? Thanks again for all your hard work that has made my life easier!
@Glenn3D19937 жыл бұрын
+Michael Honsinger Thanks! Glad you've stuck around from the beginning, the more I learn the more you guys do. As for the relative button I like to say I understand it completely, but there's little info about it and sometime it doesn't seem to do much different with the surface.
@MichaelHonsinger7 жыл бұрын
Yeah...sometimes it seems to make quite a difference whether it's on or off and other times it seems to have no noticeable effect.
@Glenn3D19937 жыл бұрын
Michael Honsinger I know the feeling, it's got a mind of its own sometimes. I know if you want more displacement, you can scale the model down and it'll push out some more.