Zbrush UVs: Tutorial - How to: Create UVs - Zbrush Beginner Tutorial - Zbrush uv - UVs in 10 Minutes

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Gatz 3D

Gatz 3D

Күн бұрын

Пікірлер: 33
@sygmod
@sygmod 3 жыл бұрын
“This doesn’t always work” (the merging of UV’s) In a situation where this doesn’t work.... Is there still a way to export a full texture wrap for an obj? Thanks 🙏🏻🙏🏻
@Gatz3D
@Gatz3D 3 жыл бұрын
Hey Sygmod!! Thanks for checking out the video! :) When your subtools are merged together, Zbrush does not always want to unwrap multiple pieces/polygroups at the same time. This is usually due to some wonky topology hiding somewhere on the mesh. A way around this is splitting your objects up into multiple subtools and individually creating UV’s for each. For example: if your mesh is made of 3 spheres, and you try unwrapping all 3 at once, sometimes Zbrush will find a flaw in one of them and refuse to unwrap anything. By splitting each sphere off as its own subtool you can isolate where the problem is coming from, and unwrap once it’s cleaned up/fixed. When its time to Merge all your subtools together into one mesh, be sure to turn on the UV button in the Merge menu (in the Subtool Menu) before merging any subtools. I hope this answers the question. Let me know if it’s still giving you trouble. :)
@sygmod
@sygmod 3 жыл бұрын
@@Gatz3D I tried that, but once I merged with UV's on, it created this weird camo texture out of all my subtool textures lmao. BUT. its my first time in Zbrush. Safe to say I probably messed up some polygons, etc. I actually found that each subtool exported as an OBJ with texture works fine. Then when I import to C4D it actually saves the placement of the objects, so its very easy to merge them all back together. Not perfect. But worked. Thanks so much for this video. Would not have even known how to export a texture if I didn't want this.
@Gatz3D
@Gatz3D 3 жыл бұрын
@@sygmod Awesome! Thats a good method! And it’s unfortunate that many 3D programs don’t work synchronously with one another. It’s also too bad that there has to be so much switching back and forth between softwares. Thats a great solution you found. Thanks for sharing that! 👍👍
@NME10E
@NME10E 3 жыл бұрын
My friend, this has been so helpful in my creative process. I just want to say thank you from one artist to another, I appreciate you man.
@Gatz3D
@Gatz3D 3 жыл бұрын
I’m very glad to hear that it helped someone out!! Thanks so much for the support and for watching! More soon! 🙌🙌
@Fieldgorr
@Fieldgorr 2 жыл бұрын
I searched for so much time for a video like this, to the beginner is very difficult to gather info, generally they are for the more advanced user, thanks for this video, I was able to understand how to use (create and export) uv and plus: I can work with blender, that I was trying to learn too... I only use zbrush for now. thank you gatz3d
@myrrhsolace5875
@myrrhsolace5875 2 жыл бұрын
Thank you, thank you, thank you. I spent hours looking at videos and tutorials trying to figure out how to make an exportable texture map from a Spotlight paint before finding this!
@Gatz3D
@Gatz3D 2 жыл бұрын
Awesome! Happy to help! I will probably need to do an updated version of this video sometime soon. :) Thanks for watching!
@tomasla9345
@tomasla9345 3 жыл бұрын
nice you are back! congrats on the skillshare class!
@Gatz3D
@Gatz3D 3 жыл бұрын
Thank you!! Yes! Happy to be having more time to spend on regular videos again! More to come soon! :)
@calliegriffith9650
@calliegriffith9650 3 жыл бұрын
Great video! And that is awesome about your Skillshare class!
@Gatz3D
@Gatz3D 3 жыл бұрын
Thank you! And I really dig Skillshare! I've watched hours and hours of other classes on there. It's a great site for learning!
@Zeldur
@Zeldur 3 жыл бұрын
Been loving your content and how in depth you get into your tutorials. Will absolutely watch your skillshare course. Been thinking about getting a subscription anyway to learn other things ^^.
@Gatz3D
@Gatz3D 3 жыл бұрын
Wow!! Thank you so much! :D I really appreciate that feedback! Skillshare is packed with tons of other great content and media as well! If you have any questions let me know! Happy sculpting!
@_TetKaneda
@_TetKaneda 11 ай бұрын
Great contribution. Great tutorial. You have my like and my subscription. Thank you so much. Greetings
@kmcc.9955
@kmcc.9955 3 жыл бұрын
Fantastic content as always! Looking forward to your next post!
@Gatz3D
@Gatz3D 3 жыл бұрын
Thank you!! And thank you for watching! More to come soon! :D
@ivanaguirre9866
@ivanaguirre9866 3 жыл бұрын
Amazinngggg you deserveeeoreee viewwwsssss more sus,keeep goingggg like thisssss is very usefull thanksss for all!!😁😁😁
@Gatz3D
@Gatz3D 3 жыл бұрын
Thank you so much!! 🙏 And thank you for watching! More to come soon!!
@freeone77
@freeone77 3 жыл бұрын
Hi Michael! You rock!
@Gatz3D
@Gatz3D 3 жыл бұрын
Aw thank you!! :D
@jeffreyspinner5437
@jeffreyspinner5437 3 жыл бұрын
Wait a second. I'm coming back to ZBrush after a little more than a year. I remember ZBrush flipping my Y V axis of my UVs unless I clicked some setting, which Idr, and was actually the reason I watched this video, because at the time I was using C4D, but I use Blender now, that with ~70 addons is superior to C4D _and_ 3ds Max, imo. So, what gives? Was that direction to the setting to flip y somewhere in the lessons prior to this one, or something has changed in ZBrush since I stopped sculpting bare naked ladies (never got fatigued doing that until about a year in...) and when I imported the textures into C4D onto my models and saw that horror show, that no longer happens? I do like your dragon. It's very cute, not demonic like what's in vogue these days. I wonder why you are running 2.79 Blender? 2.92 is pretty stable and works fine for me... I like the dark theme and the left click to select, which you can change in 2.80 on back to right click select if you want. Even though I use UE4 or Unity to render because it's just 10x faster (3min 30 sec animation... yeah 3 min... I don't see an incredible difference baking lightmaps, and my lights are realtime anyways cause Machinima ain't games) the Cycles renderer is way faster than in legacy builds prior to 2.80. Ok, you've motivated me to look it up: “UV Map”->“Flip V”, disabling this: Preferences > ImportExport > Export > eFlipMapVert doesn't work... so you have to do this every time and there's no way to save the setting. yay. Can you verify that?
@Gatz3D
@Gatz3D 3 жыл бұрын
Ah yes. It looks like you are right. For some reason this works when sending to Blender 2.79, but trying with current versions everyone is saying to flip the UV’s in Zbrush when exporting. Very good find!! Thank you for looking into this! 🤩🤩
@jeffreyspinner5437
@jeffreyspinner5437 3 жыл бұрын
@@Gatz3D Looks like I can't link an imgur link... but np, I'm glad you were able to take my suggestion as is: to help, not to go gotcha.
@Gatz3D
@Gatz3D 3 жыл бұрын
@@jeffreyspinner5437 Not at all! Thanks for pointing this out! Thats a big deal. I will have to remember this moving forward, especially for tutorials!
@maxwellpms1977
@maxwellpms1977 6 ай бұрын
bro, i have the newer versin of zbrush and the lay out is a little different and uv master is not on that list, is in another list from the top tools, is there any way to move the icon (name uv master) by itself towards the list on the right without moving the hole entire column?
@yarosyari3516
@yarosyari3516 2 жыл бұрын
I made polypainted model w uv in zbrush, now I've decide to split the body in maya. What the way to get split uvs but with same polypaint texture?
@Gatz3D
@Gatz3D 2 жыл бұрын
That is a good question! Unfortunately if you want to keep your polypaint from Zbrush, the UV’s are not re-doable in another program. Since the UV’s tell the image file (texture/polypaint) where to go on your model, you would have to re-paint your model if you make new UV’s. If you wanted to keep your polypaint and split up the character by making new UV’s in Zbrush there is a way to get slightly more precise UV’s in Zbrush by using the Attract Seams/Protect Seams method, which is more time consuming. But Zbrush does not allow you to simply draw your seams on your model like Maya does. :(
@trhagthrive7490
@trhagthrive7490 2 жыл бұрын
can you add the material to the polypaint texture?
@Gatz3D
@Gatz3D 2 жыл бұрын
Hey! Unfortunately you cannot export materials with textures unless you "Bake" the material into the texture or image itself (since a texture is just an image or jpg/png file). Zbrush does not support baking as far as I know. When exporting something from Zbrush and importing it into Maya/Blender/3DS Max you need to assign a new material to your object once you import it in. Materials exist within the programs themselves and generally can't be transferred to other programs. Every program has a default or 'Basic' material of some kind. For Maya it's called Ai Standard Surface. In Zbrush, it's called Basic Material. The Basic Material in Zbrush is a pretty good representation of a standard material in other programs. If you want to Bake the look of a material into your textures you can use Substance Painter to Bake. However, baking is only used for things like Game Engine characters that need to be low-poly with more details in the textures. It saves the engine a lot of processing power, and makes everything run faster cause your model has the lighting and normals all baked in from one angle. Once you start messing with material settings and Roughness/Normal/Specular in Maya or Blender, all materials are basically the same, just with different settings. The whole process is really annoying and overly-complicated but, a lot of game artists will create a High Poly sculpt of their character in Zbrush, then export that model to Maya or Blender or its equivalent, then retopologize the character and make a low-poly version, then go into Substance Painter and transfer the High-Poly data to the low-poly character by baking the normal map/height/AO etc, then they paint up their textures in Substance Painter, Bake any materials or lighting in after texturing, and export the textures BACK to Maya or Blender, then apply those textures in that program to the Low-Poly mesh, then animate the character, and finally, export to a game engine. Hope this wasn't too confusing :)
@trhagthrive7490
@trhagthrive7490 2 жыл бұрын
@@Gatz3D do you know if it is possible to export from zbrush as fbx , then uv map with those textures in blender ?
@Gatz3D
@Gatz3D 2 жыл бұрын
@@trhagthrive7490 Do you mean using your textures from Zbrush and re-doing the UV map in blender? If that’s the case, you would need the UV’s to be exactly the same shape/size and placement as they are in Zbrush, which would be really time consuming and frustrating to accomplish unfortunately. Once you create UV islands (UV’s) it tells the program what part of the image (texture file) where it belongs on your model. If you create new UV’s in Blender the cutout shape of the UV’s will be different from your UV’s in Zbrush, so the image you use for textures won’t appear in the same place. You could send your model from Zbrush to Blender before doing any color/texture, then create UV’s and send it back to Zbrush, then do your poly painting in Zbrush. If done correctly, the UV’s will transfer with an obj file from Blender to Zbrush.
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