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.
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
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
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!
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?
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.
@@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.
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
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.
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
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! :)
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.
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).
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
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).
@@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
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 !
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: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-yqpBUZsVgIo.html 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.
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?
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.