I'd have chosen to bake the texture to polypaint and project it between subtools, then bake back to texture on your new model. You can work with active subdiv, UDIMS, and clean up directly in Zbrush or Mari/Substance. Great tutorial anyhow! :)
You know, it would have been lovely to show how to fix the ear issue, since the plane is usually too narrow to reach around ears and they are really annoying to actually clean up and project correctly. I would sculpt them in but you cannot really sculpt on the plane because it fucks up the texture. Thanks for any feedback you could provide
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-a2ohvHDkv1A.html Check out this guy. Basically, don’t worry about it too much, you can clean up the ears after, this is basically just a way to get 80% of the projection and you’ll spend a couple hours fixing it later. Ears are just a pain in the ass though even during clean up but your wrap will rarely be perfect enough to get the ears perfectly
Hi! I'm stucked at generating texture in Xnormal, it always create black maps. I check te uvs of the model, the format of the files, the dimensions, the textures and did 10 times all the process. Nothing, it always give me back a black map. I have win 11, maybe is for that?
Just wondering, how are all the other parts of the face created. I mean if we manually fix the complete face. How are we supposed the use all the other maps. They will never match up the base texture?
New, Substance painter warp projection, the only problem with painter is trying not to change the resolution of the texture, but I think it is a better method.
i just tried this out, and for some reason, in Xnormals, my displacement map looked horrible. It was mostly black. My UVS are sideways.. does that matter? Can someone help? I really want nice results. Did i miss a step? Did i have to flip anything after zwrap?
Any idea why the bake would come out solid red? I read somewhere that it happens if there is no normal map. So I baked on and that turned out looking correct, but my base texture is still solid red.
Huge issue when i apply displacement maps in zbrush. its all blurry and broken and doesnt fit the mesh at all. why would they conveniently remove the cleanup part of the workflow. ;/ especially the edges after applying displacement. Ive tried using different channels aswell. NOTHING WORKS
Great tutorial! May I ask why you changed the photoshop image size to 8192 if it started out as 8790? I'm working with a 4096 size and need to know what to change the lower res image size to. I'll try it without for now.
In TextureXYZ website I found this sentence. (Important note: Make sure to export a JPG version before importing the texture in Zbrush and also to downsize it to 8192px wide. Bigger images won't work with Zwrap.)
For some reason I don't get the same results. When I export from xNormals and put those textures onto my character in zbrush it doesn't look like yours. Could you possibly do a more in depth tutorial with this workflow, because there is literally none other out there? A tutorial without any jump cuts, I mean.
@@texturingxyz I agree- even on the website it's like ' a few cups of coffee later'... but can you elaborate on that? most of us probably have no idea how to take it from the displacement to that finalized product
also, second question: how do you recommend cleaning up the albedo/displacement map? I plan to use mudbox to fix it up, but how do you do both of them at the same time? if i adjust them separately, won't they be obviously off?
@@texturingxyz Thanks for the reply Jeremy! Yes I did, but I'm slightly confused still. My maps from xNormal turn out upside down for some reason and a different size so when I put them back in zbrush on my mesh, they look completely messed up :(
i know its too late but for newcomers you can fix problems just make sure plane uv is not deformed and it is quad shape like uv tile, he talking about it in the begining 01:34
IMO loose detail projecting even in xnormal. theres got to be a better way. If its a head or something simple like this id rather export the face maps from zbrush on the target mesh go to photoshop and use puppet warp to line up those xyz maps. , just save the action steps and auto repeat for each map (super quick). Unfortunately texturing in zwrap isnt necessarily an advantage. but its an option.
How can I create the different maps from high res photos ? I only have the albedo but need to create the rest. is there a good tutorial to how how to do this ?
I'm facing a problem while tried many times to run the ZWrap 2020.12.1 so I can use my Student License and this message appears "Installation failed: Setup Wizard cannot detect any installed or currently supported Zbrush version". Also, I have the latest version of Zbrush! Anyone face the same problem, if it is, How do u solve it.. Because also the file destination of zbrush is in main drive which's "C"
noob question but can anyone please tell me , what do we do with the output(baked base color) ??? I mean where to I apply? blending with albedo in mari?
hi sir , for some reason when i hit "generate maps" on xnormal , my uwmap is not fiting with result .I mean ears not on ears ,nose between 2 eyes and etc... i dont know what i miss but i want to fix that for next step . is it could be couse of uvmap ? maybe i have bad uvmap , not sure just asking edit:my multichannel faces has 8220x4848 but xnormal has 8192 . like i said ,i dont know why just giving info to fix edit2: i just realise , when i zoom to xnormal result .i have like 10+ faces in my uvmap . 2 face on nose , like 6-7 faces on ears
Are you using UDIMS? For your edit 1: there's a note in his post on the website(link in the description) saying, I quote : "Important note: Make sure to export a JPG version before importing the texture in Zbrush and also to downsize it to 8192px wide. Bigger images won't work with Zwrap". That's why you get 8192 at the end. For your edit 2: same question, Are you using UDIMS?
@@texturingxyz please help, Ive got a plane wrapped on my mesh by wrap3, after then I cant understand how can export the obj with texture included wrapped.
Raffaele Ventrella in wrap there is not a Export button but instead there is a node that does that. So look for that node and feed it with the wrapped mesh to do your export
doesn't work, i followed everything to a T, image is right size, plane had double sides, it still has error when I start the zwrap, it says it can't open the texture file for some reason
@@texturingxyz yeah i did i even made it smaller than 8k to double check, there must be a setting or something missing from the tutorial thats making this issue, The normals are flipped correctly etc i even tried taking the plane into wrap3 but it doesnt wrap at all, just does nothing at all I made the plane with less than 100 subdivisions, still not working. Im out of ideas as to what is wrong Do you have any other suggestions jeremy
@Artisan appreciate the reply, Okay what exactly about the uv's, the normalidation is off and they have 100 sub divisions etc, i even made the plane in blender the same and it didnt work. I have the new updated zwrap so it cant be a software issue I am a noobie, so i must not be aware of some nuance settings and steps for this to work that is second nature to you guys
Once the maps are baked inside of zbrush, I'm assuming I would then use inflate in order to bring out the details? Or a combination of that along with masking by texture? I was wondering because I saw from another tutorial that it's a good idea to bake out the cavity map from zbrush because it's much faster.
Hey! Very late answer, but you can import the maps under Displacement Maps and then bake them onto your mesh there! You don't need to use masking or inflate etc. Also, you can use Layers and Morph target for more control.
Hi guys, i'm sorry is it normal that after the wrapping time i get like two planes wrapped to my face model? I'm not sure but i think that this is preventing me to have a clean texture at the end. That's weird i follow all the steps carefully.
Sorry, I can't believe the final result in 10:35 is exactly output of the whole process itself presented in video. It looks too perfect to me. No specular map applied although the skin on the rendered model looks so natural and immaculately shiny and actually like living human.Nevertheless many thanks cause the tutorial is the best anyway, regarding texturing pipeline between ZWrap (as ZBrush plugin) and XYZ.