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Making Tileable Textures in ZBrush - Top ZBrush Trick 

FlippedNormals
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In this ZBrush video tutorial, we show you one of our top ZBrush tricks: Making tileable textures in ZBrush. The maps you create are perfect for bump, displacement or height maps used in Substance Painter, Blender, Mari or ZBrush.
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Опубликовано:

 

10 фев 2019

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Комментарии : 107   
@kristofferlerch7035
@kristofferlerch7035 2 года назад
Hi guys, there is an easier way to sculpt only in z-direction. Just go to "Transform"--> "Modifiers" and restrict the sculpting to z-direction. 👋
@dawn8549
@dawn8549 2 года назад
This comment right here, this is the good one
@japaneseextremme3811
@japaneseextremme3811 Год назад
I was getting so angry with all these convoluted setups. That was so simple and easy. You must be an angel
@kristofferlerch7035
@kristofferlerch7035 Год назад
😇😄 I am glad I could help.
@kiddobyx3594
@kiddobyx3594 Год назад
Thank youu!!!!!!
@SB-fi1fv
@SB-fi1fv 10 месяцев назад
thanks for the tip! However, seems like the trim brushes don't work when restricting it to z-direction? Is there a workaround for this
@MILADISGONE
@MILADISGONE 5 лет назад
JUST. LOVE. YOU. GUYS. thanks for this tutorial and all the awesome things you teach us.
@brianhall8440
@brianhall8440 5 лет назад
Love this, thank you! Would love to see more tileable tuts as I'm trying to learn that myself! thanks again.
@aymanfatani
@aymanfatani 4 года назад
Thanks very Much for this AWESOMENESS ♥ Been goofing around for it .. You ROCK guys !!
@Kyrieru
@Kyrieru 3 года назад
The reason you set tile to more than 1 is so that you can see how it looks when it tiles. It helps you make the texture look less repetitive.
@Hpalhazred
@Hpalhazred 3 года назад
Nice tutorial, quick and helpful 👍
@bobroberts8264
@bobroberts8264 5 лет назад
Thank you soooo much, ive been trying to find a good tutorial on how to create textures in zbrush properly for ages, been using shitty maps for the past week trying to get them to work xD so thanks again very much appreciated
@Stillenacht3D
@Stillenacht3D 5 лет назад
This is brilliant! I gotta' try this now. Thanks!
@ThrashingCoyote
@ThrashingCoyote 5 лет назад
Awesome tutorial! I'll definitely put this to use
@vllad74
@vllad74 4 года назад
Thank you!. That was a very helpful trick!
@Authersinemascop
@Authersinemascop 5 лет назад
Very useful trick indeed! Do more like this, please.
@SamuelMoyoNdovie
@SamuelMoyoNdovie 2 года назад
To check if your height map is tiling you can also use offset from the filter tab in photoshop and input the document size in both horizontal and vertical
@NecromancerSloth
@NecromancerSloth 5 лет назад
Fantastic and helpful video!!
@philippecoenen
@philippecoenen 3 года назад
Yup something I was searching for!... Thanks!
@mahen9394
@mahen9394 4 года назад
Awesome, this is so easy..i don't why i stuck with importing plane grouping inner part..This is cool, now i will stick to your method. Thank you guys
@fernandodiaz5867
@fernandodiaz5867 5 лет назад
Another method is save camera view in one of the slots and scale the plane out from the edge of the document. Thanks for your tips!
@mikesculpts1965
@mikesculpts1965 5 лет назад
Awesome trick, I will try it to create some creature alphas. Thank you guys!
@edwinter4816
@edwinter4816 5 лет назад
This is so sweet cowboy zbrush tut!
@emmanuelchacon8900
@emmanuelchacon8900 5 лет назад
Loved it!
@kidehoward93
@kidehoward93 5 лет назад
yes always wanted to know this process in zbrush specifically only knew Photoshop way but this way is better for my learning style
@panagiotischeliotis7973
@panagiotischeliotis7973 5 лет назад
Good trick that you can combine vector brushes too. Thanks!
@DiegoSanchez-bz1ru
@DiegoSanchez-bz1ru 5 лет назад
GRACIAS, excelente muestra
@18Alexandr18
@18Alexandr18 5 лет назад
Thank you guys
@saleh_afkhami
@saleh_afkhami 11 месяцев назад
so useful tutorial.thanks
@pawpotsRS
@pawpotsRS 5 лет назад
you guys are always together bestfriend :D . you guys great.
@ZephrusPrime
@ZephrusPrime 5 лет назад
You should make a series called ZBrush Cowboy.
@HamedPhixer
@HamedPhixer Год назад
thank you, very useful
@getrekt8365
@getrekt8365 5 лет назад
thats a pretty cool trick!
@bucketlist3376
@bucketlist3376 2 года назад
hanks lot Sir.. You helping us..
@MikeBeyene
@MikeBeyene 5 лет назад
I appreciate this.
@ivndraws
@ivndraws 5 лет назад
Thanks, guys!!!
@toufans
@toufans 2 года назад
awesome tutorial
@peterwurzel1703
@peterwurzel1703 5 лет назад
Awesome!
@DominikV235
@DominikV235 5 лет назад
Thanks guys!;)
@Dan_Tasty
@Dan_Tasty 5 лет назад
You could quadruple the base size of the texture (and crop the displacement map when you’re done) and use the number 2 setting to see a live preview of how your map is going to tile and if it comes off as too repetitive
@brummii
@brummii 2 года назад
I agree, this method is not great for seeing your tiling.
@bastianbrem8362
@bastianbrem8362 5 лет назад
Hi! Great Video! Really helpful. Just one question, is it also possible to wrap masks?
@dash9655
@dash9655 3 года назад
One use for the higher wrapable setting would be for instance to use a 3072 (1024x3) document, and a wrap of 3 times, then sculpt on the center. You will see how the edges join up as you sculpt. When done, you cut out the center 1024 square.
@ranmanolov6832
@ranmanolov6832 2 года назад
fuckin awesome
@none53
@none53 2 года назад
how?
@SmorgasLord
@SmorgasLord 3 года назад
I noticed that you get a border seam if you do a bpr render and save the height from the render toolbar but not if you do a grabdoc export
@user-ox6hj6bm3t
@user-ox6hj6bm3t 3 года назад
Golden!
@WeiYeQiu
@WeiYeQiu 4 года назад
Good job man
@FlippedNormals
@FlippedNormals 4 года назад
Thank you!
@DanyGates0693
@DanyGates0693 5 лет назад
Would be nice to add how to make tileable textures with floaty subtools, like bricks, but should be easy with the offset value under the deformation tab
@nxtlvl2116
@nxtlvl2116 5 лет назад
what u guys use for udim baking like normal and displacement and all other maps ?? and can mari bake these map?
@Pewerle
@Pewerle 5 лет назад
YEEEHAA MAH BOI 👋
@Ankhaunt
@Ankhaunt Год назад
Thanks! the one thing we all want to do but struggle is tileable texture.
@HapZungLam
@HapZungLam 5 лет назад
What happen if I have multiple object or IMM brush. I've seen ppl did that before, forgot how they do it. Maybe they just duplicate and move to the other side
@davidtaylor8195
@davidtaylor8195 3 года назад
I would love some tips on texturing a sculpted tiling texture in substance painter
@echunouchi9131
@echunouchi9131 3 года назад
Hi! I wanted to make the same but on a 2k texture. And then the document seems to be wider than my viewport and I don't see borders of document. Any workaround?
@MultiMercucho
@MultiMercucho 5 лет назад
Hi guys! QUESTION: I saw in your sculpt tutorials, you are using Perspective dynamic. what value I have to setup. Thanks so much ! #flippedNormals @flippedNormals
@creoartcraft
@creoartcraft 5 лет назад
thanks for your awesome tutorials! could i also generate some maps like cavity, normal, worldspace etc? to work with in substance painter?
@Dhieen
@Dhieen 4 года назад
id like toexport the high poly too for Painter
@swarmX
@swarmX 3 года назад
hey guys maybe you do/dont read comments on old vids, but i wanted to follow this again to brush up on this tech, but i set my doc to 2048 and hit grab doc, however it reduced it to 1024, is there a reason for this? some setting i missed? or is 1024 the only res for this tech?
@ProjectIdeal
@ProjectIdeal 5 лет назад
is not better to create a cross? with the planes instead of having only one plane??
@hardarbuz8969
@hardarbuz8969 4 года назад
cool
@MrShuunen
@MrShuunen 2 года назад
Would be great if you can do another tutorial showing how to bake the sculpt to a low poly plane to texture it.
@Dawson3D
@Dawson3D Год назад
Use the photoshop to zbrush plugins to bake out maps quickly.
@tanamango320
@tanamango320 4 года назад
ugh.. Zbrush UI is such a pain to learn for me. It literally took my one hour to find that damn Plane3D tool in the menus.
@mastafoo886
@mastafoo886 Год назад
I always get a thin black line around the outside edge of my alpha. like a single px wide. how do i get rid of that?
@shubhamshetkar4406
@shubhamshetkar4406 5 лет назад
wish there were more photoshop tutorials on your website. Character design, game UI design, website design, UI/UX design, 2d character animations, etc
@Rembran
@Rembran 6 месяцев назад
I am fairly new to z brush, while I do like your tutorials some of the shortcuts like clearing the canvas and draeing the subtool back in the scene view are not familiar to me, it would be great if you could say what they are as you do them.
@peterlelo
@peterlelo 10 месяцев назад
can someone tell me why i can't save the video to my playlist please ? thanks for this tutorial
@FBI-vj3or
@FBI-vj3or 4 месяца назад
i love rocks
@Dhieen
@Dhieen 3 месяца назад
i had a problem, i put the document resolution to 2k but it wasnt framing perfectly, i had black bars around my image, but if i put the document resolution at 1k its working, why? maybe my screen resolution is not good enough? zbrush is so weird
@JimmeeAnimAll
@JimmeeAnimAll 5 лет назад
As usual awesome stuff Guys. Would please expand the subject is it ok to rotate the view and get some extra fidelity in texture or it has to be top down ? Aand, is it possible for You to touch the subject of tileable assets ? I guess I could displace plane with my tileable texture and have tileable asset , but thats not always the case. Pretty pretty please , and once again thank You.
@JimmeeAnimAll
@JimmeeAnimAll 5 лет назад
By tileable asset I mean some "walls" , rock cliffs etc. By walls I refer to game Spyro, like walls that can go as spline instance in UE4. Thank You
@tehanu3030
@tehanu3030 4 года назад
Would you now use the alpha directly in substance painter as an alpha or create a single texture set? What is the best way to use this in substance painter?
@none53
@none53 2 года назад
same question!
@SomsaiArts
@SomsaiArts 2 года назад
I keep getting black borders on my texture when exporting. Anyone know a fix or reason why its doing that?
@kbfilms1135
@kbfilms1135 4 года назад
For some reason, I'm still getting a seam when I tile the alpha or bring it into noisemaker. What am I doing wrong?
@Jjroberson114
@Jjroberson114 3 года назад
I know this is late but you’re probably in perspective mode. It should be in orthographic
@dawn8549
@dawn8549 2 года назад
How do you create a normal map out of this?
@unknowsuspicious9789
@unknowsuspicious9789 5 лет назад
yea... i do liek to make rocks too XD! MORE ROCKS FOR EVERYONEEEE
@bobroberts8264
@bobroberts8264 5 лет назад
Rocks are where its fucking at
@ethoswave5606
@ethoswave5606 4 года назад
Hey one question: I've created tileable textures before in Zbrush, although using an external plane mesh. Anyways, I'm back at it again for the first time in years, though using the method taught here. I recall being able to prototype the seamless texture in real time in Zbrush by holding a certain key/combination that allowed me to scroll the plane across the canvas, tileably. Can anyone please remind me how to do this? Thanks!
@ethoswave5606
@ethoswave5606 4 года назад
Holding the "TILDE" key, that's what it was! ~
@kokoze
@kokoze 5 лет назад
Pshh when is a microsoft paint 3d tutorial coming huh?
@EricoRochaKokero
@EricoRochaKokero 2 года назад
Where is this plane? I cant find it on my zbrush!!!!
@MR3DDev
@MR3DDev 5 лет назад
Hey but you can do this easier in Substance Designer ... Just kidding thanks for the video it really helps :)
@HanSolocambo
@HanSolocambo 3 года назад
Duplicate the plane 8 times all around the one you need to sculpt (offset -200 in Tool > Deformation). DO NOT scale the plane as you did, it needs to remain the original base size. Now merge all the 9 layers and weld vertices. Give one polygroup to the center plane, another polygroup to the other planes. Unmask only the center plane and blur the unmasked area so that it covers a bit of the 8 planes around. Then subdivide. Only the unmasked area will be affected by the subdivision but now you can also sculpt the plane borders as they continue on the 8 other welded planes. When you're done, create another plane on a second layer. Frame that plane. Then go back to the sculpted layer and you're good to go for a tiling texture. Much more precise than the method described here ;)
@none53
@none53 2 года назад
please explain through video !
@ivanand2204
@ivanand2204 5 лет назад
Thx for video. Maybe someone can help - document size is 1 : 1 ratio, but I can never get square canvas... it always wide. So i cannot export alpha properly T_T The screen is just full hd, so after i do 2056 on 2056 part is cropping :/ Works fine with 512 though
@bearwolffish
@bearwolffish 5 лет назад
You need to zoom the document out to fit on your monitor. That's why 512 looks ok. Button is a magnifying glass with an up and down arrows box. Called Zoom Document. (You can't just zoom out in the viewport.)
@none53
@none53 2 года назад
its not working for me! any help would be appreciated! please
@brummii
@brummii 2 года назад
Ok after going through 2 of the other major methods of doing tiling (importing a custom plane and using wrapmode 2, tiling via offsetting brick subtools), i think this method is not really great. It's only advantage is that you don't have zbrush and it has some huge drawbacks: -strokes often end up outside of the camera, which requires you to re-adjust your camera again -as far as i know, you should not be rotating your camera? this is an issue as well -and my biggest issue: in this method of sculpting, you do not see a hint of the tiling of your texture. Meaning you won't be able to sanity check if your pattern has distinct elements in it's tile unless you export the mesh/alpha and tile it. With the custom plane method, you always see 9 versions of your tile at any given point, so it's much harder to screw up. Therefore i recommend making a tile that is the size of the zbrush plane outside of zbrush, and then duplicating it to increase the size to make a 9x9 tile, which then you can import and subdivide in zbrush, and sculpt with tilemode 2.
@markkuykendall1751
@markkuykendall1751 5 лет назад
So Morton is working a 1K texture here. That's 1,048,576 pixels. If the intended texture was going to be a 2K texture, then it would have 4,194,304 pixels. Would this suggests to me is that in Zbrush, the number of faces on the "sculpting plane" should match up or the person sculpting is going to be frustrated that their height map data or their normal data doesn't look as nice baked out as it did in the sculpt. If the rez on the sculpting plane is way high and the person has sculpted all kinds of nice detail on it, when the maps get exported to 1K, all of that detail will be buttery and blurry and the high freq stuff will probably be gone all together which is a bummer.
@patrickdanneker5480
@patrickdanneker5480 5 лет назад
excatly. The same goes for exporting displacement maps from nicely unwrapped sculpts. There is no need to export always 8k displace maps if your object has just about 4mio poly. A 2k or 4k map will probably enough to preserve the sculpted detail.
@michealholloway508
@michealholloway508 3 года назад
BRUH. You guys amaze me , what work did you do on pacific rim?
@Grumbledookvid
@Grumbledookvid Год назад
is this approach even still required? hello?
@Dhieen
@Dhieen 4 года назад
why not just have 4 planes and sculpting in the middle of these 4?
@Domzdream
@Domzdream 3 года назад
You'd think Zbrush programmers would have solved the problem of this nature ( BY NOW ! ) I think Zbrush is a great software, but my goodness....there's quite a bit of obvious problems to fix.
@mrcreeper7552
@mrcreeper7552 5 месяцев назад
i payed 9000 euro for a 3D class and i end up here
@oliveiraluis3540
@oliveiraluis3540 5 лет назад
Wow.. that square thing of a hack is wack. I just sculpt a square as I want, and mask tile it latter. The mask will work nice, if you know how to. I do that for heights and normals in machine tubes for example.
@MikeMayArt
@MikeMayArt 4 года назад
"Stupid way of tiling in Photoshop" - You can use offset to test that tiling without copy/paste. (Filter > Other > Offset)
@Domzdream
@Domzdream 3 года назад
It's a bit SHIT of zbrush programmers to have overlooked this simple problem of at the very least, fix the borders when making tileable textures. I mean -DUH! This tool has practically everything complex, other than this BASIC problem, where edges go all skew. Pretty disappointing.
@gnightrow4020
@gnightrow4020 5 лет назад
I would love some day that artificial intelligence could automatically convert a sculpted texture to a node based procedural graph texture.
@Dhieen
@Dhieen 3 года назад
I hate this zbrush workflow, so fucking stupid to make a tiling sculpt this way... sorry for the hate
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