Such a great tutorial, thank you! It is a small miracle to find a material like this from someone who actually works on a top position in the industry. Again, much appreciated and here is hoping you find some time and energy for another!
And you have a subscriber. A very healthy approach to modelling and life in general, definitely I need to watch other videos on your channel !! All the best Rad.
Thank you! I was still stuck with the brush WrapMode which is a pain in the butt, the 2.5 D with screenwrap mode doesn't work for me either, but this is a smooth and easy clean workflow that makes textures fun again
Wow, what a great trove of information! The last half of just talking over broad concepts is soooorely lacking in 99% of all tutorials, where they only focus on what they are doing at the moment. This model is fantastic, watch you work, while also getting the overview of the *why* MOAR PLEASE!
@@casperwermuth And a response in 20 mins! Whoa! Well let me ask then, I've been working on learning substance designer for a few months, using simple meshes and trying to add detail through height maps, but never really happy with the result. Playing now with UE5 EA and wondering, can I just abuse nanite with zbrush to make a killer stone wall (and a few tileable variants) with some procedural world based shaders to get a really organic look to something like a castle wall? Compared to block out mesh, substance texturing, then decals/vertex painting to break up repetition (my current workflow)?
@@MikeJohnson-zb5rs I don't know enough about UE5 to give you such a broad answer, but. Yes, I'd say so. At least, it's the exact approach I have wanted to try out for my next person project. it has its own drawbacks and limitations, but sounds like a fun way to work on stuff, for sure
Beginner here, I am still missing out on how to export or render this into a texture. Are there tutorials you recommend for rendering out normal maps? Also should I invest in substance painter or can I stick with zBrush and Blender?
Glad you liked it, Ranchera. It's a standard one. Just open Lightbox, go to Brushes, Trim and TrimFront. Same way you can get any other standard brush, that isnt loaded on launch, like MalletFast etc
Really nice tutorial but I would like to ask did you made material (texture) in ZBrush too? The modeling you show really nice but I would like to see how did you made final show with texture. Thank you very much for answer.
I have made a bundle of stone smart materials, and simply click and dragged one of them on it in Substance Painter, I believe. It's been a while, so perhaps I also tweaked it a tad? Not sure.
Thank you for the tutorial @Casper Wermuth ! I got to the last step, but I still dont know what the best way to export is. I think I screwed up since I created the meshes to high res meshes before exporting a low poly version. What should I do? Also, the finished result you show appears to be a tile already cut as a square, which im not sure if it has geometry or its just a plane. How can I continue to the next step? Thanks!
Thanks for the tutorial Casper! Got one question tho not related to the actual sculpting. I wondered how did you make this smart material from your video thumbnail? Is it possible to purchase it from somewhere like Gumroad if you have one?
Hey Assassin! Yes, it's part of a package on Gumroad here (casperwermuth.gumroad.com/l/eyJi ). Since they are all made with native Painter tools, it's also a good way to see how they are made, so you can apply this knowledge to your own materials.
I've hotkeyed the Array Mesh toggle, so I can toggle it on and off with a button. When sculpting, the mesh can eventually become slow, but you still want to check the tiling. Toggling comes in handy there. Why I do it for this plane right here, is probably just habit. There's no objective reason for it :) same as I usually save every minute or so out of habit
Select your Plane3d mesh subtool and hit "F" to frame it in the canvas. When you do this, make sure you have your Plane3d selected and your tiling mesh subtools are visible. Then go to the alpha panel on the left side of the interface and hit "GrabDoc" at the bottom. This captures everything in the canvas as height data as an alpha. Just export out that alpha as a 16-bit tif and you have your ground work for a nice tilable texture. Great tutorial by the way.
I'd export whats on screen at 3:50. The arraymesh is the highpoly. The base place is the lowpoly. You can also do what christopher mentions, but I prefer the workflow im showing in the tutorial.
Doesn't matter. You get a texture in the end. Designer and Zbrush each have pros and cons, but one is not strictly better than the other. Use what you feel most comfortable with. Some textures I can create much faster in designer, and other textures i create much faster in zbrush.
Thank you so much. Hmm, but how do you create the tileable texture map? Once you have this setup, and let's say you want to have a 2048x2048 tileable texture map, depth map and normal map, how can you export those?
You just export these 2. The simple plane is the one you bake to. The array mesh has to be combined, or made real, which is at the bottom of the array mesh menu.
@@casperwermuth thank you so much. I got it. I am wondering if someone ever did a tiling geometry? Instead of just the texture, a low-poly geo that can be tiled. I guess we just have to cut or slice the final geo with the plane. But not sure what option would be best suited to make that tileable cut or slice pixel perfect.
@@LordYodel That has definitely been done before :) You can do the exact same approach and just .. not bake it. Create a lowpoly of it, instead of baking the highpoly to a plane. That's just one of several ways to do it.
@@casperwermuth yes, sure. The only tricky part is the seamless tiling. I have seen plenty of tutorials showing the way to bake it on a tiling plane. But never seen a tutorial to create a tillable mesh that is literally pixel perfect and using Zbrush.
export the normal map into substance painter and add any material of your choice on top, or just paint over it. and then export it out again from substance as a texture file
There's an issue with this method, it doesn't seem to tile perfectly without seams when you bake it on the LP. In fact your thumbnail picture doesn't tile perfectly either. I followed this tutorial all the way through and realized it isn't tiling perfectly in unreal engine. I tried to find a solution but i think its the borders blocks that need to be perfectly mirrored. So would arraymesh still work in that case?
this is what I noticed too. On this workflow for example, if you draw on the middle of the 4 tiles, it only affects the original tile you made. It won't draw continuously to the other tiles. You can only work on the first original tile you made.
Okay. I just figured it out how to make this array workflow better. Just go to Brush > Curve> then set the Wrap Mode to 1. Then you can just seamlessly sculpt on the other planes. Thank me later :)
Yeah, you can also use wrap. It's just much more performance intensive, so you can't work on as complex/heavy meshes as otherwise. There's also brushes that don't use wrap, if i remember correctly. Imo, array is strictly better, in every way. However, you should use exactly what you feel best with, and it might be something very different than my workflows.