Important Correction! 20:20 In the video we say that you change the mid value under 'Bounds Padding'. This is wrong. You change it under 'Scalar Zero Value' instead. It's the same place.
@Strubey
6 жыл бұрын
That's what I though! Came back to check this one because I was confused with this at work the other day. Is there a reason btw to put it to -0.5 rather than 0.5? Never fully understood that. 0.5 has worked for me, at least when building a procedural map in maya with a 50% gray midpoint.
@ninjamaster679
6 жыл бұрын
thank you so much guys, can you guys help me on Normal map exporting
@pazselmo
6 жыл бұрын
Thanks for this xD was starting to drive me crazy xD but my settings was for 0.5 not -0.5 somehow, with a negative value it gets inflated
@stef_supertramp3226
5 жыл бұрын
For those who'll read this comment in the future, for me as well. Had to set 0.5 instead of -.5 or the mesh will inflate
@bhavingajjar4535
3 жыл бұрын
I used same prosses but my map is coming red please help me
@SauloNT
2 жыл бұрын
I was struggling for several days with Displacement Map, I got the best result just now, just seeing you guys giving those precious advices with this video. Sounds odd but when I got the final look I shed some tears of joy after many attempts. You guys never stop doing this, you are helping others!
@edanduarte
4 жыл бұрын
Before I forget, LOVE this tutorial! Thanks so much for making this guys! Learned UDIMs on the go here. One tip for models inflating that I found is once you add the displacement maps to your "file" node in Maya, going down to "Color Balance > Alpha Gain = 1.1" and "Color Balance > Alpha Offset = -0.25" got rid of my inflation. So much so that I could even go back to the "model's shape node > Arnold > Displacement Attributes > Height" and drive this up to values like 2 or 3 for REALLY deep displacement without the inflation. THANKS AGAIN GUYS!
@EdRwoth
4 жыл бұрын
thanks for the extra tip. I had to drop my alpha offset to -1 to fix the inflating
@kovachconcepts
3 жыл бұрын
You saved my life with this. Mine turned out to be -0.5, but without your comment I wouldn't have even known to look there, and would have been hosed. THANK YOU!
@jinsk8r
3 жыл бұрын
Thank you!
@harlangaler2225
5 жыл бұрын
Great video. However do not ever keep smooth UV's on in the displacement settings in zbrush. The reason is the algorithm used to smooth in zbrush is vastly different than uv smoothing in maya. Keep UV smoothing off in both Zbrush and in displacement settings when rendering in maya or unexpected results may occur.
@starlight055
3 жыл бұрын
Hello, when I export the map; zbrish tells me that it's saved and took x amount of time. But when I check the folder.... there is no such .exr or .tif file?
@mohammedahmed-er9rh
3 жыл бұрын
sometimes zbrush masses up the uvs maybe that is the reason
@starlight055
3 жыл бұрын
@@mohammedahmed-er9rh thanks.
@sentinalchocobo
5 жыл бұрын
So l can't seem to stop my displacements from inflating. if l fix it in arnold renderview, it'll still inflate if l sequence render or if l just refresh renderview. l have to change height to 0.300 to get anything to show. wondering if it's maya bugging out or l've done something wrong? l cant trouble shoot this...l don't know if its zbrush or maya!
@sentinalchocobo
5 жыл бұрын
ibb.co/Z1GLSY1 if anyone wants to have a look? l'm currently flicking around with options but its always the same issue, maya doesn't care and inflates on actual rendering
@romansrule3
4 жыл бұрын
@@sentinalchocobo did you ever find a fix?
@sentinalchocobo
4 жыл бұрын
@@romansrule3 nope! l ended up with a mess. however l was using an older z brush so l migt try this again. l was tweaking the settings to get it to something pasasble.
@romansrule3
4 жыл бұрын
@@sentinalchocobo I just had the same problem and I'm not sure if this will help if you run into the problem again what I did was I dragged the displacement map into the hypershade instead of connecting it like they did. I then changed the settings there but I didnt do -.5. I did .5 on the scaler zero value. But I didnt animate my character so might not work if it's moving.
@CocaTheCat
4 жыл бұрын
did you check "alpha is luminance" in the color balance parameter of your height map ? :)
@davideschrich3093
6 жыл бұрын
You guys are making some great videos, keep up the good work. I understand why you are using .5 as the mid but I think it's worth mentioning for others watching that for 32bit the vfx industry standard has been mid of 0 even going back to Mental Ray. Vray, Arnold, Mantra, are defaulted to a 0 mid value and I believe Renderman is too. You mentioned most software and render engines are made for mid of 1 at around the 10 min mark.Not sure if that was in error. I haven't used redshift or octane so I cannot speak to them but the other engines I already mentioned are not set for 1 in most pipelines but 0. It's worth noting that the down side to using .5 is you need to have these added adjustments to make displacement work when out of the box mid of 0 for 32 bit maps gives you the correct results. When you have many artists making manual adjustments there is room for error. If you do need to see what your'e doing and working with a 32bit displacement map with mid at 0 you can still grade the maps or adjust the viewer in nuke or do the same with the maps applied in mari for better visibility. (I've had many artists come in and not knowing how the maps are even working nor that by keeping the mid at 0 like the standard a value of 1 displaces one world unit outward along the normal and value of -1 inward along the normal) Sorry its like PTSD for me. I've had too many artists not fully aware of how these maps work nor know what colorspace they are in.
@FlippedNormals
6 жыл бұрын
Thanks a lot for your comment! If we said 1 is the standard, that's definitely an error. In the studios I've worked, we've used both 0 and 0.5 as a mid value, which is fine as it's 32 bit. You're right though, that it's easier to work with 0, so maybe we should've used that in the video. The main point is at least to be consistent and to understand what the numbers are; if you're using 0.5 in ZB, your engine needs to be set up for 0.5. /H
@davideschrich3093
6 жыл бұрын
agreed, the understanding is what i think many artists lack and tutorials like yours will help big time.
@ChrisHawkes80
6 жыл бұрын
It's worth noting there is a benefit to having the mid at 0 of you plan to modify the maps afterwards. For example, if you want to add a little extra strength to the displacement or if you've scaled the geometry, you can just throw in a multiply node after the file to do this - not so easy with the mid at 0.5. You can also combine two displacements by simply adding the maps together. Of course you don't always need to do this, but it's nice to have the option.
@davideschrich3093
6 жыл бұрын
Exactly! glad you mentioned that. also, since zbrush doesn't have the merge maps feature working with exr files, i just take my maps and add them together in nuke since mid is 0. Makes life easier
@indexMemories
5 жыл бұрын
Had to scale model down, which completely broke everything. Went back here. Rebaked with 0 mids and changed height to .1. Boom! Works now, thanks.
@joshuaradloff1070
3 жыл бұрын
i got my problem sorted out, it was because my mid value was set to 0,5 instead of 0😐
@Garti3
5 жыл бұрын
Do you ever get visible displacement map seams along UV borders? And how would you get rid of them?
@rixhhh2392
5 жыл бұрын
Hey did you ever get an answer to this?
@nioniot5339
3 жыл бұрын
Hey ! It's awesome as always ! It could be cool to show us quickly how to extract the grey value displace from red maps you get after process. Because I don't always have the same mid grey value. It's annoying :'(
@bearbones7913
4 жыл бұрын
hey so I followed the instructions and I think did so something wrong because my mesh has turned into a big blob. is there anyway to fix this?
@jozsefliszkai3179
6 жыл бұрын
Guys, the Switch MT button works pretty well. :) If you ipmort an obj (from Maya, Max, etc), press Store MT and divide, sculpt it. When you export the maps, press Switch MT and on the subtool(s), go to the lowest level (1) and press switch MT (now you have the original base mesh). The map(s) will be calculated from the oroginal geo(s), with the right intensity. If the workflow does not allow to change geos in main software, beacuse they are in rigging process etc, better to use Switch MT. Without using Switch MT, you should always export the geos from zbrush to your another sofware. Not so good...
@luxiip
3 жыл бұрын
Thank you so much for this tutorial, it helps a lot understanding how all of this works. I've watched a ton of tutorials and yours is really good. I know this video is old, but could I seek for a little help? I've been trying to render displacements for months and whatever I do, I still get this annoying issue. When rendering with Arnold, my displace looks smoothed, I'm loosing all the little details. I didn't forget any options you mentionned here, in Zbrush and in Maya. Searching for a solution, I tried to increase the map size, the catclark iterations, the DPSubdivPix, activate or deactivate autobump, change the scalar zero value... None of these worked, I always get the same smoothed result. Even on a simple, small mesh with UVs in a single tile and correct texel density. Ugh... Do you have an idea of the problem source?
@ashish_naskar
4 жыл бұрын
You can change Scalar Zero Value to 0.500 for mid values and it works the same as Bounce Padding (-0.500)
@Samankhorram
6 жыл бұрын
I hope it helps, no need to touch bounds padding, you can Just set "scalar Zero Value" to 0.5 or whatever you set "Mid" value in Zbrush. or you leave it zero in Arnold shape node and instead change it to 0.5 in displacement shader node so this way no need to set it per object shape node. ....and just if you are curios how to do it in redshift you can do the same in rsDisplacement by changing "New Range Min and Max" to -0.5 and 0.5. so you actually shift those gray area to the point that these two engines look for the rest position.
@FlippedNormals
6 жыл бұрын
You can absolutely do this too :) Thanks for your comment.
@cristiancarranza6303
6 жыл бұрын
That's totally right! Too bad you'll still need to change the subdivisions in the shape node for each object because that's is not in the displacement shader
@haiphung85
5 жыл бұрын
Hey so when I try to do this I have my displacement mid in Zbrush as 0.5 but when I apply the Maya Shape Node Scalar Zero Value to -0.5 it doesn't appear to do anything (mesh is still slightly ballooned). When I apply Displacement Shader node to -0.5 it balloons up even more and having it at 0.5 "shrinks" it. The most normal looking one I could get is having the Displacement shader node at 0.1 but it's still not perfect, esp the eyes. I'm using Maya 2017 with Arnold 5.1.0.1 and Zbrush 2018 btw so maybe it's changed slightly. Anyone came across this issue?
@joshuajones6113
5 жыл бұрын
@@haiphung85 Yeah...got the same thing. Scalar values of .2 seemed to be just right, OR I can skip scalar values and play with height. I get same issues even if I render out with mid values of 0. Not sure what is going on.
@scarbadiente
5 жыл бұрын
Dear friends. In my case I put the value 0.5, because -0.5 my mesh fattened. Thanks
@abechan517
4 жыл бұрын
I've the same problem now. Do you set a different value in Zbrush too?
@douka3993
6 жыл бұрын
great video as always, i wish i can sub and like more than once!!
@FlippedNormals
6 жыл бұрын
Thanks man! We wish so too :D
@morin6661
5 жыл бұрын
Hey, Can you please put pop at 20:20 for others. It would be helpful for them. I was trying it for half an hour and just found in the comment that it was a wrong setting. One more thing, I think you also have to set scale value to 0.1 so that mesh does not become a blobe
@AerysBat
5 жыл бұрын
Hey, it's not true that mid point of 0.5 is the same accuracy as midpoint of 0. You can see on this chart that floating-point numbers have the most precision centered around 0, and lose precision as you get further away from the origin. anniecherkaev.com/images/floating_point_density.jpg
@wasdfg662
5 жыл бұрын
i would like to ask you a question, do i need uvs on my highpoly to get the displacement/normals maps from them? or i just need marmoset(or maya or anything else) to take and bake the highpoly model maps on the lowpoly(with uvs)? thank you a lot!
@FlippedNormals
5 жыл бұрын
For this workflow, yes - your high poly in ZBrush needs UVs.
@sentinalchocobo
5 жыл бұрын
l learn so much better when the lesson plays out like a discussion than a lecture so thank you so much for this refreshing take on teahing. l've had low morale trying to finish college, l don't like the teachers and l felt very unmotiated but this...this is inspiring me again. thank you so much
@ogkush6276
Жыл бұрын
Facts 4 y later , these mates made the best disp maps tutorial on KZitem!!
@anthonyrusso7266
2 ай бұрын
Hello, great video. I still seem to be getting blank disp maps when setting the mid value to .5 when exporting 32bit exr. It seems I can export tiffs with .5 mid value but my exrs only work when the mid value is at 0. So I'm curious as to how you're getting your results.
@seanakima50515e
4 жыл бұрын
Idk if anyone can help me but when I try this using UDIMS it finds all the tiles and everything, but when I render I get a flat image of blown up textures.
@TheGreatArlei
4 жыл бұрын
Hey man! Maybe a bit late, but I had the same problem and I found the issue. In Zbrush under the Multi Map Exporter menu set the Displacement Mid Value to 0 and then export your displacement map. Once in Maya just follow this tutorial and you will be fine. Your displacement height in Maya might also be a bit to low so crank it up to 2.00 in Maya. Good Luck!
@seanakima50515e
4 жыл бұрын
@@TheGreatArlei is this with 16bit? 32bit? And exr or tiff file?
@anmcopico4228
3 жыл бұрын
Hey I'm stuck with something , when i click export by default there's TIF is the only option available. Enabled exr from settings. After clicking export, z brush said export finished in 1 minute and 7 seconds , when i'm opening the folder nothing there.
@Disg_lion
Жыл бұрын
sorry to say that I only get a big balloon while rendering . the bump map just bulges. any solutions?
@bricksandwalls1291
2 жыл бұрын
When I extract diss map from zbrush.. It always comes k red colour and it looks so dark.. Then I need to go to Photoshop and apply the filter.. Hue & Saturation to make it black and white and exposure filter to make it a little visible.. Pls help.
@evanalexan
2 жыл бұрын
Is it possible to create Displacement Maps from photos of a single object? If I can control the lighting and I'm the one taking the photos? I've seen some tutorials on creating Normal Maps by lighting an object from four (4x) different angles and then combining those 4 photos into a single Normal Map. But is there a similar process for Displacement maps? I have a ton of things I need to photograph and model, and painting the displacement in ZBrush for every single thing doesn't seem feasible.
@vasiligavoyani1819
5 жыл бұрын
Its crazy but i like everything from you . The sculpting style and even your voices . Also i love the humor both of you. Please can you check my work and tell me how i should improve ? What mistakes i do so i should focus fixing them? www.artstation.com/artwork/RYaZdy And smthing more . Can normal and displacement be used both ? Cause in the normal in the sculp at the link , sometimes u cant see the textures in bad lightning so its really nottt great
@hamsterkim4930
3 жыл бұрын
I'd so much like to watch your videos!! But just one point, could you add the title of the buttons you click one the screen like subtitle next time? As a person at entry level, it is kind of confusing to figure out what you applied 😭 Anyway thank you so much!
@harrisonworkman6301
3 жыл бұрын
so got it work finally thanks to you guys !:D but for whatever reason and maybe because im on later version of maya. doing -0.5 in the scale zero value caused it to inflate but doing 0.5 causes it to act normal. is this because maya is inverting the values somehow?
@prajithellora5061
3 жыл бұрын
How did you guys make low poly version of this creature’s head? Did you just decimate zbrush sculpt or did you start the base mesh in maya then sculpted over it? kindly help
@nolwennprot3033
4 жыл бұрын
Hey I've been basically doing what you're showing in order to generate my displacement map but strangely even if Zbrush tells me that it created that map where I wanted to put it, my computer D disc does not contain said map : it doesn't appear anywhere as if it did not exist...
@vickyyankova9464
3 жыл бұрын
I am experiencing the same issue unfortunately but have no idea how to fix it, have you come up with something?
@nolwennprot3033
3 жыл бұрын
@@vickyyankova9464 I'm sorry it's been long since I last opened Zbrush (I'm more a houdini/nuke lover now, kinda abandonned 3d scultping), so I don't really remember what the problem was. I think it might have been a problem with the UVs (check if you truly have some), or it was just my pc not liking something (I remember it didn't like exr displacement maps, they often came up as just completely gray). If you still have the problem and can't find a solution, I could look it up, but i'm not too sure I'll remember...
@konstantinoschtenelis2350
5 жыл бұрын
doesn't work
4 жыл бұрын
did you guys sort the UV's side by side before sculpting?
@cylinder8570
5 ай бұрын
Is it possible to animate a monster or character that is using a displacement map as in the video? and you will still see the dinosaur's head with all the details of the displacement map as it opens its mouth to roar, for example?
@Ben-rz9cf
2 жыл бұрын
yeah setting the mid point to middle grey just straight up doesn't work for me it only displaces on a positive or negative value
@FreakeSport
6 жыл бұрын
The model just bloats up. 1. imported maya model into zbrush 2. made auto UVs 3. Modelled some details on it on 6th subdiv level 4. exported displacement and mesh 5. import mesh into maya 6. set arnold material and setup displacement 7. played around with the settings for a good 4 hours, it only bloats up. It is as if arnold sees the EXR as just a black or white plane, without any details. I doublechecked, there are details on there. Tried with zero values of 0 up to 1, always the same. It just bloats up and i am beyond frustrated. I cannot work with 10mil polygons in maya lol
@FlippedNormals
6 жыл бұрын
Hey! Could you post a screenshot of what this looks like? Would love to help out :) /H
@FreakeSport
6 жыл бұрын
I got rid of everything in the project and removed the files. Sadly I can not afford doing it again, given that i literally just blows up. The dark and the light parts blow up equally. Seen when i change the scalar zero value, you can see the whole object inflate / deflate. Maybe it has something to do with the UV's not being recognized? Exported with DISM, and made sure to unwrap the object before sending it to maya. Also, the UVs are correct in Maya, seen in the UV Editor. This is beyond weird :(
@digitalart4245
4 жыл бұрын
why my substance not separating udims set ( create a texture set per udims is checked)
@jurandfantom
6 жыл бұрын
All yours tutorials are going to my 3D important playlist! awesome :) many many thanks for sharing knowledge.
@nikelombambo
3 жыл бұрын
So what do we do when we get visible displacement seams?
@julia.schultz
Жыл бұрын
Was struggling to get this to work for a while with Houdini Arnold, so I'm going to leave this for anyone who might need it- if your map is exporting and looks completely red or gray in photoshop, it might actually have values you just can't see but the render engine will recognize them. I thought mine was blank and was trying to troubleshoot for a long time before realizing it was actually a render issue, not a zbrush issue. When you bring the map into Houdini- you have to make sure subdivision and displacement are enabled on the geometry. Personally in the subdivision tab I choose cat clark, 3 iterations, and in displacement tab set the zero value to 0.5. In the material I just used an image node plugged into the displacement and didn't change any settings.
@joshuaradloff1070
3 жыл бұрын
i have watched this video soo many times and i still cant get it to work,😭😭😭😭😭🙈💔 when i import my model its fine, but the problem is when i apply the displacement map, the ''displacement'' is wayyy off and my characters face looks like its was stung by a 100 000 bees😂💔😭😭
@joshuaradloff1070
3 жыл бұрын
''oh hay joshua, u should set ur mid value to 0 instead of 0,5''.....😐 ...wouldve saved me 72 hours of stress and frustration
@lordgains3317
3 жыл бұрын
Can someone help I'm really confused. So I modelled a character in maya, improved to zbrush and finished the high details but I didn't lay out my uvs yet, is it still possible to layout my UVs in maya and update that in zbrush without having to go back and redo my entire zbrush details?
@guglielmoturbian6982
3 жыл бұрын
Yeah don't worry, search reproject details zbrush, Flipped Normals made a tutorial about it.
@cyrielkilller
3 жыл бұрын
Hi flipped, can you talk in other video how to cut mesh in multiple part in zbrush to have more poly in each one and how to re-emerge it in Maya please? I really need it ^^
@alexanderromanovsky9762
5 жыл бұрын
Hi there! Thank you so much for this tutorial, it's been very helpful for my z brush models. I had a quick question though! Sometime when I export, I get a flat red map with no textures on it. When I apply it as a bump map in Maya it works, but as a displacement map it doesn't (I did everything you showed in the tutorial and checked the correction for 'Scalar Zero Value' in the comments. I'm really weirded out by this. Could you help me out? Thank you so much in advance.
@SoraluverEternity
5 жыл бұрын
I know it's been 7 months but...This could be because your UV's are out of bounds.
@beniaminolombardi
3 жыл бұрын
Thank you guys! U saved my life ahhaha
@nathunterstudio8391
11 ай бұрын
and how do you avoid the seam line who appear?
@christiansummers4318
5 жыл бұрын
My models keep ballooning when I do this, what am I doing wrong?
@marianvalovic2566
5 жыл бұрын
same, is there some fix or what did we do wring?
@danielp6332
4 жыл бұрын
Awesome video! I've seen a bunch of your videos, but I don't exactly understand the pipeline. Clearly you do high-poly, detailed modeling in Zbrush, but then do you retopologize in zbrush as well, or do you do it in maya and then bring both high and low poly meshes back into zbrush to make the displacement map? from what I can see from these videos, it looks like zbrush(sculpt)> maya(retopo)> zbrush(displacement creation) >maya(render). is that right?
@yogeshvishwamithran8878
5 жыл бұрын
Guys, I think I might have a problem here...I did what you did with the settings...and in the render veiw the model is kinds blotted...it's dissfiggured...the uvs seem to be proper...the maps have exported properly...I did not set the mid value thought...what should I do...please help me😭😭😭
@TheGreatArlei
4 жыл бұрын
Hey guys, quick question. Does anything change if I'm not using UDIM's? I'm guessing I don't have to change the UV tile ID format and just leave it as it is. Correct? Thank you so much for these tutorials!
@kunal_aher
2 жыл бұрын
THANK YOU SO MUCH FOR THIS TUTORIAL ...
@mitchelvanduuren2312
4 жыл бұрын
I'm a bit confused. Did you create the base mesh in Zbrush, imported it in Maya to UV it and then export it back to Zbrush to add details? Sorry, I'm kinda new to this.
@saadrahman4345
5 жыл бұрын
Hey guys. I get uneven displacement across udims for some reason. This makes it completely unasable for some reason. Any ideas why this would be?
@erankartist
6 жыл бұрын
Oh baby keep em coming I love these. They've helped me so much!
@artbydabney
2 жыл бұрын
Very very helpful tutorial. Thanks guys!
@mdzworks
4 жыл бұрын
For batch rename, you can use PowerRename from the (Open Source) Microsoft Power Toys: github.com/microsoft/PowerToys/releases
@CGKey
5 жыл бұрын
When I click on "create all maps" it says that it created them, but the folder is empty!! Why could this be happening?
@josueanimation2001
4 жыл бұрын
Did you solved it? I'm having the same problem here
@prasann.j.s2441
4 жыл бұрын
Yes, even i also getting the same problem
@RitikRaj-yk8hv
2 жыл бұрын
I am back to this tutorial again !
@jmccann96
Жыл бұрын
Bulk Rename Utility is free
@OneImmortalStudios
6 жыл бұрын
I think you can add all the objects in the UDIM's to a set, and then you can add an override to the set under the Arnold menu Item. The Attributes you would need to add are (without the quotes): "aiDispAutobump"; "aiDispPadding"; "aiSubdivIterations"; "aiSubdivType" This would make it easier to keep all the settings the same.
@FlippedNormals
6 жыл бұрын
Awesome, thanks for the info!
@levitabusman
5 жыл бұрын
Can you do a basic video on this like if im doing a very simple character no clothes, or example like a statue, because when i try and use dipsplacement i really struggle on where to put the file i tried placing my height map into >transmission because of the substance painter and maya guides elsewhere. But it just messes up the mesh and either gets bloated or the mesh goes transparent, and ive followed your video and it balloons up and bloats out. ***UPDATE***. Ok I changed the 'Height' value in displacement to '0.100' instead on it being '1.000' then changed 'scaler zero value' to '-0.500', and turned off Auto Bump. The problem now is im not getting full detail from my normal map, which I've put in 'geometry' bump settings right?
@andreabianco96
5 жыл бұрын
Hi guys thx for sharing this but i have a little problem...when i export the displace map and i open to see in photoshop, it is so "soft"...I mean, the difference between gray black and white is not to much and when i import in maya, the displacement appear soft and not "harder" like your model...Maybe i need to change exposure or contrast in photoshop? any solutions??? pleaaaase
@luxiip
3 жыл бұрын
Same here... Did you find a solution since you posted this comment ? Would help a lot 🙏
@SergeyPan1987
2 жыл бұрын
Did you solve this problem?
@Juan_111x
Жыл бұрын
Thank the heavens you guys made this tutorial, I appreciate it!
@CherylynnLima
5 жыл бұрын
does this work for the skin shader?
@tiagolopes8728
3 жыл бұрын
what is the hotkey for see the difference of levels os polygons?
@FlippedNormals
3 жыл бұрын
Maybe Shift+F to view the polyframe
@hakusaladinamination
5 жыл бұрын
bro you guys are awesome yes yes yes after 4 days of frustrating trying finally ....by the way how did you guys find this perfect solution !?how many hour it took !....wow salute brothers ....peace !!!
@adamhoughton2697
Жыл бұрын
Finally! Followed this too a tee and got perfect results VS every other tutorial I tried. Thanks guys! Also appreciated the detailed explanation of every setting.
@Kaylx3
6 жыл бұрын
Hi! Great tutorial but I have a question. Here you did your sculpt on a model with uvs and then export the normal map to the lowpoly with the same uvs. But lots of trouble with the displacement map happen when you have to bake your highpoly on your lowpoly (using xnormals or Knald). I've never find a good tutorial on the latest version of arnold for this case. Internet seems to avoid this subject xD
@whiskeyAnimation
5 жыл бұрын
you can bring in your low version with uvs into zbrush as a subtool in the same scene as your high poly sculpt. Subdivide it and project the sculpted one to the low one with uvs.
@DavidAllen_0
5 жыл бұрын
14:23 yep, I use Better File Rename. It's a life saver!
@ezot48
5 жыл бұрын
Do you know if the "Switch MT" function is activated again in the newest Zbrush version? Quite necessary if you have to work with a fixed base mesh. Or do you have an alternative solution to that?
@WhimsiLooml1118
3 жыл бұрын
excuse me Why the name is messy
@piranhapk4694
4 жыл бұрын
This is a great tutorial! Thanks for making this video :) I have a question tho xD When I use the Multi Map Exp. Tool the Displace Maps are black and white ... like ... there are no gray contours or anything, which gives the model sharp cuts ... and when I use the normal Dispacement map tool it doesn't do that? do you know why? I tried everything, but it always comes out that way >.
@caseyreuter3945
5 жыл бұрын
@12:00 One reason for 3channel would be if you want to bring the displacement into substance painter to preview on your mesh. For whatever reason they don't allow single channel maps to show up as height. At least not in 2018.1. Once we switched them to 3 channel they showed up just fine.
@met4ltech
4 жыл бұрын
So handy tutorial.
@Leon77Cruz
6 жыл бұрын
4-6-2018 I'm having problems with this, please help. When I bring my textures back from Zbrush, something is overlapping (even though its a UDIM Map) and when i displace it in Maya it looks bloated. Also the displacement map looks really light? Also, I found out it was the Color Balance - Alpha gain where you upload the displacement map. But I still don't understand why there is an overlap when the displacement map was created in Zbrush? 4-7-2018 Update - Fixed the UV's, they were overlaping on the edges. I checked Alpha is luminance in Maya for the Displacement map, left color balance alone. In Zbrush: Multi Map - Displacement: I moved the Mid to 0 and Subdiv to Level 5 - and left subdiv level of Geo Tool l to 0 when exporting the map. The EXR. Map came out darker finally. Question: why did I have to check Alpha is Luminance in maya for the bloating to stop?
@caboomatic
4 жыл бұрын
little save point if people want to go straight to the parameters they use to export the Zbursh elements: 12:30 (loving the work flip normals!!)
@rkeithh5
3 жыл бұрын
Super useful, thanks. But I'm finding that with these settings, I'm finding that the 50% grey is inflating my whole model slightly. What could I be missing? Thanks.
@asjacastelli8150
3 жыл бұрын
have you checked to put -0.5 on the scalar value in Maya? They do that at the end of the video
@sepehrtavakoli8053
6 жыл бұрын
hey i have a question..so in zbrush there is that character in the lightbox called earthquake, i took that in the lowest subdivison and i took the displacement map from it, but when i apply in maya it does not show and if it does its bloated,i turned on openexr plugin also and i am really confused why it does not work the way it works for u guys please answer if u see this
@TheRabidRabbit1
4 жыл бұрын
i followed this tutorial used the exact same setting.... i get an extremely washed out map with virtually no information that just inflates my model whats going wrong
@TheRabidRabbit1
4 жыл бұрын
and when i use the multimap exporter I just get no info, if I use the displacement map tab in the tools shelf and export the map out that way I get a shitty map with tine clamped in texture in the 50% range
@TheRabidRabbit1
4 жыл бұрын
imgur.com/I9WIhtd this is my little test
@FlippedNormals
4 жыл бұрын
Based on the screenshot the data is there and then Arnold should be able to read it. How 'big' the data is is depending on your scene scale. If it inflates, try a midvalue of either 0 or 0.5.
@ezot48
6 жыл бұрын
Why is it -0.5 and not 0.5? And is it the same if you just change Scalar Zero Value in the Displacement node? As always, perfect tutorial with very valuable information.
@Ange-C
4 жыл бұрын
Does the model you get displacement out need to have uvS? I'm a bit confused. because I got the model remeshed and brought it to Maya to retopo and UV but I feel I did something wrong.
@tiagoandrealves3dgeneralis549
4 жыл бұрын
Yes, it does. You need to have UVs, both for the export in zbrush or for it to work in Maya.
@makentoarts986
3 жыл бұрын
Super awesome! Big thank you, guys!
@alexport5419
6 жыл бұрын
So was the pipeline for this Zbrush sculpt>>UV in Maya>> import UV's back into Zbrush>> export maps to plug back in Maya?
@FlippedNormals
6 жыл бұрын
Pretty much. - Sculpt in ZBrush - Retopo and UVs in MODO - Sculpt more in ZBrush - Export low res mesh from ZBrush into Maya - Export Displacement maps from ZBrush. - Set it all up in Maya and Arnold. /h
@thedrhax1410
6 жыл бұрын
How does it work for unity3d? As I know displacement maps can be used in unity material, but my concern performance and quality.
@cyffrowy2882
5 жыл бұрын
How is the low poly and ZBrush high poly have the same Uvs??
@shiing1122
5 жыл бұрын
Hey friends, I did exactly as you did in the video with the Scalar Zero Value adjustment, the displacement has transferred through successfully. I have a problem, when I render my mesh, my mesh is inflated. Not sure how to fix this, hope to get a reply soon, would really like to move forward with this
@shiing1122
5 жыл бұрын
And just like that I found the solution, I had to set the mid value in ZB in Export Options from the Zplugin menu to 0 in order for Arnold to understand the value from Black to White correctly, hopefully someone who has a similar issue will stumble across this, best of luck!
@KRGraphicsCG
5 жыл бұрын
UDIMs are so awesome... but I was so disappointed to learn that I can't bake them all at once with EXR when I hit Subtools in the MultiMap Exporter :/
@FlippedNormals
5 жыл бұрын
Yes.. it's quite annoying. I tend to make my UV layout in a way where i dont have to rely on Merge in MME. Makes it a bit easier :) /H
@KRGraphicsCG
5 жыл бұрын
@@FlippedNormals it's painful. I was going to sculpt leather details in Zbrush but decided it wasn't worth the trouble. So I can just bake out every subtool and merge it in Painter, using masks for each piece on the UDIM.
@KRGraphicsCG
5 жыл бұрын
With clever use of masks
@truthboi400
3 жыл бұрын
ty guys saved me
@Lunamooniee
4 жыл бұрын
Thank you so much for these amazing 3D tutorials!:) Have you guys made a video about making a UV map in maya, and then bringing it into zbrush? I noticed in this tutorial around the beginning that it was said you should have UVs on the zbrush sculpt for this to work, but I am a bit confused with how to get there. Thanks again!
@blackdiamond2605
5 жыл бұрын
guys if u have problem follow these settings Height ; 020 BP;0 Szv ; 0 it works well
@mhattr2d2
6 жыл бұрын
Which version of the arnold do you use in maya 2018? v5.0? For me it works only if displacement mid value in zbrush is set to 0, if you leave for 0.5 the model in the arnold puffs up. and btw Switch MT works fine:) cheers!
@ghn5459
6 жыл бұрын
hey guys ! th halp me.
@rahulsai_5551
6 жыл бұрын
Awesome!! that was soo informative! I am not new to Arnold, UDIMs or Maya but learnt a lot what needs to be done in the Zbrush side of things. Although i am a bit curious that when you added a UDIM displacement file node, the color space wasn't changed to RAW, but it works beautifully none the less! Thank you! Love the work you guys do.
@adityaprakash1148
3 жыл бұрын
thanks for information..,but when i export disp map in z brush there is noting in that img file only grey clr shows. plz help
@benmartin6644
3 жыл бұрын
same, did you find a fix?
@adityaprakash1148
3 жыл бұрын
@@benmartin6644 no
@benmartin6644
3 жыл бұрын
@@adityaprakash1148 rip
@adityaprakash1148
3 жыл бұрын
@@benmartin6644 same to u dear
@LadyGrace2
6 жыл бұрын
Enjoying you videos so much and provide clear and important information.
@PieroStuff
5 жыл бұрын
Very clear explanation, thank you guys! Just a question though: Why - 0.5 instead of positive? :)
@Judefir
4 жыл бұрын
does using dynamesh prevent the displacement map? I cant seem to make it work
@FlippedNormals
4 жыл бұрын
If you dynamesh you ruin your topology and your uvs so this wouldnt work with a disp map
@nxtlvl2116
6 жыл бұрын
idk but there are not a lot of artist talked about or use VDM insted of DISP why is that ? VDM is better even substance desginer dosn't have VDM
@FlippedNormals
6 жыл бұрын
Vector disps are pretty good, but one of the big problems is that they are notoriously undocumented, so it's really hard to make it work. Every render engine also uses different settings. We've used them on films, but it was a bit if a paint to figure out how to make them work.
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