Effortless Workflow: ZBrush to Substance Painter - Speedy 3D Model Texturing Tutorial!

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Unlock the secrets to a seamless 3D modeling journey! In this tutorial, I guide you through the quick and efficient process of taking your stunning creations from ZBrush to Substance Painter. Say goodbye to time-consuming hassles and hello to a streamlined workflow that maximizes your productivity. Whether you're a seasoned artist or just starting out, we've got the tips and tricks to make the transition smooth and straightforward. Dive into the world of fast and fabulous texturing – your 3D models will thank you! #ZBrush #SubstancePainter #3DModelingTips"

0:00 Zbrush to Substance Painter
00:24 Dive right into Zbrush
01:20 Zremeshing in new project
02:40 Projecting mesh onto new mesh
04:45 Unwrapping mesh for UVs inside Zbrush
08:50 Copying UVs to original mesh for export
09:26 Exporting mesh out of Zbrush
09:40 Creating scene in Substance Painter
10:10 Baking High poly onto Low poly
12:00 Testing materials on mesh
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You absolutely saved me, when I first followed a tutorial I had no clue I needed to optimize and uv in zbrush itself, so when I got my model in substance painter all the uv's were broken and I could not even paint on some. Thank you so much!

youpieyee
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Thank you so much for this tutorial! thanks!!!! a lot!!!

gingerd
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Jesus christ, my friend. You don't know how much time i've spent trying to find and learn this Zbrush>Substance workflow you masterfully explained. Your video and didactics were so sooo great. Thank you so much for this! <3

kell_alves
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Watching this felt like finding the advice on how to beat a level of a game you haven't been able to piece everything together yet to solve. The Uv map suggestions, Normal map baking, and so on are what I haven't been able to make sense of over the past year while in college for 3D animation. Putting things into a use-case scenario all together as well as you did here was so helpful. Looking forward to seeing how much I can repair of a 26M point zbrush file i spent a few hundred hours on including poly-painting before realizing I should have used subdivisions not high dynamesh resolution a year ago has made it hard to justify cleaning it all up now but this and a few other processes should get it closer to functional for sure. Subscribed and really appreciate the effort you put towards creating this tutorial,

makingcloudsofthought
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I was soo depressed but then i found your video now i have a perfect low poly model in substance painter 🎉

vbaswinbaby
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You can't imagine how much time I've spent on retopology and UV unwrapping these past few days. Your method is really effective. Thank you so much! Please let me call you a master🎉

sunxutao
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I was looking for this information days ago. you saved my day and my project. I really appreciate that you have taken the time to explain so well and so clearly this process that can seem complex to us newbies. Thank you very much again for sharing. Suscribed ✌

DeibydPerez
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This was incredibly helpful. Thank you.

mkelly
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It's valuable if you use smart material or a layer that read the High detail baked on the normal map, sometimes it's even more faster to mix many material on a highly optimise low poly asset made in Blender, for example i love started very low poly in Blender, im adding high detail in Zbrush, i do a very quick UDIM unwrap on Blender on the low poly model, I finish all surfacing in Substance with the baking on UDIM, this way i can separate any polygroup with there own unwrap and keep texel density very high with a small 512X512 and 1024x1024 for some part that need 4K or 2K texture like the face or the torso it help a lot to keep memory usage reasonable.

Meteotrance
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This was so helpful!! thank you so much for this tutorial :D

allytrippers
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thank u so much really helpful, just the workflow i was searching for, just starting out with zbrush for concept art and its seems a really simple process

mateosantinusandizaga
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Thanks for this tutorial.
It's an awesome workflow to get a preview on the final textures.

tiagomesquita
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Thank you, this was great! You are a great teacher, I'd love to see more content like this. Really helped me out.

DCrispim
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this is very a great video, help me a lot thanks, suscribed for sure

lesmunte
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Thanks, that was a great help! You can also use Subtance's auto-unwrap, I don't know which one solves UVs better but it's good to know it's also available!

LeMat
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Sorry for spamming this comment section 🙃 just and fyi to other viewers. you need to save your low poly model with _low and your high poly model with _high at the end of the respective files to the high to low poly bake. might seem obvious to some but I thought Fabs was saying to do this for organization reasons. you need to do this or substance painter won't do the bake.

mkelly
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This was amazing, so easy to follow along to and understand. Can I export multiple or all the tools (all-together) to substance painter?

KianKrashesky
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Does it matter much if the low and high poly meshes aren't directly on top of each other? Mine didn't transfer the detail that well.

ryanwest
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Very nice video, but I have a question. How many polys can substance bakes with the high poly ? (even if the model has already been decimated)

darthvaderitasidius
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thank you, but what about if you need to work with multiple subtools from a project in substance, not just body?

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