Displacement Map Setup | ZBrush, Maya and Blender Workflow

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Hey guys! Learn how to create high-resolution details in your 3D models using displacement maps!

In this video, I will show you the step-by-step process of generating displacement maps in ZBrush and connecting them properly in Maya and Blender.

We will start by creating setting things up properly in ZBrush. Then, we will use the ZBrush displacement tool to create a displacement map from our sculpt. Once the displacement map is created, we will export it from ZBrush and import it into Maya and Blender.

In Maya and Blender, we will connect the displacement map to the material of our low-poly model. This will allow us to see the high-resolution details of our sculpt on our low-poly model at render time!

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I keep coming back for this, but now for Blender, I hope this time i got it imprinted in the back of my head

nourghafarji
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You should totally change your channel name from Abe Leal 3D to UPS—because you always deliver! Thanks man

jjsole
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I've been looking for a tutorial on this and your method and parameters worked wonders, also made me understand how the catclark really works :). Thank you so much!

gatomonjabailando
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Thank you so much, I really needed it (before the 3d exam💀)

bisconya_
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Thanks man!!!! this was a big help I was looking for this since 2 dats and finally found the solution !!!

sohammahadik
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This stuff I was just looking for in the topic. Awesome tutorial!

davidhorvath
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Thank your for this information, I did learn a lot .

Danny-rphk
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Thank you so much... what would be the setting for Vray?

arifnbd
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why when i export it turns red, when i add lever in pts it doesn't show anything

emhiu
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Please how to export maps for many subtools from z brush to other 3d software

christianpaka
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Realistic animal fur making in blender next topic 🦁

MayurMalviya-cijj
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animals fur texturing in Substance Painter next please

nortox
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i found out 32 EXR are not friendly when it comes to rendering sequence, it takes so much time

nourghafarji
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What would it be like if it were the other way around? Import the Maya model, sculpt the details and export just the displacement maps to apply to the Maya base mesh? I noticed that when we add subdivision levels to the mesh, it already changes its shape. Naturally it won't work if you export the maps.

Ricardo-deju
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sir which matcap are you using ? its looking very cool

genx
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If I plug my displacement map to blender seams always showing up, the flipv is correct the position of uv is correct, I tried a lot of tweaks and different model, I can't fix it sir.

TeachmeYoutube.
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How do I get the low poly Version from a high poly Z-Brush Model?

KypForPresident
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Hi, can I also apply normal map together with displacement as well?

ChengZe
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Hey, I have multiple questions and I hope you can help me.
I sculpt a skeleton in Zbrush. I have lot of subtools (one by bone). Is it a problem ? Do I need to export a displacement map for each subtool ?
If it the case I guess I need ot unwrap mu UV for each and I will have lot of map even if it's unecessary cause if it's possible I'd like to have multiple subtool in 1 map.
And Finally, If I need to Retopology my mesh in maya. When do I make that ? My skeleton will be animate so I need to retopoly it. And I didn't understand how can I retopology AND add a displacement map from ZBrush (if it's possible).
Thanks for your help man

clementregazzoni