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

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hey guys so I got another really quick tutorial for you um it's more of like a helper tip or I'd say just a really quick way of getting my models from zbrush into substance uh I use this when I do concepting or when I need to see how my textures uh or high poly model is going to bake onto a low poly model so yeah let's Dive Right In so my character here obviously his a work in progress um is AIT is like a an Egyptian God but uh I'm going to just isolate this one section here just to show you so this is his torso what we'll do is we'll show you that this torso actually has uh subdivision in it but we're going to need a lot less subdivision when doing this next step so what I'm going to do is I'm going to take this model uh I'm going to make it a polymer 3D so what it will do is it will create a separate I'd say a separate project with in my zbrush so it's no longer a part of all of this it's now just a part of this uh so this now has lost all its layers uh of subdivision which means it's just a high poly first thing I'm going to do is I'm going to duplicate this I'm going to hide this and then I'm going to go straight into Z measure I'm going to I'm going to make sure symmetry is on you can see by the two little red dots on my model um and I'm going to hit Zer measure so what this is going to do this is going to start to to like really crunch down on all the Poes within my high poly you can tell right now it's um it's at about 13 million Poes to be exact uh but we're going to have far less and we're going to need far less polyes in order to bring it into substance remember this is also really quick way to just do this so um there's obviously uh other ways of retopologizing the model in other programs and whatnot just to get a better better result but this here is just as good for a quick turnaround so you can see now my model now is all the way down to 23,000 it was 13 million now it's down to 23,000 you can see how really low poly that is so what I like to do next is going to poly deformation actually I like to hit one on polish by features so what this does is this will smooth it out just a little bit more just gives me a little bit more better surface detail for when I want to bake onto this onto this model so the next step right is because we duplicated the first model when we first did this I'm going to go back to the first model I'm going to toggle visibility on I'm going to toggle visibility off for the low poly model that we just duplicated I'm going to select the low poly model that we just uh remeshed I'm going to go down to project I'm going to hit project all so what this is going to do now is it's going to take the model that's above this that's visible and it's going to project the details onto this model so if I get out of this you'll see it went back to that existing very uh rough looking texture but it doesn't matter because what we're going to do now is we're going to hit divide and when I hit divide you'll see it's has uh it has actually smoothed out my mesh right but we're going to continue this process where I project it all and then I hit divide again so now you'll see that like the model is starting to take and retain all of the the high poly model details onto my low poly but we're going to do this a few more times project it's obviously going to take longer the more and more you divide your model cuz you're adding polygons to your model so we'll divide it again look at the detail it's looking pretty good but I want more so I'm going to have to hit project again obviously it's going to work quicker depending on your computer my computer's okay um so it's doing this in roughly what under 10 seconds per projection um maybe more as we get further in but you can see now that I'm currently at 1.4 million um but I'm going to divide it again and now we're at 5 million and if you look at these two models while I toggle between them it's very hard to notice which one is the high poly like I mean you can tell that this one is still low poly compared to it because of those extra extra beveled like uh creases within all the scales but from what I can see in my eye this is very well like exactly what I needed so now we've got this model right we have this two models here we don't really need this model anymore but we're going to hold on to it anyway so we'll togg with visibility on with this next thing we're going to do is we're going to get some really quick UVS within zbrush to get it into substance so what we're going to do is we're going to go to the lowest version of our subdivision we're going to go zplugin we're going to go UV master and we're going to go work on clone now what this has done is this has taken our low poly model from this project and it's created a separate project just of this model so now this model is on its own it's low poly it's 23,000 polys we're going to hit Z plugin again and what we're going to do just just to show you guys I'm going to hit unwrap so what this is going to do as you can see it's unwrapping this model 23,000 is still quite a bit but it was able to do it pretty well so what we're going to do now is now that the model has been unwrapped we're going to hit check seams so now you can see that the model was unwrapped on the seams so these seams are the cut lines so this picture UV like a Square Tile UV it was cut on these lines in order to flatten the image out but I'm not happy with this because I want the detail to be in these areas I don't want any interjecting seams so what I'm going to do is I'm going to go release that I'm going to go enable control painting and I'm going to hit protect right so by doing this I'm going to increase the brush size for starters I'm going to paint into my model where I want it to protect so where I don't want those seams to be so everywhere that's red is essentially going to protect so what I'm going to do is I'm going to hit all these areas here that I don't want to see the seams because it's going to be more visible to the eye so let me just quickly blast through this I want it to be you know I don't mind the seems being in the mouth because you're not going to see that in the final character I don't want it to be on the shoulders I don't want it to be kind of anywhere around these areas here actually hopefully it does it well zbrush does really well at this so hopefully it puts it in the exact place that I think it's going to put it which is along the back of this model where essentially the tail and the spine is going to be so see now we've run into another problem where my protection masking has actually gone through the mesh so to get rid of this we're going to go brush we're going to go Auto masking and then we're going to hit back face mask but now we've already done the damage that's okay because if we go back into here and we hit AR raise it's going to remove everything but we don't want to do that we're going to go back into here we want to make sure the arrays tool is on See by toggling on and off into that tool it will just bring it back if not just contrl + Zed and then go back into it and just do it again so I'm protecting this section here essentially not protecting I'm doing the opposite because I want the seams to be within here let's go back into protect I wanted to kind of protect the front of the hands so these areas here I'd like it to protect as far in as I can see there along the whole back side of the model here and a bit more on the belly there um I actually wanted to protect a little bit more in the back as well just because I'm uh I'm trying to get the best result possible cool all right so now that you have your model protected or painted out masked out go back into here and now what we're going to hit is unwrap again so what that's going to do is it's going to process it based off of this mask and it's going to unwrap it so now what we're going to do is we're going to get rid of control painting we're going to check the seams and we you look at that so this model now has been re unwrapped and remeshed or re uved based off of the areas that I'm happy for it to be uh interjection so along the back along the sides I don't really like it around the fingers there but just for this demo I'm going to show you this and you can do it in your own time um you can get a bit more technical when you want to do it so now that we're happy with this smashh we're going to go back into zplugin UV master we're going to hit copy UVS we're going to go back to the project not the original project of your main file your project that we got the high poly and the low poly in we're going to go back into this you're going to go make sure you're on the highest poly you're going to go Z plugin and you're going to go paste UVS so now this model will have this UV but on our good model so now what we're going to do is we're going to go back to low poly and then we're going to export this out you're going to export this out I've already done that you want to export this out essentially as low and then once you're ready bump this back up to high subdivision and then you want to export this out as high and now we're going to jump into substance painter so now that you're in substance painter just start it as a base it doesn't really matter which one you go with here I have my Amit body low hit okay and there you go so the model's already even been smoothed out so now that we have just the Torso here we're able to actually quickly check if you go up to here and 3D and 2D you can see that the model has been uvd so now you have the 3D and the 2D but we don't need the 2D because we're only doing this for for for looks so now we're going to go into texture settings we're going to scroll down and we're going to hit bake mesh maps in this setting here what you want to do is pretty much leave everything first thing you want to do is hit this little icon here and you want to find your high poly which is this one here so what that's going to do and you'll see it in the viewport in a couple seconds here that it's actually going to bring that high poly model in it's going to show you what you're baking your low poly off of uh I like to keep this minimal down so I can drag this down as far as you can until you see red see how you can see red within the model here that means it's not projecting well so you want to slightly bring that back up there you go so that's kind of the best I'm going to get I like to bump up Max rear distance doesn't really matter how far you go just don't bring it lower than the max frontal distance just bring it up higher once again personal preference four times 16 times 64 times I'll go 16 times because it's just quicker uh and then what I'll do is I like height I like bent normals I don't care about opacity I go to ambient occlusion I turn on always ignore back faces and then I just hit bake depending on once again on your computer how long this will take that's uh that's purely up to your computer but you can see on the right here how it's baking all those textures out as we um as we watch and now that's done so now go return back to bank uh to the model now you have this model in this scene now if you look at the left side of the screen and you look at the right side of the screen you tell me what is actually different nothing we're able to fake these details onto this mesh right here but that's what it's going to look like amazing so now I'm going to quickly uh put on a uh a texture for you to show you uh let's go into a bone styze there you go and look at that within minutes I'd say you're able to get a concept sculpt in high poly into substance painter bacon in and you can do this with every single part of the mesh if you go back into your zbrush model and you bring everything up if I want to do the legs next I go boom I do the exact same process with the legs and I bring them in and then in another program I can bring those UVS together and I can just have them into like separate UV tiles and uh and that's it so yeah I hope you uh hope you enjoyed that and uh thank you
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Channel: Fabs
Views: 2,929
Rating: undefined out of 5
Keywords: art, artist, 3dartist, 3dart, 3dmodel, 3dmodelling, 3dmodels, 3dmodellingtips, 3dprinting, 3dcharacters, characterart, characterdesign, characterartist, gamingartist, gaming, games, film, animation, 3danimation, 3ddesign
Id: DbSt35NhHd8
Channel Id: undefined
Length: 12min 44sec (764 seconds)
Published: Mon Nov 20 2023
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