Exporting Textures out of Zbrush

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hi everyone I wanted to go through and describe how to extract five different textures at a ZBrush the diffuse the normal specular ambient occlusion in the cavity maps and those five maps are what we're going to bring into Photoshop and composite for our game textures all right so let's get going here I've got this head poly painted and I click on this paint brush here I can demonstrate that it's just poly painted that's the same thing as coming down here to poly paint and turning colorize off alright so first step I got to make sure that I have UVs on this head here so we can go to UV map and because this is not ghosted that tells me that there's UVs we should we can also go to texture map and press new from UV map and that's going to show us that we've got you bees on there and there's no horizontal lines there's no vertical lines in this image here which tells me that it's fairly error free no errors there so that's a good sign and turn that off oops turn off and now I can go and preset what I want these textures to be at right now it's 2048 if I want to 10th out our 1,024 pixels if I want a 4k 2k I'll leave it at 2k but this is how you set that and if you're crazy you can do something even larger like 8000 alright so also you're familiar with padding the number of pixels around your UV shells you can adjust that right here with your UV map border okay so now go down to texture map and what I'm going to do is I'm going to capture all the colors that I've painted on the surface of these polygons there is eleven point three million polygons in this head and each one of those polygons has an RGB color to it I'm going to capture that by pressing new from poly paint and that's going to be mapped to the UV that I provided you can see the width and height there is 2048 by 2048 okay how do I get that into the texture palette I press clone texture that puts it over here and then I can export it right there if I want to flip my texture because remember the ZBrush does that tough textures and normals and displacements we can either handle that here with a flip horizontal flip vertical or we can do it in Photoshop I'm going to take care of it in Photoshop so export and then place it someplace that I can find it and I'm going to call it a head diffuse I've already got it saved right there okay next up is displacement so displacement in ZBrush is created using a projection method between the lowest subdivision and the highest subdivision so let's go to geometry and I'm at level 8 and remember there's 11 million polygons in this head so it's going in with hyper if I press this button right here create this place in map it's going to do a comparison between the lowest subdivision and the highest subdivision so I want to go down the load low level 1 and it's going to do a comparison to 1 and 8 if I had this set it safe for and then I went and press this button create displacement map it's going to do a comparison between level 4 and level 8 and I don't want that I want the full spectrum so I'm going down to level 1 and I'll say create this place in a minute before I do that I want adaptive and smooth yugi's on create displacement map take about 20 seconds I'm going to stop the video while that processes ok it populated this window here with the displacement map and to get that over into the alpha palette over here I'm going to say clone displacement there it is same routine if I want to go up here to alpha and flip it vertically or horizontally I could do it there or just directly export and manipulate that in Photoshop that's not going to do so I'm going to call this one head displacement I already got it saved okay next up normal map and it's the same routine it's doing a projection between level 1 and level 8 so here is level 1 and level 8 if I have this up on level 8 the highest subdivision whatever your subdivision may be and I try to click this button create normal map it's going to give me an error saying hey can't do it you've got to have your lowest or lower subdivision level active okay so come up here slide that down to level 1 and then make sure that tangent and adaptive are on before you press create an old map a quick word about tangent I have some examples of what a tangent looks like so here is a tangent normal map it's got 4 colors blue magenta green and cyan okay so those four colors this is a tangent normal map and let's compare that to a world space or object space normal map and it's got a lot more colors so this is an object space normal map if you do not back here in ZBrush if you do not turn this on you're going to get an object space normal map you turn it on you get a world space this is important because 3d studio max over here we set up our normal map our normal maps and our game textures using tangent space normal Maps so that's why I'm going to choose this to be on and if you choose if you want you want to flip the G you can do that I know I I know some game artists do that okay so create a normal map it's a lot like the displacement it's going to take the same amount of time about 30 20 seconds I'll pause until that's done all right here's the normal map same drill if I want to go over to the texture palette I press clone normal map that puts it over here and then I can click on that and export it okay so export and calm this one head normal right there already got saved okay next up why don't I turn these off because I've already acquired them and minimize those rollouts turn that off minimize that and let's come up here I'm going to masking because I want to create a cavity map and we need to be at the highest subdivision to do that so slide that back up well eight I can turn these off okay so we go to masking which is right here and what I want to do is mask by cavity and the default setting is zero is not enough so I'm just going to type in 25 and see what I get and I'll say mass by cavity take about 20 to 30 seconds at this level okay so here it is masked by cab you can see it changed if I hold the control button down and drag our rectangle that will clear the mask just like if I press this clear button let me grab that again mask my cavity okay there it is I don't think it's dark enough and so I want to increase my intensity I'll clear that and I'll type in 50 year and then mass by cavity again okay it's a little darker and now I can say create alpha that will take a little bit of time I'm going to pause the video until that's done okay and when it got when it processed it placed it over here in the Alpha Channel and I can click on this and export it and call this head cavity there it is right there just a quick word about cavity if you wanted to change the distance from where it starts and where it ends you can go into your cavity profile and manipulate this maybe make it a little more sharper by making a curve like this you can blur it a little bit with this preset it just want to give you the heads-up that you've got some manipulation that you can do here to increase the quality of your cavity and once you create it and you save it then you can clear it and then let's make the ambient occlusion now here's the thing about ambient occlusion processor-intensive and I want to share with you what kind of computer I'm running right now we'll go to control panel and system okay I got a 64-bit operating system eight gigs of RAM I seven quad-core 3.14 Hertz not a medium machine medium low it's nothing to write home to mom about but it does the job does Dom well and it's stable so the problem is is I have eleven million polygons and I'm trying to get a ambient occlusion map and I know from multiple failures that if I press this button right here mask ambient occlusion I'm going to get a progress bar here that says five hundred and forty three minutes and then it's going to crash so that's not acceptable if I tried subdivision level down to seven it still crashes if I go to six it still crashes the best I can do is go to five and you can see how pixelated the polygons got let me turn off poly painting you can see how level five is just not the fidelity and the quality that we're hoping for for a good ambient occlusion nevertheless let's create it just so I can show you not what I'm going to get and all same masks I'll increase my intensity here to like say four and mask a Munich lusion and you can see my progress bars going across and then we want to say create alpha and here it is in the window there so I'm going to save this I'll export this we'll call this a head ambient occlusion I'm going to call this level 5 and frankly I can do a lot better with different techniques I'm going to stop the movie now and I want you to go watch my video on creating a projection in 3d studio Max and we're going to use a projection technique in Max between a low head level 1 head right here which I exported out of ZBrush this this head right here on the left has 717 polygons because it's the level one and the one on the right here has 1.1 million polygons in it and I can let's just see how many I got I was a guess I control a and in sub-object mode see how many we hate we get we have two point eight three million polygons so what I'm going to group projection technique between the low and the high to get a much better ambient occlusion that's another video so please watch that thanks for watching
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Channel: Kevin Burgess
Views: 207,188
Rating: undefined out of 5
Keywords: 3D, Zbrush, Kevin Burgess, 3DStudio Max, Game textures, UV Coordinates, Texture Mapping, Animation, 3d
Id: X8yKb5MBKqc
Channel Id: undefined
Length: 12min 8sec (728 seconds)
Published: Wed Mar 28 2012
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