(Tutorial) Export from Zbrush to Substance Painter

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hey everyone i'm back today with another zbrush tutorial well it's kind of a zebra substance painter tutorial we're going to be taking this model right here and exporting from zbrush and importing into substance painter where we will be baking our high resolution details onto a lower resolution model [Music] alright so as you guys can see i have my high resolution model ready it's about 60 million polygons uh it has several different sub tools let's see we have the eyes we have the gums we have the teeth we have the upper body we have the rope around his arms the legs the fingernails and his shorts all of those subtools are going to need their own uv map before we import the low res model into substance painter so what we're going to do is we're going to generate uvs real quick for the shorts i've already generated uvs for the whole model but i'll show you how i do this real quick just in case you don't know so pick your subtool drop down to the lowest subdivision level you see the shorts just became very low res go to z plugin uv master work on cologne i have polygroup selected because i want the map to separate by polygroup so let's do that real quick see polygroup is selected right there we'll hit unwrap we'll hit we can go to uv map morph uv and now we can see the layout let's hit that again to change back to the regular mesh let's go back to z plug-in copy uvs let's go back to our hi-res see plug-in paste uvs we can go to geometry and go back to our highest subdivision level and we are good to go keep in mind this will rename your subtool the cloning process does anyway uh so let's rename this let's move that underscore one off the end of that all of these sub tools have underscore high appended to the end of their name this represents the fact that this is the high poly version of that sub tool when we make the low poly we'll have underscore low at the end of each subtool okay next i want to export the texture map from the upper body so i can import it into some spanner once again i've already done this but i'm going to do it again just so you guys can see how it's done i selected the upper body sub tool i want the highest subdivision level because i want the best quality poly paint i can get go to texture map new from poly paint this model has already got uvs as you can see there's the texture map i'll hit clone i go over here to texture i'll flip it and then i'll export and then i'll just save it out as my base texture all right now this is incredibly important so i'm going to go over it for a second time we're exporting the high poly version of all these subtools so therefore the name of all of these sub tools has underscore high at the end of them if you don't know how to name your subtools you can hit this rename button and it'll let you type in a name so let's go over here let's go to z plugin let's pick fbx export import these are the settings i'm using visible so it only exports the visible subtools if there's a subtool you don't want to export just hide it bin and s normals which smooths the normals okay so go ahead and hit export i usually name the high resolution model something like uh model underscore high poly so i know that it's the high poly version of the model okay so while this is exporting remember the high poly version of your model could take a really long time to export in this case we have 60 million polish so i'm going to pause the video and i'll be back when it's done okay so next we need to export the low res model i'm going to come over here to subtool and i'm just going to hit all low this takes every sub tool and basically changes it to the lowest subdivision level so as you can see every subtool is at its lowest subdivision level next we want to go through and rename each subtool and append that underscore low at the end it's important that the beginning of the name stays the same in this case it was eyes underscore high is now going to be eyes underscore low these need to match up okay so i've renamed all of my subtools with underscore low at the end of the name you want to make sure that there are no errors otherwise you're going to get baking errors in substance painter okay now that we've double checked all our subtools let's go to z plug-in and we will export again okay that was way faster than exporting the high-res model i think we're about done in zbrush let's head over to substance painter all right so i'm here in substance painter let's go ahead and import our low res model we'll go to file new i like to change the document resolution to 4k so we'll select that let's do kick low that's the name of my model and underscore low because it's the low poly version we'll hit ok all right cool so this is the low poly model time to bake from our hi-res over here at uh texture set settings let's scroll down a little bit we'll pick bake mesh maps under mesh maps let's change the output size to 4k under high definition meshes the high res and now under match change this to mesh name and you can see here where it says low poly mesh suffix underscore low high poly mesh suffix underscore high that is differentiating the high poly and the low poly models so it's essentially looking at the low poly subtools and it's finding uh the name of the sub tool underscore low and it matches it with the high poly mesh the name of the subtool will underscore high and it knows to bake based on that criteria we'll go over to id we'll change color source to file id we'll hit apply to all to apply this to all texture sets and under texture sets we make sure everything is checked and we're going to go ahead and bake this this could take several minutes okay so this is moving along now as you can see we're getting a lot of check marks if any of these show in red it probably means you didn't name one of your subtools correctly and it can't find the uh opposing hi-res or low-res sub-tool so it's causing an error i'm gonna go ahead and pause the video we'll be back as soon as this is done baking all right here we go the model has finished baking and you can see we have a lot of our high res details baked into the low res model looks pretty good so that's you know that's what we wanted uh let's go ahead and drop in those skin textures i've just opened the directory on another screen i'm just going to drag and drop the textures into the tray here copy that in i'll change this to texture and then import i'm just going to say for the current session right there now i will pick upper body low all right make a new layer new fill layer sorry drag this texture over to base color and there we go we now have our skin texture and substance painter all right so now we have our model in substance painter the maps are baked and our textures are imported well at least one for now i'll do the rest later uh but yeah so this is this is how you do it this is how you go from zbrush to substance painter and bake your maps i hope this tutorial was helpful if you liked the video please go ahead and like comment subscribe share the video let me know what you think uh and that's about it thanks guys have a great night
Info
Channel: Ben Shukrallah
Views: 31,641
Rating: undefined out of 5
Keywords:
Id: OBEq8R_Ll9s
Channel Id: undefined
Length: 9min 8sec (548 seconds)
Published: Sat Dec 05 2020
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.