Zbrush To Substance Painter For Quick Texturing

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
[Applause] [Music] hi everyone right so today's video I'm going to be showing you how to bring a scanned object like this into ZBrush and how to prepare it so that we can actually take it over to substance painter and we can start texturing it so if you're interested in this process stick around and without further ado let's get started alright so in this video I'm gonna demonstrate how you can basically take an object that you've downloaded online remember keep in mind that you want to pay attention to the licensing as well so that you know how you can actually use these objects so I'm on a website call my manufactures or comets a fantastic website if you want to find some free scanned objects so this was created by smk it was 3d scanned by his inkay chicken link in the description of the top comment so you can go ahead and actually download this and it's going to go ahead and download an STL file and we can actually import STL files into ZBrush so if you're going to ZBrush you want to go to Z plug-in right you're going to go to 3d print Hub and go to import STL file now I've got mine on the desktop over here so here's my STL of David's head click on open and it's going to bring it into your 3d workspace now just click and drag this out into the workspace I'm going to click on edit and just hide my lightbox and I'm gonna change this to a basic just one of the basic materials over here so I can see this better let me activate the floor you can see it's lying on its side I'm going to use the transpose master hold on shift and just left-click to rotate that in increments there we go so we've got at the head of David in ZBrush and you can see this is currently at 540 1000 our polygons which is actually quite high for something this simple but you can see it's really detailed as well anyway I want to show you how to prepare an object like this and take it over to substance painter for some quick dirty texturing ok so if we click if we click on poly frame you'll see that this is just a single object and I'm actually going to add another poly group of year so that we can use the UV master an unwrapped feature which is just quickly going to unwrap this object because you obviously can't take this over to substance painter if there's no UV is applied onto it so to create an additional polygroup on you we can use a brush called the slice curve so if you go to your brushes over here go to s you're looking for this brush over here called slice curve right it says press control-shift and keys and then click to use it so I'm pressing ctrl shift and I'm left clicking you can see it activates slice curve now if I while I'm holding this button is down and I just click and drag I'll be able to create a slice like this and then it automatically generates another polygroup for me so ever you generate this new polygroup this is essentially where a seam is going to be visible so sometimes there should be strategic with where you actually create these polygroups so in this case let me just undo that actually I'm going to create this poly group over here by his neck and there we go so now we've got two poly groups and we'll actually be able to unwrap this by referencing these two polygroup regions so right now I'm actually not going to unwrap this at 540 mm polygons that's way too it's way too dense actually optimize this and reduce the polygon count so we can use a feature in the Z plug-in called decimation master which is available over here but before we decimate this we don't want to lose these poly groups because sometimes when you disobey actually tend to lose your poly groups and that's gonna make this whole process pointless so you want to go up to geometry go to modify topology and then make sure that this your whatever object you use it isn't subdivided you wanna click on this option called unweld groups border so it unweld these two pieces alright and that's basically going to allow us to retain these poly groups when we decimate this so very a very very handy feature now go down to the decimation master make sure you select freeze borders and now we can go ahead and pre-process current so it's going to analyze the mesh pre-process our mesh so this might take about a minute and then we can go ahead and decimate this at a certain percentage so I'll just wait for this to finish and then I'll go ahead and decimate this okay so the process is done now I'm going to bring my decimation amount to something quite low like 10% click on this decimate current so now we're on 59 thousand that's way better that's a lot more optimized for Z for substance painter and now it looks like we lost polygroups right it looks like this is just one polygroup but if we scroll up OVA and go to polygroups and then click on auto groups that brings back both of our poly groups and that's because remember I'm in the geometry we used the unweld groups border so that really saved our lives right now in order to retain these poly groups now you want to make sure you go back over here and actually click on weld points so that wells these two points together so now we're good to go we can actually unwrap this do a very quick and dirty unwrapping under Z plug-in if you go to UV master you want to make sure you enable polygroups so it's gonna reference the poly groups over there and then just click on unwrap so depending on how complicated your model is this process can actually take quite a bit of time sometimes it can take up to five or even ten minutes just to unwrap by the object but because you know this model isn't very very complex and because we've reduced the polygon count significantly it shouldn't take too long maybe two minutes but I'll resume after the unwrapping process is complete okay so the process is nearly done and I forgot to mention if it looks like your ZBrush is hanging or it looks like you need to force quit the program don't do that just be patient like I said this process takes a little bit of time so it's almost done you can see it's unwrapping polygroup one of two but it should be done any minute now I'm probably give it just one more minute and then the object will be unwrapped okay so there we go this object is officially unwrapped and if I go to Z plug-in and flatten you can see that we actually have this unwrapped so this is the bottom section of David and the top now while I'm still in this view if I select transpose so under t we have the transpose and a hold on ctrl + I left click I can select individual regions like this and now you can see we've got one UV tile over here so if I scale up these different regions I'm basically increasing the resolution or the Texel density this is also a very nice way to reposition some of the UV pieces okay but again this is just going to be quick dirty texture in all right obviously this is not going to be the most optimal unwrapping that we can get but again the whole process of doing this is something quick and dirty getting it into substance painter and then just rendering it with IRA so once you've positioned your different islands like this you wanna just make sure you click on Zee plug-in and then click on unflattering now make sure you don't click on flatten again because it's going to reset the size and position of all of these pieces so I'll just click on unflattering and now we are good to go so this object is ready for substance painter you can go ahead and export this out I'm gonna go to my desktop and I'll just call this low David because this is the low poly and click on save and now we can head over to substance painter in substance painter you want to go to file new movie a by file click on select and let's go ahead and select the low David and then click on OK so I'm gonna import out David into substance painter there we go and we can sell UVs on the right hand side so now over here you want to go to texture set settings scroll down until you find baked mesh maps so I'm gonna bake my output size at 2k resolution obviously you can go up to 8k it's completely up to you I'm not going to be baking thickness I will bake some curvature I don't need ambient occlusion for the purpose of this ID this is really cool if you go to the color source you can actually choose mesh ID polygroup so if you have a model with very specific polygroups on it like let's say you created a poly group just for the ear you can apply an individual material just to that polygroup region so I'm gonna put the mesh ID on poly group just to show you that I'll have these two regions separated and then once you've done that click on bake default met mesh maps and it's going to bake all of these maps for us shouldn't take too long and there we go so now this is ready for painting and you can see over here we've got normal ID position curvature now if I go to layers and just quickly if I go to materials and let me just grab a default material like brass pure you know obviously it's going to apply the brass peon to the entire model and now if I right-click I can go to air mask with color selection and if I go to pick color you can see we have those individual poly group so if I wanted to I could just have gold on his face and this is where the poly groups from ZBrush really come in handy okay but I'm going to undo that but I thought I'll just show you quickly so now you can obviously drag whatever materials you want in years so maybe there's some gold and there may be some aluminium and I can right click over here add a black mask and I can use some of these awesome or some brushes that they include in substance painter so there's a large library over here you can select whatever you want and because I created a black mask wherever I paint on right now let me just zoom in you can see it's painting on let me choose maybe a different brush you can see it's painting on using the aluminium that's underneath so maybe this aluminum is not that much visible right now let me just change the color there we go so now we can add some vandalism or graffiti onto this David statue why maybe draw a smiley face over here maybe oh yeah probably I shouldn't do that but yeah there we go so now you can start painting on the statue and you can paint freely and this is what I love about substance painter is that you have so much freedom and creativity when it comes to actually texturing these models so there we go alright so something I also tend to do is I go to the display settings and I changed my environment environment Mapple here by default this is on link panorama oh yeah so I'm panorama I changed mine to tomb echo studio just I feel the lighting is a little bit more dramatic and looks a little bit better and then let's maybe go to the materials and since this is a statue let's maybe look for something like this concrete alright so concrete bear dragged and dropped it over there now you'll notice that the quality of the map itself doesn't look that great right now so we can reduce the size of this because this map is title if you select concrete base and over here by properties by the scale you'll see if I start increasing this it starts tile in okay and also we currently view in this Undertaker set settings by default this is on 102 for but you can go to the actual size that you baked to set which I baked mine at 2k and now we can see this a lot a lot better okay and we can also see that seam line over here on the neck but because this is a statue this actually doesn't look like it's actually an error kind of looks like it's a crack that's visible by the neck region but if you use in another model like I said you'd have to be strategic with where you place your polygroups say we go I can get the stone material on David and now let's say that but you actually want to apply some graffiti so someone got their hands on this David statue and they actually weren't going to go ahead and start vandalizing it so I can go down over here to materials maybe grab something like this plastic gloss drag and drop it over there and then if I right-click and add a black mask now we have I paint it's going to paint in this color and then I can go to the alphas so if I want to you can see this on really cool alphas over here like maybe we want something like a smudge right what I need to do is just click and it's going to apply that smudge onto the region like that so really cool you can see there's some or some alphas over here like we have drip alphas so this would make sense with someone that's maybe vandalizing a statue there's been some drip edge from the spray can you can see you get some of that drip edge over there so get creative when it comes to texture and I'm just sewing you what what is possible with substance painter it's an amazing absolutely amazing piece of software so just get creative and then they have these or some brushes in your called particle brushes which are basically animated brushes so if I choose something like leaks and I start clicking and dragging over here you can see that it's like dynamically creating the strip itch on the region if I increase the size here maybe a little bit you can see it starts applying these particles oh let's just make sure I'm actually selecting this correctly yeah there we go starts applying these particles once that region and it's dynamically creating droppage so you can use alphas or the actual leaks particle brush super super awesome stuff in substance painter and then let's say you wanted to add some additional dirt onto the statue if I go to my materials and let's say let's choose this concrete concrete simple drag it on top and we go to these smart masks so because we baked a let me just look at the terminology again we baked a curvature it's going to apply some dirt into like the crevices on this model so if I go back to layers over here if I drag and drop one of these smart masks depending on what we wanted to actually look like like let's say we want this on okay cavity rust just dragged and dropped it on there might be a little bit of hard to see right now let me just select this and let's maybe change the third color to something else okay this actually isn't that visible right now on this model let me choose another material quickly so I'll just choose go to materials I'll choose hey I want something it's gonna be like really dark so you know what I'll take another plastic gloss but just make this completely black and then go to my smart masks drag and drop the cavity rust okay there we go now you can see it over there in the crevices so that's how this mask works and you can just drag and drop this over here maybe undo that try a different one and see the different results you get so with this turned off with it turned on you can see what it's doing over here on the model it's on all of those edges and crevices of the statue so it's a nice way to add some additional dirt and detail on you and then if you go on to the actual mask the metal edge way over here and select that you can access some additional features over here that's unique to that smart mask so experiment experiment that's the whole point of create just get creative experiment see what you can come up with with texturing but I think this is super cool if you're trying to do some you know 3d concept art you've you've sculpted something in ZBrush but you want to apply some really nice a realistic texturing you can do that very quickly with substance painter all right and also keep in mind you'll notice that with some of these materials they actually have height applied to them with this normal and that's because of this concrete base over here and you can say I can enable and disable the height so I can see how this actually looks so if you want something that's completely clean like this but no normal map detail you just need to disable the height right and you can even change if you don't want to use the default UV zone you can try you can try something like try planar projection and you can use this to map some of the different details on your object as well so there's a lot of lot of different options in here this isn't an in-depth guide to substance painter just one issue I wanted to show you what's possible right you can also decrease and play around with some of these settings over here maybe the one roughness just go ahead and experiment and sometimes if you've got a material over you like this blue if I wanted to you remember we've got we can actually change these layering modes it's very similar to photoshop but what's really cool if you go to this normal map combined it almost takes like the normal map colors and detail and combines it with this concrete base just to give you like this very textured result now you can see trying it with different ones over here it's just changing the color over there but you can see what it did to the rest of the model right and yeah it's really cool just just experiment guys that's the whole point of the stuff you need to experiment and then we go I'm actually put in a normal map combined and then when you're ready let's say you finish texture in you just click on this icon to head over to array and this is where you can actually get a nice so this is what that image is so previously what was what I was trying to texture earlier on get over to irate yeah and change my environment map to Tamiko okay I basically clicked on clear color just so I don't have a background I disabled the ground and I changed my focal length over here to something because like this I don't really like the focal length over here because if I'm trying to frame this like a portrait wanna increase that focal length you can play around with some additional settings you can see we had some color correction depth of field and all of that and then once you ready you can say that out as a render and then you've got something that's textured it looks and it's got this incredible realistic texture in that's done in substance painter it's fantastic you can show it from multiple angles if you want a job and you want to show someone what the model could look like if it was actually textured with some really nice materials so it's fantastic for doing a 3d concept art okay alright so I'm just having some more fun texture in just one more tip over here I've got the concrete T and a texture remember I use the smart master add some dirt into like the cavity regions over here I use the material gold but if you select the material if you want to you can also scroll down make sure you select height so this is just the basic gold like and I can actually apply some height onto these brush strokes so now it almost looks like this brush stroke has some depth or additional detail applied onto it right maybe if it was going to look like something like clay or even like something like clay if you want to add some additional detail to those painted regions that's a really nice way to add some height you know some day just used under the alphas I use the hand print somewhere over here I just use one of these hand prints and just placed it randomly and it almost created like these smudges so I thought that looks pretty cool and if you want to if you don't want to render in IRA you can always go to a file now you can export the textures out okay you first want to make sure on the texture settings that you put this on the resolution that you want and you can go to file explorer textures okay and you can choose your output templates I use the PPR PPR metal rough where it gives me these maps Roughness normal height base color then he can simply click on export and it's going to export out the maps for you okay so you can see just how useful this can be for playing some quick textures onto your 3d models from ZBrush I think it's a really handy method so let me know what you think I know this is a very simple model if you're doing something a little bit more complex let me know if you encounter any issues as well I'll try my best to to help you out now rather I'll just show you that this is possible and it's fun this program is really fun to use ok so thank you so much for watching my videos and tutorials I truly appreciate the support on this channel goodbye [Music] [Music]
Info
Channel: Travis Davids
Views: 47,718
Rating: undefined out of 5
Keywords: education, art, 3d, artist, digitalartist, pixologic, zbrush, fusion360, cad, marvelousdesigner, cinema4d, octanerender, tutorials, travisdavids, zbrush to substance painter, substance paint texturing, 3d texturing, texturing 3d model, zbrush uv, zbrush decimation master, zbrush uv master, zbrush uv unwrap, zbrush 3d scanned model, 3d scan, zbrush to substance painter workflow, pixologic zbrush texturing, realistic texturing substance painter, allegorithmic, allegorithmic substance painter
Id: 0d_oN8kATeQ
Channel Id: undefined
Length: 20min 59sec (1259 seconds)
Published: Sat Jul 11 2020
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.