How to Transfer Layers from Zbrush to Substance Painter

Visit us @ outgang.studio
Grab the Height Difference helper tool from this page: outgang.studio/lecture/baking...
This video explains an easy to use workflow to convert Zbrush layers to Substance Painter layers.
Outgang is founded on the belief that education should be affordable, high-quality and given by industry professionals. Laura Gallagher has been teaching character art since 2012 at various venues and has launched Outgang in 2020 with the goal of helping out as many artists as possible aspire to a better life for themselves.
We exist solely due to the generous support of our community. Becoming a monthly or yearly member of Outgang is the best way to support us and help us achieve our mission of bringing high-quality, affordable education to as many people as possible.
Outgang is also comprised of:
Etienne Bourdages:
www.artstation.com/etiennebou...
Frédérik Généreux:
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Piotr Dziubek:
www.artstation.com/aydhe
Reila Soley:
/ reilasoley
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Thanks for watching!
00:00 Introduction
01:06 Upcoming Classes at Outgang
04:16 Workflow Overview
07:31 Baking Results
12:18 Export Settings
18:00 Displacement Map Analysis
25:26 Difference
29:17 Importing in Painter
32:20 Manipulating the data
#zbrush #pixologic #allegorithmic

Пікірлер: 66

  • @jayberan
    @jayberan2 жыл бұрын

    I was struggling with this on my own, so glad to have found this channel! Thank you and look forward to helping support the channel!

  • @squary101
    @squary1013 жыл бұрын

    Laura these videos are super good, keep it up! Been really enjoy them

  • @the_pointpusher
    @the_pointpusher3 жыл бұрын

    Thanks so much Laura for sharing such insightful information with us.

  • @BrianLife
    @BrianLife3 жыл бұрын

    Amazing. Knowledge. Appreciate these results. So much information through trial and error. Gems 💎

  • @Outgang

    @Outgang

    3 жыл бұрын

    Thanks a lot Brian! Happy to be here :)

  • @3dbznessdesignz855
    @3dbznessdesignz8553 жыл бұрын

    so much so much info in here ....happy to be here always

  • @alvaromartin1351
    @alvaromartin13513 жыл бұрын

    Thanks Laura! This channel is awesome :)

  • @satyanutella
    @satyanutellaАй бұрын

    Thank you Laura. Your channel helps me a lot to get better in Zbrush

  • @andrewswift7428
    @andrewswift74285 ай бұрын

    Excellent tutorial! Thank you

  • @rohitsrivastava9471
    @rohitsrivastava94713 жыл бұрын

    Wonderful, thanks for sharing.

  • @Gold-feather
    @Gold-feather Жыл бұрын

    oh! this is an awesome workflow. Thank you for this video!

  • @dantertart5118
    @dantertart51183 жыл бұрын

    great video as always!

  • @piksalocik
    @piksalocik3 жыл бұрын

    This one is gold !

  • @TheHamt
    @TheHamt Жыл бұрын

    You are Amaaazing! Thanks so much!

  • @CGLAB34
    @CGLAB343 жыл бұрын

    very helpful sharing, thank you

  • @milkbread5036
    @milkbread503610 ай бұрын

    THANK YOU SO MUCH!!

  • @zokitofaraon7807
    @zokitofaraon78072 жыл бұрын

    Thanks for this workflow I learned a lot from you, looking for more content like this. One question though, do you also export roughness map in zbrush to substance painter? New subscriber here!

  • @sergeibargamotov8931
    @sergeibargamotov8931 Жыл бұрын

    Cool...!!! Love your stile!]

  • @psylimusic
    @psylimusic11 ай бұрын

    Oh my... it's really so stupidly simple, wow! Amazing, thanks for sharing your knowledge

  • @michaelanderson8652
    @michaelanderson86522 жыл бұрын

    I'm charmed by your knowledge, look, and skill. Come work with us on New World.

  • @Ba4rden
    @Ba4rden2 жыл бұрын

    Great workflow! I had some uv seams popping in Painter but other than that it's been so nice to not have to deal with projection artifacts. Btw, where can one acquire such a nice chicken skin texture?

  • @iskato914six
    @iskato914six3 жыл бұрын

    nicely presented Laura! will follow along during the summertime, of course F1 takes priority :)

  • @Outgang

    @Outgang

    3 жыл бұрын

    I can't argue with that!

  • @anonimousboys4847
    @anonimousboys4847 Жыл бұрын

    I'm so confused 🤔 but is really helpful thanks a lot 🔥💯✌🏻

  • @mfrancisco_850
    @mfrancisco_8506 ай бұрын

    i think im in love

  • @MrMephiz
    @MrMephiz2 жыл бұрын

    Great workflow! for the micro details you could also use an anchor point on an empty layer in passtrought mode at the top hierarchy of your height folder, so that could collect all the results of your height comp

  • @Outgang

    @Outgang

    2 жыл бұрын

    Good tip, thanks!

  • @MayankKumar-nc1rq
    @MayankKumar-nc1rq3 жыл бұрын

    Render Lady is back for more killings....that's pretty insightful thing there! I some times think but I never actually tried this...just did things in Mari and vice-versa....but this'll do too! Need to try this one! Many thanks...many many thanks! :)

  • @Outgang

    @Outgang

    3 жыл бұрын

    My pleasure Mayank! Love your constant enthusiasm by the way, it's awesome to have you around here.

  • @MayankKumar-nc1rq

    @MayankKumar-nc1rq

    3 жыл бұрын

    @@Outgang I'm collecting some money out here...you gonna see more of me soon! I'm going to learn everything you know!

  • @sverrirk1
    @sverrirk13 ай бұрын

    Really clever workflow, I am so curious about how you isolated the detail in photoshop, I am assuming you used the "difference" blend mode. I know the .sbmr file is free and easy to use, but I would like to understand the process behind it.

  • @AlexanderVentserov
    @AlexanderVentserov3 жыл бұрын

    My weak pc sends thanks for stopping this torture when I am trying to bake 5 million polygons in a marmoset. Now he will suffer processing 25 million in Zbrash

  • @NixCM
    @NixCM3 жыл бұрын

    How does it compare from just extracting the normal map directly in zbrush? That’s what I usually do, works perfect and you can bake everything else in substance from that

  • @Outgang

    @Outgang

    3 жыл бұрын

    For a simple normal map bake I assume they'd be quite similar, it would be something fun to investigate. Exporting displacement maps from Zbrush gives more flexibility down the line.

  • @el-ghorab7630
    @el-ghorab76303 жыл бұрын

    keep going Laura nice video always, I want to membership of outgang, studio, but I have not money now. however, I will be getting and I join soon :)

  • @Outgang

    @Outgang

    3 жыл бұрын

    I know finances are tight for people. Just letting you know, if ever you're unhappy with your membership for any reason talk to me and I'll reimburse you.

  • @el-ghorab7630

    @el-ghorab7630

    3 жыл бұрын

    @@Outgang Actually, I am not yet a member of Outgang. Because of the financial ability. I hope to be an Outgang membership. I will raise some money to join. because I know it is very useful for me. My respect and appreciation are great.

  • @Chgr1702
    @Chgr1702 Жыл бұрын

    33:14 how you added micro details without using an Anchor point ??

  • @none53
    @none532 жыл бұрын

    hey, i have few questions, that i never made subdivision levels, can i reconstruct them? i tried to reconstruct with the reconstruct subdivision tool but it didnt work bcz of the triangles, i want to use displacement map in substance, another querry is, do we need to unwrap high poly to export the displacement map? i am really confused with this! do you have any discord or something where i can post links where i am stucking, it's just baffling me !

  • @Outgang

    @Outgang

    2 жыл бұрын

    Hi No ne, reconstruct only works for meshes that have been subdivided previously. Reconstruct will stop working the moment it encounters triangles. If you want to have a better topology for your head, I explain an easy workflow to do that here: kzread.info/dash/bejne/q6WkpLeTo7nNedI.html Mind you, you need a properly topologized head and a separate plugin to follow along though. Once you have a head with subdivisions, you can unwrap the lowest level and the UV get propagated through the subdivision levels, hence both the "high-res" and the "low-res" have matching UVs, allowing the displacement map to be generated.

  • @skadbone
    @skadbone2 жыл бұрын

    great video, perhaps I missed something; it seems as if you increase the model to the highest subdivision to activate a particular layer (otherwise, you couldn't activate that layer correct)?, after activating, you reduce the subdivision to the lowest sub, why is that? thank you

  • @Outgang

    @Outgang

    2 жыл бұрын

    Hi Craig! You are correct about having to be at the highest sub level to activate or deactivate the layers. Going back down to a lower subdiv level is necessary for the displacement map to be created (it's dependent on the subdiv level).

  • @skadbone

    @skadbone

    2 жыл бұрын

    @@Outgang Thank you for your quick response!!-I have a few more questions, if I may; I am used to using the multimap exporter, but this method is the only way to export particular layers of displacement maps?, so, if I export my model at whatever sub-level, 1 or 2, increase the model to the highest level, turn on layer, lower model to export level, then create the map? why do I need to go back down to the exported model level? What about the normal maps, layers only pertain to the displacements; can I just import the displacement layers in SP, and use various layer modes to achieve the same/similar blending effects as opposed to using your actions command as discussed at 23:44? thank you again for these revelations, using ZB for only a couple of years, just got SP a few days ago, can't wait to implement your technique! Ciao, Craig

  • @danteramsey771
    @danteramsey7713 жыл бұрын

    So when you're talking about different are you saying that substance player is an alternative better than using Photoshop? Because I dont have photoshop.

  • @Outgang

    @Outgang

    3 жыл бұрын

    Substance Player is a small program that reads .sbsar files. Photoshop was the main texturing tool for a lot of character artists for a long time but there's much better tools nowadays to texture, such as the Substance tools (of which Player is part of).

  • @emhiu
    @emhiu22 күн бұрын

    I don't understand why mine doesn't work like yours, every time I export the displace map to a tif image, when I open pts, the lever doesn't work, It seems not to be the .tif but the .tif when exported from zbrush

  • @jochen3068
    @jochen3068 Жыл бұрын

  • @BrianLife
    @BrianLife3 жыл бұрын

    That pinching part. Key. “Stupid simple guys” cool. .

  • @forgamers9087
    @forgamers90873 жыл бұрын

    please tell me when I display the displacement maps and after all the manipulations as in the video when I add it to the subpainter artifacts appear on my model how to solve this?

  • @Outgang

    @Outgang

    3 жыл бұрын

    A wild guess is that your data may have been converted to 8-bit along the way.

  • @forgamers9087

    @forgamers9087

    3 жыл бұрын

    @@Outgang and by the way, when added to the subpainter, the detail of the pores disappears, only the holes remain

  • @Outgang

    @Outgang

    3 жыл бұрын

    @@forgamers9087 Honestly it's a bit hard to troubleshoot something effectively on KZread just like that.

  • @forgamers9087

    @forgamers9087

    3 жыл бұрын

    @@Outgang can i write to you on discord?

  • @duarfeht2806
    @duarfeht2806 Жыл бұрын

    hi laura how are you?

  • @heatherella8390
    @heatherella83902 жыл бұрын

    laura I know I came here to learn but I want to be friends now

  • @gribgrib5533
    @gribgrib553319 күн бұрын

    Это ж мужик

  • @BrianLife
    @BrianLife3 жыл бұрын

    No and always no. Lol. (That prompt)

  • @niyatipatel2955
    @niyatipatel29552 жыл бұрын

    you are very beautiful i must say.

  • @Outgang

    @Outgang

    2 жыл бұрын

    Thank you Niyati.

  • @niyatipatel2955

    @niyatipatel2955

    2 жыл бұрын

    @@Outgang 🤗

  • @sirius_black_usa
    @sirius_black_usa2 жыл бұрын

    Beautiful and smart transgender girl!

  • @danebrennand
    @danebrennand2 жыл бұрын

    Honestly really pointless. You're better to do fine details in painter itself instead of ever doing pores and fine wrinkles in Zbrush. Zbrush I think should no longer be for sculpting fine details and having them "locked in" to the model. But this requires someone who can actually texture good.