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Sculpt Tiling Textures in Zbrush [Zbrush] [Substance Painter] = Part 1=

In these two tutorials I show the process of creating tiling textures with Zbrushs array mesh. Then how to project and paint it in Substance Painter in order to produce a seamlessly tiling texture.

Пікірлер: 42

  • @rayunited2010foryou
    @rayunited2010foryou2 ай бұрын

    You are a living legend, mate. Also, I love your way of explaining and accent.

  • @RobotArmy3D

    @RobotArmy3D

    2 ай бұрын

    Thanks man, kind of you to say!

  • @ashraf_dz4769
    @ashraf_dz47694 жыл бұрын

    Amazing As always..Big thanks and keep up the great work

  • @RobotArmy3D

    @RobotArmy3D

    4 жыл бұрын

    Thanks!

  • @Croblji
    @Croblji3 жыл бұрын

    Very useful! Thank you very much :D

  • @joelwesterveltaia2196
    @joelwesterveltaia21964 ай бұрын

    Good stuff, thanks!

  • @bobcharlotte8724
    @bobcharlotte87242 жыл бұрын

    Thanks so much!

  • @dimmArtist
    @dimmArtist2 жыл бұрын

    thaks, very helpful for me

  • @RobotArmy3D

    @RobotArmy3D

    2 жыл бұрын

    Glad to hear that!

  • @Esanany
    @Esanany4 жыл бұрын

    Hi! Great tutorial. For a method like this, is it possible to import your own mesh from maya/max and have it tile like that, or does it need to start off as the imm insert and then be separated?

  • @RobotArmy3D

    @RobotArmy3D

    4 жыл бұрын

    Thanks! - It depends on what you are trying to create, if you only want to bring in an individual brick or tile, then you can import it, add it to your IMM shelf and use it just like in this video. On a side note: This tutorial is only worth doing if you need the pattern to protrude over the border of the tile (and wrap around/line up, so it tiles endlessly) if the bricks/tiles never actually cross the edge and instead end in a grout/panel line around the edge of the texture then there is no point following this technique just do your zbrushing and move onto Sub Painter.

  • @assasssin5328
    @assasssin53283 жыл бұрын

    Thank you for tutorial! Where did you get this MatCap or is it your custom material?

  • @RobotArmy3D

    @RobotArmy3D

    3 жыл бұрын

    i get most of my MatCaps from the pixologic site.

  • @GH-zv6br
    @GH-zv6br3 жыл бұрын

    These are great for flat planes but what about making tiling meshes with real geometry? A lot of newer games use this, I wonder if you've done it before?

  • @RobotArmy3D

    @RobotArmy3D

    3 жыл бұрын

    well, as you already have sculpted version at this point, you could always subdivide the plane and then project it down, giving you actual 3d details. zremesh/decimate this and use it as a tile.

  • @Dexxter_slav
    @Dexxter_slav2 жыл бұрын

    Thanks for this tutorial! Is there a way to delete one of those duplicate bricks?

  • @RobotArmy3D

    @RobotArmy3D

    2 жыл бұрын

    Thanks, yeah you can split it from the rest onto a new subtool layer, then delete that. So under Subtool>Splt you have a number of different options, if you go to polygroup>Auto Polygroup then you can use polygroups to select the one you want to split off, hide it or mask it then split and delete.

  • @Dexxter_slav

    @Dexxter_slav

    2 жыл бұрын

    @@RobotArmy3D Thank you!!

  • @sognargames3486
    @sognargames34864 жыл бұрын

    excellent tutorial although I'm trying to make bricks with grout and I get a seem on the grout array, so I'm wondering if anyone has an answer to this

  • @RobotArmy3D

    @RobotArmy3D

    4 жыл бұрын

    Hi, Yes, this is a problem I also encounter, I find that if you add a little surface texture to the grout both in Zbrush and Substance Painter you can pretty much mask the seam, you just need to get it as close as possible in Zbrush first. You can also wait till you have all your maps baked and then just paint out the imperfections in Photoshop later. Its good at that point to have it set up in a scene so you can see how far you need to go with the "touching up" of the grout, as you might be surprised how little the seam shows in engine. There are also some great techniques for making tiling textures on a flat plane, this would help avoid this issue, and you could even combine the two techniques together for your brick and grout! This isn't my video, but it shows a great way to do tiling textures that you can sculpt = kzread.info/dash/bejne/aX2ctrOPeb2vlco.html Good luck!

  • @sognargames3486

    @sognargames3486

    4 жыл бұрын

    @@RobotArmy3D thank you!

  • @Heroickittens
    @Heroickittens3 жыл бұрын

    Say you have moved 4 or 5 squares around but then decide you want to move your first one into a different place. Is there a way to go back and select that brick without hitting undo?

  • @RobotArmy3D

    @RobotArmy3D

    3 жыл бұрын

    Yes, you need to mask just the one you want to move, or another way is to go to polygroups and hit auto groups and this will assign each mesh its own group and colour (you can see your poly groups if you press the little button "polyf" at the bottom right hand side, under rotate. or press shift-f .. now that all your bricks/tiles have their own poly groups, if you hover over the one you want to manipulate and click it whilst holding Shift+Ctrl it will highlight it (if you are in move mode) or hide everything else if you have a sculpting brush select. To unhide stuff just shift +ctrl (or drag) click on the canvas. Hope that helps.

  • @Heroickittens

    @Heroickittens

    3 жыл бұрын

    @@RobotArmy3D Oh wow thank you so much. This is 10x better than starting a blockout in maya and then porting it over. Saves me a lot of time!

  • @chrisrakkestad
    @chrisrakkestad Жыл бұрын

    When you drag out your IMM QCube, how do you drag it out from the corner of the cube and get it to snap horizontally? When I do it, the cube spawns from the centre of the brush stroke, and when I hold shift to snap it, it snaps at a 45 degree angle.

  • @RobotArmy3D

    @RobotArmy3D

    Жыл бұрын

    Hmm, I'm not sure. I vaguely remember having this problem but I would have to try to replicate it to remember the solution. Make sure when you added the imm to your shelf it was oriented correctly. 🤷 I hope you figure it out.

  • @chrisrakkestad

    @chrisrakkestad

    Жыл бұрын

    @@RobotArmy3D I'll survive! Your tutorials are some of the best on KZread for game art by the way. Great work!

  • @RobotArmy3D

    @RobotArmy3D

    Жыл бұрын

    @@chrisrakkestad thank you 😊

  • @philosophyfrog2653
    @philosophyfrog26532 жыл бұрын

    How would you go about creating a height map for a tiltable texture made in zbrush? I already got the colour and the normal map done.

  • @RobotArmy3D

    @RobotArmy3D

    2 жыл бұрын

    An easy way of generating a height map I have found is using Substance Sampler - Add the image using image to material, you can even add the normal and set it to normal. This will generate a height map you can save out as an image. You can also do it with designer.

  • @philosophyfrog2653

    @philosophyfrog2653

    2 жыл бұрын

    @@RobotArmy3D I checked out Substance 3D Sampler and it seems very useful so I'm going to get it. Thank you for the tip! However if you do have a trick for doing this with substance painter I would love to hear it.

  • @DeputyChiefWhip
    @DeputyChiefWhip5 ай бұрын

    Nice video, would you still work in this way 4 years later? Anything you'd do differently?

  • @RobotArmy3D

    @RobotArmy3D

    5 ай бұрын

    Thanks. Yes, absolutely I used this technique recently. I often use my other more simple method of just modelling the tiles in Maya first before moving to painter.(i have another tutorial for that) I would suggest learning substance designer, though. Having the ability to create something multiple ways will allow you decide on how to approach a job the best way. Sometimes you really just want a specific sculpted look, and if you know how to sculpt well in zbrush, then that might be be the fastest/easiest option. But sometimes you need more flexibility and variation and Substance Designer may become the best choice for that. And most of all its what you find to be the most enjoyable pipeline.

  • @DeputyChiefWhip

    @DeputyChiefWhip

    5 ай бұрын

    @@RobotArmy3D nice one thanks. I actually work in the industry, but do only hard surface and realistic. Your videos are brilliant mate, thanks for the advice above too.

  • @RobotArmy3D

    @RobotArmy3D

    5 ай бұрын

    @@DeputyChiefWhip Oh nice, I used to do similair before moving into games, there's not really much difference. I would say game modeling is easier if anything, normal maps are much easier to work with than displacement maps. Thanks for the kind words!

  • @DeputyChiefWhip

    @DeputyChiefWhip

    4 ай бұрын

    @@RobotArmy3D Just out of interest, I did this tutorial, the array mesh is a bit of a faff isn't it, no wonder you opt for modelling it first in Maya then just import in to ZB, the transpose tool is simply horrible at placing stuff.

  • @RobotArmy3D

    @RobotArmy3D

    4 ай бұрын

    Yeah, I cant say its necessarily the best way but as Maya is the program I'm working in like 90% of the time it just feels easier to do as much as i can in it; or simple block things things out so i have a good starting point. Often the "best" techniques neglects to take into account what you are most comfortable or proficient at.