ZBrush to Arnold for Maya - 32 Bit Displacement UDIM Tutorial

In this ZBrush to Arnold tutorial, we cover the entire workflow of working with displacement maps from ZBrush to Arnold. We use the Multi Map Exporter plugin in ZBrush to generate our maps, which we then bring into Arnold for Maya 2018. The tutorial is showing you how to work with UDIMs and how to get an accurate result in the end.
Important Correction! 20:20
In the video we say that you change the mid value under 'Bounds Padding'. This is wrong. You change it under 'Scalar Zero Value' instead. It's the same place.
We use the FlippedNormals Lighting Scenes 2.0 to light and render the character:
flippednormals.com/tutorial/f...
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Пікірлер: 270

  • @FlippedNormals
    @FlippedNormals6 жыл бұрын

    Important Correction! 20:20 In the video we say that you change the mid value under 'Bounds Padding'. This is wrong. You change it under 'Scalar Zero Value' instead. It's the same place.

  • @Strubey

    @Strubey

    6 жыл бұрын

    That's what I though! Came back to check this one because I was confused with this at work the other day. Is there a reason btw to put it to -0.5 rather than 0.5? Never fully understood that. 0.5 has worked for me, at least when building a procedural map in maya with a 50% gray midpoint.

  • @ninjamaster679

    @ninjamaster679

    5 жыл бұрын

    thank you so much guys, can you guys help me on Normal map exporting

  • @pazselmo

    @pazselmo

    5 жыл бұрын

    Thanks for this xD was starting to drive me crazy xD but my settings was for 0.5 not -0.5 somehow, with a negative value it gets inflated

  • @stef_supertramp3226

    @stef_supertramp3226

    5 жыл бұрын

    For those who'll read this comment in the future, for me as well. Had to set 0.5 instead of -.5 or the mesh will inflate

  • @bhavingajjar4535

    @bhavingajjar4535

    3 жыл бұрын

    I used same prosses but my map is coming red please help me

  • @SauloNT
    @SauloNT2 жыл бұрын

    I was struggling for several days with Displacement Map, I got the best result just now, just seeing you guys giving those precious advices with this video. Sounds odd but when I got the final look I shed some tears of joy after many attempts. You guys never stop doing this, you are helping others!

  • @erankartist
    @erankartist6 жыл бұрын

    Oh baby keep em coming I love these. They've helped me so much!

  • @edanduarte
    @edanduarte4 жыл бұрын

    Before I forget, LOVE this tutorial! Thanks so much for making this guys! Learned UDIMs on the go here. One tip for models inflating that I found is once you add the displacement maps to your "file" node in Maya, going down to "Color Balance > Alpha Gain = 1.1" and "Color Balance > Alpha Offset = -0.25" got rid of my inflation. So much so that I could even go back to the "model's shape node > Arnold > Displacement Attributes > Height" and drive this up to values like 2 or 3 for REALLY deep displacement without the inflation. THANKS AGAIN GUYS!

  • @EdRwoth

    @EdRwoth

    3 жыл бұрын

    thanks for the extra tip. I had to drop my alpha offset to -1 to fix the inflating

  • @kovachconcepts

    @kovachconcepts

    3 жыл бұрын

    You saved my life with this. Mine turned out to be -0.5, but without your comment I wouldn't have even known to look there, and would have been hosed. THANK YOU!

  • @jinsk8r

    @jinsk8r

    2 жыл бұрын

    Thank you!

  • @adamhoughton2697
    @adamhoughton2697 Жыл бұрын

    Finally! Followed this too a tee and got perfect results VS every other tutorial I tried. Thanks guys! Also appreciated the detailed explanation of every setting.

  • @jurandfantom
    @jurandfantom6 жыл бұрын

    All yours tutorials are going to my 3D important playlist! awesome :) many many thanks for sharing knowledge.

  • @AranHM
    @AranHM6 жыл бұрын

    This is exactly what I need this moment, great job guys!

  • @matan9546
    @matan95465 жыл бұрын

    Guys, you are AMAZING! I watched many displacement trials, and non of them were that useful, you describe things in depth yet very simple. I'm really happy, it is the first time it works for me! Thank you :)

  • @FlippedNormals

    @FlippedNormals

    5 жыл бұрын

    Awesome :D We're really happy to hear that. We also have a similar video on Vray coming out soon.

  • @freakystyley8603
    @freakystyley86034 жыл бұрын

    This is amazing, really what I needed.

  • @LadyGrace2
    @LadyGrace26 жыл бұрын

    Enjoying you videos so much and provide clear and important information.

  • @SENPAI-jb9xx
    @SENPAI-jb9xx Жыл бұрын

    Thank the heavens you guys made this tutorial, I appreciate it!

  • @xinjin9592
    @xinjin95924 жыл бұрын

    You guys saved my LIFE. Thanksssss.So useful.

  • @georgew4036
    @georgew40365 жыл бұрын

    Wow guys thanks for the awesome Video tutorials

  • @makentoarts986
    @makentoarts9863 жыл бұрын

    Super awesome! Big thank you, guys!

  • @kw-bc4ql
    @kw-bc4ql5 жыл бұрын

    Very good toturial! Thank you for sharing!

  • @sentinalchocobo
    @sentinalchocobo5 жыл бұрын

    l learn so much better when the lesson plays out like a discussion than a lecture so thank you so much for this refreshing take on teahing. l've had low morale trying to finish college, l don't like the teachers and l felt very unmotiated but this...this is inspiring me again. thank you so much

  • @ogkush6276

    @ogkush6276

    Жыл бұрын

    Facts 4 y later , these mates made the best disp maps tutorial on KZread!!

  • @moondancer1233
    @moondancer12336 жыл бұрын

    great tutorial! I tried a long time to make it work and thanks to you tutorial it finally did! the only thing that I had to change was the mid value which only worked when I put it to 0

  • @artbydabney
    @artbydabney2 жыл бұрын

    Very very helpful tutorial. Thanks guys!

  • @samlennox1329
    @samlennox13296 жыл бұрын

    I could kiss you! I've been trying to figure out how to get these maps out for weeks but the settings i was told were completely wrong! a lot of great information in this video thank you so much!

  • @vgabnd_kenji976
    @vgabnd_kenji9766 жыл бұрын

    you guys never fail! THANKS!!

  • @FlippedNormals

    @FlippedNormals

    6 жыл бұрын

    Oh we fail a lot :D but thanks!

  • @vgabnd_kenji976

    @vgabnd_kenji976

    6 жыл бұрын

    All part of the process

  • @rahulsai_5551
    @rahulsai_55516 жыл бұрын

    Awesome!! that was soo informative! I am not new to Arnold, UDIMs or Maya but learnt a lot what needs to be done in the Zbrush side of things. Although i am a bit curious that when you added a UDIM displacement file node, the color space wasn't changed to RAW, but it works beautifully none the less! Thank you! Love the work you guys do.

  • @PrintedOnSmile
    @PrintedOnSmile6 жыл бұрын

    amazing video guys! thanks so much!

  • @FlippedNormals

    @FlippedNormals

    6 жыл бұрын

    Thank you :)

  • @kunal_aher
    @kunal_aher2 жыл бұрын

    THANK YOU SO MUCH FOR THIS TUTORIAL ...

  • @glhrmmarques7134
    @glhrmmarques71344 жыл бұрын

    awesome! I loved the tutorial

  • @FlameMarion
    @FlameMarion4 жыл бұрын

    Amazingly easy! Thanks!

  • @Strubey
    @Strubey6 жыл бұрын

    Amazing tutorial. Keep it up! :)

  • @FlippedNormals

    @FlippedNormals

    6 жыл бұрын

    Thanks! :)

  • @MRSRAMESHPILLAI
    @MRSRAMESHPILLAI4 жыл бұрын

    thanks a lot my friend, we love you

  • @drako-tp6ni
    @drako-tp6ni4 жыл бұрын

    thank you guys you really are amazing!!!!!!!

  • @binumon3016
    @binumon30163 жыл бұрын

    this is amazing !! thank you!

  • @RitikRaj-yk8hv
    @RitikRaj-yk8hv2 жыл бұрын

    I am back to this tutorial again !

  • @jozsefliszkai3179
    @jozsefliszkai31796 жыл бұрын

    Guys, the Switch MT button works pretty well. :) If you ipmort an obj (from Maya, Max, etc), press Store MT and divide, sculpt it. When you export the maps, press Switch MT and on the subtool(s), go to the lowest level (1) and press switch MT (now you have the original base mesh). The map(s) will be calculated from the oroginal geo(s), with the right intensity. If the workflow does not allow to change geos in main software, beacuse they are in rigging process etc, better to use Switch MT. Without using Switch MT, you should always export the geos from zbrush to your another sofware. Not so good...

  • @DavidAllen_0
    @DavidAllen_05 жыл бұрын

    Would setting the process priority to a higher around (for example: High), make a difference with exporting the displacement map?

  • @harlangaler2225
    @harlangaler22255 жыл бұрын

    Great video. However do not ever keep smooth UV's on in the displacement settings in zbrush. The reason is the algorithm used to smooth in zbrush is vastly different than uv smoothing in maya. Keep UV smoothing off in both Zbrush and in displacement settings when rendering in maya or unexpected results may occur.

  • @NeixTiMe123
    @NeixTiMe1235 жыл бұрын

    Hello ! When you say that we should work with smoothed Uv does that means we have to import the low res model from Maya with the smooth preview enabled? :)

  • @davideschrich3093
    @davideschrich30936 жыл бұрын

    You guys are making some great videos, keep up the good work. I understand why you are using .5 as the mid but I think it's worth mentioning for others watching that for 32bit the vfx industry standard has been mid of 0 even going back to Mental Ray. Vray, Arnold, Mantra, are defaulted to a 0 mid value and I believe Renderman is too. You mentioned most software and render engines are made for mid of 1 at around the 10 min mark.Not sure if that was in error. I haven't used redshift or octane so I cannot speak to them but the other engines I already mentioned are not set for 1 in most pipelines but 0. It's worth noting that the down side to using .5 is you need to have these added adjustments to make displacement work when out of the box mid of 0 for 32 bit maps gives you the correct results. When you have many artists making manual adjustments there is room for error. If you do need to see what your'e doing and working with a 32bit displacement map with mid at 0 you can still grade the maps or adjust the viewer in nuke or do the same with the maps applied in mari for better visibility. (I've had many artists come in and not knowing how the maps are even working nor that by keeping the mid at 0 like the standard a value of 1 displaces one world unit outward along the normal and value of -1 inward along the normal) Sorry its like PTSD for me. I've had too many artists not fully aware of how these maps work nor know what colorspace they are in.

  • @FlippedNormals

    @FlippedNormals

    6 жыл бұрын

    Thanks a lot for your comment! If we said 1 is the standard, that's definitely an error. In the studios I've worked, we've used both 0 and 0.5 as a mid value, which is fine as it's 32 bit. You're right though, that it's easier to work with 0, so maybe we should've used that in the video. The main point is at least to be consistent and to understand what the numbers are; if you're using 0.5 in ZB, your engine needs to be set up for 0.5. /H

  • @davideschrich3093

    @davideschrich3093

    6 жыл бұрын

    agreed, the understanding is what i think many artists lack and tutorials like yours will help big time.

  • @ChrisHawkes80

    @ChrisHawkes80

    6 жыл бұрын

    It's worth noting there is a benefit to having the mid at 0 of you plan to modify the maps afterwards. For example, if you want to add a little extra strength to the displacement or if you've scaled the geometry, you can just throw in a multiply node after the file to do this - not so easy with the mid at 0.5. You can also combine two displacements by simply adding the maps together. Of course you don't always need to do this, but it's nice to have the option.

  • @davideschrich3093

    @davideschrich3093

    6 жыл бұрын

    Exactly! glad you mentioned that. also, since zbrush doesn't have the merge maps feature working with exr files, i just take my maps and add them together in nuke since mid is 0. Makes life easier

  • @indexMemories

    @indexMemories

    4 жыл бұрын

    Had to scale model down, which completely broke everything. Went back here. Rebaked with 0 mids and changed height to .1. Boom! Works now, thanks.

  • @ezot48
    @ezot485 жыл бұрын

    Do you know if the "Switch MT" function is activated again in the newest Zbrush version? Quite necessary if you have to work with a fixed base mesh. Or do you have an alternative solution to that?

  • @beniaminolombardi
    @beniaminolombardi3 жыл бұрын

    Thank you guys! U saved my life ahhaha

  • @MantisDing
    @MantisDing6 жыл бұрын

    very useful. thank u very much!

  • @prajithellora5061
    @prajithellora50613 жыл бұрын

    How did you guys make low poly version of this creature’s head? Did you just decimate zbrush sculpt or did you start the base mesh in maya then sculpted over it? kindly help

  • @douka3993
    @douka39936 жыл бұрын

    great video as always, i wish i can sub and like more than once!!

  • @FlippedNormals

    @FlippedNormals

    6 жыл бұрын

    Thanks man! We wish so too :D

  • @5753varo
    @5753varo4 жыл бұрын

    thanksssssssss a lot, i love your chanel

  • @AA-gd8yw
    @AA-gd8yw6 жыл бұрын

    You guys have saved a lot of pain to a lot of people! haha!

  • @bearbones7913
    @bearbones79134 жыл бұрын

    hey so I followed the instructions and I think did so something wrong because my mesh has turned into a big blob. is there anyway to fix this?

  • @evanalexan
    @evanalexan2 жыл бұрын

    Is it possible to create Displacement Maps from photos of a single object? If I can control the lighting and I'm the one taking the photos? I've seen some tutorials on creating Normal Maps by lighting an object from four (4x) different angles and then combining those 4 photos into a single Normal Map. But is there a similar process for Displacement maps? I have a ton of things I need to photograph and model, and painting the displacement in ZBrush for every single thing doesn't seem feasible.

  • @davidarredondo5672
    @davidarredondo56725 жыл бұрын

    Awesome tutorial, I've always had so much fuckahsdng trouble with displacement maps.

  • @CherylynnLima
    @CherylynnLima4 жыл бұрын

    does this work for the skin shader?

  • @wasdfg662
    @wasdfg6625 жыл бұрын

    i would like to ask you a question, do i need uvs on my highpoly to get the displacement/normals maps from them? or i just need marmoset(or maya or anything else) to take and bake the highpoly model maps on the lowpoly(with uvs)? thank you a lot!

  • @FlippedNormals

    @FlippedNormals

    5 жыл бұрын

    For this workflow, yes - your high poly in ZBrush needs UVs.

  • @alzajel1
    @alzajel15 жыл бұрын

    great video, thanks

  • @sepehrtavakoli8053
    @sepehrtavakoli80536 жыл бұрын

    hey i have a question..so in zbrush there is that character in the lightbox called earthquake, i took that in the lowest subdivison and i took the displacement map from it, but when i apply in maya it does not show and if it does its bloated,i turned on openexr plugin also and i am really confused why it does not work the way it works for u guys please answer if u see this

  • @truthboi400
    @truthboi4003 жыл бұрын

    ty guys saved me

  • @cylinder8570
    @cylinder85702 ай бұрын

    Is it possible to animate a monster or character that is using a displacement map as in the video? and you will still see the dinosaur's head with all the details of the displacement map as it opens its mouth to roar, for example?

  • @anmcopico4228
    @anmcopico42282 жыл бұрын

    Hey I'm stuck with something , when i click export by default there's TIF is the only option available. Enabled exr from settings. After clicking export, z brush said export finished in 1 minute and 7 seconds , when i'm opening the folder nothing there.

  • @danielp6332
    @danielp63323 жыл бұрын

    Awesome video! I've seen a bunch of your videos, but I don't exactly understand the pipeline. Clearly you do high-poly, detailed modeling in Zbrush, but then do you retopologize in zbrush as well, or do you do it in maya and then bring both high and low poly meshes back into zbrush to make the displacement map? from what I can see from these videos, it looks like zbrush(sculpt)> maya(retopo)> zbrush(displacement creation) >maya(render). is that right?

  • @Lunamooniee
    @Lunamooniee3 жыл бұрын

    Thank you so much for these amazing 3D tutorials!:) Have you guys made a video about making a UV map in maya, and then bringing it into zbrush? I noticed in this tutorial around the beginning that it was said you should have UVs on the zbrush sculpt for this to work, but I am a bit confused with how to get there. Thanks again!

  • @andreamarchetta160
    @andreamarchetta1603 жыл бұрын

    Hey guys, thank you so much for your tutorials! They have been so helpful you can't even imagine! I learned more from your tutorials than from my Zbrush teacher. You explain the concepts so well and your videos are always super interesting and useful. Thank you so much! As regards to this video, I wanted to ask you something: - is it better to have more than one subtool for your character/creature or is it enough to have a UDIM system for your entire sculpt? And if you need more than one, how can you put them together afterwards? - and last thing: if you want to texture the creature in substance painter, you import the low poly and what level of subdivision you need to bake on the model to not have the same details on top of each other? Thanks so much again !

  • @mitchelvanduuren2312
    @mitchelvanduuren23124 жыл бұрын

    I'm a bit confused. Did you create the base mesh in Zbrush, imported it in Maya to UV it and then export it back to Zbrush to add details? Sorry, I'm kinda new to this.

  • @anthonyrusso7266
    @anthonyrusso72665 күн бұрын

    Hello, great video. I still seem to be getting blank disp maps when setting the mid value to .5 when exporting 32bit exr. It seems I can export tiffs with .5 mid value but my exrs only work when the mid value is at 0. So I'm curious as to how you're getting your results.

  • @Disg_lion
    @Disg_lion Жыл бұрын

    sorry to say that I only get a big balloon while rendering . the bump map just bulges. any solutions?

  • @thedrhax1410
    @thedrhax14106 жыл бұрын

    How does it work for unity3d? As I know displacement maps can be used in unity material, but my concern performance and quality.

  • @met4ltech
    @met4ltech4 жыл бұрын

    So handy tutorial.

  • @caboomatic
    @caboomatic4 жыл бұрын

    little save point if people want to go straight to the parameters they use to export the Zbursh elements: 12:30 (loving the work flip normals!!)

  • @bricksandwalls1291
    @bricksandwalls12912 жыл бұрын

    When I extract diss map from zbrush.. It always comes k red colour and it looks so dark.. Then I need to go to Photoshop and apply the filter.. Hue & Saturation to make it black and white and exposure filter to make it a little visible.. Pls help.

  • @piranhapk4694
    @piranhapk46944 жыл бұрын

    This is a great tutorial! Thanks for making this video :) I have a question tho xD When I use the Multi Map Exp. Tool the Displace Maps are black and white ... like ... there are no gray contours or anything, which gives the model sharp cuts ... and when I use the normal Dispacement map tool it doesn't do that? do you know why? I tried everything, but it always comes out that way >.

  • 3 жыл бұрын

    did you guys sort the UV's side by side before sculpting?

  • @Leon77Cruz
    @Leon77Cruz6 жыл бұрын

    4-6-2018 I'm having problems with this, please help. When I bring my textures back from Zbrush, something is overlapping (even though its a UDIM Map) and when i displace it in Maya it looks bloated. Also the displacement map looks really light? Also, I found out it was the Color Balance - Alpha gain where you upload the displacement map. But I still don't understand why there is an overlap when the displacement map was created in Zbrush? 4-7-2018 Update - Fixed the UV's, they were overlaping on the edges. I checked Alpha is luminance in Maya for the Displacement map, left color balance alone. In Zbrush: Multi Map - Displacement: I moved the Mid to 0 and Subdiv to Level 5 - and left subdiv level of Geo Tool l to 0 when exporting the map. The EXR. Map came out darker finally. Question: why did I have to check Alpha is Luminance in maya for the bloating to stop?

  • @rubionoxave
    @rubionoxave6 жыл бұрын

    Thank you so much

  • @digitalart4245
    @digitalart42454 жыл бұрын

    why my substance not separating udims set ( create a texture set per udims is checked)

  • @harrisonworkman6301
    @harrisonworkman63013 жыл бұрын

    so got it work finally thanks to you guys !:D but for whatever reason and maybe because im on later version of maya. doing -0.5 in the scale zero value caused it to inflate but doing 0.5 causes it to act normal. is this because maya is inverting the values somehow?

  • @hakusaladinamination
    @hakusaladinamination5 жыл бұрын

    bro you guys are awesome yes yes yes after 4 days of frustrating trying finally ....by the way how did you guys find this perfect solution !?how many hour it took !....wow salute brothers ....peace !!!

  • @PieroStuff
    @PieroStuff5 жыл бұрын

    Very clear explanation, thank you guys! Just a question though: Why - 0.5 instead of positive? :)

  • @Samankhorram
    @Samankhorram5 жыл бұрын

    I hope it helps, no need to touch bounds padding, you can Just set "scalar Zero Value" to 0.5 or whatever you set "Mid" value in Zbrush. or you leave it zero in Arnold shape node and instead change it to 0.5 in displacement shader node so this way no need to set it per object shape node. ....and just if you are curios how to do it in redshift you can do the same in rsDisplacement by changing "New Range Min and Max" to -0.5 and 0.5. so you actually shift those gray area to the point that these two engines look for the rest position.

  • @FlippedNormals

    @FlippedNormals

    5 жыл бұрын

    You can absolutely do this too :) Thanks for your comment.

  • @cristiancarranza6303

    @cristiancarranza6303

    5 жыл бұрын

    That's totally right! Too bad you'll still need to change the subdivisions in the shape node for each object because that's is not in the displacement shader

  • @haiphung85

    @haiphung85

    5 жыл бұрын

    Hey so when I try to do this I have my displacement mid in Zbrush as 0.5 but when I apply the Maya Shape Node Scalar Zero Value to -0.5 it doesn't appear to do anything (mesh is still slightly ballooned). When I apply Displacement Shader node to -0.5 it balloons up even more and having it at 0.5 "shrinks" it. The most normal looking one I could get is having the Displacement shader node at 0.1 but it's still not perfect, esp the eyes. I'm using Maya 2017 with Arnold 5.1.0.1 and Zbrush 2018 btw so maybe it's changed slightly. Anyone came across this issue?

  • @joshuajones6113

    @joshuajones6113

    5 жыл бұрын

    @@haiphung85 Yeah...got the same thing. Scalar values of .2 seemed to be just right, OR I can skip scalar values and play with height. I get same issues even if I render out with mid values of 0. Not sure what is going on.

  • @levitabusman
    @levitabusman5 жыл бұрын

    Can you do a basic video on this like if im doing a very simple character no clothes, or example like a statue, because when i try and use dipsplacement i really struggle on where to put the file i tried placing my height map into >transmission because of the substance painter and maya guides elsewhere. But it just messes up the mesh and either gets bloated or the mesh goes transparent, and ive followed your video and it balloons up and bloats out. ***UPDATE***. Ok I changed the 'Height' value in displacement to '0.100' instead on it being '1.000' then changed 'scaler zero value' to '-0.500', and turned off Auto Bump. The problem now is im not getting full detail from my normal map, which I've put in 'geometry' bump settings right?

  • @nikelombambo
    @nikelombambo3 жыл бұрын

    So what do we do when we get visible displacement seams?

  • @cyffrowy2882
    @cyffrowy28825 жыл бұрын

    How is the low poly and ZBrush high poly have the same Uvs??

  • @luxiip
    @luxiip3 жыл бұрын

    Thank you so much for this tutorial, it helps a lot understanding how all of this works. I've watched a ton of tutorials and yours is really good. I know this video is old, but could I seek for a little help? I've been trying to render displacements for months and whatever I do, I still get this annoying issue. When rendering with Arnold, my displace looks smoothed, I'm loosing all the little details. I didn't forget any options you mentionned here, in Zbrush and in Maya. Searching for a solution, I tried to increase the map size, the catclark iterations, the DPSubdivPix, activate or deactivate autobump, change the scalar zero value... None of these worked, I always get the same smoothed result. Even on a simple, small mesh with UVs in a single tile and correct texel density. Ugh... Do you have an idea of the problem source?

  • @Garti3
    @Garti35 жыл бұрын

    Do you ever get visible displacement map seams along UV borders? And how would you get rid of them?

  • @rixhhh2392

    @rixhhh2392

    5 жыл бұрын

    Hey did you ever get an answer to this?

  • @saadrahman4345
    @saadrahman43455 жыл бұрын

    Hey guys. I get uneven displacement across udims for some reason. This makes it completely unasable for some reason. Any ideas why this would be?

  • @yogeshvishwamithran8878
    @yogeshvishwamithran88785 жыл бұрын

    Guys, I think I might have a problem here...I did what you did with the settings...and in the render veiw the model is kinds blotted...it's dissfiggured...the uvs seem to be proper...the maps have exported properly...I did not set the mid value thought...what should I do...please help me😭😭😭

  • @TheGreatArlei
    @TheGreatArlei4 жыл бұрын

    Hey guys, quick question. Does anything change if I'm not using UDIM's? I'm guessing I don't have to change the UV tile ID format and just leave it as it is. Correct? Thank you so much for these tutorials!

  • @julia.schultz
    @julia.schultz Жыл бұрын

    Was struggling to get this to work for a while with Houdini Arnold, so I'm going to leave this for anyone who might need it- if your map is exporting and looks completely red or gray in photoshop, it might actually have values you just can't see but the render engine will recognize them. I thought mine was blank and was trying to troubleshoot for a long time before realizing it was actually a render issue, not a zbrush issue. When you bring the map into Houdini- you have to make sure subdivision and displacement are enabled on the geometry. Personally in the subdivision tab I choose cat clark, 3 iterations, and in displacement tab set the zero value to 0.5. In the material I just used an image node plugged into the displacement and didn't change any settings.

  • @ashish_naskar
    @ashish_naskar4 жыл бұрын

    You can change Scalar Zero Value to 0.500 for mid values and it works the same as Bounce Padding (-0.500)

  • @alexanderromanovsky9762
    @alexanderromanovsky97625 жыл бұрын

    Hi there! Thank you so much for this tutorial, it's been very helpful for my z brush models. I had a quick question though! Sometime when I export, I get a flat red map with no textures on it. When I apply it as a bump map in Maya it works, but as a displacement map it doesn't (I did everything you showed in the tutorial and checked the correction for 'Scalar Zero Value' in the comments. I'm really weirded out by this. Could you help me out? Thank you so much in advance.

  • @SoraluverEternity

    @SoraluverEternity

    4 жыл бұрын

    I know it's been 7 months but...This could be because your UV's are out of bounds.

  • @lordgains3317
    @lordgains33173 жыл бұрын

    Can someone help I'm really confused. So I modelled a character in maya, improved to zbrush and finished the high details but I didn't lay out my uvs yet, is it still possible to layout my UVs in maya and update that in zbrush without having to go back and redo my entire zbrush details?

  • @guglielmoturbian6982

    @guglielmoturbian6982

    3 жыл бұрын

    Yeah don't worry, search reproject details zbrush, Flipped Normals made a tutorial about it.

  • @Ben-rz9cf
    @Ben-rz9cf2 жыл бұрын

    yeah setting the mid point to middle grey just straight up doesn't work for me it only displaces on a positive or negative value

  • @nioniot5339
    @nioniot53393 жыл бұрын

    Hey ! It's awesome as always ! It could be cool to show us quickly how to extract the grey value displace from red maps you get after process. Because I don't always have the same mid grey value. It's annoying :'(

  • @nathunterstudio8391
    @nathunterstudio83918 ай бұрын

    and how do you avoid the seam line who appear?

  • @OneImmortalStudios
    @OneImmortalStudios6 жыл бұрын

    I think you can add all the objects in the UDIM's to a set, and then you can add an override to the set under the Arnold menu Item. The Attributes you would need to add are (without the quotes): "aiDispAutobump"; "aiDispPadding"; "aiSubdivIterations"; "aiSubdivType" This would make it easier to keep all the settings the same.

  • @FlippedNormals

    @FlippedNormals

    6 жыл бұрын

    Awesome, thanks for the info!

  • @IGarrettI
    @IGarrettI6 жыл бұрын

    what's the map resolution you usually use? I often go for 4k, but i see a lot of peoploe got as high as 2k. Should I stick to 2k? Is there a bake speed difference vs quality?

  • @cgmaster

    @cgmaster

    6 жыл бұрын

    In all cases, the size of your map is what determines how much detail it can hold. A 1K map (1024x1024 in size) is just over 1 million pixels in total. A 2K map is about 4 million. A 4K map is about 16 million. In practice, about 25% of the available pixels aren't used, though, because almost all UV mapping has empty space. Your goal in determining your map size will be to choose the one where the available pixel count is closest to the number of points at your highest subdivision level. So if your model is 4 million points, then a 2K map is perfect while a 1K map would lose a lot of detail and a 4K map would require a lot of interpolation to create extra data out of thin air (resulting in quality loss) [by aurick]

  • @Ange-C
    @Ange-C4 жыл бұрын

    Does the model you get displacement out need to have uvS? I'm a bit confused. because I got the model remeshed and brought it to Maya to retopo and UV but I feel I did something wrong.

  • @tiagoandrealves3dgeneralis549

    @tiagoandrealves3dgeneralis549

    4 жыл бұрын

    Yes, it does. You need to have UVs, both for the export in zbrush or for it to work in Maya.

  • @caseyreuter3945
    @caseyreuter39455 жыл бұрын

    @12:00 One reason for 3channel would be if you want to bring the displacement into substance painter to preview on your mesh. For whatever reason they don't allow single channel maps to show up as height. At least not in 2018.1. Once we switched them to 3 channel they showed up just fine.

  • @joshuaradloff1070
    @joshuaradloff10703 жыл бұрын

    i got my problem sorted out, it was because my mid value was set to 0,5 instead of 0😐

  • @MarcFun
    @MarcFun5 жыл бұрын

    I found in Arnold for Maya 2017, Scale zero value doesn't work

  • @bobster869snakeboy
    @bobster869snakeboy6 жыл бұрын

    Are displacement maps better for creatures than normal maps? I usually just plug in the normal map into the bump map node in arnold.

  • @user-yx9xn2ub5f

    @user-yx9xn2ub5f

    6 жыл бұрын

    Bobby Zheng normal maps dont actually create geometry they only give the illusion of displacement.

  • @FlippedNormals

    @FlippedNormals

    6 жыл бұрын

    Like Ossama says, they are just different maps. Normal maps are a lot quicker to render, but displacement maps generally give you better results.

  • @cgmaster

    @cgmaster

    6 жыл бұрын

    Use displacement if it affect silhouette and normal maps for things like skin pores and other smaller details, that do not affect silhouette

  • @starlight055
    @starlight0553 жыл бұрын

    Hello, when I export the map; zbrish tells me that it's saved and took x amount of time. But when I check the folder.... there is no such .exr or .tif file?

  • @mohammedahmed-er9rh

    @mohammedahmed-er9rh

    3 жыл бұрын

    sometimes zbrush masses up the uvs maybe that is the reason

  • @starlight055

    @starlight055

    3 жыл бұрын

    @@mohammedahmed-er9rh thanks.

  • @llkeithh
    @llkeithh3 жыл бұрын

    Super useful, thanks. But I'm finding that with these settings, I'm finding that the 50% grey is inflating my whole model slightly. What could I be missing? Thanks.

  • @asjacastelli8150

    @asjacastelli8150

    2 жыл бұрын

    have you checked to put -0.5 on the scalar value in Maya? They do that at the end of the video

  • @ezot48
    @ezot486 жыл бұрын

    Why is it -0.5 and not 0.5? And is it the same if you just change Scalar Zero Value in the Displacement node? As always, perfect tutorial with very valuable information.

  • @mhattr2d2
    @mhattr2d26 жыл бұрын

    Which version of the arnold do you use in maya 2018? v5.0? For me it works only if displacement mid value in zbrush is set to 0, if you leave for 0.5 the model in the arnold puffs up. and btw Switch MT works fine:) cheers!

  • @ghn5459

    @ghn5459

    6 жыл бұрын

    hey guys ! th halp me.

  • @morin6661
    @morin66615 жыл бұрын

    Hey, Can you please put pop at 20:20 for others. It would be helpful for them. I was trying it for half an hour and just found in the comment that it was a wrong setting. One more thing, I think you also have to set scale value to 0.1 so that mesh does not become a blobe

  • @seanakima50515e
    @seanakima50515e4 жыл бұрын

    Idk if anyone can help me but when I try this using UDIMS it finds all the tiles and everything, but when I render I get a flat image of blown up textures.

  • @TheGreatArlei

    @TheGreatArlei

    4 жыл бұрын

    Hey man! Maybe a bit late, but I had the same problem and I found the issue. In Zbrush under the Multi Map Exporter menu set the Displacement Mid Value to 0 and then export your displacement map. Once in Maya just follow this tutorial and you will be fine. Your displacement height in Maya might also be a bit to low so crank it up to 2.00 in Maya. Good Luck!

  • @seanakima50515e

    @seanakima50515e

    4 жыл бұрын

    @@TheGreatArlei is this with 16bit? 32bit? And exr or tiff file?

  • @user-ht5ws9uu6h
    @user-ht5ws9uu6h Жыл бұрын

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