In this tutorial we will cover how to use Zbrush's multi-map exporter to create multi-tile displacement maps, as well as how to use the Project All tab to make changes to our Zbrush sculpt on the fly.
Say for instance you've completed a sculpt, but need to change the UV's or have decided to go from a single UV tile to a multi-UV tile obj after the fact. You will need to re-import that new mesh into Zbrush using the append subtool option to create a polymesh 3d. Then once you have swapped your polymesh 3d for your new obj, you can use Project All to get all the details from your original sculpt onto the new one.
After going over the settings in the multi-map exporter, we will then take the files into Maya to be rendered in Vray. In this final portion of the video, we will go over all the basics on how you configure Vray to accept the Displacement maps for rendering.
hi everyone, this is Aaron from IndieDungeon.com and I'm happy to show our first tutorial video. In the video we go over the full details of sculpting and texturing a rock formation. our workflow starts out sculpting in voxels using 3DCoat, then we move on to use Zbrush to complete the modeling and surfacing process and finally on to Modo where we create and bake out texture and normal maps. This tutorial is suitable for film VFX or gaming industry professionals interested in gaining advanced knowledge of a voxel sculpting workflow to improve efficency.
In this tutorial I will show the following stages:
1. Create Basic shape in 3DCoat using voxels primitives.
2. Begin the sculpting process in 3DCoat
3. Techniques for achieving a very natural look by subtractive voxel rock sculpting
4. Techniques for sculpting cracks in voxels using plane tool
5. Voxel surfacing techniques in 3DCoat using stencils and extrude
6. ZBrush technique for sculpting photographed cracks into the model using alpha and dragrect tool
7. Zbrush Noisemaker model surfacing techniques
8. Poly reduction using ZBrush Decimation Master
9. Creating UV's using ZBrush UV Master
10. Using Modo to create the texture
11. Using Modo to create multiple occlusion layers to bring out cracks
12. Using Modo to highlight rock edges using occlusion layers
13. Using Modo to bake textures and normal maps
14. Assembly and display of the real-time ready 3D asset in Marmoset Toolbag.
Hey, in this video, I'm showing how to achieve a wood carving texture panel in Maya/Zbrush:
- How to model the leaves and flower
- Get a nice and clean mesh flow
- Export the mesh to zbrush
- Project mesh to a plane with the resolution ratio needed
- Adding details to edges and crevices
- Add wood detail and bumps
Please, feel free to comment and give me feedback below. If you have any questions, you can also post right here.