The reason it didn't work with 7 subdivisions is because it didn't have 7 divisions, it had 6. In Zbrush the levels are 1 to 7 but 1 hasn't been divided, so what Arnold wants to know is how many times it needs to divide the mesh to get from level 1 to level 7, which is 6. If you set it higher Arnold just crashes.
@davidbittorf2 жыл бұрын
Thank you! That’s a great point. Seems like Zbrush should have named level 1 level 0 for less confusion
@kruz3d5732 жыл бұрын
Hi, great tutorial by the way very helpful as I've finished modeling my hardsurface Wingman pistol from Titanfall/Apex Legends. I wanted to create some edge wear/damage using Trim Dynamic brush in Zbrush and use that as a Displacement/Height Map instead of a Normal Map as It's not going to be a game ready asset anyways. the whole thing was modelled with good topology in mind and even quads. You haven't shown how to fix/clean up the mesh's UV Seamed area after the displacment. I hope you will upload that! Thank you very much!
@davidbittorf2 жыл бұрын
Thank you for bringing that to my attention. I’m currently working on that video and will let you know when it’s ready! Your project sounds pretty epic and I would love to see some renders when you are done if possible.
@davidbittorf2 жыл бұрын
Hi Bozurk! I just uploaded the Seam Fix! kzfaq.info/get/bejne/Y8V8eMuC2aeYoHU.html Let me know if you have any questions. Please make sure to subscribe if you haven't already. Thank you and good luck with your project!
@TiagoSilva-ye4hc Жыл бұрын
Thanks man!
@User_1544 Жыл бұрын
great tutorial, he was to helpful
@mordecai14842 жыл бұрын
That's so wrong. why did you left subdiv level to 7 in multi map exporter? That option tells zbrush from which subdiv level it should generate displacement. leaving it at highest level will generate only the fine micro details and nothing. all the big details will be lost.
@davidbittorf2 жыл бұрын
Hmmm.. It seems like I'm getting the results I want. What level would you recommend exporting? My understanding is that Level 7 has all the big detail along with the micro detail, not just the micro detail.
@mordecai14842 жыл бұрын
usually you should put there the same number at which subdivision you're exporting your mesh in maya. If you're exporting subd 1 mesh from zbrush to maya to apply displacement, then you should put 1 in multi map exporter subd level. If you're exporting level 2 mesh then you should put 2 etc.
@davidbittorf2 жыл бұрын
@@mordecai1484 thank you for that. I’ll look into that.
@bwanadairekta3 жыл бұрын
great tut.. thank you
@davidbittorf3 жыл бұрын
You’re welcome. Thank you for subscribing to my channel. I hope to keep making more helpful content in the future!
@skullfloat2 жыл бұрын
Thank you very much!
@davidbittorf2 жыл бұрын
Absolutely!
@sambuddhadasgupta92462 жыл бұрын
Thanks..
@keithyakouboff8755 Жыл бұрын
Curious... did you ever put up a video about cleaning up displacement seams?
@davidbittorf Жыл бұрын
Yes, here it is! kzfaq.info/get/bejne/Y8V8eMuC2aeYoHU.html
@murray-xr7pl2 жыл бұрын
Thank you so much!
@davidbittorf2 жыл бұрын
Absolutely. Glad you enjoyed it.
@adityaprakash38282 жыл бұрын
Thank you so much... please show how to clean the sim line from arnold
@davidbittorf2 жыл бұрын
I’m still having a little trouble with it myself. I’ll let you know if I get it worked out. Anyone else out there able to clean up displacement edges. Please msg on this thread
@davidbittorf2 жыл бұрын
Hi Aditya! I just posted the displacement fix video! kzfaq.info/get/bejne/Y8V8eMuC2aeYoHU.html Let me know if you have any questions. Thank you!
@none532 жыл бұрын
Hey you have awesome learning content, i have a question, can we create displacement maps in substance from z brush? as we did normal maps? if yes , then i would love to learn that, and please must reply, thanks for reading with patience!
@davidbittorf2 жыл бұрын
Check out this video. I think this is what you are asking... kzfaq.info/get/bejne/lbFzg5mbmrCXdqs.html
@deizsadventure7072 жыл бұрын
Thank you very much, does this guide can work the same as height map from substance ?
@davidbittorf2 жыл бұрын
I’m not 100% sure but yes I think so.
@warlord81062 жыл бұрын
does your unwrapped uv's have to be in more than one space, cause i did a simple character recently and unwrapped all its uv's in one space. After exporting into zbrush, i just wanted to add some hair detail, now id like to use udim's to import my zbrush details back into maya.
@davidbittorf2 жыл бұрын
The uvs do not have to be in more that one space. In fact they are normally in the just one space. This tutorial is just showing if you have a more complex scenario.
@warlord81062 жыл бұрын
@@davidbittorf would this work if I was importing a mesh that I just put a alpha on in zbrush?
@nourghafarji4 ай бұрын
why you didn't use the low poly from zbrush?
@davidbittorf4 ай бұрын
I usually do. Nothing wrong with doing that.
@mrmiyagi69402 жыл бұрын
What should I do I don,t have any subD levels ?
@davidbittorf2 жыл бұрын
That's a great question! You will have to manually create a new level 1 and divide up. Here is a video explaining that process in detail: kzfaq.info/get/bejne/gp5li6yV2bGleKM.html