Author
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Message
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Miranda (RL)
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Miranda (RL)
Posted 4 Years Ago
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Group: Administrators
Last Active: 2 Years Ago
Posts: 1.8K,
Visits: 11.2K
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In version 3.3, the workflow for ZBrush and Substance Painter is enhanced. With the UDIM layout option, there will be no normal seams issues. Here is the workflow for reference: - Step 1: Send CC3 Base+ Character to ZBrush via GoZ.
- Step 2: Sculpt character in ZBrush, and send the final shape back to CC via GoZ.
- Step 3: Export normal map (A) from ZBrush, and export mesh (B) from CC.
- Step 4: Paint textures in Substance Painter by using (A) & (B), and export all textures you need from Substance Painter.
- Step 5: Import textures to CC.
Edited
4 Years Ago by
Miranda (RL)
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vidi
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 10.8K,
Visits: 40.2K
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I have not tried yet, but Substance painter has add a new udim support option . do this has an effect Of this workflow too ?
------------------------------------------------------------------- liebe Grüße vidi
Edited
4 Years Ago by
vidi
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vidi
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 10.8K,
Visits: 40.2K
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I follow exactly the export and import setting , but in Pinter it is the same as before I can not paint across UV set Can you show how it work ?
------------------------------------------------------------------- liebe Grüße vidi
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vidi
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 10.8K,
Visits: 40.2K
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BTW can you also post the VD Multi Map Exporter Setting in ZBrush ?
------------------------------------------------------------------- liebe Grüße vidi
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vidi
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 10.8K,
Visits: 40.2K
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For me Substance Painter is absolutely unusable. I have no Idea why the workflow here is needed I was in hope I can finally paint acrossing tiles.? I have no Idea why SP is so overrated . Paint on multiple UV set seamless can 3D coad since years in easiest way .
------------------------------------------------------------------- liebe Grüße vidi
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vidi
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 10.8K,
Visits: 40.2K
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Oookay I got it RL Maybe you make an additional Export Option to remove all the shader domains from face group Body , then we can use the new UDIM Option in Substance painter without a detour in other programs . At the moment , To paint across tile, we need delete the shade domains from Face Group Body. For that we need to jump in another 3D programm to do. But it would nice go the directly way But, I'm happy it works finally and SP is an Option to paint on a CC Character seamless
------------------------------------------------------------------- liebe Grüße vidi
Edited
4 Years Ago by
vidi
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vidi
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 10.8K,
Visits: 40.2K
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if enough interest to the workflow how paint across UDIM UV tiles in substance painter , I can make a video. jump in and give a notice
------------------------------------------------------------------- liebe Grüße vidi
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vidi
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 10.8K,
Visits: 40.2K
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Delete double posting
------------------------------------------------------------------- liebe Grüße vidi
Edited
4 Years Ago by
vidi
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vidi
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 10.8K,
Visits: 40.2K
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But this is still for interest for me BTW can you also post the VD Multi Map Exporter Setting in ZBrush , , because the multimap function in Zbrush is another story
------------------------------------------------------------------- liebe Grüße vidi
Edited
4 Years Ago by
vidi
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vidi
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 10.8K,
Visits: 40.2K
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After I spend a weekend with the new UDIM UV Layout feature, it is great, I had so much fun to work with. It makes so much easier to use zbrush and SubstancePainter for texturing. It just to the right time hehre with the new paint across tiles feature released For me the best CC feature of the whole uptdates lol. Now I can finally more enthusiasm for Substance Painter Thank you !
------------------------------------------------------------------- liebe Grüße vidi
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