Author Topic: Zbrush Colour ID's - Substance painter  (Read 5652 times)

Hi there, I have a question regarding to generating colour ID's in zbrush.

Here I have a vest with a few sculpted in details and I was wondering if there is any trick to "automatically" convert those details into polygroups in order to import into Substance Painter as Colour ID's and then I can easily, for example, attach a gold material only to those details without painting manually every single detail.

Cheers.

Last Edit: April 12, 2016, 01:44:03 pm

Hi there, I have a question regarding to generating colour ID's in zbrush.

Here( see attachment) I have a vest with a few sculpted in details and I was wondering if there is any trick to "automatically" convert those details into polygroups in order to import into Substance Painter as Colour ID's and then I can easily, for example, attach a gold material only to those details without painting manually every single detail.


Cheers.

Not really.  Your best option is to sculpt those details in with RGB enabled and a unique color.

Three thoughts (no criticism, just me being curious)...

1) Why not paint the filigree using the HEIGHT channel in Substance Painter?  Why do that in Zbrush at all?  From the one picture posted, it looks like something where you probably don't need geometry for it.

2) The filigree should, at least somewhat, follow the ripples and contours of the vest, at least the larger ones.  It looks, based on this one picture, like the filigree is of a uniform height even while the cloth it lies on ripples.

3) Are they similar enough that you could have maybe, say, three filigree stencils or "stamps" in Substance Painter?  That could be a quick and easy way to apply them, not only to this vest, but to matching uniforms.

Cool looking vest.  Really.  I hope you'll post a picture of it when it's painted.
Last Edit: April 13, 2016, 03:00:47 pm
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If you have it already in polygroups.  You may split each polygroups as subtool.  and export each subtool as obj(or GoZ into maya)  assign each objects with a lambert so you have 2 lamberts.

1.  You may switch the 2 assigned lamberts into surface shaders and transfer maps to bake the colour out of it as an ID map.

2. or Select both objects in maya and export it as FBX.  Import them into Painter and now you should have 2 texture sets.  Assign fill layers on each texture set and export texture by only the diffuse.  combine the 2 maps together and reimport that combined map into painter as your ID map

Hi David. It depends on how you created your sculpted details in Zbrush. If those little squigly lines in your picture is what you want to isoloate and you sculpted those on with a brush then there is no easy way to polygroup those out automatically. You would have to poly paint them manually in zbrush to include in your Bake ID maps process.

If however those squigly line details were created using Insert mesh brushes or they are seperate polytools you "moved" into place. You can easily run an AUTO polygroups in zbrush which will assign new polygroups too all objects not connected together. (like dynameshed or hand sculpted on) Now you can go to Polypaint > Create polypaint from polygroups. And use this for baking your id map.

In your picture posted what I would do is use Insert tube snap brush and draw out the detail, sculpt it and duplicate it up your jacket. This process will keep the detail seperate from your jacket geometry wise which will allow easy auto polygrouping to polypaint for later color ID map baking.

Hope that helped!

HapZungLam and tellychris thank you very much for replying. I really appreciate your explanations and they helped me a lot. In my case I just sculpted directly on the mesh but I definitely learnt my lesson and from now on I will start separating thing to have more control about details and their polygroups.

Thank you guys.

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Justaviking, thanks for replying and sorry I didn't notice the double post.
Anyway, This was a very new and experimental thing for me. I could probably have done it only with substance using height and stuff but I ended up baking the normals and hand painted the details.
This was for my character that I created for the Allegorithmic contest.
Here is it with textures on

Wow!   :D
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Hey guys,

sorry for the confusion. I merged both topics now for you to keep the info in just one thread. Keep doing great stuff now!


Best Regards
Environment Artist - Twitter

Hey Fabian, thanks for merging both threats and sorry for the mesa  ;D

David