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Participant
June 11, 2024
Answered

3D scanning + Zbrush + Substance Painter workflow

  • June 11, 2024
  • 1 reply
  • 1006 views

Hello, Adobe team. I am a novice in 3D modeling. I am learning simple character modeling by myself recently. The workflow I want is 3D scanning + Zbrush + Substance Painter, that is, first scan the existing physical object with a scanner, then import it into Zbrush for model processing to better understand the 3D modeling topology structure, and Substance Painter auxiliary tools are used to make high-resolution maps. Is this feasible for you?

 

Secondly, I would like to know how to import from Zbrush to Substance. If I add new details to the Zbrush sculpture after finishing the work in Substance, do I need to regenerate the map in Zbrush?

 

I hope to get your professional advice and help, thank you

This topic has been closed for replies.
Correct answer Cyril Dellenbach

Hi @balance@,

 

Thank you for the message.

 

I don't see any issue with this workflow.  I just want to warn you that creating UVs with Zbrush (if not built in the 3D scanning process) can be tedious. Therefore, it can be easier to Auto-unwrap the model while creating a Substance Painter project, however you don't have a lot of control on the output.

 

Regarding your second question, you can simply export your work from Zbrush as a .FBX file, and import it inside Painter to create a new project. If you simply add details to the 3D model, you should be able to reimport it to the project without losing all your work, but I'd be extra carefull with this workflow, and wouldn't rely on it.

Alternatively, you could add the details through Baking with a High Poly mesh, so no need to reimport the "Low Poly" asset.

 

Regards,

1 reply

Cyril Dellenbach
Community Manager
Cyril DellenbachCommunity ManagerCorrect answer
Community Manager
June 11, 2024

Hi @balance@,

 

Thank you for the message.

 

I don't see any issue with this workflow.  I just want to warn you that creating UVs with Zbrush (if not built in the 3D scanning process) can be tedious. Therefore, it can be easier to Auto-unwrap the model while creating a Substance Painter project, however you don't have a lot of control on the output.

 

Regarding your second question, you can simply export your work from Zbrush as a .FBX file, and import it inside Painter to create a new project. If you simply add details to the 3D model, you should be able to reimport it to the project without losing all your work, but I'd be extra carefull with this workflow, and wouldn't rely on it.

Alternatively, you could add the details through Baking with a High Poly mesh, so no need to reimport the "Low Poly" asset.

 

Regards,

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
balance@Author
Participant
June 12, 2024

Thanks a lot, I think this is useful, I will try it