

I’ve baked some Mesh Maps and then I spent a few minutes using a combination of presets to create the following set of textures. …and in Adobe Substance Painter 3D Painter 7.4.0, I’m using a Metal Roughness template, UDIM workflow and I’ve enabled the OpenColorIO Color management profile. For more details on the setup, check out this doc here:Įxtracting a 32bit Displacement Map from ZBrush In Maya 2022, I have a skull model that has topology and UVs and I’ve applied a 32bit displacement map extracted from ZBrush. Although we’ll be using Substance, Maya/Arnold, you should be able to follow along in any PBR supported application that uses the Metal/Roughness shader model.įor more information on PBR-based shading and rendering, make sure to check out the Substance docs here and Physcially Based Shading at Disney:īefore we begin, let me give you a breakdown of what I have so far. For this walkthrough, we’ll be prepping our texture maps in Substance Painter and then setting up our shader in Maya/Arnold using the Metal/Roughness shader model.
