A6_Week8-Competition
This is my first try for testing the DM in Substance, and also for thinking about the process.

seen from United States

seen from Germany
seen from United States
seen from United States

seen from Morocco

seen from United Kingdom
seen from United States
seen from United States

seen from United States
seen from United Kingdom
seen from Russia
seen from Macao SAR China

seen from United States
seen from Morocco

seen from Netherlands

seen from Italy

seen from Australia
seen from United States
seen from United States
seen from Russia
A6_Week8-Competition
This is my first try for testing the DM in Substance, and also for thinking about the process.
A6_Week8-Competition
Sculpting in ZBrush was required to prepare my model for texturing. I realized that the typical displacement map workflow only transfers thickness and height detail to the low-poly model in Substance Painter. This brought up a major question: How could I achieve true 3D direction changes in my model, moving beyond just a simple bump based on the normals? A form like a mushroom, for example, really highlights this problem.
I learned about the Vector Displacement Map (VDM) method in ZBrush for this purpose, which would then be transferred to Maya for rendering before texturing in Substance. However, I couldn't find good tutorials for this method, and I didn't have enough time to dedicate to trial and error. Therefore, I chose to stick with just the standard Displacement Maps for now and will research VDMs more thoroughly later.
Below are some of the learning references I collected during this competition journey, which I hope are useful.
For exporting the Displacement Map into Substance Painter:
A perfect sample of using Vector Displacement Map on a low-poly model:
Hey everyone, I present to you Burpy, a monster designed by the artist Derek Laufmann. I wanted to try out vector displacement. Every detai
The timelapse :
I found a good article covering Vector Displacement Maps. Unfortunately, since this article was created using the Mudbox and Unity pipeline, it wasn't directly useful for my work in this competition. Nonetheless, reading it was quite interesting and provided valuable insight.
Amplify Creations team shared an extensive write-up on Vector Displacement Mapping and their experiments with VDMs and Amplify Shader Editor
I faced this question: Why VDMs are not used in the real industry pipeline? And this is the answer:
And finally, in 2024, the Substance Painter's team had a livestream and announced that the VDM would be added to Substance.
Get a glimpse at some of the new features in development for the 3D texture painting software, from Substance 3D Painter 10.1 onwards.
A6_Week8-Competition
Now that The Meet Mat 5 has been extended, I’ve decided to jump into the competition!
I’ve decided to move forward with an Egyptian mummy theme for my model! Here is the result I’ve achieved so far.
I may not have extensive experience in Substance Painter, but I’m eager to learn and bring my concept to life.
A6_Week7-Competition
A second, highly effective method for achieving high-quality edges in ZBrush involves using masking and the Extract feature. After extraction, we can easily run ZRemesher to reduce the polycount and get a clean, low-poly mesh. From there, we can leverage Dynamic Subdivision to add thickness and use ZModeler for precise edge bevels.
The piece of armor shown here was created using this exact workflow.
A6_Week7-Competition
This is the sketch for the armor and helmet.
This is the clean separation of each part of the armor.
A6_Week7-Competition
I've chosen to participate in the Rookies MEET MAT5 competition, but before I start, I need to complete the final sculpting touches on my character, Lilith, which I plan to fully render for my ArtStation portfolio. I had sculpted some of the armor pieces, but they didn't look highly polished. Therefore, I decided to remodel those parts in Maya instead. Below are some results for comparison.
ZBrush:
MAYA:
A5_Week6-3D Printing
This is the final model for the 3D printing. :)
A5_Week6-3D Printing
This is the final result of the helmet.