- Видео 44
- Просмотров 77 397
3DMarkAA
Добавлен 9 май 2020
Check my affiliate link for Malcolm341's scripts packs:
gumroad.com/a/990305235
gumroad.com/a/990305235
Creating a Radial Gradient Dot Pattern in Substance 3D Painter
Creating a Radial Gradient Dot Pattern in Substance 3D Painter
Просмотров: 211
Видео
Cutting out a pill-shaped hole in your model in Maya 2024
Просмотров 2184 месяца назад
Basic modeling tutorial made for a reddit user. Mentioned in the video, a clean combine script by Malcolm341: gumroad.com/a/990305235/YHwRC If you wanna save some $ and get his whole MEL Script Mega Pack: gumroad.com/a/990305235/cZvxZ And to browse his whole script store: gumroad.com/a/990305235
Hard and Soft Edges in Maya and How to Get a Perfect Normal Map Bake
Просмотров 8866 месяцев назад
Here's the write-up on normal maps that I mentioned in the video: www.artstation.com/blogs/typhen/GMyG/this-is-normal-1-what-normal-maps-are-and-how-they-work The part I talk about in the video is on part 2 of that document, under the section called "Bake Seams" Also, I realized after recording that I never went back to the Harden/Soften edge tool. All it does is automatically harden or soften ...
Vertex Normals Tips - Maya
Просмотров 8656 месяцев назад
Check out the face-weighted normals script here: ruclips.net/video/OblbLQEMgMA/видео.html As well as a couple more in-depth videos explaining vertex normals ruclips.net/video/PMgjVJogIbc/видео.htmlsi=jwW7p8dQCUACRX7b ruclips.net/video/0xB7nb0E448/видео.htmlsi=vqldPwABP8lkkpKv
Modeling a Motorcycle Disc Brake in Maya
Просмотров 3438 месяцев назад
For the clean combine script, follow this link: gumroad.com/a/990305235/YHwRC For the bevel vertex script, here's a link to a message in a specific channel of a discord server that has the script. discord.gg/FpcW5CsB You may have to join the server first to get access to the channel discord.com/channels/606508268935839744/847739054983741480/964797225425317909 For the QuickShelf (only works in M...
Automatic UV Layout Options in Maya
Просмотров 1,1 тыс.8 месяцев назад
This is for Maya 2024, but the options are the same since about 2017 I think.
Creating vent holes in Substance 3D Painter
Просмотров 3279 месяцев назад
Creating vent holes in Substance 3D Painter
Modeling cutouts on a panel for high and low poly assets in Maya. WARNING!!! LONG VIDEO!!
Просмотров 26210 месяцев назад
I made this to help a Discord user figure out ways to make cutouts in flat surfaces with good topology, as well as how to fake it for game assets. This video isn't for everyone, so unless you want all the juicy info, you can skip this one. Or just watch at like 1.2-1.5x speed I use Malcolm341 scripts pretty religiously in my day-to-day, and use/mention a couple in this video. Affiliate links be...
Creating Bolt Threads Easily with Substance 3D Painter.
Просмотров 61911 месяцев назад
Creating Bolt Threads Easily with Substance 3D Painter.
Modeling Perfect Nuts and Bolts in Maya (2024)
Просмотров 8 тыс.11 месяцев назад
Don't get stuck "eyeballing" your machined nuts and bolts! Get a perfect result with this simple method! Clean Combine script used at 1:36 is part of a Malcolm341 Script Pack. affiliate link here: gumroad.com/a/990305235/YHwRC Malcolm341's gumroad page here: gumroad.com/a/990305235
You may have learned Substance 3D Painter wrong. Addressing an uncommon workflow issue
Просмотров 2,1 тыс.Год назад
Stop using multiple texture sets for 1 UV map! Follow this guide to find out why, and how to fix your workflow! DISCLAIMER This video is for the very small minority of new Substance 3D Painter users who have been taught a very inefficient, unnecessary method of using the software. 95 % of you won't need this video. It's a very basic concept that, unfortunately, was taught wrong to a small numbe...
Share Screenshots Super Fast and Easy in Windows 10+
Просмотров 138Год назад
No more taking photos of your monitor on your phone, or pasting a PrintScreen into Paint and saving the jpg just to send screenshots to your friends/colleagues/etc.
Skew Correction and Custom Output Templates in Substance Painter
Просмотров 1,3 тыс.Год назад
In this video, we'll talk about 2 things: Fixing distorted bakes (also known as "Skew") in Substance Painter, and creating custom output templates, which will help speed this process up a little. I also mention a program I use in tandem with this process called "Advanced Renamer" Here's the link if you want to download and use it as well: www.advancedrenamer.com/download
creating a striped pattern in Substance Painter.
Просмотров 6 тыс.Год назад
creating a striped pattern in Substance Painter.
Model prep, optimization, and UVs for Maya 2023 and Substance 3D Painter 8.3
Просмотров 253Год назад
Model prep, optimization, and UVs for Maya 2023 and Substance 3D Painter 8.3
moving and snapping your pivot's translation and rotation in Maya
Просмотров 1 тыс.Год назад
moving and snapping your pivot's translation and rotation in Maya
Faking randomness in repeating patterns in Substance 3D Painter
Просмотров 2,5 тыс.Год назад
Faking randomness in repeating patterns in Substance 3D Painter
Adding a movable logo in Substance Painter. (OUTDATED - READ DESCRIPTION)
Просмотров 1,2 тыс.Год назад
Adding a movable logo in Substance Painter. (OUTDATED - READ DESCRIPTION)
Why you should always triangulate your mesh before exporting for texturing.
Просмотров 1,2 тыс.Год назад
Why you should always triangulate your mesh before exporting for texturing.
Quickly making this 360 degree archway in Maya
Просмотров 91Год назад
Quickly making this 360 degree archway in Maya
Mirror tool overview for Maya (2023)
Просмотров 2,1 тыс.Год назад
Mirror tool overview for Maya (2023)
baking Normal maps with all soft vs some hard edges
Просмотров 6 тыс.2 года назад
baking Normal maps with all soft vs some hard edges
Straightening irregular UV shells in Maya 2023
Просмотров 9172 года назад
Straightening irregular UV shells in Maya 2023
creating this tunnel thing. Maya 2023
Просмотров 4662 года назад
creating this tunnel thing. Maya 2023
I'm a seasoned Substance artist but I never used this generator before. The only way I could find it was by searching for it using the search bar. I couldn't see it when just scrolling through the alphas and textures. This was exactly what I needed, cheers dude!
Big learn! Big thanks!
Just model it man!
You break different texture sets even if the model occupies single UV tile, because of lookdev. When doing a VFX plate match with the cg model, not all materials need the same shader. Its simple and not wrong at all. You just haven't used this method correctly, thats it
I let one material for each uv map, and use vertex paint to separate them.
Again, however, this is creating an extra step if it could all be done with one material. One of the only reasons to do vertex painting is if you're trying to blend between multiple tiling materials for things like environment textures, like grass, gravel, dirt, etc. I mean, if it's the method you prefer, and it gets the job done, I guess more power to you, but I feel like doing it this way is complicating it unnecessarily.
I'm amazed there isn't a random uv tiling node in painter
Is there a way, to add stripes to a path?
Never would thought of combining booleans with quad modeling. Nice job 👍
can make low poly of this model too please it's an huge request
is there a higher quality way? i think through normal map is alot harder?so that means it would be better?
Well, as I mentioned in the video, there are many ways to achieve this. For this specific method, we're adding height information to the layer stack, which will combine with the normal map on export, but if you want more realistic vents, you can either get more creative with the painting of the height info, or you could actually model that detail into the high poly and bake it down to the normals. Again, lots of ways to do it.
it looks good but the rest of my life depends on this skin so if theres a better way i need to learn i dont care how difficult. theres no height channel... and we cant touch the model unless its something never seen before... also theres no opacity map so is there another way to get transparent glass because that would be a game changer
i tried blending opacity map into albedo on export then i gave up lol i assume theres a reason why nobody has ever pulled it off
can i pay you to get it done for me? im an artist i need my canvas textured like a pro... or we can register as working together and do a 50/50 split on $1.4mill
@JimmyJustJoking what kind of job is paying $1.4 mill?? That can't be real. Also, it's not very clear exactly what you actually need
i went home 6 hours early because of your 7min video thank you sir
Some commenters say they’ve never seen anyone teaching this workflow, but actually for me, one of the first courses I’ve purchased on modeling and texturing involved BOTH UDIMs and material based texture sets. It was very confusing. I still don’t quite understand the purpose behind multiple texture sets when you can vertex color or use udims, whatever. So thanks a lot for sharing this, because I was getting discouraged for not understanding it.
Thank you so much for this great and informative tutorial!
Maya has a feature like that, select the verteces and from marquee menu go *vertex normals* and then *set normals to face* or u can even manually do it with *vertex normal edit tool*
While that's true, it's not really the point of this video. Set to face won't be helpful if you want smooth normals.
good tutorial. keep going. Like the non scripted.
Can these tips, such as the one at 6:30, possible to be done on control curves? I am working on a rig and some of the control curves have in-accurate rotation axis because I needed to freeze their transformations.
I haven't actually ever needed to do this, so I wasn't sure (I'm not a rigger/animator). But I looked into it, and if I understand the question correctly, the following link should help (click "go to solution" and watch the video) forums.autodesk.com/t5/maya-animation-and-rigging/custom-pivot-point-for-nurbs-curve-control/m-p/11715488#M28432
Great video! I’m on that discord server and remember reading a hilarious thread from a blender troll about how Maya was so much more inferior to blender. Random question, you’re using quickshelf script. Are you on Maya 2024? I tried using it in Maya 2025 but it crashed. Thanks again for the great video!
@wk2414 yeah 2025 switched from pyside2 to pyside6 (or something like that) so pretty much every python script doesn't work anymore, and I have zero coding knowledge, so I can't fix them. So yeah I'm still on 2024.
@@3dmarkaa yeah same, I’m not a python scripter, thx for the reply
heyy guys, if you feed the script to chatgpt and tell it to switch it from pyside2 to pyside6, he fixes it for you :)
i am the one who asked/
Thank you!
HI! Thanks for this video! It helps a lot :)
@12:00 I was having trouble, and after watching this back, I realize I was clicking on the layout button in the UV toolkit, but since I hadn't applied the settings in the options window, it wasn't using them. It was using the settings I had previously used. So I just needed to hit "apply," or hit the layout UVs button WITHIN the options box.
Fantastic advice! Thanks, friend!
You forgot to turn on your mic bro
I think you forgot to turn on your speakers. The audio is fine
Any suggestions how to make this work without it destroying my hard edges?
If you go into vertex-face selection mode, you can select only the verts you want to adjust the normals for.
@@markiemarkchannel Got it thanks! Is this workflow viable for tri dense meshes of around 100k?
@@frieddawk7056 at that density, I'd imagine your corners have enough support that you wouldn't need to do this
hi and thanks for the awesome tutorial, when we use Weighted Normals, Ao bake gets an issue, I go for 1 segment chamfer and add weighted Normal. Ao appears on the edges. do you have any solution? thanks in advance
awesome, thanks for the tutorial! Can we make this animateable?
Good point. I agree with you. I work mostly on assets that end up in TV and Film pipelines. So I use UDIMs for complicated models. I have noticed that some beginners have not been taught much about this workflow. And to be honest, Substance Painter didn't have a great start in this area. You could work with UDIMs but it was confusing to many. It is much better now since Adobe introduced a UDIM workflow, but it still can get confusing for some. I guess one problem is to do with the 3D modeling programs which Substance Painter has no control over. I work in Maya and can say if you don't prepare your models properly before exporting them out you will run into issues once in Substance Painter.
volume is poor
I am that reddit user and thankyou for such a amazing tutorial I got so much new things in my self thankyou
Based on my experience, even though they look exactly the same in Sp, there may still be slight differences between them in various rendering engines (gradients look incorrect); In UE and EEVEE, it looks exactly the same as SP, but in Cycles and Unity, it looks different for some reason. This does not involve any LOD, and I am curious to know why and what part of these rendering engines affects this difference
抱歉,在EEVEE中也略有不同,Blender3.6
抱歉,在拉高对比度后我发现UE中的显示显示效果也有不对,现在只有SP中我完全看不出区别.我认为全软烘焙是错误的,尽管我不知道原因
Thank you for this tutorial, made a rope using the first method and thought it didn't look right and this basically showed me why!
Thanks.
you are an absolute beast and i can tell by your workflow you are very efficient.
Muchas gracias, excelente tutorial!
sweep mash option is not there ...any solution ??
Which version of Maya are you using?
@@markiemarkchannel 2020 ... please help me
@@Rayyan186 sweep mesh was introduced in I think Maya 2022. Do you have access to that version or newer?
@@markiemarkchannel newer
@Rayyan186 ok, then try it in a newer version. As long as it's 2022 or newer, it has sweep mesh built in. If you still don't see it, go into the plugin manager and make sure it's loaded and auto loaded
Very good video man. Thank you so much for making this information free.
Hola saludos podrás ayudarme tengo un error q al seleccionar los vértices de un sólido e intentar mover esos vértices con el comando "mover de techa W" al moverlos lo q hace es que se escalan y el axi o eje pívot xyz se ve que no está alineado.. podrás saber que es?? Gracias
@@Javier170481 without a screenshot or video showing me what you mean, I don't think I can really help. I don't think I understand the problem (language barrier)
Simple video but really amazing, not meandering around like the others tutorials. Tks so much ❤ I don't use boolean much because it's really hard to control topology. But after this tutorial, I will see boolean in a different way 😅
not only this is exactly what I was looking for, but there is so much useful information in this video. thank you so much <3
А где резьба?
That wasn't the topic of this video
This is clean, I've got to check your other vids out. Thanks a lot!
2:23 is from normal angle values and poor geometry (too many edges going to one vert)
Hello sir, I really like your video content. Do you recommend any game props production courses? Whether it is paid or free. Especially the content involves retopology of high poly to low poly. Or it includes the entire Game props pipeline content. Thanks!
God just search in RUclips. Literally answers at your fingertips. Be pro active in your learning
I've found the ones by Florian Neumann to be resourceful.
Amazing👌 Thank you for this useful video
Thank you, i learned a lot from you 🤝 I wonder if is there any way to make zoom tool to act like photoshop? I mean zooming to pointer location with scroll wheel. Thanks for your great videos. Keep going💪
thank uuuu
💣💣💣
for those who couldn't use sweep mesh like i did the first time, you need to go to your plugin manager and enable the sweep plugin
Why I don't have a Sweep Mesh option, although I have Maya 2023?
You should search and add Sweep mesh on the plug-in manager!