How to make a stylized table prop - 3D prop walkthrough
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- Опубликовано: 4 окт 2024
- Autodesk Maya 2022 - Stylized Modeling, UV mapping, and Texturing in Zbrush 2021, Substance Painter , and Maya 2022.
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This video shows how to create a 3D model using Autodesk Maya, Pixologic Zbrush and Substance Painter. You will learn how to model using Autodesk Maya, learn how to UV the model and texture within Substance Painter. Marmoset Toolbag 3 was used for rendering.
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Here's a list of useful shortcuts used in maya.
W- move
E- rotate
R- scale
G- repeat last command
q - exit tool
b- soft selection
shift + . - grow selection
alt + b - change background color
f - fit to selection
ctrl + a - open attribute editor/channel box
ctrl + delete - deletes an edge loop
1 - standard mode
2- subdivision mode with cage
3- subdivision mode
4- wireframe
5 - shaded mode
6- texture mode
__Music :
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#Maya2022
#SubstancePainter
#Stylized
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What do you guys think of this type of video?
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This format is awesome bro
I love this format, please make more!
This is super nice, I really love this format. Please keep doing this one as long that you enjoy doing it. As paetreon member this is nice to have a bit more explanation with the row video on the side.
Awesome, that's good to know 😀
Really nice to get these types of videos occasionally inbetween the normal videos. It probably makes it a lot easier for people that aren’t patreons. I learned a lot about designer from the environment course so maybe a short designer tutorial similar to this video would be good
Awesome, thank you for the feedback
I thought the breakdown was really helpful for learning a workflow! How to videos are awesome, but sometimes I just like seeing someones whole process without knowing every little button click. Thanks for the video. ^^
Cool! yeah some people like step by step videos, but I think a shorter breakdown can also help get the general idea without any hand holding.
I'm loving the breakdown style. I vote to keep it :)
😎 awesome
Good stuff as always!
Please make more videos like this
Awesome format
Thanks!
Could you possibly do an updated tutorial for UV mapping? I can’t seem to get the hang of it for some reason. And possibly a tutorial for substance too. Thanks!
I'll see what I can do
Nice walktrough. I'd like to make a request. Can you cover your way of baking mesh maps with multiple meshes in substance and marmoset? Complex setups with multiple cages/baking groups for example? There are lots of tutorials for entry-level baking but not so much for advanced stuff.
Thanks for the suggestion, usually the process is the same even for a more complex model; main difference is you have more pieces or materials depending on how it's set up.
Супер! Спасибо!
Спасибо!
Why do you use the decimated model as your low instead the previous low, the first one, with much better topology to bake on it your high? I like your vids like this one!
I made enough changes to the original shape that it needed to be updated.
Thanks for sharing your process, the end result is very neat!
I'm curious about why you prefer using Marmoset for your final renders
instead of Maya? Does it give you a unique look you prefer or something?
Thank you, it's real time render as opposed to waiting for a render in Maya. Just ease of use.
@@3dextrude Cool! Thanks for the answer!
Hi, thank you for this. Around 9:00 I don't understand how you start sculpting on it: did you dynamesh it or something to give it more geometry? Sorry if I missed some part
For the wood parts I did use dynamesh to add more geo
I often spend too much time making my base mesh "perfect" before taking it into Zbrush. In general, do you just quickly make a base mesh, almost barebones, since at the end of sculpting you'll have to retopo anyways?
If the plan is to retopo, yes I make the base very basic and without much regard to topology.
What do you mean it's cheaper to use geo than 2sided mesh? Is that for props only? Because everywhere I looked they say for foliage a plane is enough with 2sided textures.
I like what you made here and I really want to get back to Blender so I'll try to make this on my own with Blender and without zbrush.
It's cheaper not to use a shader with transparency when possible on a model or double sided. In this case I ended up adding some wear on the cloth with opacity so it would have to use a shader with it, but if I hadn't done that than giving it thickness instead of using double sided would be best. For foliage , since usually uses shader with opacity on cards you kinda have to use double sided for the most part.
Do you still have the link to get these AJ brushes?
Found here polycount.com/discussion/108970/stylized-zbrush-costom-brushes I believe the actual link is somewhere in the comments there.
Hii! I have one question, do you only need to have the low poly version UVed to get to substance? or do you need UVs on booth models?
Yup, you don't need the uvs on the high poly
@@doguerman Cool, thank you for the answer👍🏻
My license with substance painter has expired do you any other ways get it back.
You can buy a perpetual license through steam if you don't want to worry about expirations
Which is this software ❓
Maya for modeling, Zbrush for the sculpting, and Substance Painter for the texture. You could also just use Blender to get all done as well.
@@3dextrude 👍👍👍
Keep grinding pal! You really need Promo'SM!!!
You used to do something more interesting/complex, what happened?
I don't think I have made many( if any) complex object videos; they are usually at this level to keep things simple. Sadly, can't make more complex things due to time constrains.
@@3dextrude I would not say that complex - rather more interesting. I do not dispute that this prop is good, but some past works have raised questions such as: "have you been hacked?"