@@EdgeloopAcademy Great video both part 1 and 2, in a new video It would be nice if u can tell the approx. working hours studio give u for each step of pipeline. thanx in advance.
I might do a session about my latest work. Unfortunately I had to stop youtube because I got super busy the past 2 years and lots of changes happened in my life but I will try my best to share some stuff again later this year.
Great info as well as production value! I would love to learn how more about how retopology is made for game characters specifically, especially around the body areas you mentioned. I would also really love to learn about how the other gadgets on the character( like belts, clothes and accessories) should be handled. Can't wait to see more!
I have a mentorship program for that. if i want to make a character and put it on youtube, it will be long one but I will definitely share some stuff in my future videos.
Lovely videos man, very informative. I´d be very interested to hear more about what you mentioned regarding the use of a second uv map for stitching and how to approach tiling detail maps. Also if you have anything cool to share about making modular characters for enemy npc´s I´d be excited to hear about that.
@@EdgeloopAcademy Sorry for not being more clear, whats the kind of concept art you need files etc. Nowadays concept artist are using 3d too not only 2d. So when we concept artist do concepts, whats the best practices for us in order to make your life easier ? I leave you an example of what I mean with a concept I have done. www.artstation.com/artwork/mqN0oy Thank you for your videos ! More than happy to send you my files if you want to use them in your videos. All the best !
Awesome! Would love to know about Good topology and bad topology. Also, the way of making (low poly) good topology of Hard Surface model and animation model for video games. Thanks, you are amazing.
Thank you for the videos! A video for substance painter would be cool. one for uvw's would be helpful as well, I run into trouble creating them for detailed patterns.. for example things like stripe patterns, should the uvw be straight with slight alterations for the texturing to be quick, or peeled/relaxed then taking more time on creating the stripes during the texturing process?
Thank you for great video! Can i ask some questions? You mention in previous video that character artist need to know Maya. But what elements of Maya exactly? Is it about UVs and retopo? And is Zbrush good enough for making proper UVs?
yeah if you can use maya for modeling, uvs and basically knowing how to use the general tools in maya then you will be fine! game studios use maya to prepare the scene for rigging and engines.
Hey siamak, I have to say that there are no videos as explanatory as yours on RUclips, congratulations. I wanted to ask if working with creating characters for cinematic is more difficult than for real-time, both in manufacturing and in the search for jobs in this area.
thank you very much! glad to hear that really! well it is hard to say. each category has it's own challenges. I think game is more complicated than anything else because of the limitations but even that is changing now.
That will never happen. Studios used to scan cloth but now they make it with marvelous because the results are better. They can only use scan for body parts.
Thank you for this great videos! I have a question, do big studios use base meshes to start sculpting? What is the industry standard for this? Make from scratch or base mesh?
Hello, very informative and valuable information! I would like to ask you what kind of monitors does the game industry use? Do they exclusively go with professional monitors such as IPS monitors with 100% SRGB and 100% Adobe RGB? Is a professional monitor with color accuracy critical? or could I use a VA monitor? Also, what kind of monitor and brand do you recommend with specs? Thank you!
Hello, glad you liked it. I like IPS monitors. They show you the best colors. Honestly from my experience any ips monitor in the range of 400 to 1000 is perfect for this job. You could buy Dell, Samsung, LG , Asus or any brand that you like the most.
Does character artist need to make hard surface models outside of zbrush Like weapons, accessories and etc For example if it's a guitar player character, is it my in responsibility to make a high poly guitar?
A video on baking would be awesome man! Definitely the least covered topic of the process here on youtube
I will do that for sure.
Do you clean you bakes in photoshop ?? if so , Is it a Good thing to do ?
@@pradeep_boy i don't. But it depends. I bake clean in painter so I won't need to clean it up.
@@EdgeloopAcademy Great video both part 1 and 2, in a new video It would be nice if u can tell the approx. working hours studio give u for each step of pipeline. thanx in advance.
@@EdgeloopAcademy I see that U commented this one year ago. Tell me, can I find this video about baking maps in substance painter on Ur channel?
Your Videos are awesome and very understandable. Thank You For sharing.
glad you find it useful! will make more :D
yes pls, make that video about SP, especially baking part! keep up the good works!
i will make one about baking maps for sure.
please cover lowres too, that would be awesome, you talking about edge flow and poly count in more details.
I will do that for sure.
دم شما گرم
thank you :D
Fantastic video.Thank you so much for making these.
You are welcome.
yes, we want to see your baking process in a substance painter. and please explain the baking process in an easy way.
Thanks for the video.
Will definitely do that video. I will explain it as good as possible ;)
Very useful information~eating to see more,thank you
glad you liked it! for sure will make more videos!
Crazy informative! I can’t wait to hear more about the tricks to detailing cloth. I had no idea about the separate tiling maps.
I might do a session about my latest work. Unfortunately I had to stop youtube because I got super busy the past 2 years and lots of changes happened in my life but I will try my best to share some stuff again later this year.
Thank you so much! Great video, I hope your channel grows fast!
Great videos! thank you so much
🙏🏻
Amazing Video
Glad you enjoyed it!
@@EdgeloopAcademy sure very Helpful
Great info as well as production value! I would love to learn how more about how retopology is made for game characters specifically, especially around the body areas you mentioned. I would also really love to learn about how the other gadgets on the character( like belts, clothes and accessories) should be handled. Can't wait to see more!
definitely! I have plans to make videos about all of that ;)
The two parts are very informative and well explained, thank you Siamak! These videos are really helpful!
This is informative, the kind of info I need for my journey
yes yes do a baking video..I always consider that an inportant step in a character pipeline for games :)
Yeah man. I will make a video for that.
Absolutely great! yes pls, make that video about SP, especially baking part! keep up the good works!
Thank you. Sure will do that.
we request u to do one hard character through this pipeline
that video helps us a lot
I have a mentorship program for that. if i want to make a character and put it on youtube, it will be long one but I will definitely share some stuff in my future videos.
@@EdgeloopAcademy we will wait for that video
Thanks Siamak! :)
My pleasure!
Please, make the video about the baking!
will do that for sure ;)!
Lovely videos man, very informative. I´d be very interested to hear more about what you mentioned regarding the use of a second uv map for stitching and how to approach tiling detail maps. Also if you have anything cool to share about making modular characters for enemy npc´s I´d be excited to hear about that.
Sure. Will cover that all over time.
Thank you for ANOTHER, useful and valuable video. Great effort, glad to have you :)
And I would love to see your baking process!
I will definitely make that video soon. I got caught up with a lot of work and been so busy. But going to make a tutorial for baking soon.
love your channel.. my dude keep it going . you have big future for youtube content create
Thank you so much! I am glad to hear that. Hopefully I can keep it growing and make each video better.
Loving your videos dude!
Glad ro hear that. Thank you!
Bad ass brooooo !!!! do the concept art one pleaseeeeee!!!
you mean about why to know how to concept?
@@EdgeloopAcademy Sorry for not being more clear, whats the kind of concept art you need files etc.
Nowadays concept artist are using 3d too not only 2d. So when we concept artist do concepts, whats the best practices for us in order to make your life easier ?
I leave you an example of what I mean with a concept I have done.
www.artstation.com/artwork/mqN0oy
Thank you for your videos !
More than happy to send you my files if you want to use them in your videos.
All the best !
Awesome content as always. It will be great to have a video for teaching specifics of LOD's.
I never made LODs because everywhere I worked, tech team did it. I don't think any artist should waste time on LODs.
Thank you for this! Really informative and straightforward! Liked/Subscribed!
you are very welcome! glad you liked it and thank you for your support!
Awesome!
Would love to know about Good topology and bad topology. Also, the way of making (low poly) good topology of Hard Surface model and animation model for video games.
Thanks, you are amazing.
i will do videos like that in the future. not sure when but i will if you are patient :D
@@EdgeloopAcademy we are waiting, sir!
thanks again.
please make video about how to make clean bakes and how to fix maps.
Sure I will.
Keep it up, dude! Great vid :)
thank you david! glad you liked it.
Amazing stuff!I would really want the baking video :)
thank you! will do that for sure!
We want a video about how you bake in substance. That will be great!
Will make a video to show my process definitely.
@@EdgeloopAcademy Thank you! Keep up the good work :)
Thank you for the videos! A video for substance painter would be cool. one for uvw's would be helpful as well, I run into trouble creating them for detailed patterns.. for example things like stripe patterns, should the uvw be straight with slight alterations for the texturing to be quick, or peeled/relaxed then taking more time on creating the stripes during the texturing process?
You are very welcome! I just screenshot your comment. Will do videos about what you asked!
Sharing UV's is interesting. I could see that with models sharing topology, but what about models that are very fat vs. very skinny?
It will work. Doesn't matter. Specifically if yoy have scanned textures or use mari or painter for texturing.
Thank you for great video! Can i ask some questions? You mention in previous video that character artist need to know Maya. But what elements of Maya exactly? Is it about UVs and retopo? And is Zbrush good enough for making proper UVs?
yeah if you can use maya for modeling, uvs and basically knowing how to use the general tools in maya then you will be fine! game studios use maya to prepare the scene for rigging and engines.
@@EdgeloopAcademy Thank you for answering me : )
Hey siamak, I have to say that there are no videos as explanatory as yours on RUclips, congratulations. I wanted to ask if working with creating characters for cinematic is more difficult than for real-time, both in manufacturing and in the search for jobs in this area.
thank you very much! glad to hear that really! well it is hard to say. each category has it's own challenges. I think game is more complicated than anything else because of the limitations but even that is changing now.
keep going on man
:D
If all the studios start to use 3d scans for most part of the characters what kind of works do you think will character artists will do in the future?
That will never happen. Studios used to scan cloth but now they make it with marvelous because the results are better. They can only use scan for body parts.
Thank you for this great videos! I have a question, do big studios use base meshes to start sculpting? What is the industry standard for this? Make from scratch or base mesh?
Glad you liked it. Every studio uses a base mesh. Nowadays metahuman or base scans are used almost always.
Hello, very informative and valuable information! I would like to ask you what kind of monitors does the game industry use? Do they exclusively go with professional monitors such as IPS monitors with 100% SRGB and 100% Adobe RGB? Is a professional monitor with color accuracy critical? or could I use a VA monitor? Also, what kind of monitor and brand do you recommend with specs? Thank you!
Hello, glad you liked it. I like IPS monitors. They show you the best colors. Honestly from my experience any ips monitor in the range of 400 to 1000 is perfect for this job. You could buy Dell, Samsung, LG , Asus or any brand that you like the most.
Please share a video for baking
There is one on my channel but I will make another one
1st!
Does character artist need to make hard surface models outside of zbrush
Like weapons, accessories and etc
For example if it's a guitar player character, is it my in responsibility to make a high poly guitar?
There will be hardsurface artists to do those jobs. Sometimes character artists will do some stuff like that too.
is it necessary to learn game enginw in order to get job as character artist in the industry ?
Yes definitely. At least learn how to use unreal engine.
Siamak R if that is case, can you make some tutorials on unreal because i camt really find good tutorials.
Around 7:36 - yes, please, SHOW US your process, if it's possible!
I have a video about substance baking.
@@EdgeloopAcademy thaaaanks!! i'll check it