This video is very helpfull. You can also use Substance Painter instead of Mari for projecting details. If it wasn't for you, i would have never even think about doing something like this. Thanks a lot!
I am currently trying to build a nice portfolio for my admission to university in a 3D Art program here in Montreal. For someone like me who is trying to understand the workflow/general strategy in order to create my own assets, this is perfect!! Thank you so much, I look forward to the next videos!
Thank you for the masterly tuts - it saves one so much time in gaining insight into the professional workflows. Focused, clear and on point, and the models are fantastic.
I like your all Tutorials. All of them are very helpful and will definitely try to use it in my work. Please don't stop making this kind of videos. And Thank you for providing Tips and Tricks. Cheers :)
Hello, please, what program is this where you correct the position of the UV??? Thank you very much in advance and congratulations on the beautiful work.
I love your videos, I really appreciate seeing another artist approach to different kinds of problems! You're teaching me a lot especially on how to plan the whole process and breaking down the different problems, I'm just too chaotic and my lack of planning result in a lot of redoing haha ^^. Is there a reson you didn't do the merging of the paterns in substance designer?
@@ArtruismDigital You merged the repeating patterns in Mari to place them on their respective portion of the uv space as well as creating masks. Is it a preference over substance designer or is it easier in Mari?
Great job! But please allow automatic subtitles some words i dont understand because my english is not perfect and with the automatic subtitles i can understand better. Thanks so much
5:48 I don't get it , when you have an already straight uv but the mesh is curved why would you project anything in Mari,the UV is already belongs to the mesh ! Maybe you've wanted to say that your final texturing is gonna be in Mari,right?These days to say project something could have different context. I think that you're making some procedure overcomplicated,but the outcome was gorgeous! I would never pop in to Maya just for UVs,there are better all-rounders for such things. Of course if that is a studio workflow habit than it's OK.
Hi ! I Saw that you working with UDIM ! I try to import an obj character with UDIM in zbrsuh but i dont know how to do it , would you have an idea ? Thanks a lot !
thank you for sharing this , when you start substance painter proccess i see many uv in 2d view and i couldn't exactly understand the purpose? you seperate mesh to 5 uv sets to get better resolution?
Nice!!! Is it possible if I make those ornament patterns inside zbrush using the mask by noise in surface and bump it and bake it as normal map? Or I really need to use Substance Designer to have clear pattern bumps into my model. Im just curious and a 5 months beginner. Thanks ma'am!
I would have some questions just to be clear because maybe I missed some steps. =) This model is not retopolized, right? And "instead" of creating a retopo, create a UV, add the surface details / pattern via a texture displacement map, you integrated them directly onto the model and textured this high poly model in Painter using masks for the different areas?
Great video, but I am not sure why you took the extra steps to use Mari? Why not just unwrap and then map your UVs in Maya since you made the asset in Maya already?
I think using Mari for this and then displacing those patterns is an overkill) It could be sculpted more easily in zbrush with more control using brushes and/or on flattened uv geometry. Just sayin)
when you brought it from z brush to painter, did you bake the high poly onto a low poly mesh in painter, or are you using the the high poly mesh straight from Zbrush?
I have a question, and I can't seem to get an answer anywhere. I see youve added a lot of damage in zbrush, tiny cracks and such. I know I could easily add it in Painter and less destructive. This goes for many materials, and not just damages. What are the advantages of doing it in Zbrush?
Not a pro at sub paint or zbrush but I think if you do it in Zbrush then you can bake curvature map with it sub paint, instead of just adding it in painter which might not take cracks created in painter to create curvature map. I you can bake curvature map based on crack solely painted in substance painter then you should use that technique, I haven’t used that tech yet.
4:06 seems doable 4:07 oh hell naww, sigh... i just cant find a teacher, despite searching for months on end, either they time-lapse or they charge absurd amounts of money to teach, what will it take to become "industry ready" i may never know :(
general strategy is much appreciated in contrast to step by step! Thanks and Great Job!
This video is very helpfull. You can also use Substance Painter instead of Mari for projecting details. If it wasn't for you, i would have never even think about doing something like this. Thanks a lot!
I've never seen a workflow explained like this before ! AMAZING DETAILS ! Thank you very much !
I am currently trying to build a nice portfolio for my admission to university in a 3D Art program here in Montreal. For someone like me who is trying to understand the workflow/general strategy in order to create my own assets, this is perfect!! Thank you so much, I look forward to the next videos!
Hy i was also planning to join uni in Canada !! is there any good uni you can suggest!! That will be much more generous
你好杨小姐 我很欣赏你的作品,我们是同行在你视频中能学到好多新的知识。继续加油
this format is better actually :)
Thanks for sharing your thought process and problem solving parts :) Best bits actually!
I really like the way you go though from blocking to texture, keep up the good work
Thank you for the masterly tuts - it saves one so much time in gaining insight into the professional workflows. Focused, clear and on point, and the models are fantastic.
You are a genius , light of China
Thanks!
It's black magic! Awersome work =)
Thanks, just what I was looking for! It's really hard to find such informative video that focuses on the whole workflow and problem-solving part.
I'm so glad I found your video! Great tutorial!
Perfect style of tutorial, definitely prefer this rather than 'step by step' and explaining the basics everytime.
You are awesome! So it took 5 software to achieve the final result! Bravo :)
Lovely example of getting from a to b. Cheers.
Must say you did a great job in sculpting 👍🏻
It’s quite complicated.. but you are the best
so advanced, thanks!
I like your all Tutorials. All of them are very helpful and will definitely try to use it in my work.
Please don't stop making this kind of videos. And Thank you for providing Tips and Tricks. Cheers :)
Pretty awesome tutorial. looking forward to watching your next one.
Great video! you definitively deserve more subscribers
Youre an absolute boss. PLEASE keep up the good work!
Thank you! It's a great work!
Amazing explanation with a professional tutor tone, especially the workflow explanation is phenomenal.
You are amazing. Thank you so much for shearing the process :)
This was very helpful. Thank you :)
thank you for these amazing tutorials and informations.
Great and compact video! Great and ambitious work too!
Awesome work👌👌👌
Wonderful breakdown! Thanks for all the great insight
Nice! Looks great and thanks for the tips.
The beeeest teacher
Great job!
Good educational content. Thank you and keep up the good work.
If possible please make a video on how to set up a referance images for complex model.
This is a wonderful tutorial! Thank you so much!
I love your videos
Hello, please, what program is this where you correct the position of the UV???
Thank you very much in advance and congratulations on the beautiful work.
Good lesson)
Awesome
Nice video! Thank you for sharing you experience! Where do you render your assets?
You're a goddess, thank you so much!!
fire!
I love your videos, I really appreciate seeing another artist approach to different kinds of problems! You're teaching me a lot especially on how to plan the whole process and breaking down the different problems, I'm just too chaotic and my lack of planning result in a lot of redoing haha ^^. Is there a reson you didn't do the merging of the paterns in substance designer?
Merging of the pattern?
@@ArtruismDigital You merged the repeating patterns in Mari to place them on their respective portion of the uv space as well as creating masks. Is it a preference over substance designer or is it easier in Mari?
The pattern created in designer is a tillable pattern. I'm tiling it inside of Mari. You can do the same in painter.
Great job! But please allow automatic subtitles some words i dont understand because my english is not perfect and with the automatic subtitles i can understand better. Thanks so much
Done!
It’s so funny to see those zebra shh, zebrafish instead of zbrush, Santa Mary instead of send to Mari etc, 😂👍
cool~
Thanks..
Hi, I'm wondering if there's an alternative software I could use instead of Mari. Is it possible to do it in Maya?
could have projected the height maps in painter instead of going with mari right?
Of course, use whatever you like.
did you figure out how to do it ?
5:48 I don't get it , when you have an already straight uv but the mesh is curved why would you project anything in Mari,the UV is already belongs to the mesh ! Maybe you've wanted to say that your final texturing is gonna be in Mari,right?These days to say project something could have different context. I think that you're making some procedure overcomplicated,but the outcome was gorgeous! I would never pop in to Maya just for UVs,there are better all-rounders for such things. Of course if that is a studio workflow habit than it's OK.
the final texturing was done in substance painter, I did uv in uv layout actually, just using Maya to organize.
Hi ! I Saw that you working with UDIM !
I try to import an obj character with UDIM in zbrsuh but i dont know how to do it , would you have an idea ? Thanks a lot !
thank you for sharing this , when you start substance painter proccess i see many uv in 2d view and i couldn't exactly understand the purpose? you seperate mesh to 5 uv sets to get better resolution?
yes.
nice tutorail,by the way could you just do a tutorial about how to make miro uv layout in maya
I am sure if you search on RUclips there is something out there.
Nice!!! Is it possible if I make those ornament patterns inside zbrush using the mask by noise in surface and bump it and bake it as normal map? Or I really need to use Substance Designer to have clear pattern bumps into my model. Im just curious and a 5 months beginner. Thanks ma'am!
can i know (software)tool's name on 7:37 ?
Great video!. How did you merge head to tail? Did you use dynamesh?
It's not merged
I would have some questions just to be clear because maybe I missed some steps. =) This model is not retopolized, right? And "instead" of creating a retopo, create a UV, add the surface details / pattern via a texture displacement map, you integrated them directly onto the model and textured this high poly model in Painter using masks for the different areas?
Great video, but I am not sure why you took the extra steps to use Mari? Why not just unwrap and then map your UVs in Maya since you made the asset in Maya already?
Mari was for creating displacement map to add sculpting details.
I think using Mari for this and then displacing those patterns is an overkill) It could be sculpted more easily in zbrush with more control using brushes and/or on flattened uv geometry. Just sayin)
can i do the same method in substance painter ??
Projecting the pattern on uv its possible only with Mari ??
8:00
can do it in substance painter too, and a few other software such as zbrush, mudbox, blender...
@@ArtruismDigital
How to do it in zbrush ?
did you figure out to do it ?
your voice remind me sakimichan voice XD maybe sisters ))
thx ;D
is it necessary to have 4k monitor for 3d and texure or 1080p monitor good
1080p is good, u dont have to have a 4K monitor
@@daniboiyy thank u 🌷❤
Blender or Maya for beginner whp wanna work in 3D?
Blender is free and it's use is growing but right now there are prob 5% studio uses it as it's primary software. so learn maya is better for jobs.
@@ArtruismDigital maya overpriced for me,if i learn blender ant then change to maya it would be easy?
You have to convince the studios that you can switch in production.
when you brought it from z brush to painter, did you bake the high poly onto a low poly mesh in painter, or are you using the the high poly mesh straight from Zbrush?
It's baked.
Hey, i have a question have you done a retopo for the mesh or did you use the first mesh that you made when you began with zbrush and imported it?
Used the first mesh in zbrush.
How many days you took to finish this asset??
I was working on this on my free time, so roughly 4 days all together maybe
I have a question, and I can't seem to get an answer anywhere. I see youve added a lot of damage in zbrush, tiny cracks and such. I know I could easily add it in Painter and less destructive. This goes for many materials, and not just damages. What are the advantages of doing it in Zbrush?
It's whatever you prefer. For me zbrush has more customized control.
Not a pro at sub paint or zbrush but I think if you do it in Zbrush then you can bake curvature map with it sub paint, instead of just adding it in painter which might not take cracks created in painter to create curvature map. I you can bake curvature map based on crack solely painted in substance painter then you should use that technique, I haven’t used that tech yet.
4:06 seems doable
4:07 oh hell naww, sigh... i just cant find a teacher, despite searching for months on end, either they time-lapse or they charge absurd amounts of money to teach, what will it take to become "industry ready" i may never know :(
the more you sculpt the better you can sculpt, it's all just practice.
It looks like elephant heads with twisted trunks
Haii
做得好,但是不知道为什么,看结果图感觉和照片不一样。中国味没了,反而有点欧洲味。可能细节图形不对,我不确定,我再琢磨琢磨。不管怎么说。完成度挺高的。好作品
Ya it's definitely not quite there, using a different texture too. That's why practice right?
This looks so hard to create it. Too many techniques.
哇 原来你是中国人???
是啊。
@@ArtruismDigital 做的真好,很喜欢你的每一期视频,加油加油~!