Maya’s creases are supported in Zbrush through FBX or through GoZ. Zbrush does support creases you can even see it if you enable crease visibility. This was critical for one of my workflows.
With the bevel mode you can untick chamfer to give you a fencing around the whole thing which i find the best out of all when you want even support throughout the hole shape
Great advice right there at the end, for sure. If you won't see it, you don't need to model it. Helps keep your poly count low if you're working with a faces budget.
Thanks for your great tutorials! I started learning modeling again a few months ago. It's actually like the 5th attempt because during the past 15 years I always got to some kind of brick wall of "how the hell do I do that? What am I doing wrong?" and quit. But not this time. Your tutorials are really helping me with that.
@@jlmussi thank you, that's really good to hear. I'm doing this for ~10 months now and I have produced almost nothing that I would consider worth to be shown to others... I see everything that's wrong with for example the edgeflow and topology in my meshes but lack the knowledge how to properly fix it. And also I constantly try to create things that are way to difficult for me and in the end I'm frustrated because it (of course) doesn't look like how I imagined it. But giving up is not an option, no matter what.
This video was super helpful! Please create more videos regarding hard surface modeling! Even going through the modeling process of a simpler hard surface model.
Sorry for not replying! But your can was a great tutorial! Maybe you could go over how to hard surface model a mechanical piece that'd be on a robot or real world model like a car caliper/rotor assembly!
I remember my first hard modeling assignment. People chose box/old-fashioned cars... I was silly and tried to model a 2011 Camaro. It did not go well, lol.
you are amazing dude..., very well explained, you should submit this tutorials in the autodesk website because are wonderfully done..., ty so much for your time, you deserve million views, please dude keep with this, and I hope that you can do a tutorial about changing edgeflows, are one of the most dificult things in 3D modeling. cheers !...
@@jlmussi Awesome videos bro, one negative tho: your room's acoustic isn't the best. Other than that, cool! Can you do a little bit of echo reduction in your video edit software?
@@jlmussi The benefit is that the sound travels directly to the membrane of the microphone instead of bouncing off the walls of the room and then traveling to the mic. Less echo/reverb, more volume, better frequency response, better quality overall. Check some images on how to setup a cardioid condenser microphone for best results.
@@jlmussi You can still use it horizontally, just point the capsule at you (or at your neck, as some suggest). Normally, the side where the logo/manufacturer name is front, and back is the opposite side (and it sometimes actually says "Back").
JL 17th was my birthday! I needed this video so much! Thanks, man! It's like a present lol Can you talk more about what is good and bad regarding topology and hard modeling in general? I am halfway through you channel, sorry if I you have talked about it already
I always used fencing, didn't use bevel as it creates a tri face. Shouldn't it be avoided? My model becomes very heavy due to fencing (adding edge loops through whole model). Better to use bevel? As it creates tri but doesn't add edges through whole model.
Hi! first of all thanks for the explanation. Quick question, when you mention sub divs you basically are just smooth previewing your mesh by pressing number 3. Does this mean that when you are done modeling and want to export your mesh, as fbx or obj, you would have to apply an actual smooth with division level 2 for example? Thanks in advance for the help
I can only use the multi-cut tool once on each face. Help? Edit: Also, How do you subdivide without smoothing it? I just want more surfaces to work with, not smoothing it out.
No Sub D workflow is better suited for film/ vfx but could also work if you have a game with a higher polygon budget. Some shapes don't benefit that much from a sub d workflow, especially very straight and angular shapes. You could get a similar result from simply beveling an edge and your poly count would greatly be reduced.
➡ Overwhelmed with 3d modeling & Topology? Start creating Professional 3d models with my FREE guide:
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i have so many issues creating topology i hope I'll learn so much from your guidance, thanks for the tutorial.
Maya’s creases are supported in Zbrush through FBX or through GoZ. Zbrush does support creases you can even see it if you enable crease visibility. This was critical for one of my workflows.
The section about fencing already made my models 1000% more accurate. I wish they'd teach this shit up front at my school.
With the bevel mode you can untick chamfer to give you a fencing around the whole thing which i find the best out of all when you want even support throughout the hole shape
Wish my teachers had been like you. This a way better Maya tutorial than all of theirs combined. Liked and subbed, sir.
Thanks Ryan. Welcome to the team!
Great advice right there at the end, for sure. If you won't see it, you don't need to model it. Helps keep your poly count low if you're working with a faces budget.
Yup especially with more complex scenes and heavier models.
Thanks for your great tutorials! I started learning modeling again a few months ago. It's actually like the 5th attempt because during the past 15 years I always got to some kind of brick wall of "how the hell do I do that? What am I doing wrong?" and quit. But not this time. Your tutorials are really helping me with that.
Keep grinding...youll get there. Ive been attacking my weak areas. It always takes exponentially longer trying a new workflow.
@@jlmussi thank you, that's really good to hear. I'm doing this for ~10 months now and I have produced almost nothing that I would consider worth to be shown to others... I see everything that's wrong with for example the edgeflow and topology in my meshes but lack the knowledge how to properly fix it. And also I constantly try to create things that are way to difficult for me and in the end I'm frustrated because it (of course) doesn't look like how I imagined it. But giving up is not an option, no matter what.
are you still doing it?
@@jacksonlamme yep, still at it (: and getting better and better
@@1msD0S hooah!
lol i swear you sound like your giving fitness courses
ROFL.....I too realized
SubD Workout
This video was super helpful! Please create more videos regarding hard surface modeling! Even going through the modeling process of a simpler hard surface model.
What kind of simpler models do you have in mind.
Sorry for not replying! But your can was a great tutorial! Maybe you could go over how to hard surface model a mechanical piece that'd be on a robot or real world model like a car caliper/rotor assembly!
This is very good! Thanks for putting your time and effort into this.
Getting into maya coming from 3Ds Max. Modeling was always my weak point. Love your channel, it’s super helpful!
I remember my first hard modeling assignment. People chose box/old-fashioned cars... I was silly and tried to model a 2011 Camaro. It did not go well, lol.
Красавчик! Жги дальше, очень полезная инфа.
Im glad you made a RUclips channel. You are giving some useful info in your videos!
Thanks brother! Glad you are enjoying my content.
JL Mussi Started modeling 2 years and a half ago and with the few videos you uploaded I learnt really useful things. Waiting for more!
Glad to hear Guille! Don't hesitate to drop some suggestions. I create videos around content you guys ask.
never fear - Jl is here
hey thanks for showing that uv trick!
You're welcome. Thanks for watching!
Dude, thanks so much :) I have to learn modeling for my thesis, and this is saving my butt in getting started properly!
I hope that you have new video about hypershade and how to have the best result rendering with arnold in maya
I would really like to see that too
dude, you are a very good man. thx for all these stuff.
you are amazing dude..., very well explained, you should submit this tutorials in the autodesk website because are wonderfully done..., ty so much for your time, you deserve million views, please dude keep with this, and I hope that you can do a tutorial about changing edgeflows, are one of the most dificult things in 3D modeling.
cheers !...
Thanks Sebastian for the kind words. I can possibly do one in the future.
@@jlmussi Awesome videos bro, one negative tho: your room's acoustic isn't the best. Other than that, cool! Can you do a little bit of echo reduction in your video edit software?
A quality full video. Thumbs up!
That Robo Cop model looks out of this world. I would hate to UV that lol 😂
great explanation JL, thank you! Please continue
You need more subs brother. Thank you very much! Very helpful as always..
Dude, make more vids about Maya(tips,tricks...),pls =)
I got you!
nice robocop model!
You should do a video about doing complex shapes in Maya 2019. I'm having trouble modeling a camera right now for school and I'm really failing 😔
Very helpful overview. Thank you
Great video and breakdown of modeling technique!
Glad you enjoyed the video Roman.
Just a tip, the microphone should be vertical and facing you, the capsule inst facing the top side of the microphone
What benefit does the mic being vertical vs sideways make?
@@jlmussi The benefit is that the sound travels directly to the membrane of the microphone instead of bouncing off the walls of the room and then traveling to the mic. Less echo/reverb, more volume, better frequency response, better quality overall. Check some images on how to setup a cardioid condenser microphone for best results.
@@jlmussi You can still use it horizontally, just point the capsule at you (or at your neck, as some suggest). Normally, the side where the logo/manufacturer name is front, and back is the opposite side (and it sometimes actually says "Back").
@@GeorgeSladkovsky Thanks for the advice.
You explain really great man!
thank you
Geat video JL !! I learned a lot with it, !!!!
Thanks brother. Great insights.
JL 17th was my birthday! I needed this video so much! Thanks, man!
It's like a present lol
Can you talk more about what is good and bad regarding topology and hard modeling in general?
I am halfway through you channel, sorry if I you have talked about it already
Happy belated birthday! I do cover edgeflow in most of my videos to some degree but I'll make a video just on the subject.
@@jlmussi Oh great! thank you! Really looking forward to that one
Great video JL! And btw I believe creasing should work when bringing into zbrush. At least it has for me in the past!
thank you so much. Its really helpful
great video thanks
Glad you enjoyed it Piter. Thanks for stopping by!
Nice vid! make more of em please!
Just 1 quick question, how do you enable the onscreen verts, edges , faces infos to show up?
Glad you enjoyed the video! To enable your poly count, from the top menu go to Display> Heads Up Display> Poly Count.
awesome Video
Thanks for stopping by Gerardo.
Thx men for your advise !
You're welcome Tony, glad I could help.
Thx a lot!
Hi, If I use Soften edges in place of smooth for Hard surface modelling ... Will it give the same result for lighting afterwards ?
thanks
When I bevel, don't I get a tri? Or an ngon depending on the bevel? I asked because this is giving me problems
Dope ass training bro.
Thanks brother...always nice to see a fellow YT Creator stop by.
@@jlmussi No doubt bro. I subbed. I like your information. I'm starting to get back into Maya and really need some catch up videos. You'rs helped.
I always used fencing, didn't use bevel as it creates a tri face. Shouldn't it be avoided?
My model becomes very heavy due to fencing (adding edge loops through whole model). Better to use bevel? As it creates tri but doesn't add edges through whole model.
turn chamfer off when using bevel and it'll remove the tris
Hi! first of all thanks for the explanation. Quick question, when you mention sub divs you basically are just smooth previewing your mesh by pressing number 3. Does this mean that when you are done modeling and want to export your mesh, as fbx or obj, you would have to apply an actual smooth with division level 2 for example? Thanks in advance for the help
you can specify if you want to in fbx export settings
Do u have abTwoface tool for blendshape
how do you think of the fittings of a complex piece, what do I need to study?
Not exactly what you mean...can you elaborate a bit more?
I'm from Finland Mussi cool
And tutorials for subdivision modeling?
What type of bevel is best for low poly game assets?
Sir i am finding it difficult to retopologize the subdivision model in blender.Is there a way to do it?
my guy
So which one is for subD modeling?
I can only use the multi-cut tool once on each face. Help?
Edit: Also, How do you subdivide without smoothing it? I just want more surfaces to work with, not smoothing it out.
under Mesh or edit mesh theres an Add divisions button at the top that will sub d it but keep the shape
That hat threw me off at the beginning but damn very informative! thanks
Just a friendly reminder to never judge a book by its cover :-) Glad you found the video helpful.
if i want to create a 3d model for a game... do i need holding edges or is this just needed if i want to render something in maya?
No Sub D workflow is better suited for film/ vfx but could also work if you have a game with a higher polygon budget. Some shapes don't benefit that much from a sub d workflow, especially very straight and angular shapes. You could get a similar result from simply beveling an edge and your poly count would greatly be reduced.
@@jlmussi Thank you very much! Your response came pretty quick. You are the best!
@@therealKrak You're welcome, glad I could help.
This robocop scene really demotivates
Gym trainer 😂
Both blender and c4d support creasing but it is a pretty much useless method.
thank you