Autodesk Maya 2019, Zbrush 2019, Painter - Stylized Well
HTML-код
- Опубликовано: 8 сен 2024
- Autodesk Maya 2019 - Stylized Water Well Modeling, UV mapping, and Texturing in Substance Painter , and Maya 2019. Zbrush 2019
Learn how to make a stylized model: gum.co/Stylize...
Learn how to make the Stylized Material here : gumroad.com/l/...
Learn how to light a scene in Unreal Engine 4: gum.co/ue4room
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.
Zbrush Tools : gumroad.com/a/...
------------------------------------------------------------------------------------------------------------
Computer I use : amzn.to/2HBoE8y
Drawing Tablet I use : amzn.to/2YjrwMr
__
Join the Patreon group for more : / 3dex
Special Thanks to my Patreons!
Zheng /Egemen Yildirimcan /Juan /MoMonay
Gordon Winkelmann /sharooz /Ivan Car
Isabella de la hoz /Steven Zhu /Joran Vergoessen
Chuck McGee /Matei Giurgiu /Ruben Dandrea
Tayo Figueroa /Andrey /Sasha Alexandra
Mario Montero /Yaroslav Gorbachev /EJ Branagan
Nico Amani /Lewis Satini /Lucas Rampaud
Josef Furstenzeller /Seif Toktogoelov /RMN
Terry Mosier /Gabriel Santos /David Soriano
Brian Nicolucci /Craig Horne /Jacek Ackermann
Seven Dots /Anthony Peacock /Sergio Peixoto
Etienne Rabe /Yunfeng Dong /Charlie
Jorge Aguilera /Jongwook Lee /Gustavo Schonemberger
Luca /Palloma Queiroz /Nelsinho Maior /Lito
Luiz Octavio Mulula /Wesley Chase /OkonoShy
Brendan Gallagher /Juan Carlos Solon /Guillermo del Prado
Genie /David Tavan /Alexander /Akira
Vitaly Weegson /hesoyamguy /Matthew Anderson /Gerard Ngu
MoneyMonkey /João Marcelo Oliveira Rocha /Frances Zhang
Pentathena /Long B Tran /Brian Nicolucci /Martyna Grek
Mannolo Martinez /Dana Cernisova /Kiyo /Evgeny Osmet
Nasser Cahusac de Caux /Ashlmet /Maksim Krivtsov
Arian /Marc-Philipp Brakhane /Dominoze /Alex Colbourne
John Cyrus Tuico /Victor Ullmann /Quantum /Juan C Ortega
Bagus Arya /형석 최 /Roger Baez /Sylvester Pawlowski
David van Rijn /Andy Vickers /Skylar Kuethe /Luca Tampieri
Allen Ng /Regi Ellis /Keith Brown /Sang Suh /Karthick
Martin Boumans /Joel Maximiano Dos Santos /Aleksander Dabrowski
Marcus Moloney /TROUSSELLE Aldo /Hoang Phan Nhat Huy
성진 최 /Shin Hayashi /Luge /Ben Vincent Widdop
John Underhearty /Benjamin Thoma /Reason /Junhua Long
Nick /frederique loizeau /YUGO DE ARAUJO HARAGO
Guilherme Marconi /Maxim Shish /Pavel Zelenin
Fenn Humphrey /Bernard Trudel /Kamesh Manigeetha
Axel Gaudin /Michael Kharitonov /Omar Alejandro Aguilera Hernández
Даша Птицына /Schnitzmela /Renabelle /FlatLine
Marco Stephanus /Andrei /Bochang Wu /Nikita Balnov /Jamie /Roman Marte
/Victor Lujan Orduña /Jan Thomas Lende /Dom Knight /Felipe Oliveira leite/Stephanus Anggit Nugroho /Michał Parzy /Stéphanie D'oiseau /Elder /Doğukan Kengeroğlu/ Taehun Oh/ Barbatos/Angel Gimenez/ Ryan Rowe/Orhan Öziskender/Greg Hendrix/Jonna Schütt/ Neuro/ Adam Partyka/ Rita/ HarleyG/ MJ Lee/ Kevin Ketfi/ Faissel/ Charlie/ Josep Àvalos Sala/Naehyung Kim/Mathias Wingert/Angelica Visione/Ed Dulwich/kevinWu/Nikko Afable/Gorohov Dmitrij/ Peter Soer/Steven Kok Shun/Lol/Graham hayward/Wellington Anunciação/Johannes Ramirez/Robert K./Kai Harper/Franjo Badurina/Joseph Reynolds/Roberto Uribe/TomMask/James/Niels Cornette/Dustwish/Doriane Bekkouche/Caffrey/ Itay Michaelly/ weeb/Wayne Rhodes/Allan Lonskov/Julio 3dArt/Leandro/Laura Van de Mast/Fabian Rosales/Raphael Dabu/GeZhonghui/Niklas Mayer/Aaron Cranfield/Jared Williams/Domingo/Daniel Hernandez Ramos/Erkan Koksoy/Vladimir Kuzmenko/Vlad Tofan/Alexander Nguyen/Nadezda Issakova/Daoklyn
and Counting! Your name will appear in the video credits!
-----------------------------------------
Learn the Fundamentals of 3D Modeling : www.amazon.com...
__
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( 2014 version and up only)
1 - standard mode
2- subdivision mode with cage
3- subdivision mode
4- wireframe
5 - shaded mode
6- texture mode
--------------------------------------------------------------------------------------------------------------------
#Maya2019
#SubstancePainter
#Stylized
Thank you to ramazan yildiz, Adel ISSOUFI, Antoan, Jose del Aguila, for joining the Patreon group recently!
To join : www.patreon.com/3dEx
Hi @3dEx, could I ask, where did you learn all the skills you used for this video?
I went to school, but alot of it was also from various youtube videos throughout the years.
You're getting better and better! You're the reason why I started learning Maya.
That's great to hear!
@@3dextrude Yeah, I follow you since 2018 and even bought your book, because of the inspiration you gave me.
@@cringerirgendwas7288 same here :)
Nice!
Awesome!
I like how you show you're trying different techniques- such as marking out the tiles- and then changing your mind and doing it a different way. It's definitely useful to see the thought process.
Great to hear, yes I like to experiment on different ways to do things, sometimes it works and sometimes it doesn't, but I think it's good to show that
I'd say that was done pretty well. It's a well made video, and a well made well.
Well thank you! ;)
Thanks for producing these videos, dude.
They're a great source of inspiration!
Thank you!
Hey! Thanks for use my render (Andres Felipe Florian) like a reference for this video... your textures are incredible!!
It was a great reference!
The orb brushes are a dream!
I actually said a very audible "thank you" to the mute button. God, that little guy was appreciated.
Thank you for continuously sharing your process! Its great to see the improvements that has been made with the stylised assets.
I always watch these late at night and they always get me motivated to get stuck in myself. I should perhaps hold off on watching these until the right moment in the day :P
Haha that's great to hear. Don't get stuck just keep at it!
Came for the tutorial stayed for the music. BNHA
Love your style !
Thank you very much! Your videos are really great . Big UP!
Thank you!
It's working thanks my friend
Holy crap, that looks amazing!
Thank you!
Cool stuff!
wow 😮. nice master
lovely job mate.
Thank you!
Thank you 3dex for this video ❤
Thank you for being here!
Awesome Work!
Thank you!
Nice work man, very cool textures... :)
Thank you!
omg. A like for japanese composition!)
Thank you!
I dream the day that I can finally do these kinds of art
You will! Just keep at it
@@3dextrude I will :D, I just started zBrush about 4 days ago :D
Im always amazed by your work/models. Just so beautiful. Quick question do you take request for modeling models?
I am open to suggestions but can't promise anything
Can you adding speech in your tutorial. The short cut make me confuse
Hello! Big fan of urs :) can you tell me why you used double or triple holding edges when preparing the highpoly of the wheel (6:28)? Is it because the upcoming face is so long, the normals need extra help in that case? thx!
that was because I was going to subdivide it and without the extra supporting geometry it would become really smooth as opposed to a hard edge but with a bevel.
That is really good. Your sculpting technique has changed or maybe even evolved. Are you taking a course or something? or is it just constant practice?
Edit: I noticed in the last render that the pole on the other side has some ambient occlusion baked from the wheel on the other side. Possibly due to UV overlap.
It's a matter is doing this more and coming up with new ways to make things. The render artifact is because I didn't bake the ambient occlusion by mesh name so there is some overlap. Would have been clean if I had done bake by name
It's very cool! I have a question tho: If you want to use it on a game you obv would need to retopology that right?
Awesome as always 3dEX!!
I'm obviously not him, but this already seems very, very well optimized for games!
@@MickehPuppeh the zbrush versionhas near 2 million polys, i dont know about that hahaha
@@SpecialistFrost Oh yeah, I just got a glimpse at the wireframe in the Substance Painter version and that looked pretty conservative :p
The low poly model I initially made in Maya was my final model. So there was no need to retopo since the shaoe didn't change much
The Zbrush model is only used to bake textures and you don't need to worry about topology if it's a static object (Not animated) but I always try to have nice topology.
I've seen 3dEx just decimate on Zbrush and cut edges for UVs and that's fine if it's a static object.
At 11:10 you did some sort of gradient/lighting under layer in Substance Painter. What exactly were you doing there and how did you do it? Thanks
This is amazing! I'm always struggling to get the right pipeline between those different softwares.
I'm a little confused about something here though: while sculpting on Zbrush, you activate dynamesh. Doesn't it make you loose your topology and then, your UVs?
It does, but I used Zbrush for the high poly model which doesn't need uvs.
@@3dextrude Tanks for the reply! Ok, but in how maner do you use these high poly UVless meshes? I'm definitely confused 😌
@@luxiip you bake the details to a low poly in something like Substance Painter
@@3dextrude Oh I see, I thought they also needed UVs... Thank you! :)
What are you doing with the Outliner? combining them? Thank you!
just to be sure (cuz im new to 3D software) this model has a high polycount cuz you moved it over to zrbsuh to do the details and dynamesh always increases the polys. did you do retopo after zbrush or did you just continue with colouring cuz you wont use the model for an engine / for animation
The final model was the one that was made at the beginning which is why I did uvs for it. The high poly model in Zbrush is only to add the details and it's used to bake those details to the low poly model in Painter.
can we have normal speed videos? really dont know what were you doing right there
Amazing work. I'm confused about your uv process though, you created uvs for the wood and stone but on zbrush you altered them by carving in your own bevels, wouldn't this at the very least stretch your uv's? Thanks
The Zbrush model was the high poly model which doesn't even need uvs so adding extra geometry doesn't mess up the uvs in the loq poly model
I would like you to put how much time you spent in total doing the asset
This was 2 hours total
Thanks for the video! May I ask why'd you decide to do highpoly in zbrush?
Its easier for adding details
Would be nice if he said what song in the description...
Yeah, I keep forgetting to add links there. In yhe meantime the track names do show up in the video when they start playing.
hi, nice video dude ! just one question: why do you bake the thickness map ?
Its used for some filters in the smart material
Nice man, this asset would be good for a game?
Yeah, it's low poly
You have an actual tutorial about this?.
Looks fukn dope. Cheers!
hey dude how do you export your model from maya to zbrush and from there to substance? awesome job!!
You can export as OBJ for substance you need a high poly from Zbrush and a low poly that is UV mapped
Once in zbrush you crease all the supporting edges and than dynamesh yo add detail right? And than for painter have 2 meshes low and high? I always mess up this process sad life.
Yes, you load the high in the bake settings in Painter
Why does it look so good ? And mine so crap xD
'_'
Hello I bought your pack Alpha and Brush but when I take the brush for the wood he can not find the alpha !
Zbrush can not find the Alpha for 3dex_Wood_003.ZBP as for the video at 6:55
Help please, Continue like this
I can see you use both Dynamesh and high subdivs for different parts? why is that? which one is better then?
Dynamesh can create bad looking triangulated geometry in edges and corners sometimes so it's good to use at early stages. I personally subdivide or use claypolish on a dynameshed model so it becomes a bit smoother.
Hi, dude. Tell me, please, in the full versions of the videos that are posted on the Patreon website, do you comment your actions step by step or is there just music playing?
I want to join 5$ tier
Its the videos at regular speed but no narration
Hi, how exactly did you duplicate at 0:38? Thank you!
What material do you use in ZBrush? It's so much nicer than Matcap Grey, lol.
It's the orb clay material. Search on google for Michael Vicente orb render tutorial
@@3dextrude Awesome! Thank you.
What tool are you using in zbrush when you are making edges Hard?
Clay Pollish in Geometry make edges sharpen (using masks) and easy dam standart brush
Ponlo sin camara rapida bro!!
Hello there. Is the full video available for Patreon’s ??? Thanks for the video!
Yes, but it's not narrated
Where do you get your reference images or do you draw them yourself?
Google search mostly
once you duplicated all those stuff, what happened to the UV map? they already occupied the whole square even before you duplicated it so Im kind of confused. did they overlapped?
Yeah some parts had overlapping uvs. That is fine since the object is very symmetrical.
3dEx as I thought but I was rather confused what would happen to the normal map, wouldnt it be symmetrical also? like if you put some sort of cut on one side it will also show on the other side since both sides are using the same map and would be a problem if you wanna make it a bit more natural.
(my pc had problems and couldnt try it myself for a while so I'd just take the opportunity to ask hahah)
sorry I literally just started learning creating game assets hahahaha
Yes, everything on the other would be symmetrical. If that's not what you want you can always not overlap uvs also
Does anybody know this song in beginning?
Hello
Is there anyway to render the model with dimensions details?
And is there another way to add dimensions than Distance Tool?
Honestly I am not really sure. I guess you could add that in post through image/video editing
@@3dextrude
Thank you for your response 🙏🏻
hi! when I import my lowpoly model from maya to zbrush it gets a very messed up topology (holes etc) i'm not sure why
That usually happens when you have ngons. Can you double check for ngons. This sometimes, but rarely can also happen of you have oddly shaped triangles or quads.
3dEx just fixed it, it was ngons. thanks and great video!! 😁
Awesome!
Can you or anyone explain to me what's the process between 5:30 to 6:40? I really need to know this part, I would pay to learn that part, please.
吳克洲 sorry i dont know, but maybe try playing he video back in .25 speed and try to see what he does?
He is only adding edges so that when increasing number of polygons the object does not lose the main shape. you can do this directly in maya before exporting to zbrush using the insert edge tool
@@RenanRanciaro30 Thank you.
Heyho! I like to use your video as a reference, is it okay if I post the project on my instagram with mentioning you? Great art!
Yes that's fine
I make all this in one tool....blender
What is that ZBrush export plugin?
It's the regular export tool found under the plugin menu
the wood beam ends are way too intense.
True
You know, you could do all of this in blender without paying a cent
I do want to try it but last time I checked it was still in beta.
Can you make a slow version which tell what the fuck are you doing in zbrush
Eu D novo
S. PAINTER DOESN'T SUPORT MY GPU SINCE 2018......WHAT THE FXXX
That sucks
This stylized well is stylized well
Haha I see what you did there
Build game
All that effort just for a single well
me, watching the video in .25x speed so i can see what youre doing more easily
the music: 👻💀🦇🩸