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Slow the video down to 0.25 - its not completely realtime, but if you are familiar with Mayas UI and menus, you shouldnt have a problem following along :)
You could speed up your workflow by excluding similar parts from sculpting and painting. Just copy them, rotate and put in the right place. Not only it will win you more time for polishing your work, but you will get more texture density. You can't see prop from all sides at once, so it will make no difference to the look if it. The only downside is that you need a second UV map for the light map. If you want to improve your texturing look for Fanny Vergne tutorials, if you can spend some money. I couldn't find tutorials of that quality on youtube yet.
I had this playing in the background and was like: "Why does this music sound so familiar?" I just finished Fullmetal Alchemist Brotherhood and I freaking loved it! You should make Alphonse's armor sometime. That would be epic!
Brilliant work. I just subscribed. So glad I found you just as I was starting a stylized model. I have a question for you. In maya you made the main tank as a single object but in zbrush I see that all the planks on the main tank are separate objects as shown in @4:07. Can you tell me how did you get them to be separate objects like that?
3dEx thank you for your reply. Correct me if I’m wrong. You used a cylinder and extruded it’s face with the ‘keep faces together’ turned off so you could make the separate planks?
Heyho! GREAT work, love your style and workflow! But may I ask some questions regarding said workflow? You inspired me heavily to get into modelling again and binge watch your stuff! - when you do your UVs, do you already place them how you want them and then combine everything? Or it this an automated process, since I cant really see all the other UVs. How are you not covering accidentally something with your UVs you already unwrapped? - why arent you combining all the elements into a single object? This has to happen at one point, or am I wrong? - when you created the highpoly it does not matter how the polyflow of the model works, right? because we just bake the detal onto the object later on. Right? Thank you so much for your videos, they offer great insight on a very cool way on how to do this kinda stuff. Greets!
_The model is only using one texture so all the uvs are packed into 0-1 space grid. For overlapping uvs I offset them by 1 so there is no issue when baking in substance. I select everything to make sure it's all fitting in the uv space _Yes, at the end everything should be combined into one and if it is for a game possibly even weld some pieces together. _For the high poly the topology doesn't really matter too much( as long as it's not creating undesired results that is).
Great video! I was wondering if you could do a tutorial on how to set up a model for baking, it's what I seem to be struggling with the most and I cant seem to find a good, in-depth video for it. I would greatly appreciate it.
@@3dextrude Its incredible that every time i need an idea about something i'm gonna do for my game, your channel comes from nowhere and helps me HAHAHHA
I don't understand how you Uv that like most of your videos. Can you tell us why and how you Uv that even I slow down the video I couldnt understand how
I love your vids men, they are so inspiring, im starting to get into modeling but i use 3ds max, yet your modeling techniques are beyond great and i try to copy some of them into max, i want to combine zbrish and substance but i still have a lot of trouble getting my model from one program to other, thanks for the vids, you should do one tutorial on how to peel and transition between programs for idiots like me, awesome work.
Added a new layer with color only and applied the curvature map to it. Then used a levels to increase the contrast of it and finally set it to soft light( can be set to overlay as well) to add more highlight to the edges. Lower the opacity of the layer afterwards as well.
This was separated for the most part, a few pieces were combined. You can keep things combined if there is enough gap between them so there is no bleed, but most of the time you will need to separate it.
Hi, I love your job it is amazing! However, i have a question about the rendering. Is not setup of the tool or anything like that. My question is about, what kind of rendering tool should I use? Like, I use arnold a lot of the time, but there is Marmoset toolbag, substance painter, and game engines like you showed, the Unreal Engine. And i really dont know wich one i should use to take the best of my model. Can you give me a little help here?
It depends on what the purpose of the model is. If you are looking for the best render I recommend a raytracing renderer like Arnold since it usually has a lot of options for rendering. If you want a fast render or realtime render than I recommend Marmoset or the others you mentioned. I use marmoset because I am looking for easy set up and real time renders
Can I ask where you get your textures from? Especially the wood ones. A lot of the stuff you make looks very cartoony, so I’ve wanted to know where you get them.
It's not a huge difference other than the sharpness and depth of the edges they create, they do behave slightly different. I like to use 2 for cracks that have variation in thickness as I think this brush works better for that.
@@nathanielhinton5004 Not totally sure as I just plugged the tablet and it worked as is. I found this video which might also help : ruclips.net/video/NkOXyyv37IY/видео.html ; also I recommend you watch Michael Pavlovich zbrush videos as he is the best instructor I have seen for Zbrush.
Hello. you worked hard, I was very curious. I downloaded the video. i'm hitting maya too, i also work with maya, but you work very fast. if possible, if you point more slowly, please.
Hi 3dEx, I wonder why you never use the option to "transfer the attributes" to copy and paste the UV's of the same objects. Then all that tedious work would be skipped. by the way very nice work I love your texturing skills
Honestly, I just forget lol. Could also use the replace object option as well. The extra work is only like an extra 2 minutes for these simple props so it's not too bad.
@@3dextrude Many thanks for the replay!! It was just an opinion to optimize even a bit more your great work and another way to teach people. Thanks again and I'm waiting to the next video 🤩
You mean to texture the model? If you are using Maya, yes. Not very easy to texture something in Maya. If you use Blender you can sculpt and texture there without Zbrush.
I import an obj object from Maya and it imports as a red object. I click on edit and make polymesh3d but I still cannot paint on the object? Any suggestions?
Possibly uvs or if using name matching, the names not matches between low and high poly. I would look at uvs first. If you have overlapping uvs I recommend you offset them just for the bake.
I am actaully a beginner i wanted to know that- do we have to take our maps from zbrush to substance painter or we have to take the whole file to subs. Painter? What is your instagram i have a lot of queries or your whtsapp no.?
Hey really nice video, I could not stop watching and the music was perfect. I really want to learn this kind of stuff, do you think someone can make a living with this kind of skills? I want to do this and support a family! I am going to subscribe and check more of your work :)
It depends I think. I know you can if you work at or for a studio. I can't really speak about freelance because I don't do that, but I don't see why not. You could also make a living teaching as well if that is something you can do. I guess the short answer is yes as long as you get really good at it.
Thank you to SU, Saiel, GM, quixomatic, Liu Renpei, Andrey Odeyalov, Игорь, Shangoo for joining the Premium group recently!
To join the group: 3dex.net/premiumpage/
Builds a seemingly harmless watertower to a world dominating soundtrack
Haha 😄
Thank you for moving the list of patreon supporters to a place on the screen where it does not obstruct the viewer's view of the screen!
Based on feedback :)
5:48 drum sync was genius !!
Man this was awesome. I would love to watch your progress on how you modeled this in real time
Slow the video down to 0.25 - its not completely realtime, but if you are familiar with Mayas UI and menus, you shouldnt have a problem following along :)
@@Mads_Normann For the modeling, true. But I personally need real-time plus voice instructions for the ZBrush and Substance parts. I would pay for it.
Amazing!!! It looks very nice
Nice FMAB music , good work!
Thank you!
Dude, I love ur timelapses!
Thank you!
Can't go wrong with an 3dEx video!
Interesting Workflow....
7:13 I was searching for a zbrush tutorial and found a jojo reference. Nice!
I love this style! thank you for fantastic video!
You could speed up your workflow by excluding similar parts from sculpting and painting. Just copy them, rotate and put in the right place. Not only it will win you more time for polishing your work, but you will get more texture density. You can't see prop from all sides at once, so it will make no difference to the look if it. The only downside is that you need a second UV map for the light map. If you want to improve your texturing look for Fanny Vergne tutorials, if you can spend some money. I couldn't find tutorials of that quality on youtube yet.
Bro its amazing
You are really professional
Thank you!
I had this playing in the background and was like: "Why does this music sound so familiar?" I just finished Fullmetal Alchemist Brotherhood and I freaking loved it! You should make Alphonse's armor sometime. That would be epic!
Brilliant work. I just subscribed. So glad I found you just as I was starting a stylized model. I have a question for you. In maya you made the main tank as a single object but in zbrush I see that all the planks on the main tank are separate objects as shown in @4:07. Can you tell me how did you get them to be separate objects like that?
I used auto poly groups in zbrush to be able to isolate them separately. It's still one object, but the pieces can be isolated.
3dEx thank you for your reply. Correct me if I’m wrong. You used a cylinder and extruded it’s face with the ‘keep faces together’ turned off so you could make the separate planks?
@@jaski7788 I think I just detached edges and did a normal extrude on the object
Heyho! GREAT work, love your style and workflow! But may I ask some questions regarding said workflow? You inspired me heavily to get into modelling again and binge watch your stuff!
- when you do your UVs, do you already place them how you want them and then combine everything? Or it this an automated process, since I cant really see all the other UVs. How are you not covering accidentally something with your UVs you already unwrapped?
- why arent you combining all the elements into a single object? This has to happen at one point, or am I wrong?
- when you created the highpoly it does not matter how the polyflow of the model works, right? because we just bake the detal onto the object later on. Right?
Thank you so much for your videos, they offer great insight on a very cool way on how to do this kinda stuff. Greets!
_The model is only using one texture so all the uvs are packed into 0-1 space grid. For overlapping uvs I offset them by 1 so there is no issue when baking in substance. I select everything to make sure it's all fitting in the uv space
_Yes, at the end everything should be combined into one and if it is for a game possibly even weld some pieces together.
_For the high poly the topology doesn't really matter too much( as long as it's not creating undesired results that is).
@@3dextrude Thank you so much for the response!
Great video! I was wondering if you could do a tutorial on how to set up a model for baking, it's what I seem to be struggling with the most and I cant seem to find a good, in-depth video for it. I would greatly appreciate it.
There is a video on my channel where I made a turret prop and go through the whole process if that helps
Oh, I didnt see that. My bad.
Awesome as always!!!!! 🙏
Always Love your work ... was wondering which renderer you use for the final render you present in the video. :)
Marmoset Toolbag
thank you for existing
Haha thank you for watching!
@@3dextrude Its incredible that every time i need an idea about something i'm gonna do for my game, your channel comes from nowhere and helps me HAHAHHA
@@dragonrangeplay Nice!
Looks incredible ! Sweet please make a tutorial :)
I don't understand how you Uv that like most of your videos. Can you tell us why and how you Uv that even I slow down the video I couldnt understand how
Really clean! How many time did u do this? I'm really glad to see this vid, thanks!
Thank you! How many times did I make this particular model? Once, but I have many other similar props before.
I love your vids men, they are so inspiring, im starting to get into modeling but i use 3ds max, yet your modeling techniques are beyond great and i try to copy some of them into max, i want to combine zbrish and substance but i still have a lot of trouble getting my model from one program to other, thanks for the vids, you should do one tutorial on how to peel and transition between programs for idiots like me, awesome work.
Thank you , glad the videos are useful!
Awesome
Any chance you could explain what you've done there at the end with the curvature map to make the models edges pop more?
Added a new layer with color only and applied the curvature map to it. Then used a levels to increase the contrast of it and finally set it to soft light( can be set to overlay as well) to add more highlight to the edges. Lower the opacity of the layer afterwards as well.
3dEx Awesome! Really appreciate the reply and help, will try it next time I do something stylised!
you made the uvs after beveling? why?
Good work indeed! But I missed out - did you ever bake normals in Zbrush, or you have exported all the geometry to SP, as it is?
I baked normals in Substance Painter, loaded the low poly and in the bake settings load the high poly to bake the details
Wait a minute. You can bake textures without separating all the objects? Ive tried that but they bleed onto other parts.
This was separated for the most part, a few pieces were combined. You can keep things combined if there is enough gap between them so there is no bleed, but most of the time you will need to separate it.
That’s nice bro
Thank you
Hi, I love your job it is amazing! However, i have a question about the rendering. Is not setup of the tool or anything like that. My question is about, what kind of rendering tool should I use? Like, I use arnold a lot of the time, but there is Marmoset toolbag, substance painter, and game engines like you showed, the Unreal Engine. And i really dont know wich one i should use to take the best of my model. Can you give me a little help here?
It depends on what the purpose of the model is. If you are looking for the best render I recommend a raytracing renderer like Arnold since it usually has a lot of options for rendering. If you want a fast render or realtime render than I recommend Marmoset or the others you mentioned. I use marmoset because I am looking for easy set up and real time renders
Can I ask where you get your textures from? Especially the wood ones. A lot of the stuff you make looks very cartoony, so I’ve wanted to know where you get them.
Link in video description for smart material tutorial :)
Hey 3DEx! I would like to ask you, what's the major difference between the different OrbCracks brushes (Orb_Cracks1, 2 & 3)?
Thank you so much!
It's not a huge difference other than the sharpness and depth of the edges they create, they do behave slightly different. I like to use 2 for cracks that have variation in thickness as I think this brush works better for that.
Thank you
How are you varying the thickness of the wood grain? Is it just pen pressure and practice making stylized wood?
Yeah it's the pen pressure you apply when sculpting.
Is there a button in ZBrush that enables more sensitivity to the pen pressure, or is that dependent on the tablet?
@@nathanielhinton5004 Not totally sure as I just plugged the tablet and it worked as is. I found this video which might also help : ruclips.net/video/NkOXyyv37IY/видео.html ; also I recommend you watch
Michael Pavlovich zbrush videos as he is the best instructor I have seen for Zbrush.
Hello. you worked hard, I was very curious. I downloaded the video. i'm hitting maya too, i also work with maya, but you work very fast. if possible, if you point more slowly, please.
bro, like ur video, u set the epilogue in the time lapse too.
Can you say, how much polygons and what resolution of texture?
What are these ZBrush brushes? Are these standards?
The orb brushes you can get gumroad.com/l/nOkHw
what u did with groups in z brush
can u explain
Hi 3dEx, I wonder why you never use the option to "transfer the attributes" to copy and paste the UV's of the same objects. Then all that tedious work would be skipped. by the way very nice work I love your texturing skills
Honestly, I just forget lol. Could also use the replace object option as well. The extra work is only like an extra 2 minutes for these simple props so it's not too bad.
@@3dextrude Many thanks for the replay!! It was just an opinion to optimize even a bit more your great work and another way to teach people. Thanks again and I'm waiting to the next video 🤩
Hey, actually i'm a student, i wanted to ask you how to get this result.
I have to combine Maya and Zbrush to achieve this result?
You mean to texture the model? If you are using Maya, yes. Not very easy to texture something in Maya. If you use Blender you can sculpt and texture there without Zbrush.
not yet available for classes?
Not sure what you mean
Btw, on making this, do you use a mouse or a digital tablet?
Mouse for everything except Zbrush sculpting .always use a tablet for zbrush.
greate
Maaaaan that jojo soundtrack
Hello guys. I have question. Please tell me, this model is ready for game or need tretopology ? :)
Always depends on the game, but I would say yes, this is game ready.
why you model the details on Maya after you UV map it? I thought you oppose to UV map after everything. I am a beginner
You can definitely uv after everything is done. The extra details in Zbrush are on the high poly model which doesn't need uvs.
I import an obj object from Maya and it imports as a red object. I click on edit and make polymesh3d but I still cannot paint on the object? Any suggestions?
You don't need to make into polymesh3d to start working on it. Just import and subdivide enough should work.
Did you UV unwrap this?
He did, its impossible to texture without UV unwrapping.
Do you know any easy way to unwrap i cannot urwap for shit.
@@ab1234545 practise a bunch
could i get your this material???
why my baking always fail? normal turned into black in substance-painter...
Possibly uvs or if using name matching, the names not matches between low and high poly. I would look at uvs first. If you have overlapping uvs I recommend you offset them just for the bake.
JOJOOOO
BLENDER
Это действительно очень интересно, жаль что людям больше нравится смотреть как разогретый шар падает на 1000 пакетов.
Спасибо
I am actaully a beginner i wanted to know that- do we have to take our maps from zbrush to substance painter or we have to take the whole file to subs. Painter?
What is your instagram i have a lot of queries or your whtsapp no.?
I made a workflow video not too long ago which may help ruclips.net/video/QdUaWPAWOn4/видео.html&vl=en
이번건 ㅇㅈ
What are you? Maya alchemist?
Hey really nice video, I could not stop watching and the music was perfect.
I really want to learn this kind of stuff, do you think someone can make a living with this kind of skills? I want to do this and support a family!
I am going to subscribe and check more of your work :)
It depends I think. I know you can if you work at or for a studio. I can't really speak about freelance because I don't do that, but I don't see why not. You could also make a living teaching as well if that is something you can do. I guess the short answer is yes as long as you get really good at it.
gggggg......no pudieron hacerlo por lo menos un poco mas lento???? :D :D :D
Lol
A youtuber create better models and texture than wacraft 3.
Haha, it's a different art style; am sure the warcraft artists are really good.
maya, zbrush, etc.. ow. Disgusting. Please stop supporting abusive companies for the love of god.