8:31 - brush size bigger than wall thikness, thats why you hava smooth exterior suraface. To avoid this you can use "BackFaceMask": brush -> Auto Masking -> BackFaceMask. And I soppose you know, but Zbrush have real time symmetry, so you can work with both sides same time.
Hi, wow amazing work. You have a new follower. Id like to know one thing. When you are in zbrush with tons of polygons, what do you do to low them before sending everything to substance. Thats the only part i I don't get. Thanks a lot!!!. Have a great day
I use decimation master which you can find under the plugin menu. Pre-process the model or all and then choose to decimate at the default or whatever number you want. This is to decimate the high poly in case it's too high poly and you want to lower it and the file size. For the low poly in this video I just used the original mesh that was made in Maya.
@@3dextrude hi there. Wow thanks a lot. Yeah I have a few objets done in maya, so I can use them, but thanks for the zbrush tip, I'm gonna work on that this weekend since I'm making an assets reel. Thanks a lot!!! And thanks for answering, you are one in a million for that. Thanks!!!
Thank you 3dEx. Good staff i learn so much for those speed modelings. Any chance to get Stylized Trea material ? or some way for how can make it ? thanks .
Do you paint on hi poly count objeckts or just take out normals from z brush ant put then on low geometry model and then paint in subsance ? thx for answer
Something very similar to what I used in the last video I uploaded. The skull potion full video, I show my settings for Marmoset at the end of that video.
Well done! It looks amazing! One question though, do you uv map for every object you made on your channel or do you cut it out of the video because of it being boring to watch?
How do you do the thing where u make all parts disapeer except the one you are working on? did u import them separately and then append? sorry for noob question it just looks super usefull to know
The cannon looks amazing! I love how you go to zbrush to add the details on the mesh. Today's questions: how many polys did you give each asset in z brush? And did you bake it to the low poly before you put it in substance painter?
3dEx Thank you, I was going to ask that same question. Definitely not the most exciting part of doing a 3D model, even in a speed sculpt video, but an important one.
Sick source for music! Last questions (hopefully): at what point in your process do you usually UV? After Maya and before Zbrush, I assume? If so, how, then, does sculpted detail translate to/affect existing UVs?
I typically UV before I send the model to zbrush or Susbtance Painter, I do Uvs in Maya. As long as the sculpted mesh does not change too much in silhouette the details are baked unto the low poly just fine. If you end up changing the sculpted model a lot you may nees to retopologize it and do the uvs on that new mesh.
awsome work! I'm currentley working on a similar project. and I'm having some issues with substance: when I import my low-poly mesh and then bake the textures with the high-poly mesh from zbrush, substance doesn't getting all the details, the mesh is still looking low-poly...like there's no smoothing affecting. in your video you kinda skeeped this step and I'm really interesting about it. thanks anyway:)
Make sure the low poly has only one material applied. Play with the normal map distance settings until you get tge correct results. Make sure to look at the errors log to see if therr are any errors.
This might be a dumb question but how did you keep the cannon balls look like low poly but in zbrush manage to edit them like they had a lot of polygons. I'm still new to zbrush and when I do it I only have those little amount of polygons and I want that blocky kind of effect.
When you first divide the mesh disable "smt" which is next to the divide button; this will make it so the shape holds even after dividing. I recommend doing that for the first two or three divides and then enable smt back on for the rest.
Great video! I'm currently trying something similar based on this vid, but I'm getting stuck at the Zbrush part. When I import my low poly mesh I want to increase the poly count so that I can apply more detail, but dividing it only messes it up. I tried Zremesher as well, but it removes most of the shape of the mesh. (Wheels in this case). Any advice on how I can increase the mesh's polycount while maintaining its overall shape? And also, how do you isolate the part you work on in Zbrush? Seems really convenient :)
When you increase the poly count make sure to deselect "smt" which stands for smooth and this will add more polys while keeping the shape. Sometimes I divide with smt selected two or three times and then enable it again and divide again so it smooths out a little bit.
Assign autogroups if the model was imported combined. Then you can use ctrl + shift + left click on the model to isolate it. Do the same while clicking on the viewport to bring everything back to view.
Amazing, beautiful. Question do you unwrap your model(s) before exporting them into Zbrush? Also where do you get your reference? Please keep up the awesome work.
I do unwrap before zbrush. I just look online for references, I always look many different ones. Artstation is a good website for inspiration and sometimes references too.
Okay, so once you have it in maya you bring it to substance. How do you keep a good topology? Because i see that you haven't done the uvs... if you were to have done the uvs the zbrush would have been used as a displacement, correct?
So this is the process: _Model in maya and uvs _Import to Zbrush and sculpt _Export the high poly model from Zbrush _Import the low poly that has uvs from Maya to Substance Painter _Bake the normal map in Substance Painter using the exported high poly model from Zbrush. Hope that makes sense. The shape in Zbrush stays very close to what it is in Maya So there is no need to redo the topology and just use the model that was made in Maya.
hi, can you make an video please of the step on substance painter i don't know how use, i don't understand very well this software. Thanks if you make :)
I have a doubt when he opens his project in zbrush he already has the softened edges and can easily edit in the figure something that I can not do as I do?
The orb Flatten Edge lol, you can look for it on google and you will find a link to download it for free from the guy who made it. Just search for Orb Brushes pack Zbrush or something like that.
Wish i could make this. Unfortunately dont have all the tools? Anyone know any alternative free tools? I Have Maya but not ZBrush and Substance Painter.
If you happen to be a student you can get a Substance Painter educational license for free, it's on their website somewhere. For sculpting you could try Sculptris or Blender 3D since those are free.
3dEx Yes, i have seen that blender has it all in one! Seems pretty powerfull. Hope it isn't too hard switching from Maya to Blender. Thanks for your response! Keep making these awesome videos. They keep me very motivated to make stuff myself!
I want to give a shout-out to my new Patreon Egemen Yildirimcan !!
Jak and daxter weapons pls?
your stylized art really sells the piece's story. Very, very well done.
and the uv´s ? or the bake? why you don´t show that?
8:31 - brush size bigger than wall thikness, thats why you hava smooth exterior suraface. To avoid this you can use "BackFaceMask": brush -> Auto Masking -> BackFaceMask. And I soppose you know, but Zbrush have real time symmetry, so you can work with both sides same time.
haha yeah oversight from my part
What is the music at 9:06 ?
It's a track from Yugioh the Falsebound Kingdom
Believe in yourself, our determination is sotNice tutorialng that never lets us down
Hi, wow amazing work. You have a new follower.
Id like to know one thing. When you are in zbrush with tons of polygons, what do you do to low them before sending everything to substance. Thats the only part i I don't get. Thanks a lot!!!. Have a great day
I use decimation master which you can find under the plugin menu. Pre-process the model or all and then choose to decimate at the default or whatever number you want. This is to decimate the high poly in case it's too high poly and you want to lower it and the file size. For the low poly in this video I just used the original mesh that was made in Maya.
@@3dextrude hi there. Wow thanks a lot. Yeah I have a few objets done in maya, so I can use them, but thanks for the zbrush tip, I'm gonna work on that this weekend since I'm making an assets reel. Thanks a lot!!! And thanks for answering, you are one in a million for that. Thanks!!!
Thank you 3dEx. Good staff i learn so much for those speed modelings. Any chance to get Stylized Trea material ? or some way for how can make it ? thanks .
Thank you! Maybe in the future.
You should think about adding a black gradient down the barrel to give a better illusion! Other than that, great model, clean and stylish. :)
That's so cool but you unwrap right or just painted in substance?
It was unwrapped
Whoot! 14 minutes well spent, thanks for this!
Do you paint on hi poly count objeckts or just take out normals from z brush ant put then on low geometry model and then paint in subsance ? thx for answer
Bake the details unto the low poly model using Substance Painter
Impressive as always, My Dude.
Good work as always! I'm wondering what Marmoset settings you use to get this good result?
Something very similar to what I used in the last video I uploaded. The skull potion full video, I show my settings for Marmoset at the end of that video.
Oh i didn't saw that because i only watched the fast one! Thank you for your time :)
man im your fan as hell!!
Thank you!
Well done! It looks amazing! One question though, do you uv map for every object you made on your channel or do you cut it out of the video because of it being boring to watch?
I do UV map the objects, but don't include it in the videos.
How do you do the thing where u make all parts disapeer except the one you are working on? did u import them separately and then append? sorry for noob question it just looks super usefull to know
I used polygroups and then the shortcut to isolate which I think is ctrl shift click?
@@3dextrude aaaaah interesting, thanks for quick reply ill be sure to check that out!
The cannon looks amazing! I love how you go to zbrush to add the details on the mesh. Today's questions: how many polys did you give each asset in z brush? And did you bake it to the low poly before you put it in substance painter?
Thank you! I usually don't go higher than 4-6 million in zbrush. The bake is done inside of Subtance Painter.
I never knew that you can bake it in substance. Thanks for responding.
Sir you r awesome ...
In which software you bake normal map because it looks so Great
In Substance Painter
hey nice video u got a subscriber :) one question i wanted to ask in substance ? How u get the stylised look ? u working with baked lighting ?
I made a smart material, there is a little bit of lighting, but I am not using it as baked lighting, but more as color variation in the texture.
really like it :) i took some time for me to get a stylised look in substance ^^ still like urs more
no UVing ?
Didn't show that part, but there was uving
3dEx Thank you, I was going to ask that same question. Definitely not the most exciting part of doing a 3D model, even in a speed sculpt video, but an important one.
good good!! you're good
Awesome content! Just curious: do you have reference up on a separate screen when you are working or is the stuff you post mostly/completely freehand?
Also, kind of a silly question, but where do you get your music?
I look at references on my phone because I use a laptop. The music is from Yugioh the falsebound Kingdom videogame.
Sick source for music! Last questions (hopefully): at what point in your process do you usually UV? After Maya and before Zbrush, I assume? If so, how, then, does sculpted detail translate to/affect existing UVs?
I typically UV before I send the model to zbrush or Susbtance Painter, I do Uvs in Maya. As long as the sculpted mesh does not change too much in silhouette the details are baked unto the low poly just fine. If you end up changing the sculpted model a lot you may nees to retopologize it and do the uvs on that new mesh.
I didn't notice, did you union or combine some meshes? Also do you try to make them game ready?
I combined the meshes, no they are not game ready.
awsome work! I'm currentley working on a similar project. and I'm having some issues with substance: when I import my low-poly mesh and then bake the textures with the high-poly mesh from zbrush, substance doesn't getting all the details, the mesh is still looking low-poly...like there's no smoothing affecting.
in your video you kinda skeeped this step and I'm really interesting about it.
thanks anyway:)
Make sure the low poly has only one material applied. Play with the normal map distance settings until you get tge correct results. Make sure to look at the errors log to see if therr are any errors.
3dEx many thanks!!
Any chance we could get a tutorial for this one?
👏👏👏 i love your work, 😍
4:20 zbrush??
Yes
@3dEx How are you able to select an object from the combined subtool as you are sculpting?? Please let me know!!!
Using polygroups, look it up and you will find some good tutorials. Basically set auto groups and then hold ctrl + shift on the piece to isolate it.
This might be a dumb question but how did you keep the cannon balls look like low poly but in zbrush manage to edit them like they had a lot of polygons. I'm still new to zbrush and when I do it I only have those little amount of polygons and I want that blocky kind of effect.
When you first divide the mesh disable "smt" which is next to the divide button; this will make it so the shape holds even after dividing. I recommend doing that for the first two or three divides and then enable smt back on for the rest.
Great video! I'm currently trying something similar based on this vid, but I'm getting stuck at the Zbrush part. When I import my low poly mesh I want to increase the poly count so that I can apply more detail, but dividing it only messes it up. I tried Zremesher as well, but it removes most of the shape of the mesh. (Wheels in this case).
Any advice on how I can increase the mesh's polycount while maintaining its overall shape? And also, how do you isolate the part you work on in Zbrush? Seems really convenient :)
When you increase the poly count make sure to deselect "smt" which stands for smooth and this will add more polys while keeping the shape. Sometimes I divide with smt selected two or three times and then enable it again and divide again so it smooths out a little bit.
How do you isolate the object from others in zbrush? Thank you
Assign autogroups if the model was imported combined. Then you can use ctrl + shift + left click on the model to isolate it. Do the same while clicking on the viewport to bring everything back to view.
would u say these speed models you do are a good thing to put in a portfolio?
Hmm, I would polish them more so they look a little better and would not call them speed models then.
Amazing, beautiful. Question do you unwrap your model(s) before exporting them into Zbrush? Also where do you get your reference? Please keep up the awesome work.
I do unwrap before zbrush. I just look online for references, I always look many different ones. Artstation is a good website for inspiration and sometimes references too.
Hello there again. Before you export the geo to zbrush. do you bevel it? How do you make the support edges? Thank you!!!
Sometimes I do, and sometimes I just disable smt when subdividing in zbrush for the first few divisions.
Any chance of showing us how you set up the smart material you use as a base? :)
I made a tutorial on that :gumroad.com/l/paintertut
Okay, so once you have it in maya you bring it to substance.
How do you keep a good topology? Because i see that you haven't done the uvs... if you were to have done the uvs the zbrush would have been used as a displacement, correct?
If it's like the last videos of him then he use automatic unwrapping inside Maya
So this is the process:
_Model in maya and uvs
_Import to Zbrush and sculpt
_Export the high poly model from Zbrush
_Import the low poly that has uvs from Maya to Substance Painter
_Bake the normal map in Substance Painter using the exported high poly model from Zbrush.
Hope that makes sense. The shape in Zbrush stays very close to what it is in Maya So there is no need to redo the topology and just use the model that was made in Maya.
Buenisimooo Saludos desde Venezuela¡
buying the 0 dollar edition. When I had the cracked version I never leaned anytNice tutorialng but I downloaded the demo and went through a lot
Thank you.
Hello, awesome and inspiring work! :)
Did you create the stylized substance painter materials yourself? Is there any way to download/buy them?
Thank you! You can get it here : www.3dex.net/download-files.html
Insta-Buy! :D Thank you so much, keep up that great work!
hi, can you make an video please of the step on substance painter i don't know how use,
i don't understand very well this software.
Thanks if you make :)
I might, but no promises.
Ok thank you Bro' in Edge ! ;)
Whats the name of brush you used for the wood cracks detailing. Plz i need help.
Its the orb brush, search on google for orb brush pack and you will find a link.
Hello, Can you make tutorial how to make a turntable for your final model?
I made a video a while back ruclips.net/video/gRXO5v5e4Fc/видео.html
I have a doubt when he opens his project in zbrush he already has the softened edges and can easily edit in the figure something that I can not do as I do?
I think I skipped the part where I added bevels to the edges.
which tool you used to sculpt this, seems like u are using plugin to sculpt
I am using Zbrush for sculpting, its a different program.
Thank you! Awesome! But no less interesting moments you missed!
Hey, how to export from maya to zbrush? Obj or Fbx?
I prefer .fbx , but .obj works too.
How you import by zbrush with subtool ! I try it but took more time for each subtools plz make vedio for it plz
You can import an .fbx into zbrush, if the models are seperate in Maya they will also appear in zbrush seperately.
omg that how I feel!
What's that brush that you'r eusing called something like OrbFlatten_EdgeP... ? thx
The orb Flatten Edge lol, you can look for it on google and you will find a link to download it for free from the guy who made it. Just search for Orb Brushes pack Zbrush or something like that.
the soundtrack is from sims?
From Yugioh the falsebound kingdom.
Sir...I used High poly mesh to bake...normal map but not working
* Also tried antialising, values of max frontal and rear distance.
Pls help
Are you getting an error? Make sure the models are in the same spot in your 3d program.
Speed is very high do not understand what you click
that model clould work in a videogame?
It could, yes.
why you don´t show the uv mapping? or how you do it. ?
or the process of the bake hight poly to low poly?
Perfeck
Sir pls gave some ideas for online earning in 3d by making little things..
Not sure what you mean.
Wish i could make this. Unfortunately dont have all the tools? Anyone know any alternative free tools? I Have Maya but not ZBrush and Substance Painter.
If you happen to be a student you can get a Substance Painter educational license for free, it's on their website somewhere. For sculpting you could try Sculptris or Blender 3D since those are free.
3dEx Yes, i have seen that blender has it all in one! Seems pretty powerfull. Hope it isn't too hard switching from Maya to Blender. Thanks for your response! Keep making these awesome videos. They keep me very motivated to make stuff myself!
NICE!
am i the only one who gets a nice Castlevania vibe about of this music?
@3dEx One challenge for u Jak and daxter weapons Pliiiis!
hmm not sure
@@3dextrude I tried to make the blaster, out of yellow ammunition but ...
I would like to make a Tutorial of making smart cartoon material. I love the final result, im dying to know... 😫😫😫
There's no tutorial, but you can download the material from my website.
3dEx I have, but i cant use it 😣
I can do this i caaan
Absolutely!
@@3dextrude
Give best course to make best character for games in blender
Its looks like Sea of Thieves
It's from Portal Knights lol
I will finish your all tutorial...
Awesome!
🇹🇷🇹🇷🇹🇷🇹🇷👍👍👍👍
Yugioh Flasebound Kindom!! *-*
I can't see what are you doing
;)
like/
👏👏👏 i love your work, 😍