Это видео недоступно.
Сожалеем об этом.
Full 3D GAME ASSET workflow ( Maya / ZBrush / Substance Painter )
HTML-код
- Опубликовано: 18 авг 2024
- #3DModeling #3DAnimation
In this subscriber request tutorial I will walk you through the entire 3D workflow of modeling, sculpting, baking and texturing to end up with a low poly, high detail model ready for use in a game engine.
Link to the Alpha creation and use video as mention in the video : • ZBrush Beginner Series...
--------- MY AMAZING CHANNEL SPONSOR ---------
Check out my amazing channel sponsor Dogwood Gaming at www.dogwoodgami... The creators of Ashes of Tanaka
ashes.dogwoodga...
--------- SUBSCRIBE ---------
MH Tutorials 3D Modeling & Animation channel
/ mikehermes65
MH Tutorials Photography, Film and FX channel
/ @mikehermesphotography
--------- FOLLOW ME ON SOCIAL MEDIA ---------
Instagram :
www.instagram....
Twitter :
/ mhtutorials
Facebook :
/ mhtutorials
--------- JOIN MY GOOGLE+ COMMUNITY ----------
Here's the link : goo.gl/dBzAZp
--------- AMAZON GATEWAY ---------
Support MH Tutorials for FREE
Buy anything on Amazon just like normal through our Amazon gate, no difference to you! Amazon will give ma a small percentage of each purchase.
Link to MH Tutorials Amazon store :
www.amazon.com...
--------- SUPPORT MH TUTORIALS---------
Do you want to see premium exclusive content? Please become a Bronze Patron for just $5 a month.!
Link to Patreon website : / mhtutorials
Link to Animation courses : www.bloopanima...
Link to MH Tutorials T-Shirts and stuff : www.printmotor...
--------- The "Send me Stuff" address ---------
MH Tutorials
Attn : Mike Hermes
P.O. Box 1000
Unit E23 2260 BA Leidschendam
The Netherlands
--------- CAMERA GEAR---------
Canon 750D with 18mm - 55mm Kit lens :
amzn.to/2sP48KA
Canon EOS M10 with 15mm - 45mm Kit lens : amzn.to/2taw0bU
Canon EF-M 55-200mm f/4.5-6.3 IS STM : amzn.to/2rQJF3w
Manfrotto 055 Camera tripod : amzn.to/2rQsoHG
Camera Light Softbox : amzn.to/2u4d3Ea
Zoom H4N Audio recorder : amzn.to/2whFvHi
--------- WEBSITE & STORE---------
Official website MH Tutorials : mhtutorials.com/
Official website MH Consultants : www.mh-consulta...
--------- CHANNEL SPONSOR---------
Dogwood Gaming www.dogwoodgami...
--------- BUSINESS INQUIRIES---------
Related to my RUclips channel(s) : mh-tutorials@hotmail.com
Want to hire me as a speaker / consultant ? : mhermes@mh-consultants.com
--------- MY TOP PATRONS ON WWW.PATREON.COM---------
Jason Swisher
Samuel Martino ( Dogwood Gaming )
Jamie
Dylan Void
Did you create an asset based on this video ? Please post a link below to show it off !
hello i have a question
after you add the texture to the model in substance painter at the end of the video,
do you just export via Substance Painter and then import it to unreal engine 4?
it would be cool if you could make a video for the process after substance painter
thank you~
hi
when i imported my model to substance then baked the textures my noise wasn't there
why?
@@Yassine_Laatiri You need to hit the button "apply to mesh" in the Surface menu in ZBrush to make it "stick". Then, reexport the high poly from ZBrush and then follow the steps to bake this back over the low poly in Painter
I was crying all morning cause I was so frustrated to not understand the workflow from ZBrush to SP. In 20 minutes I finally understood it all. Thank you so much!
You are very, very welcome, now show me that smile !
@@MHTutorials3D :))))))))
Same :'3
@MHTutorials3D Make a workflow maya , zbrush , substance painter and photoshop tutorial of game character and creature for beginners
So many useful informations (basic ones too) in such a short tutorial. That's just great! You definitely know how to make a good tutorial.
Thank you
By the way, does the same goes for buildings? I mean, I've seen games in the past made like this: Model of a building, where it has few different materials used on. Which means there's for example 1 for window, 1 for doors, 1 for wall and so on. In case You've presented, it would mean all those different parts would become one so it means I would have to create an atlas. Is it better than to use separate materials? But then it would cause more work to do since every model would use its unique material, which means I rather wouldn't be able to use the same material for several different objects, right?
I typically create ( and save ) building elements with their maps ( textures, normal maps etc ) such as doors, windows etc
I see, so that's just what I was thinking about too.
And by the way, I'm having a problem with Dynamesh and Zremesher when it comes to wall with window. Well it actually removes the window after the whole operation. Let me show You what I mean:
i.imgur.com/zyEAz3K.png -> Here after Zremesher You can see that corners of window are kinda smoothed (I had to use at least 10 target poly counts to not smooth it more than this)
i.imgur.com/lUcnQ4B.png -> And here I've used Dynamesh set to 128 resolution. How can I avoid such smoothing effects?
Maybe on the next video bring it all back into maya for a render? That seems to be the hardest part of this workflow but none of these tutorials show it.
Mike this is such a great tutorial. There are so many videos online that appear to complicate this process, but you strip it all down and present it in a really simple way! Thank you very much and keep up the good work!
you save lives Mike, one video at a time!
Thank you so much- it's great to have someone show exactly when to use dynamesh/zremesher/etc
You are very welcome
Love the way you teach btw. its not too fast, but its to the point, and very clear.
You are a gift from god my friend. Ive been following you video for almost 2 years now:) i have won a game jam in our country and you are one of the reason..now i am enchancing my skills and i am so glad because you have this kind of tutorial
That is so cool. Congratulations !
ok i've been searching so loong time until i find this tutorial
Short and sweet. You gave a good brief over view of how this process kind of works with out going super in depth. Great video, you earned a sub from me !
Thank you !
World's most simple tutorials thank you....
Thank you SO much for this 👍
Thank you for a great video!
You made it look so easy!
Hey, Mike loved the tutorial. I'm still really new to ZBrush and seeing you use the noise feature gave me one heck of a Flash of inspiration. Things I've been trying to do to simulate surface texture just got much easier. Thank you so very much.
You are very welcome Terry !
Thank you so much for this tutorial! Finally i can understand the proper workflow. Plus you helped saving my final project so thank youuu!
You are very welcome Krsietn. More like these coming, make sure you don't miss them ;-) ( Subbing is appreciated )
@@MHTutorials3D I do have one question though, if i have a project with multiple models in it, when i export it into zbrush from maya and split groups, how can i still take the "highpoly/lowpoly" approach? because in your video the grave and ground were combined and so you had a copy with the low and high, so i'm just thinking how do i handle the same approach with multiple subtools. Thanks in advance!
nice tutorial! i actually made virtually the same tutorial, but for 3DS Max instead of Maya. Now, learning maya, I made good use of this one :) Tombstones really are the perfect asset for this type of full workflow tutorial.
Mike thank you, this is really direct to point which could help me with my diorama, just in time!
Good :-)
Solid Gold.
Thank you so freakin much my dude 👍😀 keep it up!!! Wanted to see an actual workflow and you mah man did a great job right there 👍 thanks a lot!!!
Its very usefull tutorial for quick understanding of 3d modelling texturing workflow , thank you sir!
thank you!
mike, thankyou i was struggling on high n low baking, i was using 3ds max for caging and baking. Overally it was time consuming, didn't knw substance had baking too. It saved my time
I would love to know how you asemble it in maya on a low poly mesh with normals texture and how to export that to a game engine or other production like rendering in maya! Great work on the videos its quick and to the point
Thank you
you forgot to mention to press 'apply to mesh' when adding noise in zbrush
I did forget to mention that, you are right. Sorry
This literally just made my night. Thank you guys!
You should learn to use ZModeler inside ZBrush. You could have easily made the low poly with it. Also with ZRemesher you could have Remeshed it a few more time to get better topo. Holding down Alt while pushing ZRemesher will give you a different algorithm and you could have turned down adaptive size to around 15 to get better quads. Hitting the half tab will decrease your polys 50 % as well. If you used ZModeler you could have had the exact edge flow you wanted while being able to have clean subdivisions for sculpting. Using Dynamesh for your details sculpt will have its limits as the polys are filled with Ngons. Dynamesh is more useful for the overall block out, shapes and forms. You will want cleaner topology to sculpt and use alphas etc.
Thanks for sharing
This is great! I hope you'll make more videows like this!!!
I will
thank you!!!
Love your all tutorials.
Great video ❤❤❤❤
Thank you,very informative tutorial.
Man, you are the Best! Thank you!
skip to 11:36 after the uv unwrapping part if ur working on a custom model those bits are just him adding detail to his high polly im following this differently i made highpolly then made a low polly from it
Excellent video. Congrats!
Thanks Mario
Thankx for the tutorial Mike. I wish you taught us how to set everything up back into Maya though.
you just saved my life
You are welcome :-)
Thank you for another great tutorial . This one made me smile , it took me a few years back when I first started learning Zbrush , i was sculpting with the MOUSE , it's horrible .
Thanks a lot. Great and only video explaining that.
Thanks lot.. this will save some time all the time...
thanks
Thank you a lot for this tutorial it was very useful!
Very welcome
Thank you Mike
Very welcome
thanks Mike..really useful. you are good teacher..
धन्यवाद
Can you do a tutorial about exporting the final asset and maps from substance painter and importing it in unity or unreal engine?
bedankt
Great tutorial! WIth more complex objects will you UV map in same way? I thought that due to model in Zbrush it's better to UV map all in Maya beforehand.
The noise I added is not appearing in substance painter. only the alpha texture is appearing
when you do the surface noise, make sure you apply it. Idk what version of zbrush he's using, but in mine, I have to hit OK (like he did), then "apply to mesh". Apply to mesh is found on the right side in the surface noise menu you're using.
this comment was from a year ago.. lol. But maybe it'll still help you
great video straight to point awsome
Thank you
Thank you
is it possible if you could make a maya mudbox substance workflow video?
What if you have multiple sub tools that make up a full character like a head, torso, eyes, etc?
Should I unwrap all the UV's for each individual part? I haven't found an answer. Some have suggested to decimate a model but I still don't know if I should merge all my sub tools. This whole UV stuff is frustrating cause I have no idea how to go about it.
Of course every object has to be unwrapped individually do it in a program like Maya not only does every object have to be unwrapped you have to split objects up depending on which way the normals are facing
for this tutortial im following it with a sphere and just spotlight projecting detail to see if i can retain awesome spotlight texturing to low poly
really nice and helpfull tutorial
but mike
how to import into maya with sculpting effect and texture paint ?
how ?
plz guide me into that 🙏☺💐
4:20 But what if the base mesh is a character that needs to be animated? Should you retop anyway or it is better to leave the animation-ready topology with which you imported it in ZBrush?
Muchísimas gracias!!!
De nada
After texturing it on substance painter.. i bring it to maya and applied it..the normal map seems to be have problem with the object edges. why is that happening?
Thanks for this great Tutorials..keep up the good work...
Thanks Game Cube
Hpw come my Zbrush doesn't export the high poly geometry? has anything been changed since this tutorial?
Question about baking high poly into low poly. UVs were done in ZBrush, After applying textures in Substance Painter and exporting into Maya do you hit the smooth button on the low poly mesh or is there another process done in Maya before adding the textures done in SP?
amazing
Thank you! Cheers!
can you do a video on the potential uses of super shapes in Maya 2018?
very nice tut sir hank you :)
Thank you
my model is done in substance painter, but i want to this model render in maya so how to substance model import in maya with texture please help me.
You can export it out as a OBJ which then come import it in Maya
you already have the low poly model (you imported it in to substance painter). So when you export your texture maps from substance, you use the node editor in whatever renderer you're using to apply them to their specific places (normal, roughness, albedo, etc.), and apply that shader to the low poly version.
when I baked my HP to my LP the noise texture is gone in substance painter. how can I fix this?
One thing i really didn't get there is " Low poly mesh was given UV info as it was unwrapped, Onto the higher poly mesh we just did details with no UV info?" Please make me understand if i am distracted here a little! Another thing i really love your channel as i get cut to the chase knowledge. Keep up the good work dear.
Yes, the low poly model is the only one UVed
Thanks very much mike! i was waiting for your reply and u helped me in time now there is no more confusion left, i actually did uv in maya then imported mesh in zbrush made highpoly and exported it without making it a "Polymesh 3d" and it wasnt projecting any detail in substance painter. But the moment i did polymesh3d and did the same thing it did take the details but not fully, it gave me an idea that i am at some error, now i think i need to Zremesh the lowpoly as u did after importing the lowpoly from maya!!! i guess i need to remesh so that it wont give stretches at places while projecting. I will run a test and get back to you along with my results. Thanks mike Thanks a lot.
hi dude, I'm about to make my first zbrush model (i already know maya but i never really explored zbrush before). I've talk to people who told me to make my model in zbrush and then go back to maya for the retopology. Is your way to do better ? (i'd like to not go back to maya because i hate retopology)
Why did you zremesh the lowpoly? How do you export the individual maps from substance painter? How do you import back into Maya to you know...actually finish the pipeline? Thanks for answering some questions but this video is weak.
Won't you agree if Substance painter had the option to choose a navigation template from another 3D software to navigate (just like Rizom UV has)?
Great video Mike. Is it possible to do this with several high to low meshes in substance painter. I have a project that has several sub tools and I was hoping to bake my HIGH to low meshes on numerous texture sets. Does this make sense? And do you think this workflow makes sense or should I combine all my meshes in Maya and create one fbx/obj in zbrush? is it better to have separated meshes for better UV and detail?
Is this more for hard surface models? Or can this workflow be used for making organic characters too?
Hi, I was happy to find your tuto. But ive got problem with the normal and ambient occlusion ... idk where does it come from
is it black? :)
The noise from Zbrush doesnt appear in the normal in substance, Any ideas why?
@Shoop da Whoop Thanks for this. I appreciate it.
WOAH!
why would you leave out the rendering step?
I followed step by step and after baking the high poly version onto the low poly. Everything works i can see the Alpha and the brush sculpting around the edges BUT my noise is not their. :( any help?
You need to hit the button "apply to mesh" in the Surface menu in ZBrush to make it "stick". Then, reexport the high poly from ZBrush and then follow the steps to bake this back over the low poly in Painter
@@atkaygee My noise works, but there are quite a few smooth flat spots...
Mike, why don't you create shelf buttons for things like deleting history & freezing transformations?
Because if new users see buttons on the shelf they don't have, they will get confused. I always try to keep everything as default as possible
Sir but how to export this in Maya and render with Arnold 5 plz make a tutorial on that btw tx
just go to file-export textures. Choose aistandard 5 in the drop down menu and click export. Then plug all the textures into the arnold material. Make sure to select raw as your image format when you select file. and also alpha luminancy on roughness and metalic
travis reid k I will try that
Thanks for the help
SO Good, MIKE SIR~ RESPECT Always// i need to this wolkflow tutorials. not one. this one~ process ~workflow. i am going to vfx or game chracter_modeler. especially organics.+render.
Sir did same thing but it show some error and normal map is completely black
How do I export multiple displacement maps?
Thanks Mike nice tutorial! ... I have a problem when trying to use TrimDynamic (7:23). I try to apply to the object and nothing happens. If I use any other brush it works fine. thanks!
Noob question, does it matter when I UV the mesh? Like if I UV it before I duplicate it? Because for some reason every time I do unwrap all after I've duplicated it, it takes forever to unwrap or crashes, even though there's only 484 active points.
hi mike i have question is a bit confusing me when i try to build big house or cabin for games that contain many geomtry in it should i always group them or combine them as one piece inside maya or its fine to let them separated objects
Sir how to uv cut zbursh please reply
Hi, Mike. Is there any hope of you doing a series similar to this newly anointed ZBrush one, yet focused on the Maya/Mudbox pipeline? The educational version of Mudbox can be downloaded at no cost, after all, whereas ZBrush appears to be accessible only in paid versions.
I did a few Mudbox videos but 95% of the digital sculpting community uses ZBrush and I get requests all the time
Thanks for the response, Mike. It sounds as though Mudbox isn't a viable ZBrush alternative, unfortunately. I suppose I'll now flip a coin to decide which kidney I'll sell on the black market to afford all the software I'd like to own.
I know, I know... But the reality is that ZBrush is the industry standard when it comes to digital sculpting. I have fought it too for a long time....
Nice tutorial I just missing the last step to bring it all back to maya.
That is a different tutorial, coming soon :-)
Very great tutoriaal! I have a question!
Sure, what is it ?
Great thanks Mike question how to move from mudbox to substance painter is the same obj format thanks
Yep
Hey I know this video is almost a year old but perhaps someone will be helpful enough to solve my issue. So for some reason after I bake high poly mesh into the low poly one substance painter completely ignores the Noise that I added in Zbrush. Everything else is at the place but noise is absolutely being ignored by SP. Anyone know why this happens?
Yes, I know exactly why that happens. You need to hit the button "apply to mesh" in the Surface menu in ZBrush to make it "stick"
@@MHTutorials3D Yes it worked! Thank you so much! I can't believe I missed this step!
So you wouldn't have to bake the details from zbrush onto the original maya mesh for it to be compatable with a games engine? What about if you had a chatacter that you added a skin texture to? Sorry im a little new to this
Same process
Thanks for your tutorial, really cool!
I have a questtion, while baking texture in Substance, My Normal Map and AO are applying only for plane, but stone is staying without texture, could you help me, please?
Make sure you hit "apply to mesh" after you do the noise tool and hit ok. He skipped over that step.
i really love ur videos man
is there a chance u make a video about maya /zbrush / maya again with uv maps
thanks in advance
I am planning on doing so
Mike Hermes great thank u
Is there any problem if I UV in Maya/3DSMAX? Or i really need to use UVmaster in Zbrush? Because i see a lot of people doing the high poly in Zbrush, then undo the subdivision level (in geometry) to get the lowpoly, UV and save. For me, i create the low poly in 3dsmax, i'm afraid to do that and UV there (3dsmax) and in the Zbrush my high poly become a lot of deformed and i get issues on substance later...
I noticed you converted the imported obj to Polymesh 3D. I thought you only had to do this with primitives. Have I been doing it wrong all this time? Do all imported obj's have to be converted to polymesh 3D?
No
Hey Mike! Thx for tutorial. I want to triangulate my model, so when i need to do this process? So i make Low, then high poly. Set hard\soft edges and then i want to go UV, but when in this workflow i need to triangulate my Low poly mesh? Just before UV? Or i can UV quad model and after triangulate this, will it change uv?
Triangulate the low poly and then UV
why we need edit AND "make a polymesh 3D"? I thought that when we can "edit" it is because it is already a pm3D....by the way, very professional vids and tuts. Congratulations.
you have to make it a polymesh 3D. It is not a polymesh 3D at the beginning. If you bring out a cube in zbrush, you can adjust the parameters like poly counts in specific axis, etc. But once you "make polymesh 3D", those parameters are set, and the model is ready to be sculpted. So it's my understanding that even meshes you import must be "set" with polymesh3D before you sculpt.
When i bake textures from susbtance and try to apply them in maya then i dont get bumps clearly can you please explain that :)
but my render in susbtance painter is accurate :)
Thanks :)
hi, im using maya 2017 newbie. i use '2' and '3' in my shapes to make it look good and smooth. when I import it to zbrush it goes back to the polygons instead of the smooth one. i even use the dynamesh you mentioned in the video. same with maya to substance painter. how can i fix this?
Pressing two or three in Maya is just giving you a preview of what the object will look like when a smoothing is applied it's not actually deforming the object or adding subdivision levels you have to actually smooth it in Maya
I like your videos! Could you tell me why baked high poly to low? I'm beginner :)
Clementine, that is to add detail to the low poly model without increasing the face count of the low poly model
Ah ha! I got it now. thank sir :D
Thank you for the tutorial. I have one question, why did you decide to create UV in zbrush instead of maya? Is that just a matter of taste?
Yes
Use maya or blender, etc., if you need to cut the model up in to specific UV layouts. Zbrush, as far as I can tell, doesn't give you any real control over it.