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@Tidder T For better value, I'd go for a custom PC, I'm currently running a i7 9700K, 2080ti, and 32GB of RAM. My CPU is 8 core, 8 threads, the more threads the better. Laptops can't provide that performance.
@Tidder T Maya uses CPU and RAM power, the Ryzen 5 2600 does well in gaming, it isn't designed for a workstation. I didn't want to get an i9 or I'd sacrificed gaming performance, and the price isn't worth it.
Now a days I see a lot of people going straight to Zbrush. So good to see this sort of way of doing things still alive and kicking (makes me not feel so old X,D ).
@@cyffrowy2882 nope not really in my honest opinion through no fault of their own, not a lot of good teachers for UV’s. It is always the same explanation every time and it bugs me, trying to see if I can learn these things better in school lol
He made a low ploy model in 3DsMax, then UV mapped it. Imported into Zbrush and subdivided. He used Polish brush to make the dents in the metal. For the handle, he used the slice select tooo and made each bandage part of the handle into it's own polygroup so it was easier to work on. He then exported the low res model and then the high res model and all the maps (texture, normal, cavity, etc) and imported them all in Substance Painter, where he painted the model per each subgroup. He made metal material, etc.
Pretty sure he used the cut tool on the cylinder to cut it up into a bunch of polygroups then did a panel loop function and global inflated the edges a bit.
Really cool piece of work, all your projects have a distinct style. I noticed the quad draw tool at the beginning and I’m impressed to see that tool used like that. I was wondering if that is a recommended method of blocking out the shapes. Also, Once you import the model through zbrush and substance painter, is there any chance to see the wireframe on the turnarround?
Quad draw works great for things that are relatively flat such as this, but it could be used for other things as well. I use marmoset toolbag for the render, marmoset renders wireframes triangulated which isn't very helpful so that's why I don't include it in the videos.
Hi can you briefly explain how you did this type of modelling? The first minute or so. Like how did you place the vertices and join them together to make faces?
Absolutely, though I am working on stuff for total beginners at the moment. Working on an Intro to 3d class. I am also open to suggestions for other things as well.
awesome work but I would give the straps a bit more volume and make them pop out a bit more and then just go back to maya for a bit and just model some of those straps in there just to add more character And this was my only critique/ personal opinion great job
really nice. those videos help me alot to get better with my own 3D projects! i have a question tho. how do you smooth out/subdivide the cylinder parts of the Axe handle in Zbrush? whenever i try to subdivide low poly cylinders in Zbrush, either the polycount goes up but nothing seems to get smooth or the upper and lower edges get completely messed up. Thanks!
I add supporting edges usually, beveled edges. In zbrush make sure smt is on in the subdivide options. If it gets messed up you need to bevel the edges before exporting or by using the zbrush modeler tools
How long do you spend in each software before the next step? I am a beginner modeler and it often takes me an entire day or more in zbrush etc. How fast do you work? Thank you for the great video.
If you are a beginner that is totally normal. I have been doing 3d for many years now and the more you do it the faster you will get, but not everyone works at the same speed. The whole thing took about 2 hours I think. Keep in mind that I would spend more time on it if it wasn't to produce many videos for RUclips.
not sure what you mean, do you mean interactive creation for primitives? For that under polygon primitives there's an option at the bottom where you can disable interactive creation and this way the primitive will just show up in the center of the grid when you click create.
As someone that is learning how to bake high poly onto low poly and am starting to learn how to use Zbrush (literally about to start in a day or so). I know that I can keep my poly count low, by baking the high poly texture to the low poly mesh. When you take it from Maya to Zbrush and make all the alterations, is that just another "bake" onto the low poly mesh?
Hey! I've just watched a few of your videos and I am curious about your workflow when you get into substance painter. I notice you bake the normals/worldspace normals on their own, then handle curvature, thickness, and position maps, then finally ambient occlusion on its own. While I don't have any guesses as to why you separate curvature, thickness, and position maps from the ambient occlusion during baking, I am guessing you do not want your ambient occlusion to be baked from the high poly version. Am I correct? I'm so used to baking the ambient occlusion from the high poly and pretty much ignoring all of the visual errors that result from doing so. I never even thought of baking them separately until I've watched your videos. Was there any specific reason for separating ambient occlusion from the curvature, position, and thickness?
I do it mostly because I don't want substance to bake all the maps only to find there is some bake artifact. You can see artifacts from just baking the normal and world space. So I do it just in case to not waste time waiting for everything to bake. I leave AO for last because it usually takes the longest and I like to save the scene between bakes. I don't think substance uses the high poly for the AO, but I might be wrong.
@@3dextrude It does actually use the high poly for the AO. I actually just learned a few days back that you can tell it to bake the AO per mesh, but you lose any AO generated between objects of different names. I still think the way you do it is probably the best way to do it though. Really like your stuff!
When exporting into painter. does he import the model low poly model from maya and then bake the maps from the high poly zbrush model with all the details?
The sculpted details are on the high poly model, the high poly model doesn't need uvs. The uvs are kept on the low poly model. The details from the high are baked unto the low poly using Substance Painter
@@3dextrude that explains a lot for me now. I'm self-taught and all this time I thought that low poly and high poly must have same uv map. For almost a year I was making useless, harmful for model and to be honest pretty stupid thing. I feel really terrible, but at least now I know how things must be done. Thank you!
Shouldn't a object (let's say a chest) for a game be made of one single mesh (a cube)? I am pretty new to 3D modeling and don't really know much about it so please explain it to me if possible...
Привет, не мог бы ты скинуть настройки для запекания в Substance Painter? Я сейчас просто делаю стилизованные модели и интересно какие лучше настройки сделать для этого) Спасибо и удачи )
These sped up videos are cool, but even at 0.25 there's not much I can learn. Do you sell proper tutorials by chance? As in actual tutorial for this or similar models.
I made this tutorial which uses similar workflows gumroad.com/3dex#KfDZD I have others at the top of my gumroad page which are tutorials : gumroad.com/3dex
It depends on what the uvs look like, you don't want too many pieces and you want to make sure the uvs cover as much space in the uv grid as necessary.
Все модели и состоят из треугольников, 4-хугольники используют исключительно для удобства работы, но в конце в любом случае модель надо триангулировать, т.е. преобразовать 4-хугольники в треугольники. А в работе нужно стараться избегать только н-гонов, то бишь когда полигон не из 4 вертексов, а более)
@@murlochek6345 строить надо 4х угольниками, в некоторых случаях треугольниками (если прям вообще никак то можно ). Триангулировать надо если для игры делаешь, что бы лучше бейк был.
Thank you to Graaltog, Ikra_91, baxxo, lunni, Chander Dhingra, Desuii, H.J, Mánihel Ft, for joining the Premium group recently!
To join the group: 3dex.net/premiumpage/
@Tidder T Processor Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz, 2201 Mhz, 6 Core(s), 12 Logical Processor(s)
BaseBoard Manufacture Micro-Star International Co., Ltd.
Installed Physical Memory (RAM) 16.0 GB
NVIDIA GeForce GTX 1060
@Tidder T Not really, i7 9750H is a lot weaker than a i7 9700K (which I own), and even weaker than a I5 9600K. So a i7 8750H is lowest of the low.
@Tidder T For better value, I'd go for a custom PC, I'm currently running a i7 9700K, 2080ti, and 32GB of RAM. My CPU is 8 core, 8 threads, the more threads the better. Laptops can't provide that performance.
@Tidder T Maya uses CPU and RAM power, the Ryzen 5 2600 does well in gaming, it isn't designed for a workstation. I didn't want to get an i9 or I'd sacrificed gaming performance, and the price isn't worth it.
Now a days I see a lot of people going straight to Zbrush. So good to see this sort of way of doing things still alive and kicking (makes me not feel so old X,D ).
haha as long as you get the results you want I don't see any issue going either way.
Amazing work! Would absolutely love to see a full tutorial on this. Covers a lot of aspects on 3D modelling and would be really helpful.
This is incredible, everytime I watch one of your videos I just feel like opening maya/zbrush/substance painter and spend hours on them!
Nice! That's great to hear!
I love all your vídeos! I always see them, i would love to see the entire Workflow on normal speed 🙏
Thank you!
That axe design looks Killa! :D
This video let me keep my motivation high
That is cool! And x-com ost always gives me chills :D
I don't use maya because I can't afford it, but watching your workflow is priceless. Thank you so much.
Awesome
Awesome
your skill, no words, amazing
wow! watching your workflow is so useful also result is amazing - subbed
This axe is everywhere
Really?
Awesome! Man, u need to make a tutorial for this. Please.
this is the tutorial, its called .25 speed playback
@@platinumpineapple9943 helped me through my VFX course doin exactly that .
That looks AMAZING!!
Thank you!
GREAT AND EXTREMELY LOVEABLE
Good as always. That X-Com ost kicksass
Epic soundtrack in my opinion
All I wish I knew how to do is UV’s in maya lol, watching this just made me hate that I don’t know this skill more 😂
Do you know it now?
@@cyffrowy2882 nope not really in my honest opinion through no fault of their own, not a lot of good teachers for UV’s. It is always the same explanation every time and it bugs me, trying to see if I can learn these things better in school lol
Я до середины видео думал что это cinema 4D пока не обратил внимание на интерфейс, крутая работа! 👍
haha
7:53 what is this process?can anyone explain it ?
Spliting into different polygroups makes it easier to work on, with the slice curve tool
Spliting for panel loops.
He made a low ploy model in 3DsMax, then UV mapped it. Imported into Zbrush and subdivided. He used Polish brush to make the dents in the metal. For the handle, he used the slice select tooo and made each bandage part of the handle into it's own polygroup so it was easier to work on. He then exported the low res model and then the high res model and all the maps (texture, normal, cavity, etc) and imported them all in Substance Painter, where he painted the model per each subgroup. He made metal material, etc.
Ash , he made a low poly model in Maya
@@le_canard_la Thank you for explaining this!
Awesome job as always!
I would love to see a tutorial explained about your techniques!!
thank you for making these tutorial,can you tell me how you clean your topology on 8:00,it's to fast even i switch to 0.25 speed
From a beginner 3D modeler......this is some harry potter shit bro like HOLY
lol
Very good work!
Is there a tutorial how to create a model like your method?
Yeahh 👍👍👍👍👍
soft. Thank you
any chances for full tutorial ?
Really sweet work! Can I ask, how did you make the handle cloth segments? It looks really good, and the way you did it looked really efficient.
Pretty sure he used the cut tool on the cylinder to cut it up into a bunch of polygroups then did a panel loop function and global inflated the edges a bit.
SinisterJoke thank you
Its also nice to do it with Dynamics Sub, more control imo
Нормально так оптимизировал модель
Wow awesom
Really cool piece of work, all your projects have a distinct style. I noticed the quad draw tool at the beginning and I’m impressed to see that tool used like that. I was wondering if that is a recommended method of blocking out the shapes. Also, Once you import the model through zbrush and substance painter, is there any chance to see the wireframe on the turnarround?
Quad draw works great for things that are relatively flat such as this, but it could be used for other things as well. I use marmoset toolbag for the render, marmoset renders wireframes triangulated which isn't very helpful so that's why I don't include it in the videos.
please do a uv wrapping tutorial
Nice!!! Good job man!!
Thank you!
You did retopology even after zbrush ??
крутая работа,молодец!
Спасибо
where can i get reference images about this model
cool material for Zbrush, - some the StartupMaterial. Where is you find them?
It comes with Michael Vicente's rendering tutorial gumroad.com/l/srZiJ
you are awesome man
Love your videos
Thank you!
Pls make A tutorial after substance to maya or zbrush work Flow... thank u
3:00 any technical reason why you chose to get the ring shape this way instead of a torus?
No real technical reason, it could have been made from a torus as well.
@@3dextrude oh ok that's cool. To each their own!
Hi can you briefly explain how you did this type of modelling? The first minute or so. Like how did you place the vertices and join them together to make faces?
I believe he was just using the quad draw tool, it is pretty handy
Sweet work man. Will you be doing any more training/tutorials at all in the long run? Thanks
Absolutely, though I am working on stuff for total beginners at the moment. Working on an Intro to 3d class. I am also open to suggestions for other things as well.
@@3dextrude pls do one for beginners thank you bro
awesome work
but I would give the straps a bit more volume and make them pop out a bit more and then just go back to maya for a bit and just model some of those straps in there
just to add more character
And this was my only critique/ personal opinion
great job
Those are great points!
So roughly how many models do you make a week?
Amazing can you please make a tutorial on how to make these type of stuff
what software do you use for final turn around render?
Marmoset Toolbag 4
0:45 How did you make all the points are flat? looks like it's been cut. Anyone can help? plz
using the scale tool on selected edges and vertices you can straighten them out like that
really nice. those videos help me alot to get better with my own 3D projects! i have a question tho. how do you smooth out/subdivide the cylinder parts of the Axe handle in Zbrush?
whenever i try to subdivide low poly cylinders in Zbrush, either the polycount goes up but nothing seems to get smooth or the upper and lower edges get completely messed up.
Thanks!
I add supporting edges usually, beveled edges. In zbrush make sure smt is on in the subdivide options. If it gets messed up you need to bevel the edges before exporting or by using the zbrush modeler tools
How long do you spend in each software before the next step? I am a beginner modeler and it often takes me an entire day or more in zbrush etc. How fast do you work? Thank you for the great video.
If you are a beginner that is totally normal. I have been doing 3d for many years now and the more you do it the faster you will get, but not everyone works at the same speed. The whole thing took about 2 hours I think. Keep in mind that I would spend more time on it if it wasn't to produce many videos for RUclips.
well design.... you have weak wood part between two metals )
Not in a magical world ;)
How did you just make it without using cube plane disk etc.????? Plzz reply
not sure what you mean, do you mean interactive creation for primitives? For that under polygon primitives there's an option at the bottom where you can disable interactive creation and this way the primitive will just show up in the center of the grid when you click create.
@@3dextrude ohhh
@@3dextrude can i make 3d models in pentool type tools??
As someone that is learning how to bake high poly onto low poly and am starting to learn how to use Zbrush (literally about to start in a day or so). I know that I can keep my poly count low, by baking the high poly texture to the low poly mesh. When you take it from Maya to Zbrush and make all the alterations, is that just another "bake" onto the low poly mesh?
The high poly sculpt in zbrush is basically baked to the low poly model, this way you can have a low poly model with more details.
Hi, I am interested in your stylized asset tutorial. I use blender and MAX. Does your tutorial give a crash course for maya as well? Thanks.
It doesn't include a crash course on Maya sadly, some knowledge is expected before getting it.
My friend, how did you apply the dynamics and your blade has not lost its shape? you did not apply bevel in maya
I think I actually did bevel before exporting to Zbrush, may have been cut from the video
he beveled at 5:18
Good to know!
What's the hotkey for 1:08 thanks
press b to enable soft selection, hold it down and left mouse drag to reduce radius
@@3dextrude Thank you awesome work!
Could someone explain to me their UV mapping process? I'm awful at UV mapping and I'd like toknow how they did it so easily
Hey! I've just watched a few of your videos and I am curious about your workflow when you get into substance painter. I notice you bake the normals/worldspace normals on their own, then handle curvature, thickness, and position maps, then finally ambient occlusion on its own. While I don't have any guesses as to why you separate curvature, thickness, and position maps from the ambient occlusion during baking, I am guessing you do not want your ambient occlusion to be baked from the high poly version. Am I correct? I'm so used to baking the ambient occlusion from the high poly and pretty much ignoring all of the visual errors that result from doing so. I never even thought of baking them separately until I've watched your videos. Was there any specific reason for separating ambient occlusion from the curvature, position, and thickness?
I do it mostly because I don't want substance to bake all the maps only to find there is some bake artifact. You can see artifacts from just baking the normal and world space. So I do it just in case to not waste time waiting for everything to bake. I leave AO for last because it usually takes the longest and I like to save the scene between bakes. I don't think substance uses the high poly for the AO, but I might be wrong.
@@3dextrude It does actually use the high poly for the AO. I actually just learned a few days back that you can tell it to bake the AO per mesh, but you lose any AO generated between objects of different names. I still think the way you do it is probably the best way to do it though. Really like your stuff!
Very good, like, like, like!
Thank you!
how did you do that ?
Do you merge the model into one ? Or group them? And how do you Export it to SubsP? like in SubsP there are texture channels
I didn't merge it, in Painter you import the low poly model and load the high poly model through the bake settings
@@3dextrude I think he meant each subtool? So you exported the model as one? How did you angle out the handle, as, as you painted? A mask or subtool?
@@ashleechan22 From Zbrush it was exported as one fbx file, I was masking for the handle.
Did u draw those orthographic pictures?
I paid someone to make the concept art
@@3dextrude Ohk ok
i have so many questions :(
hey do you have this tutorial in normal speed?
The regular speed video is on Patreon and 3dex membership, it's not a narrated tutorial though, just regular speed video.
How do you make the retopo after zbrush?
hey mate, what program did you do the turn table in?
Marmoset Toolbag
When exporting into painter. does he import the model low poly model from maya and then bake the maps from the high poly zbrush model with all the details?
Yeah it's the low poly model. I import the high poly through the bake settings and bake the details unto the low poly
What brush did you use to cut into the handle in zbrush?
Curve Slice
You have to use shift and drag to use it once you have selected it
can i get the reference image
How did you dynamesh it and keep the details? Whenever I try to use Dynamesh on anything, it just destroys it, even if Dynamesh Resolution is at 500.
Set it really high if you are not getting enough resolution. If that doesn't work you can add more geo before importing to Zbrush as well.
@@3dextrude Thank you very much for the tips! I will do that for my next model!
before you make bevels you make the uvs, but after you make the bevels, the uvs that you have dont crash? its happening to me
The bevels where done to the high poly not the low poly model. High poly doesn't need uvs.
This soundtrack is from game xcom ? :D
Yes
What mame of this type of texture?
Excuse me Sir ~may i ask how you Sculpt detail and keep UV map thank you
The sculpted details are on the high poly model, the high poly model doesn't need uvs. The uvs are kept on the low poly model. The details from the high are baked unto the low poly using Substance Painter
6.29 how u make ur mesh smoothen?
The very first thing he does i wanna know. How does he/she extrude or add polygons without clicking the extrude button?
How can you bake maps when your high poly from zbrush doesn't have uv?
The high poly model doesn't need uvs only the low poly one since that's the one you will be baking the details onto.
@@3dextrude that explains a lot for me now. I'm self-taught and all this time I thought that low poly and high poly must have same uv map. For almost a year I was making useless, harmful for model and to be honest pretty stupid thing. I feel really terrible, but at least now I know how things must be done. Thank you!
@@MsUndertaker99 No worries, a lot of people think that's the case so it's not uncommon.
Shouldn't a object (let's say a chest) for a game be made of one single mesh (a cube)?
I am pretty new to 3D modeling and don't really know much about it so please explain it to me if possible...
It could end up as a single mesh( through welding vertices and such) but it doesn't have to be made as one.
この後ろの斧のラフイラストみたいなものを描くソフトはなんですか?
pureref , www.pureref.com/
Where I can get that pic reference ?
it looks like something he drew himself, if you need refs theres tons on them on pinterest
Привет, не мог бы ты скинуть настройки для запекания в Substance Painter? Я сейчас просто делаю стилизованные модели и интересно какие лучше настройки сделать для этого) Спасибо и удачи )
Я использовал настройки по умолчанию, за исключением того, что я установил его для выпечки по имени
These sped up videos are cool, but even at 0.25 there's not much I can learn. Do you sell proper tutorials by chance? As in actual tutorial for this or similar models.
I made this tutorial which uses similar workflows gumroad.com/3dex#KfDZD
I have others at the top of my gumroad page which are tutorials : gumroad.com/3dex
@@3dextrude ohhhh they're cheap too, amazing. Thank you, gonna definitely buy a couple of them 100%
Музыка такая, как будто сейчас мобильную игру из одного топора сделают😁😁😁
hahaha
Awesome :D
I've just started maya and I'm sucks in modeling 😭😭😭😭 help
What about the reference images??!!
bro what if I use automatic UV, was it still okay?
It depends on what the uvs look like, you don't want too many pieces and you want to make sure the uvs cover as much space in the uv grid as necessary.
Прикольный топор но деревянный переход между ручкой и лезвием не самое лучшее решение. Сломается.
👌
Ни че что в модели присутствуют треугольники. Вроде нужно же стараться полигоны в квадраты упаковывать.
Все модели и состоят из треугольников, 4-хугольники используют исключительно для удобства работы, но в конце в любом случае модель надо триангулировать, т.е. преобразовать 4-хугольники в треугольники. А в работе нужно стараться избегать только н-гонов, то бишь когда полигон не из 4 вертексов, а более)
@@murlochek6345 строить надо 4х угольниками, в некоторых случаях треугольниками (если прям вообще никак то можно ). Триангулировать надо если для игры делаешь, что бы лучше бейк был.
What about blender 3d?
You can use that too, I am not against Blender; its just a preference.
please make a tutorial of this
Like a step by step tutorial? Or a voiceover, but not step by step?
@@3dextrude step by step would be great
@@3dextrude step by step please
BADASSAX
Я один не выкупа что происходит после 3:30
Be consistent, make mistakes, experint
Looking at this I feel like Blender is the simpler version of Maya xD
Possibly
@@sorrow7169 I meant that in blender is much easier to access a lot of the options/tools which in maya are all over place
yeah an axe
Blizzard could use some of your skills xd
Lol
why don't you explain your videos slowly, let's make such models?
working lmfao.