Stylized Crystal Sword - Autodesk Maya 2022, Substance 3D Painter
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- Опубликовано: 23 авг 2021
- Autodesk Maya 2022 - Stylized Modeling, UV mapping, and Texturing in Zbrush 2021, Substance Painter , and Maya 2022.
Intro to 3D Modeling : gum.co/Intro3d
Learn how to Make an Outdoor Environment: gum.co/OutdoorCourse
Learn how to make the Stylized Material here : gumroad.com/l/paintertut
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.
Maya Tools : gumroad.com/a/764523635
Zbrush Tools : gumroad.com/a/989574259
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Drawing Tablet I recommend : amzn.to/3ueFdLu
Mic : amzn.to/3dAhJtw
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Learn the Fundamentals of 3D Modeling : www.amazon.com/s/ref=dp_bylin...
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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
1 - standard mode
2- subdivision mode with cage
3- subdivision mode
4- wireframe
5 - shaded mode
6- texture mode
__Music : Everything is a Jawn [Synthwave] 🎵 from Royalty Free Planet™
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#Maya2022
#SubstancePainter
#Stylized
Disclaimer : The amazon links and the tools are affiliate links which means, at no extra cost to you,I make a small portion of the sale. Nonetheless, I use and recommend these items.
This one is coming in sharp!
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Awesome!
I'm learning modelling atm and one thing I can't get a grip on is whether you need to connect everything together. In this project for example you have the central pieces around the hilt that aren't connected to each other. In what case do you have to connect pieces together, or is it just okay to have overlapping and intersecting pieces?
Typically depends on how the model will be used. For games it's usually recommended to weld all or most pieces together, though geometry culling is pretty good nowadays where you can leave things intercepting. For mobile games, almost always you want to connect things together still.
Substance 3d painter looks so good, i would like to try it one day
It's the easiest way to texture things in my opinion.
Looks awesome man! I really love your textures!
Also when modelling in maya how do you avoid having hidden faces with the topology when you extruded? It feels like when I extrude into the model it creates additional faces I dont want and really screws with me during UV
You mean like a double extrude done by mistake which leaves geometry on top of each other? In that case you can select the whole model in vertex mode and merge vertices and set the amount to a very small number so geometry that's on top of each other welds together.
@@3dextrude Thanks man I'll try that!
Thank you for your videos, I have learned a lot from them. Although, I do have a question. When modeling low poly meshes, do I need supporting edges? Or do I add supporting edges when making high poly meshes? Thanks in advance!
You add enough supporting edges so the mesh is good, but then you make your details in the high poly version.
You can do either. Generally people add a little bevel to the low poly to get rid of some of the sharpness and then add the supporting edges in the high poly. Bevel isn’t necessary but it might help you get a slightly better look and bake if you can be bothered.
Hi 3dEx ! Are you using the new Substance Painter from Adobe or the old the one from Allegorithmic ? Thanks in avdvance !
It's the new one
@@3dextrude the New one is too heavy
@@OCanalDeVideoGames And the Adobe subscription is too expensive !
@@OCanalDeVideoGames Too heavy?
@@assasssin5328 very heavy, really. I tried to make a bike in low resolution and everything crashed. when I started to bake the 3D model of the bike it just crashed my PC. but the 2020 version works perfectly
i have a question. i did some assets already, using maya aswell and one thing you do that i dont quite understand is why you straighten the uvs that are rounded or curved, for example in the handle of the sword... is it just to save some space in the uv layout? does it make any difference in the end in terms of aplying the textures?
thanks for the great content, i really enjoy your videos
It can save space and if there is a case where you need to apply a pattern or want to paint in the uvs it makes it easier to do. Keep in mind this can potentially add distortion so it's not always necessary.
@@3dextrude thanks for answering!
Do you sell your smart materials?
Yes, 3dex.gumroad.com/l/styllized . There is also a link to the tutorial in the video description.
What's the song?
First one is Everything is a Jawn [Synthwave] 🎵 from Royalty Free Planet™ , the second track I actually don't know the name of; I recorded it a while back, but forgot to write down the name :(
@@3dextrude Thanks ^^
yu