Modeling a Wild West prop Full Workflow ( Maya / ZBrush / Substance Painter )

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  • Опубликовано: 30 окт 2018
  • #3DModeling #3DAnimation
    In this video we are going to do a full 3D work flow for a Wild West prop, in this case a cast iron frying pan.
    We will model and UV the Low poly model in Maya 2018, create the High poly model in ZBrush 4R8 and finally texture in Substance Painter.
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Комментарии • 112

  • @och70
    @och70 5 лет назад +33

    I'm getting more comfortable with Maya > ZBrush > Substance Painter for low poly/high poly bakes. These full workflow tutorials are really helpful, always glad to see them.

  • @Marianis2305
    @Marianis2305 4 года назад +7

    Over two years later i've just used this tutorial to help me make my first normal map and pbr mat model. Thank you so much!!!!

  • @3V1LKNIGHT
    @3V1LKNIGHT 4 года назад +4

    This is really helpful. the way you extruded the object in order to add thicness is very simple and saves a lot of time! at first I would duplicate the fact and try to manually append the missing faces and experience flawed meshes. I learned a lot from this video thank you so much!

  • @vishnurk3107
    @vishnurk3107 3 года назад

    Omg this is exactly what i was looking for since past few days. Thankyou so much❤️

  • @i_haz_toonz
    @i_haz_toonz 5 лет назад +6

    Mike there's a good vibe about all your videos! Great work as always!! 😀😀

  • @Colteal
    @Colteal 3 года назад

    finally, the best explanation how to add details in Zbrush :) many thanks for sharing

  • @carltongordon
    @carltongordon 5 лет назад +1

    thanks for showing us the workflow Mike, it's really appreciated

  • @sekkerable
    @sekkerable 5 лет назад

    Lovely video, very simple and with a good detailed explanation. I wish more 3D artists would show their workflow and process like that!

  • @oceanofmemories3250
    @oceanofmemories3250 3 года назад

    really helpfull, thanks mike

  • @pompeevfx6412
    @pompeevfx6412 4 года назад

    very simple.....thank you..

  • @XRON
    @XRON 5 лет назад +2

    Very great tutorial for beginners to understandu uv mapping zbrush and substance painter in a short time. thank you sir

  • @dishasingharora7609
    @dishasingharora7609 3 года назад

    Thank you😊

  • @shawn-patrickwoodrow8809
    @shawn-patrickwoodrow8809 3 года назад

    Thank you for your tutorials! I'm a beginner, and your videos are very helpful and easy to understand

  • @emrahozcicek2875
    @emrahozcicek2875 3 года назад

    Thank you sir, that helps a lot.:)

  • @nestorrios9703
    @nestorrios9703 5 лет назад

    Great work 👍 more videos like this , always enjoy your tutorials 🖖

  • @silvaazarian4296
    @silvaazarian4296 5 лет назад

    awesome as usual . Thank you .

  • @TheDorianTube
    @TheDorianTube 5 лет назад

    This is going to be good, I love full workflow tutorials. Gonna watch it immediately.

    • @MHTutorials3D
      @MHTutorials3D  5 лет назад +1

      Great, let me know what you think !

    • @TheDorianTube
      @TheDorianTube 5 лет назад

      @@MHTutorials3D Absolutely great. Since I'm slowly approaching Zbrush and Substance, it's always exciting to see you tackling those topics. Especially in a full workflow. For example, Zbrush's interface it's still too clunky for me, even moving around the model it's a pain in the @XZ. So, I prefer to cover the basics with your easy-to-get style videos.

    • @MHTutorials3D
      @MHTutorials3D  5 лет назад

      I know, I know. That is why I do the videos the way I do them

  • @karthiknaidu4240
    @karthiknaidu4240 3 года назад

    Thank you so much!your tutorials helping me a lot in Maya👉🏻Substance painter workflow

  • @BheemBThapa
    @BheemBThapa 5 лет назад

    Thanks alot sir... Your tutorials are so helpful for everyone.. &beginners like me also😘✌✌... Love from India and make more tutorials... Thankuuu so much again

  • @consume86
    @consume86 5 лет назад

    hi, thx for the tutorial. btw @ 2:40 how do i extrude ? i'm using 3ds max .which sub object mode do i have to be in to extrude like that? where do i select?

  • @albertovich9255
    @albertovich9255 5 лет назад

    Just started with maya have been binge watching your vids thanks heaps ive learnt alot, could you make a tut on a boxing ring with physics on the rope?

  • @steretsjaaj2368
    @steretsjaaj2368 3 года назад

    Great tutorial, though I struggle with edges, how did you get this nice bake on top edges of cylindrical part, any special topology there?

  • @sadeghzahedi7800
    @sadeghzahedi7800 5 лет назад

    Great 👌🌹

  • @Ra_773
    @Ra_773 5 месяцев назад

    how would i do this in a quad layout? doing this for a mudbox project and was told that the triangles on the bottom of the pan wont work well in mudbox for sculpting

  • @user-sx2se5tq2f
    @user-sx2se5tq2f 4 года назад +3

    Mike, i think you had to soften inner and outer vertical edges of body before exporting lowpoly fbx to SP. In this video you have got pretty sharp edges in inner surface, even after baking normal maps🤔

    • @The_KrOOb
      @The_KrOOb 4 года назад

      He could do that directly in the zbrush, when subdiving the mesh, and instead of saving the "basic" low-poly, he could save we a little more subdivisions right?

  • @kirandev
    @kirandev 5 лет назад

    damn my normal map are black even object transform are 0,0,0 :( i also used cage(low poly) i dont know why? should i chose opengl or directx

  • @mooam231
    @mooam231 4 года назад

    Great Dog

  • @datasequencer3615
    @datasequencer3615 3 года назад

    is there a way to model in Rhino, then set up the UVs in Maya?

  • @1995raunak
    @1995raunak 4 года назад

    if i want to take substance painter textured file to Maya i had done as per you video but i want to apply substance painter texture in Maya how should i please ans

  • @loreign3511
    @loreign3511 3 года назад

    Don't know if you answered this question already, but is there a specific reason that you put a Low Poly and High Poly version in Zbrush? And is the LP in Zbrush different from the one in Maya, if the answer is yes, how so?

  • @nishantgupta2611
    @nishantgupta2611 5 лет назад

    Sir, How would I export substances painter to Maya?

  • @tamaraorlova
    @tamaraorlova 5 лет назад

    Thanks for the great and quick tutorial on full workflow!
    Question 1: Would you recommend straightening the UV islands that are curved? For example for the surrounding part of the pan?
    Question 2: Would you put some UV islands inside others (like a circle if it fits into the ring UV island) or keep them separate?
    Thank you!

    • @MHTutorials3D
      @MHTutorials3D  5 лет назад +1

      Hey Tomsonjo, well to answer your question 1. If the object had a different material on it like checkers, striped wallpaper etc, for sure !! 2. If they did not touch, everything stayed to proper scale and it saved me space, sure

  • @chenglinwang887
    @chenglinwang887 5 лет назад +1

    A very detailed tutorial as usual! One question: the edge of the pan looks jagged, and if I want it look round in game, I should add more faces to it, right? But you mentioned that would be too much for a pan 24:37. So what would be a better solution? Thx in adv!

    • @MHTutorials3D
      @MHTutorials3D  5 лет назад

      You could add more subdiv to the circular part of the pan and do not put a hole in the handle. A Pan like this would be ok under 800 or 900 polys

    • @hirakbanerjee7188
      @hirakbanerjee7188 5 лет назад

      if you work in maya, select those edges and then click "soften edges" it will work fine :)

  • @jayantraikwar2476
    @jayantraikwar2476 4 года назад

    Very helpful thanku you add more tutorial about z brush brushes using sir 😊

  • @felipepmeneses
    @felipepmeneses 4 года назад

    If you're building a scene, (in my case the interior of a cabin in Maya), which have several items inside it, do you have to export every single one of them separately to Substance Painter?

    • @MHTutorials3D
      @MHTutorials3D  4 года назад +1

      Well, it makes things a lot easier :-)

  • @imranalam1401
    @imranalam1401 4 года назад

    can you please continue this video to export textures and place in maya,,,
    please i am confused about export and placed textures in maya.

  • @user-tl3nz6bm1w
    @user-tl3nz6bm1w 3 года назад +2

    I was looking for copper, but I found gold

  • @maddysdaddystevem563
    @maddysdaddystevem563 5 лет назад +4

    If you exported this from ZBrush as an OBJ file, how do you have UVs?

    • @saint-jiub
      @saint-jiub 4 года назад

      Because .obj files contain both geometry data and UV data.

    • @uimi21
      @uimi21 4 года назад

      The zbrush file will act as a texture for more details, but the uvs will be taken from the original lowpoly version

  • @rKringtonezone
    @rKringtonezone 5 лет назад

    I am pretty confused about my prop . I have done my low poly prop very well even UV is well organized. But don't know where to get high level realistic details in zbrush (due to don't know zbrush). So I really want advise from you to guide how to get start in zbrush for high level details.
    I just want general ideas or guidance to keep in mind when we use zbrush. And general workflow like after importing low poly mesh what to do next like sub division after that polygroup etc etc .

    • @MHTutorials3D
      @MHTutorials3D  5 лет назад

      You don't need ZBrush. You can make a high poly model in Maya too and use that to bake the normal map

  • @ILLAHI_KALIMA_TULLAH
    @ILLAHI_KALIMA_TULLAH 4 года назад

    can i know please why you take that obj into the zbrush and make that high poly?
    can someone please elaborate.. Thanks

    • @Dannygroulxanimation
      @Dannygroulxanimation 4 года назад

      Game Hub by doing so you are only projecting the high poly on the low poly so its kind of an illusion used for video game so you can stay low poly as much as possible with high poly looks

  • @felbombling3199
    @felbombling3199 5 лет назад

    Curious, Mike. Why didn't you use smooth mode for the low poly frying pan? Would it not look better without the points all the way around, or is that something to do with the bake and requirements I'm not sure of?

    • @MHTutorials3D
      @MHTutorials3D  5 лет назад +1

      Smooth increases the polycount without me having control over it and I wanted to keep it very low poly to fit the scene.

    • @Emi-pj3bc
      @Emi-pj3bc 5 лет назад

      No, He's talking about smooth shading on the lowpoly model, wich could help to bake better normals. And yes, if you use it correctly, will make your normals look perfect. Anyway is a good tutorial but with a lot of mistakes. For example, is much easier to model a highpoly object inside Maya and taking away the subdivision (to get your lowpoly almost directly) instead of using your lowpoly on zbrush.

    • @MHTutorials3D
      @MHTutorials3D  5 лет назад +1

      I assume you are talking about softening edges, a very different thing than smooth shading. As for workflow, just because it is different does not mean that it is in error.

    • @JohnSmith-wk4xy
      @JohnSmith-wk4xy 4 года назад

      Yes it's an error, you should smooth every edges inside a UV island on the low poly.

  • @traianboitan943
    @traianboitan943 4 года назад +1

    great tutorial! now all that maps you can export it to Maya add subdiv on it and render it?

    • @MHTutorials3D
      @MHTutorials3D  4 года назад

      Yep

    • @TarakoBR
      @TarakoBR 4 года назад

      Can you explain it better? I think ou also noticed the roughness of the high divisions, right? I was wondering how to fix it.

  • @codyjacobs3314
    @codyjacobs3314 5 лет назад

    Hey Mike I have a questino I cant seem to find an answer on. For modern games is it common for a first person gun to bel split up into multiple objects with their own uv grids? Games like black ops 4 have some really complex weapons that must come with a ton of uvs. I have a pretty complex shotgun I modeled and I have absolutely maximized the uvspace for it, but even in 4k I get extremely low res bakes, but obviously scaled up my uvs fixes that issue completely.

    • @MHTutorials3D
      @MHTutorials3D  5 лет назад

      And what is the question Cody ?

    • @codyjacobs3314
      @codyjacobs3314 5 лет назад

      @@MHTutorials3D Would it be typical for modern games like battlefield and call of duty and battlefield to have guns split up into multipe objects with their own uv grids? My uv are extremely tightly packed, but the gun has so many parts even then the pixels per uv is so low all of my bakes just look awful.

    • @codyjacobs3314
      @codyjacobs3314 5 лет назад

      ?

    • @MHTutorials3D
      @MHTutorials3D  5 лет назад

      @@codyjacobs3314 Cody, I replied but did not hit enter for some reason. Yes, typically if the textured need to high res they would split them up

    • @codyjacobs3314
      @codyjacobs3314 5 лет назад

      @@MHTutorials3D Ah ok that makes a lot of since, I was having some really low res bakes on my model so that clears things up a lot, thank you Mike!

  • @richardsinclair9449
    @richardsinclair9449 5 лет назад

    Hello Mike, I wondered if you could help me, I build in blender and I want realistic textures for my builds in second life, for example, plane skins/textures like for a 747... I texture quite well but not good enough as I wish my models to be as realistic as possible. Are there any tutorials on the subject and can you direct me to the correct path in this matter...

    • @MHTutorials3D
      @MHTutorials3D  5 лет назад

      Richard, every tutorial I have ever made covering texturing covers that. Try searching my channel based on "Full workflow"

  • @jquintero462
    @jquintero462 2 года назад

    Hello. Great Tutorial! Could you do a new video about this workflow and maybe include Unreal Engine? Thank you.

  • @mrGreen1539
    @mrGreen1539 5 лет назад

    смус группы?

  • @venkateshrao7855
    @venkateshrao7855 5 лет назад

    Hello Mike,

  • @tahalsonkar9438
    @tahalsonkar9438 5 лет назад

    how to create foldable phone in maya please upload this tutorial rendering on keyshot

  • @3V1LKNIGHT
    @3V1LKNIGHT 4 года назад

    18:50 This reminded me of the Corey Taylor mask from Slipknot. I'm making a character based on that

  • @MonarchGuy974
    @MonarchGuy974 5 лет назад

    Sorry noob here. How do you export back to maya for rendering?

    • @MHTutorials3D
      @MHTutorials3D  5 лет назад

      I did a video on that. Look for "full workflow"

  • @vandaleye
    @vandaleye 4 года назад

    export??.. mosaic.. how import??..

  • @14hil81
    @14hil81 4 года назад

    Low poly pan convert to soft edge in Maya

  • @joostkonemann
    @joostkonemann 5 лет назад

    Why use the layout tool if you do it manually afterwards again? Check out the options of the UV layout tool regarding scaling and rotation, will save you time.

    • @MHTutorials3D
      @MHTutorials3D  5 лет назад +1

      It is a tutorial, it is not about speed, it is about understanding the process. I use Layout as an inbetween step so people know what layout does. Repetition is key. When people understand they can work on speed.

    • @joostkonemann
      @joostkonemann 5 лет назад

      It's good to teach the process, but you should also teach about the workflow improvements the tools you use can provide. In another video you 'complained' about the layout tool not respecting the 3D size of the UV shells; but this is just an option in the tool...

    • @MHTutorials3D
      @MHTutorials3D  5 лет назад

      @@joostkonemann Fair enough

  • @nakul3561
    @nakul3561 5 лет назад

    hey mike. you have some nice tutorial on maya and substance painter.
    can you help me. how can i save or export a fbx or obj file with custom
    uv in maya 2018. i means when i save a file as fbx or obj in maya 2018
    and import it in substance painter it only paint the default uv grid of
    maya not the custom grid of maya.

  • @richardsinclair9449
    @richardsinclair9449 5 лет назад

    I think I'll try Maya as it looks a lot easier than blender

  • @irate_gamer
    @irate_gamer 4 года назад

    you must add subtitle in your video.

  • @venkateshrao7855
    @venkateshrao7855 5 лет назад

    I have a big doubt please help me!!!!!!!!

    • @MHTutorials3D
      @MHTutorials3D  5 лет назад

      Sure, what's up ?

    • @venkateshrao7855
      @venkateshrao7855 5 лет назад

      @@MHTutorials3D thanks for the reply I have created a model in Maya.. I have unwrapped and exported as a FBX file in substance painter but there the object is looks like a transperant...

    • @venkateshrao7855
      @venkateshrao7855 5 лет назад

      Like look through issue... What is the mistake I have done???

    • @MHTutorials3D
      @MHTutorials3D  5 лет назад

      If you import an FBX file that has been properly UVed and it seems transparent then delete the history, freeze transformations and try to export again

    • @venkateshrao7855
      @venkateshrao7855 5 лет назад

      @@MHTutorials3D tysm 😀🤗Mike
      Let me try that once. If I have any doubt further I will get back to you
      Thank you have a nice day☺️

  • @theking11029
    @theking11029 5 лет назад +4

    Dude this needs way more subdivisions 👎🏻

    • @MHTutorials3D
      @MHTutorials3D  5 лет назад +2

      "Dude", that depends totally on what you are using it for, the chosen style, the clients requirements, the pipeline etc, etc, etc

    • @priusowner4892
      @priusowner4892 5 лет назад +4

      thats not what he ment, your work quality is extremely poor, even for a low poly, this is beyond piss poor and needs way more attention, even on the low poly, the low poly doesnt even have its hard and soft edges set, let alone the texturing which is basically smart mats applied and left as is.

    • @philipbristow8243
      @philipbristow8243 5 лет назад

      Your missing the point it is not about the model and how it looks it is about the workflow the rest is up to your knowledge on how you subD the model.

  • @orumcekoyunkanalitv3553
    @orumcekoyunkanalitv3553 4 года назад

    Okey, I can make a PUBG