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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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.
Very welcome as always !
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!!!!
Very welcome
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!
Omg this is exactly what i was looking for since past few days. Thankyou so much❤️
Mike there's a good vibe about all your videos! Great work as always!! 😀😀
Thank you so much !
finally, the best explanation how to add details in Zbrush :) many thanks for sharing
thanks for showing us the workflow Mike, it's really appreciated
Thanks Carlton
Lovely video, very simple and with a good detailed explanation. I wish more 3D artists would show their workflow and process like that!
Very welcome
really helpfull, thanks mike
very simple.....thank you..
Very great tutorial for beginners to understandu uv mapping zbrush and substance painter in a short time. thank you sir
Very welcome
Thank you😊
Thank you for your tutorials! I'm a beginner, and your videos are very helpful and easy to understand
Happy to hear that!
Thank you sir, that helps a lot.:)
Great work 👍 more videos like this , always enjoy your tutorials 🖖
Thanks Nestor
awesome as usual . Thank you .
Thank you Silva
This is going to be good, I love full workflow tutorials. Gonna watch it immediately.
Great, let me know what you think !
@@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.
I know, I know. That is why I do the videos the way I do them
Thank you so much!your tutorials helping me a lot in Maya👉🏻Substance painter workflow
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
Thank you
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?
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?
Great tutorial, though I struggle with edges, how did you get this nice bake on top edges of cylindrical part, any special topology there?
Great 👌🌹
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
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🤔
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?
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
Great Dog
is there a way to model in Rhino, then set up the UVs in Maya?
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
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?
Sir, How would I export substances painter to Maya?
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!
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
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!
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
if you work in maya, select those edges and then click "soften edges" it will work fine :)
Very helpful thanku you add more tutorial about z brush brushes using sir 😊
I will
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?
Well, it makes things a lot easier :-)
can you please continue this video to export textures and place in maya,,,
please i am confused about export and placed textures in maya.
I was looking for copper, but I found gold
If you exported this from ZBrush as an OBJ file, how do you have UVs?
Because .obj files contain both geometry data and UV data.
The zbrush file will act as a texture for more details, but the uvs will be taken from the original lowpoly version
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 .
You don't need ZBrush. You can make a high poly model in Maya too and use that to bake the normal map
can i know please why you take that obj into the zbrush and make that high poly?
can someone please elaborate.. Thanks
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
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?
Smooth increases the polycount without me having control over it and I wanted to keep it very low poly to fit the scene.
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.
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.
Yes it's an error, you should smooth every edges inside a UV island on the low poly.
great tutorial! now all that maps you can export it to Maya add subdiv on it and render it?
Yep
Can you explain it better? I think ou also noticed the roughness of the high divisions, right? I was wondering how to fix it.
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.
And what is the question Cody ?
@@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 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
@@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!
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...
Richard, every tutorial I have ever made covering texturing covers that. Try searching my channel based on "Full workflow"
Hello. Great Tutorial! Could you do a new video about this workflow and maybe include Unreal Engine? Thank you.
смус группы?
Hello Mike,
how to create foldable phone in maya please upload this tutorial rendering on keyshot
18:50 This reminded me of the Corey Taylor mask from Slipknot. I'm making a character based on that
Sorry noob here. How do you export back to maya for rendering?
I did a video on that. Look for "full workflow"
export??.. mosaic.. how import??..
Low poly pan convert to soft edge in Maya
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.
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.
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...
@@joostkonemann Fair enough
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.
I think I'll try Maya as it looks a lot easier than blender
Eh, what can I say :-)
you must add subtitle in your video.
I have a big doubt please help me!!!!!!!!
Sure, what's up ?
@@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...
Like look through issue... What is the mistake I have done???
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
@@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☺️
Dude this needs way more subdivisions 👎🏻
"Dude", that depends totally on what you are using it for, the chosen style, the clients requirements, the pipeline etc, etc, etc
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.
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.
Okey, I can make a PUBG