Autodesk Maya 2018 - Stylized Dresser Speed Modeling

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  • Опубликовано: 27 дек 2024

Комментарии • 59

  • @3dextrude
    @3dextrude  6 лет назад +1

    Special thanks to all my Patreons for making videos like these possible!
    To join : www.patreon.com/3dEx

  • @Sithwar777
    @Sithwar777 6 лет назад +3

    It's is very exciting watching you model new models every week. Please keep up the awesome work.

  • @mrc6032
    @mrc6032 3 года назад +1

    I don't know diddly squat about Maya, but my intuition is the way that you arrange the objects in UV perspective is really impressive. No joke I'm just a spectator.. Bit something tells me your expertise really shines in arranging on scale. Thanks for your videos!

  • @NelsinhoSouto
    @NelsinhoSouto 6 лет назад

    I'm proud now. I'm officially an Patreon member. Thanks a lot for the materials.

    • @3dextrude
      @3dextrude  6 лет назад

      Awesome!

    • @mayaali6629
      @mayaali6629 4 года назад

      can you please share with me that vedioes?

  • @NelsinhoSouto
    @NelsinhoSouto 6 лет назад +7

    Like always amazing. I learn so much with your tutorials. Thanks a lot for the hard work. I’ll join soon patreon!

    • @samrudhdhondi5843
      @samrudhdhondi5843 3 года назад

      Hii, i can model 3d models and want to make collaboration with you

  • @tinanh5365
    @tinanh5365 6 лет назад +3

    can you do some basic tutorial for subtance paint?

  • @bonelessevil2
    @bonelessevil2 5 лет назад

    Was there a particular reason you chose to use substance painter for some items, rather than including them in the original modeling? For example the clock face and the book pages you painted in later. Would it have slowed down the pipeline by modeling those? I ask, because my paint skills are lacking.

    • @3dextrude
      @3dextrude  5 лет назад +1

      They can be modeled as well, in this case it took less time to do it Painter, but it really depends on the details you are adding. shallow details are usually fine to do in Painter.

  • @gooorylin
    @gooorylin 3 года назад

    in which program - have you painted that furniture,i also use: Autodesk Maya - it is great program.

    • @3dextrude
      @3dextrude  3 года назад +1

      That was done with Substance Painter

    • @gooorylin
      @gooorylin 3 года назад

      @@3dextrude thank you: that - you have told me,i feel motivated to try substance painter,because of your video,i feel encouraged to try its posibilities.I have never tried Substance painter before.Can you make tutorials about Substance Painter.

  • @leoleo1035
    @leoleo1035 6 лет назад +1

    Once again, a fantastic video! Very cool!
    I'd like to know how you would go on texturing and rendering a crystal with emissive. You see, the problem I'm facing right now is related to emissive "killing" the object's texture. First I modeled the crystal, opened UV, sculpted a bit on ZBrush, added texture through Substance Painter and finally put an emissive layer. The problem is that the emissive is kind of overlapping and replacing the texture (both on painter and marmoset), making the crystal look too bright and unable to see their texture. If I lower the emissive amount the render looks bad because the crystal is not emitting enough light. Do you have any insight and knowledge you can share around this very specific subject? Thanks for the time to read man! Keep up the great work, big fan of yours!

    • @3dextrude
      @3dextrude  6 лет назад

      Make sure the emissive is not a uniform amount, make it so some areas are more emissive than others, maybe the center of the crystal glows more, etc. Try to play with the metallic values as well. I know most of the time, at least in games, when making crystals a special shader is made to make them look like crystals.

    • @leoleo1035
      @leoleo1035 6 лет назад

      Thanks for the tip man! I tried using some masks for that and it really looks much better now! Creating a shader for them really makes a lot more sense and seems like the best solution

  • @raghavrao905
    @raghavrao905 4 года назад

    The music at 1:24 is so dope.

  • @stojo33
    @stojo33 6 лет назад

    Hi! Quick question here from a student. I see you are laying out uv-s but then you bevel the objects. isnt that messing up your uv-s?
    Thank you.

    • @3dextrude
      @3dextrude  6 лет назад

      I am beveling the high poly model, its a copy of the original. It doesn't matter what the uvs are on the high poly.

    • @stojo33
      @stojo33 6 лет назад

      Thank you for your reply! I see now however your answer just makes me ask this-What do you mean by "doesn't matter what the uvs are on the high poly"? Will you not texture the high poly model or use it?
      thank you

    • @3dextrude
      @3dextrude  6 лет назад

      I texture the low poly model which has the correct uvs. The high poly with the bevels is used to bake the details down to the low poly; basically transfering the bevels to the low poly through a normal map.

    • @stojo33
      @stojo33 6 лет назад

      Wow. That sounds very interesting. The process itself and then of course the end results. Do you ellaborate more on this technike on your patreon videos? I would like to see the full process of this and i would definitely pay for this.

    • @3dextrude
      @3dextrude  6 лет назад

      I have a video on Patreon called "Proper Workflow" which explains my usual process between Maya, Zbrush, and Substance Painter.

  • @DeathDealer-DD
    @DeathDealer-DD 6 лет назад

    would you please explain why you beveled the edges after UV§ing the models? was it for baking?

    • @3dextrude
      @3dextrude  6 лет назад

      Yeah, that was my high poly model so it was a separate model.

    • @jjcosmio2225
      @jjcosmio2225 6 лет назад +1

      3dEx please make tutorial....i too was confused
      ...and
      Your time lapse for me like a drug
      Thank you guru
      But..i need more!!!!

    • @hichamville
      @hichamville 6 лет назад

      @@jjcosmio2225the asset is modelled for game engines .. and it can be used also for animation movies.. the beveling was made to get a high poly model for baking normal maps .. ans the low poly make uv mapping much easier than uving the high poly one

  • @kidehoward93
    @kidehoward93 6 лет назад

    when you duplicated those uv sets in the UV mapping section why did you do it if you transfered the attributes already?

    • @3dextrude
      @3dextrude  6 лет назад +1

      At what time frame?

    • @kidehoward93
      @kidehoward93 6 лет назад

      3dEx around 12:30-13:00

    • @3dextrude
      @3dextrude  6 лет назад +1

      You mean for the books? I didn't duplicate uvs they were just overlapping, but I wanted them to have a unique texture so I offset the uvs and they weren't overlapping anymore. Mainly because I made the decision for them to have unique textures after they were sharing the same uv space.

  • @petrholusa5855
    @petrholusa5855 6 лет назад

    Very nice! How are you doing ambient occlusion for substance? Cheers!

    • @3dextrude
      @3dextrude  6 лет назад

      Just baking it with the default settings.

  • @vi8799
    @vi8799 6 лет назад

    What about baking process? Do you separate mesh objects and bake by name?

    • @3dextrude
      @3dextrude  6 лет назад

      Most of the time yes, because if you don't you will get artifacts when you bake.

    • @vi8799
      @vi8799 6 лет назад

      @@3dextrude i have difficulties about it, can you make a short video about it? Is it possible to rename subtools as _high in zbrush and export them as single obj? Or i have to decimate, export highpoly to maya and rename mesh parts there?

    • @3dextrude
      @3dextrude  6 лет назад

      You can name them in zbrush, I do recommend you decimate them too. Obj won't work for baking based on name because obj doesn't support that. You have yo export as .fbx from zbrush from the plugin menu export settings.

    • @vi8799
      @vi8799 6 лет назад

      3dEx that works! you saved my day! tnx

  • @shougarifi8336
    @shougarifi8336 4 года назад

    What did you use for rendering?

  • @AlexanderCZ
    @AlexanderCZ 6 лет назад

    Great. Keep it up! BTW, what software do you use for recording ? :) Thanks

    • @3dextrude
      @3dextrude  6 лет назад +1

      Thank you! I use Camtasia Studio.

  • @martindiavolo1635
    @martindiavolo1635 6 лет назад

    Nice man as always

  • @phreakii
    @phreakii 6 лет назад

    Awesome! Love the uv unwrapping to : P

  • @AlexanderCZ
    @AlexanderCZ 6 лет назад

    do you have some references images for your models ?

    • @3dextrude
      @3dextrude  6 лет назад

      Yes, always. Most of the things I make are based on concept art.

  • @tiensu5823
    @tiensu5823 5 лет назад

    i love your chanel. thank you

  • @pushkaryadav1797
    @pushkaryadav1797 5 лет назад

    So id map required?

    • @3dextrude
      @3dextrude  5 лет назад +1

      It's a never a requirement, only if you find it improves your workflow

  • @zcat636
    @zcat636 5 лет назад

    We got some Escape from Tarkov inventory stacking right here XD

  • @fahadikhlaq579
    @fahadikhlaq579 6 лет назад

    3dex you always making tutorials by others requests

  • @93mustafa34
    @93mustafa34 6 лет назад

    Very goooood 😃

  • @KSAIKSSS
    @KSAIKSSS 5 лет назад

    Ляяяя какой💓

  • @JakMesh
    @JakMesh 6 лет назад +2

    Senpai when u make a company i wanna work with you

  • @samrudhdhondi5843
    @samrudhdhondi5843 3 года назад

    Hii