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!
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.
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.
@@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.
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!
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.
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
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
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.
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.
@@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
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.
@@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?
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.
Special thanks to all my Patreons for making videos like these possible!
To join : www.patreon.com/3dEx
It's is very exciting watching you model new models every week. Please keep up the awesome work.
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!
I'm proud now. I'm officially an Patreon member. Thanks a lot for the materials.
Awesome!
can you please share with me that vedioes?
Like always amazing. I learn so much with your tutorials. Thanks a lot for the hard work. I’ll join soon patreon!
Hii, i can model 3d models and want to make collaboration with you
can you do some basic tutorial for subtance paint?
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.
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.
in which program - have you painted that furniture,i also use: Autodesk Maya - it is great program.
That was done with Substance Painter
@@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.
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!
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.
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
The music at 1:24 is so dope.
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.
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.
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
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.
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.
I have a video on Patreon called "Proper Workflow" which explains my usual process between Maya, Zbrush, and Substance Painter.
would you please explain why you beveled the edges after UV§ing the models? was it for baking?
Yeah, that was my high poly model so it was a separate model.
3dEx please make tutorial....i too was confused
...and
Your time lapse for me like a drug
Thank you guru
But..i need more!!!!
@@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
when you duplicated those uv sets in the UV mapping section why did you do it if you transfered the attributes already?
At what time frame?
3dEx around 12:30-13:00
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.
Very nice! How are you doing ambient occlusion for substance? Cheers!
Just baking it with the default settings.
What about baking process? Do you separate mesh objects and bake by name?
Most of the time yes, because if you don't you will get artifacts when you bake.
@@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?
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.
3dEx that works! you saved my day! tnx
What did you use for rendering?
Marmoset Toolbag
Great. Keep it up! BTW, what software do you use for recording ? :) Thanks
Thank you! I use Camtasia Studio.
Nice man as always
Awesome! Love the uv unwrapping to : P
do you have some references images for your models ?
Yes, always. Most of the things I make are based on concept art.
i love your chanel. thank you
Thank you!
So id map required?
It's a never a requirement, only if you find it improves your workflow
We got some Escape from Tarkov inventory stacking right here XD
Lol
3dex you always making tutorials by others requests
Very goooood 😃
Ляяяя какой💓
Senpai when u make a company i wanna work with you
Cool!
Hii