How to make quick UVS in MAYA for AAA games

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  • เผยแพร่เมื่อ 31 ธ.ค. 2024

ความคิดเห็น • 41

  • @yobased2872
    @yobased2872 2 ปีที่แล้ว +6

    This series is so well made man, thanks a lot. So much content out there similar to this really does not do a good job of encapsulating and explaining these concepts in a very concise way. Really refreshing to see it explained well. Looking forward to the rest!

    • @jchave7
      @jchave7  2 ปีที่แล้ว

      🙏🏽 thanks, I appreciate it!

  • @enricbagur8105
    @enricbagur8105 2 ปีที่แล้ว +2

    Very useful! Now I'm on the retopo/UV's stage on my character so this helps a lot! Can't wait to see the baking process and how to fix/reduce artifacts

  • @SamuelKellyStudio
    @SamuelKellyStudio 2 ปีที่แล้ว +2

    Awesome! Loving the videos so much man!
    I'd love to see your approach to dealing with micro details like tattered edges on holes in clothing etc... as well as posing post bale/texture for final renders.

    • @jchave7
      @jchave7  2 ปีที่แล้ว +1

      Glad to hear, I have a video like that in mind! 🤘🏽

  • @devformation
    @devformation 2 ปีที่แล้ว +2

    Thank you for the tut! Accorsing to this uving not seems so scary)

  • @kevindimitch5852
    @kevindimitch5852 ปีที่แล้ว

    wow, I promise this week_end I'll try to do this method, thanks you

  • @Rkn-s1f
    @Rkn-s1f 2 ปีที่แล้ว

    Waiting for the next one!! Really interesting topic!

  • @weijianchin193
    @weijianchin193 2 ปีที่แล้ว

    Thanks very useful , Look look forward for tell about baking model video !!!

  • @png.thomaz
    @png.thomaz 2 ปีที่แล้ว

    Amazing video Jared, as always! I'm really looking forward to watch a video about lighting a scene inside Marmoset, It would be amazing learn from you, I've already watched your character course at Artstation and It was fantastic. Cheers!

    • @jchave7
      @jchave7  2 ปีที่แล้ว +1

      Thank you! I appreciate that, it’s a little ways down the road but hopefully can get to it soon!

  • @R.ebelBoss
    @R.ebelBoss 2 ปีที่แล้ว

    Waiting for the next video!!

  • @d.g135
    @d.g135 ปีที่แล้ว +2

    I'm new to 3D art creation for videogames and have a question. For 3D character -> Do i need to Unwrap the low poly model or the high model? Or both? later (after baking) Do i need to texture the high poly or the low poly Or both? and why, sorry for the long answer and thanks if you can answer.

    • @jchave7
      @jchave7  ปีที่แล้ว +5

      Yes the process goes sculpt a high poly-make a low poly-unwrap you low poly-- bake the highpoly info into you low poly--texture your low poly. Hope that helps!

    • @d.g135
      @d.g135 ปีที่แล้ว +1

      @@jchave7 It was extremely helpful, Thank you!
      Btw, with new nanite technology in UE5 is now worth to simply use the high poly in game engine and avoid doing bake process and texturing the high poly? If so, does this go for both models of 3D characters and environmental assets?

  • @ironknightzero
    @ironknightzero 25 วันที่ผ่านมา

    Is texel density a concern here? By having the smaller objects like the eyes have their own material set will give them a relatively larger texel density compared to something like the face, and that won't throw ppl off? Just wondering

    • @jchave7
      @jchave7  25 วันที่ผ่านมา

      Nah, it’s usually not to much of an issue. For things like eyes it’s definitely not a problem. It can be on other assets if you don’t handle it right, but usually it’s not a huge deal.

  • @CarlosSantos-qn8oc
    @CarlosSantos-qn8oc ปีที่แล้ว

    Hello, Jared
    Why are the UV clipping marks highlighted when I create the NORMAL MAP AND AMBIENT OCLUSION ?
    Thanks

  • @CrazyMeansCreative
    @CrazyMeansCreative ปีที่แล้ว

    Cool serie and very informative thank you! Quick question: did you put all of your uv on top on eachother? it doesn't seem to be in different udims :O

    • @jchave7
      @jchave7  ปีที่แล้ว

      Yes all in a single uv tile. That’s how texture sets work. And using materials to separate them. I don’t use UDIMs for real-time characters, I have but not very often.

    • @CrazyMeansCreative
      @CrazyMeansCreative ปีที่แล้ว

      Ok I see. I was wondering as you set up udim fonction in painter

  • @Satan_said_DRAW
    @Satan_said_DRAW ปีที่แล้ว

    I cant believe it is free😳

  • @keelfly
    @keelfly 7 หลายเดือนก่อน +1

    Amazing video. Please make a video to teach people how they do not need to manually unwrap every asset (i.e. most 3d assets are not characters) and how to know which one should be manually unwrapped vs others that could be quickly done automatically to increase productivity. Many people have been led to believe, that they should manually UV everything out there and this is an outdated practice.

  • @timoteoalves4208
    @timoteoalves4208 2 ปีที่แล้ว

    Hi Jared, so I’m new to this and and I have a model that is divided by 2, the head and the torso, and which one is on a different uv, and now my textures are not identical in the borders since which one is painted differently what can I do to like paint the 2 uvs simultaneously?

    • @jchave7
      @jchave7  2 ปีที่แล้ว

      If you have 2 uv sets you need to paint across than you would need to use a udim setup. The only other way to do it is just manually paint across borders.

  • @alanmoralesvega
    @alanmoralesvega ปีที่แล้ว

    How you render de UVS checker?

    • @jchave7
      @jchave7  ปีที่แล้ว

      With a texture map

  • @emiliocampana1727
    @emiliocampana1727 ปีที่แล้ว

    Hi bro. I have a question. Do you model it in zbrush, right? to export this to substance painter you use a high poly object and low poly? then when you have the maps, what object do you import in maya? the low poly mesh or high? i,m a rookie and im learning. thanks bro

    • @jchave7
      @jchave7  ปีที่แล้ว +1

      Ya I use Zbrush. I export high poly and low poly to painter. Use the high poly to bake down to the low poly to paint on the low poly. You use the low poly in your render engine and use the maps created on that model.

  • @emiliocampana1
    @emiliocampana1 ปีที่แล้ว

    hi bro. all the model was made in zbrush? did you do a retopology in maya?

    • @jchave7
      @jchave7  ปีที่แล้ว

      Ya, mostly Zbrush for the model and retopo in maya

    • @emiliocampana1
      @emiliocampana1 ปีที่แล้ว

      @@jchave7 when do you pose it? do you prefer do it in maya or directly in zbrush? what way is better?

  • @Kata-oy4gl
    @Kata-oy4gl 2 ปีที่แล้ว

    you dnt combine objects that are in the same textures set you export them individually i waited for this part coz maya always screw me up on this like deleting my uvs etc ...Great video btw and nice series :)

    • @jchave7
      @jchave7  2 ปีที่แล้ว +1

      I don’t combine objects, I leave them separate because when baking it allows for me to explode the model and I don’t get baking artifacts. I also use fbx to export, and never have issues with losing UVs.

    • @Kata-oy4gl
      @Kata-oy4gl 2 ปีที่แล้ว

      @@jchave7 yea nice i got confused on this .... thank you !!!

  • @cleanthong9572
    @cleanthong9572 ปีที่แล้ว

    hi bro!
    am i watching you videos and one moment i see 16 unavaliable video are hidden(((
    how i can see this video? thanks bro!

    • @jchave7
      @jchave7  ปีที่แล้ว

      There in the live section

  • @mezimforte79boribay79
    @mezimforte79boribay79 2 ปีที่แล้ว

    more content like this

    • @jchave7
      @jchave7  2 ปีที่แล้ว +1

      On it!

  • @Tryit-3D-
    @Tryit-3D- ปีที่แล้ว

    Retopology

  • @zes7215
    @zes7215 ปีที่แล้ว

    wrg