Simple and Straight forward way to make stylized 3D plants

แชร์
ฝัง
  • เผยแพร่เมื่อ 7 มี.ค. 2022
  • Autodesk Maya 2022 - Stylized Modeling, UV mapping, and Texturing in Zbrush 2021, Substance Painter , and Maya 2022.
    Game Asset Tutorial : 3dex.gumroad.com/l/TutorialWe...
    Learn how to Make an Outdoor Environment: gum.co/OutdoorCourse
    Stylized Smart Material used : 3dex.gumroad.com/l/StylizedV2
    This video shows how to create a 3D model using Autodesk Maya, Pixologic Zbrush and Substance Painter. You will learn how to model using Autodesk Maya, learn how to UV the model and texture within Substance Painter. Marmoset Toolbag 3 was used for rendering.
    Need help putting together a good Resume for job applications? 3dex.gumroad.com/l/Resume3D
    Maya Tools : gumroad.com/a/764523635
    Zbrush Tools : gumroad.com/a/989574259
    ------------------------------------------------------------------------------------------------------------
    Computer I recommend: amzn.to/2PU1DTw
    Drawing Tablet I recommend : amzn.to/3ueFdLu
    Mic : amzn.to/3dAhJtw
    __
    Join the Premium group for more :3dex.net/premiumpage/
    Special Thanks to Premium Members!
    Zheng /Egemen Yildirimcan /Juan /MoMonay
    Gordon Winkelmann /sharooz /Ivan Car
    Isabella de la hoz /Steven Zhu /Joran Vergoessen
    Chuck McGee /Matei Giurgiu /Ruben Dandrea
    Tayo Figueroa /Andrey /Sasha Alexandra
    Mario Montero /Yaroslav Gorbachev /EJ Branagan
    Nico Amani /Lewis Satini /Lucas Rampaud
    Josef Furstenzeller /Seif Toktogoelov /RMN
    Terry Mosier /Gabriel Santos /David Soriano
    Brian Nicolucci /Craig Horne /Jacek Ackermann
    Seven Dots /Anthony Peacock /Sergio Peixoto
    Etienne Rabe /Yunfeng Dong /Charlie
    Jorge Aguilera /Jongwook Lee /Gustavo Schonemberger
    Luca /Palloma Queiroz /Nelsinho Maior /Lito
    Luiz Octavio Mulula /Wesley Chase /OkonoShy
    Brendan Gallagher /Juan Carlos Solon /Guillermo del Prado
    Genie /David Tavan /Alexander /Akira
    Vitaly Weegson /hesoyamguy /Matthew Anderson /Gerard Ngu
    MoneyMonkey /João Marcelo Oliveira Rocha /Frances Zhang
    Pentathena /Long B Tran /Brian Nicolucci /Martyna Grek
    Mannolo Martinez /Dana Cernisova /Kiyo /Evgeny Osmet
    Nasser Cahusac de Caux /Ashlmet /Maksim Krivtsov
    Arian /Marc-Philipp Brakhane /Dominoze /Alex Colbourne
    John Cyrus Tuico /Victor Ullmann /Quantum /Juan C Ortega
    Bagus Arya /형석 최 /Roger Baez /Sylvester Pawlowski
    David van Rijn /Andy Vickers /Skylar Kuethe /Luca Tampieri
    Allen Ng /Regi Ellis /Keith Brown /Sang Suh /Karthick
    Martin Boumans /Joel Maximiano Dos Santos /Aleksander Dabrowski
    Marcus Moloney /TROUSSELLE Aldo /Hoang Phan Nhat Huy
    성진 최 /Shin Hayashi /Luge /Ben Vincent Widdop
    John Underhearty /Benjamin Thoma /Reason /Junhua Long
    Nick /frederique loizeau /YUGO DE ARAUJO HARAGO
    Guilherme Marconi /Maxim Shish /Pavel Zelenin
    Fenn Humphrey /Bernard Trudel /Kamesh Manigeetha
    Axel Gaudin /Michael Kharitonov /Omar Alejandro Aguilera Hernández
    Даша Птицына /Schnitzmela /Renabelle /FlatLine
    Marco Stephanus /Andrei /Bochang Wu /Nikita Balnov /Jamie /Roman Marte
    /Victor Lujan Orduña /Jan Thomas Lende /Dom Knight
    and Counting! Your name will appear in the video credits!
    -----------------------------------------
    Learn the Fundamentals of 3D Modeling : www.amazon.com/s/ref=dp_bylin...
    __
    Here's a list of useful shortcuts used in maya.
    W- move
    E- rotate
    R- scale
    G- repeat last command
    q - exit tool
    b- soft selection
    shift + . - grow selection
    alt + b - change background color
    f - fit to selection
    ctrl + a - open attribute editor/channel box
    ctrl + delete - deletes an edge loop
    1 - standard mode
    2- subdivision mode with cage
    3- subdivision mode
    4- wireframe
    5 - shaded mode
    6- texture mode
    __Music :
    s t a r m a n - lets go back
    Bihler - 80s Tilt
    --------------------------------------------------------------------------------------------------------------------
    #Plants
    #SubstancePainter
    #Stylized
    Disclaimer : The amazon links and the tools are affiliate links which means, at no extra cost to you,I make a small portion of the sale. Nonetheless, I use and recommend these items.

ความคิดเห็น • 70

  • @3dextrude
    @3dextrude  2 ปีที่แล้ว +3

    Hope this video is helpful and not too confusing
    Special thank you to new Patreon/Premium members!! Marcin Świgut, OhNova, burr_ell, yongzi ye,
    To join: 3dex.net/premiumpage/
    or through Patreon: www.patreon.com/3dEx

  • @nukem07LBP
    @nukem07LBP 2 ปีที่แล้ว

    Now this is lovely! You really nailed it!

  • @plop4493
    @plop4493 ปีที่แล้ว +1

    Thank you very much for this - I had to rewatch it a couple of times but I very much appreciate the commentary, especially when you talked about the issues you had and how you resolved them. Super helpful!

  • @historish165
    @historish165 2 ปีที่แล้ว +13

    Thanks for this! I appreciate you leaving in the errors and issues, especially with an explanation of how you overcame them.
    I would love to see a video on the next step for these assets; namely, getting them to look as good in engine as they do in Painter. I personally struggle there.
    Thanks again!

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว

      Thank you! yeah things can look a bit different in a game engine and most of that has to do with the lighting set up.

  • @AntonQvarfordt
    @AntonQvarfordt 2 ปีที่แล้ว

    This video was especially great at being really informative and useful in a really concise way... Getting to the information that you're really after in a fraction of the time I'm used to.

  • @Helgrind44
    @Helgrind44 2 ปีที่แล้ว +2

    I woud love to see how you integrate it in Unreal.
    Creating the shader and all.
    Great video !

  • @kimhani1512
    @kimhani1512 2 ปีที่แล้ว

    This is what i want. thank you.

  • @savon5860
    @savon5860 2 ปีที่แล้ว +1

    I love this workflow! I'm planning on creating a nature scene in the near future and was stumpt with how to create the vegetation, but this make the process go much faster!

  • @NastyKnox
    @NastyKnox 23 วันที่ผ่านมา +1

    I got a bit confused when you used the plane as a low poly,. I didn't really see what you did, but I'm going to give it a shot

  • @MagnusTellmann
    @MagnusTellmann 2 ปีที่แล้ว

    These videoes are excellent! Please continue making these ^_^

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว

      Thanks, will do!

  • @tyrannyjackal2201
    @tyrannyjackal2201 2 ปีที่แล้ว +2

    great video. Thx for showing the troubles u had

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว

      Hopefully didn't make the video too confusing

  • @honkpill686
    @honkpill686 2 ปีที่แล้ว

    It was wonderful ... I love your explained videos, I learn a lot!

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว

      Awesome, thank you

  • @Sithwar777
    @Sithwar777 2 ปีที่แล้ว

    Beautiful.

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว +1

      Thank you!

  • @turtlelearns3d
    @turtlelearns3d 2 ปีที่แล้ว +3

    Your plants are always so pretty! I had to give up Maya and ZBrush for Blender recently. It would be a fun challenge for me to recreate these in Blender since I'm still learning. ^^

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว +2

      Thank you, that sounds like a fun exercise with Blender

  • @rodmileski
    @rodmileski 2 ปีที่แล้ว +1

    Great video mate, even better with your comment/thoughts on it. I hope your channel bloom and get the attention it really deserves.

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว

      Thank you! ❤️

  • @wilhelm992
    @wilhelm992 2 ปีที่แล้ว

    Plants are so hard in 3D imo, thank you for the video! Love your work and hope for more like this!

    • @sebemmelembro2172
      @sebemmelembro2172 2 ปีที่แล้ว

      i have a hard time getting them to work well in unity, i didn't find any external shader that works with my workflow, i saw several tutorials about it but while i get wonderful renders in blender when i enter unity it looks washed and boring

    • @sebemmelembro2172
      @sebemmelembro2172 2 ปีที่แล้ว

      you can say that using unreal is better for visualization (and you're right, in relation to unity unreal gives you beautiful results with less effort) the point is that I don't like c++ very much, I prefer c#

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว

      I haven't used Unity in a while, but I do believe it takes a bit more work to set up the right lighting conditions to get things to look good. I may be totally wrong though

    • @SDB_Dev
      @SDB_Dev 2 ปีที่แล้ว

      @@sebemmelembro2172 Its true that Unreal ships with better default lighting and post-processing already set up for you. Theres so many ways to go about changing this in Unity, but I recommend that you atleast mess with post-processing a little bit. Just increasing saturation a little bit, a little bloom and vignette goes a long way. Like I said, theres a hundred ways and then some to do things in 3D, but messing with post-processing is a good start!

  • @marcelop7
    @marcelop7 2 ปีที่แล้ว

    I would like to see how it's the workflow in speedtree

  • @sebemmelembro2172
    @sebemmelembro2172 2 ปีที่แล้ว +1

    2:18 I've used this painter technique before, but after getting the designer I realized that it is superior for these situations, the nodes facilitate the functions and the designer has a much more powerful bake in addition to having the possibility of opacity bake (thing which painter doesn't have for some reason)
    but of course it is possible to obtain the same results in painter after all what really defines is the artist (although the designer speeds up the process for me)

    • @sebemmelembro2172
      @sebemmelembro2172 2 ปีที่แล้ว +1

      2:46 in the case of the opacity channel I always baked an AO with 0 dilatation, exported and baked another one with dilatation and used 0 dilatation with a trheshold to obtain the opacity silhouette

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว

      Cool, yeah definitely different ways to do things and I do like designer myself. Yeah you can use an ID map in painter to get opacity.

  • @AngelsOnBikes
    @AngelsOnBikes 2 ปีที่แล้ว +5

    Really appreciating this type of narrated content from you lately! I noticed that in your current version of your material, youre able to choose color from a colour selector. Is there any way to update this? The version I have is a single 0-255(?) bar for colour selection, which can be awkward. Thanks!

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว

      Yes, I updated the material early on when it was released. There should be another version to download from where you got it( gumroad or artstation)

  • @LaszloIvanyi
    @LaszloIvanyi 2 ปีที่แล้ว +5

    Nice video, but I think it's a bit over-complicated, especially when you are shifting UV spaces and such.. It's good that you show how to fix issues, but I think some might come from the complexity. Last time I made similar models, my high poly was not sculpted just made with pushing vertices. I do see some value in sculpting the high poly though..
    For the next similar video you can talk a bit more about the SP part where you add multiple layers and masks probably that would help me a lot, and don't just glance over it, but reeeally dig into that :D

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว +2

      Yeah I was a bit worried that some parts would be confusing when fixing some of the issues.

    • @LaszloIvanyi
      @LaszloIvanyi 2 ปีที่แล้ว

      @@3dextrude No worries, the end result is still great, it was just.. You know, the first time I made foliage, it was basically a plane, cut out, and shaped and painted on. The SP baking really elevates the quality, but even with that, for me at least it was just plane, high poly bake and texture, I've not seen this issues ever so I was wondering if the issues can be avoided with simplification.. Don't worry about it though, seeing errors and how they are corrected are much more useful eventually. Good work!

  • @assasssin5328
    @assasssin5328 2 ปีที่แล้ว

    Thanks for the tutorial! Btw, are you going to make a tutorial on how to make a second version of your stylized material like you did with the first one? Really wanna see the process of creating the second version of the smart material

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว +1

      Thank you, I might, but can't promise anything yet as there are a few things I would like to revisit/change on it.

    • @assasssin5328
      @assasssin5328 2 ปีที่แล้ว

      @@3dextrude Understood buddy, keep it up! Hope to hear from you on it as soon as possible

  • @PaburoVIII
    @PaburoVIII 2 ปีที่แล้ว

    great vidoe question why did you didnt use mamroset to bake? could be more practical and visual? to see errors

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว +1

      I use marmoset mainly for renders, but yeah could totally use that for bakes as well

  • @RDD87z
    @RDD87z ปีที่แล้ว

    5:02 whats exactly the reason of offsetting for fix the bake? i didnt understand.

    • @3dextrude
      @3dextrude  ปีที่แล้ว

      Sometimes Painter won't bake the maps if you have overlapping uvs.

  • @vojtechdaubner9876
    @vojtechdaubner9876 2 ปีที่แล้ว

    When I try to download your new material it cannot be importer into SP for some reason is there a way around it? Thanks!

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว

      What version of Painter are you using? That's usually the only reason a material won't import. Incompatibility with the version.

  • @dubardmickael1961
    @dubardmickael1961 2 ปีที่แล้ว

    do you think is possible to download the fully video , cause we can see 37min pleeaaassseee

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว

      regular speed videos are posted to Patreon and Premium page, they are not narrated though

  • @AntonQvarfordt
    @AntonQvarfordt 2 ปีที่แล้ว

    It'd be really neat if this workflow has a final step that adds some basic logic that you can run which put in some minor variations to the size and shape... So when you have that finished asset you can just run a script or whatever a few times and export a few basic varieties of the core model...
    Having some basic variations of it should do a lot for how good it looks when you've got a lot of them near one another in an environment

    • @AntonQvarfordt
      @AntonQvarfordt 2 ปีที่แล้ว

      Maya has the functionality to add something like that, but it's not really something I see people doing and I'm not sure how user friendly those tools are...
      You see that kinda stuff being done a lot more often in Blender and Houdini.

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว

      Yeah definitively would make it much more robust for variations, that's something I haven't messed with in Maya; I also think it's something that can be done through Substance Designer workflow as well.

    • @AntonQvarfordt
      @AntonQvarfordt 2 ปีที่แล้ว

      ​@@3dextrude I wouldn't have done it through variation in the texture/shader/material but in the shape of the mesh - keepíng the materials and UVs identical for all meshes.
      Partially because I think it'd make a better-looking result but also because reusing textures and materials as much as possible have a major impact on both file size and performance, assuming it's in a game.
      Using many different meshes has virtually no impact on performance and file size.

    • @AntonQvarfordt
      @AntonQvarfordt 2 ปีที่แล้ว +1

      ​@@3dextrude I'm feeling more and more strongly that Maya is on its way out looking forwards... They just couldn't possibly continue to bring very little innovation and improvement to the software compared to competitors like Blender.... Nevermind the fact that Blender is genuinely free AND have better learning and workflow resources without loosing relevancy as a industry-standard platform...
      The worst thing about that is that I spent a lot of goddam time learning Maya and I really can't be assed learning Blender at this point :P

    • @AntonQvarfordt
      @AntonQvarfordt 2 ปีที่แล้ว

      If I were advising someone starting out though I'd probably recommend Blender/Substance Designer/Painter... I think Blender can even legitimately replace zBrush, though I'm not sure about that.

  • @timboslice5351
    @timboslice5351 ปีที่แล้ว

    The ID map thing in substance is not working for me. Don't know what I am doing wrong : ( ... Just can't get the opacity.

    • @3dextrude
      @3dextrude  ปีที่แล้ว +1

      Is the ID map itself baking right? Sometimes I find that reducing the dilation amount to 0 helps get a better map.

    • @timboslice5351
      @timboslice5351 ปีที่แล้ว

      @@3dextrude The ID map is blank. I will try it with the dilation reducing and get back to you. Thx for the reply.

  • @matthewtheobald627
    @matthewtheobald627 2 ปีที่แล้ว

    How did you get the ID map?

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว +1

      In this case I just baked it from the high poly model, by default the colors on the high poly were just gray but you could apply a color material in Zbrush as well before exporting.

    • @matthewtheobald627
      @matthewtheobald627 2 ปีที่แล้ว

      @@3dextrude okay thank you!

  • @LucasTbooker
    @LucasTbooker 6 หลายเดือนก่อน

    I think it's easier to not use alpha

  • @smira5609
    @smira5609 2 ปีที่แล้ว

    This video is too fast for biginners, but it was fun to watch tho!

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว

      Thank you for the feedback

  • @-Kenzin-
    @-Kenzin- 2 ปีที่แล้ว

    using zbrush for that much of a simple task feels wrong actually

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว +1

      possibly, it was fairly quick to make though

    • @-Kenzin-
      @-Kenzin- ปีที่แล้ว

      @@3dextrude just realized ur rply man i love ur tutorials i didnt mean to upset or be rude was just trying to communicate in a bit of wrong way i suppose. i have terrible language skills

    • @3dextrude
      @3dextrude  ปีที่แล้ว

      @@-Kenzin- No worries! Nothing offensive about your previous comment.