what are your settings cause when i try follow it my number are different level to yours. your 328 looks small mine is the size of the great wall of china. Please help
Thanks to you, i'm making really good progress to understand maya and making new stuff ! You are awesome !!! ^^ PS : now you can count me as one of your subscriber ^^
I did 3D modelling on 3DX Max in college and for only learning it as a college course I was extremely good, wish I carried on doing it now to be honest and see what far I would have gone, this makes me want to get back into it.
There's a bunch of free modelling tools out there. Blender is my preference for modelling. It has modifiers like Max. There's also Wings3D, which I haven't tried.
I know I'm a little late to the party but I'm following along with this build but I can't seem to Bevel the edges (2:50). I've managed to isolate select so I can only see the main body of the house then I select the 4 edges but nothing visibly happens. The bevel is there in history but it doesn't do anything. I've tried to mess with the bevel settings to see if it's set too low but nothing seems to be working. I'm sure it's a simple fix but I cannot find it for the life of me. I just started modelling so I'm sure I've missed something along the way. Absolutely fantastic video by the way, I'm hoping to complete it once I get past this part! Thanks :)
it will get automaticly triangulated. retopogyzng for games is a pain in the ass. If you really want you model to be the most effective it takes huge time. You can do "OK" topolgy with short time though. He could make the model that it wouldnt need any fixes but it is an annoying way of modelling. I am not critizing you by the way; if you can give tips about these,I would be thankful.
@@alimertc I agree, it can be a bit tedious to get the best topology. But for low poly modeling, the easiest way to optimize your low poly geo in maya is to ctrl delete all lines that don't hold the shape of your model in any way. You can leave it as an ngon, most RT programs triangulate the mesh on import anyway. Deleting hidden faces can be done while in the modeling process - before you duplicate something 20 times, just delete the face you know won't be seen from any angle. I get a warm fuzzy feeling inside, knowing my model is as optimized as possible :D
Anyone else ever use decimate to do that kind of retopology? It won't give you perfection, but it will get you a good part of the way there. Also, you could save a lot of detail on this model by baking to a texture.
Not really, this kind of low poly stylized artstyle doesn‘t use a lot of polygons by default. No one really cares if this has a few extra polygons with modern Hardware. Things get interesting when you model something that actually has a complex wireframe like a car for a racing game. Modern Engines handle millions of polygons already, i think optimizing where its not really nessecary is a waste of time.
+Alfonso Hernandez Thank you! I was looking at several concepts for this one so its a bit of a hybrid. I will try to post a link to the one I referenced the most in the description when I have time.
@@3dextrude How did you UV it? Did you UV each individual object or did you combine everything and then UV it as a whole?. I'm a bit new to UV'ing so i'm not sure if I even made sense. Thanks anyway
Hello! Do you have any tutorial showing how to set the textures and render in Maya to get the same result as we see in Substance Painter? ( Like the final renders you show in the end). Thanks, your chanel is the best.
For uvs? It really depends on the model, but it doesn't usually take any longer than an hour. Something like in this video, probably about 20 minutes or less.
@@3dextrude ohh ok i found it , i have made the 3d model of the video and then i imported it to substance painter . After this point i didnt understand how you made brown all the house . Also i have to mention that the menu at bottom of the screen at 7:05 i dont have it in my screen . Also i have never again used substance painter , are there some textures , map that i may dont have ? Thank you !
Nice. May I ask... if you would model this for video game would you use the same techniques? If it's OK if that the object goes through another objects. Thanks.
I have another video that I posted recently of another house, I would use the techniques in that video for a videogame model. This one is a little too high poly.
I didnt see you bevel anything before heading into substance, but it looks very beveled there :o is my mind playing tricks? Im a but curious to the most efficient way of beveling edges on a finished project like this
@@3dextrude Ah thats no problem! Is the full video available to your patreons? Im about to buy the unreal scene tutorial as im an animation and digital arts student whom always seek to improve his craft :D and your style is truly something i want to take inspiration from!
This particular video is not on Patreon( it was made before I started posting full videos on Patreon), but the majority of the videos here on my channel are in Patreon at regular speed.
@@3dextrude Sweet! Thanks for replying :D I do have 1 more question if you have the time. I followed the House modelling you did in this video, but i encountered some problems with the UV maps, did you create 1 UV map for the entire project or did you split it up?
And as soon as my next paycheck comes ill become a patreon :) you seem like someone worth following as you actually reply and give constructive feedback ^^ Thanks alot
Yeah, im very noob, but when modeling i try to keep stuff clean, like centered and that shit. Was wondering how you made that little "broken" part on the tiles, was wondering if you had dragged that edge by the normal or something to keep it following the direction of the original face, but u just did it before placing xD
+Kanitusa Thank you! For this one I mostly just beveled the low poly edges in maya and imported that as the high poly when I baked the normal map in Substance Painter.
Hey wondering how you got the AO for substance painter? Struggling to get low poly hand painted styles working well. Shadows from ao would help a bunch!
hi im a bit of a noob. but. would it be good for textures afterwords because you were just adding pieces and pieces and not combining the vertices to make one piece. wont that be a bad technique to use ? again i dont know im asking.
It depends on the use of the model, for games this is not very efficient and it would be better to do some things with a texture, like the roof; and also weld pieces together.
using automatic uv wont make the texture with seams !! well and please can u show what layers do you make in substance painter i kinda try that in my models too looks great !!
Hello I was wondering...your MAYA build model whether UV Mapping →Substance Painter paint map → Back to MAYA rendering → Lighting → Abacus? I mainly want to know if MAYA build model whether UV Mapping????
3DEX OK!! Then you have whether Output map→Back to MAYA rendering → Lighting → Abacus? Because I didn't see the follow-up operation,I want to ask you a bit clearer thank you That is, the effect chart of 11:00~12:00
I'm new to Maya and I need help...how do I connect the body parts together like heard, arm feet, eye etc? Mesh combine? boolean? every time I rotate the object they float seperately:( pls help
If you like what you see please consider supporting the channel through Patreon!! www.patreon.com/3dEx
why do we need patreon, come here all video
Do you have any course? I need learn Maya advanced mode, Thanks :D
I don't currently have a course or many videos on advanced stuff.
what are your settings cause when i try follow it my number are different level to yours. your 328 looks small mine is the size of the great wall of china. Please help
I am pretty sure I am using the default settings
Sometimes i watch these in slower speeds just to learn how to get better.
I do it all the time
Thats s good idea i didnt think of that xD tnx
Great work as always! Keep it up these modeling series are always so calming and stimulate a mood for modeling no matter the time of day
The Yugioh Falsebound Kingdom music made it 10x better nice job
JaG i knewwww i knew this music piece
I recognized it immediately xD
What track is it?
I'm just mind blown. For sure if I did that specific model, I will overcomplicate stuff. You make things simple but still achieve godlike results....
keeping things simple makes making things more fun and less stressful
this tutorial is my first ever 3d model exercise, everything started from here
Nice! I hope things are going great
Nice musical choice this is The best Yugioh OST. Great video
This is the best free software Ive seen. Respect.
Your modeling is just fantastic and easy to follow. Thank you so much for this video.
now we're talking keep uploading more fantasy stuff !!!
+reda boukhlija Cheers!
Thanks to you, i'm making really good progress to understand maya and making new stuff ! You are awesome !!! ^^
PS : now you can count me as one of your subscriber ^^
I did 3D modelling on 3DX Max in college and for only learning it as a college course I was extremely good, wish I carried on doing it now to be honest and see what far I would have gone, this makes me want to get back into it.
meh there is always more and more to learn. Don't put too much of time if you aren't aiming to make money of modelling
There's a bunch of free modelling tools out there. Blender is my preference for modelling. It has modifiers like Max. There's also Wings3D, which I haven't tried.
You just ignited my game making passion. Nice work btw!
Awesome to hear!! Thank you!
I know I'm a little late to the party but I'm following along with this build but I can't seem to Bevel the edges (2:50). I've managed to isolate select so I can only see the main body of the house then I select the 4 edges but nothing visibly happens. The bevel is there in history but it doesn't do anything. I've tried to mess with the bevel settings to see if it's set too low but nothing seems to be working. I'm sure it's a simple fix but I cannot find it for the life of me. I just started modelling so I'm sure I've missed something along the way. Absolutely fantastic video by the way, I'm hoping to complete it once I get past this part! Thanks :)
Really nice example. Great artwork!
Explained in great detail! Thank you so much!!
sehr gut gemacht! Gut modelliert, passende Musik. Weiter so!
THANKS FOR THIS IV BEEN SEARCHING FO SOOO LONG
BROOO thankyou so much, this really helped and the tutorial was really easy to use as well :)
This looks amazing, and could probably be used in a game too seeing that it doesn't have that many polygons.
Thanks now I can practice maya 😌
I'm currently learning 3D modeling for the first time and it's HARD AS FUCK, so mad respect for you in this video!
Thank you so much this helped a lot!!!! You saved my life
Thanks for upload this video 👍
Thank you for explaining this thoroughly!
how long did it take you to do it
+Sstudio Cuatro this one took an hour and 15 minutes.
@@3dextrude wow
with the unwrapping ?
I believe so.
thanks, it actually let me through so i could download it.
ITS REALLY WORKED LOL THANK YOU DUDE
Needs optimizing if this were used in games. Delete hidden faces, unused lines, vertexes and triangulate everything. But nice :)
it will get automaticly triangulated. retopogyzng for games is a pain in the ass. If you really want you model to be the most effective it takes huge time. You can do "OK" topolgy with short time though. He could make the model that it wouldnt need any fixes but it is an annoying way of modelling. I am not critizing you by the way; if you can give tips about these,I would be thankful.
@@alimertc I agree, it can be a bit tedious to get the best topology. But for low poly modeling, the easiest way to optimize your low poly geo in maya is to ctrl delete all lines that don't hold the shape of your model in any way. You can leave it as an ngon, most RT programs triangulate the mesh on import anyway. Deleting hidden faces can be done while in the modeling process - before you duplicate something 20 times, just delete the face you know won't be seen from any angle.
I get a warm fuzzy feeling inside, knowing my model is as optimized as possible :D
Or he could just bake it into one solid. I'm working on the Skywind mod and that's what we do.
Anyone else ever use decimate to do that kind of retopology? It won't give you perfection, but it will get you a good part of the way there.
Also, you could save a lot of detail on this model by baking to a texture.
Not really, this kind of low poly stylized artstyle doesn‘t use a lot of polygons by default. No one really cares if this has a few extra polygons with modern Hardware. Things get interesting when you model something that actually has a complex wireframe like a car for a racing game. Modern Engines handle millions of polygons already, i think optimizing where its not really nessecary is a waste of time.
That's amazing ! Really good job ! 😮
How did you hide the top part of the hut while doing extrude to the lower part of the hut on duration 2:50
You isolate select by pressing ctrl + 1
The house looks amazing. What did you reference that from?
+Alfonso Hernandez Thank you! I was looking at several concepts for this one so its a bit of a hybrid. I will try to post a link to the one I referenced the most in the description when I have time.
3dEx cool
An ouside restroom.
how did you isolate the bottom part of the house at 2:49?
Did you find the solution ? ive got the same problem
I suck at these , BUT I LOVED THESEEEE
Your stuff is really amazing! I was wondering, did you have to UV first? In maya??or does substance do it for u
I did the uvs in Maya, you can't do Uvs in Substance currently.
@@3dextrude How did you UV it? Did you UV each individual object or did you combine everything and then UV it as a whole?. I'm a bit new to UV'ing so i'm not sure if I even made sense. Thanks anyway
now i am in a good mood
thanks a lot!!! so nice reverb
OMG this is so crazy, SUPER BEAUTIFUL, can i ask what is the program for set the materials?
Substance Painter for the texturing and Marmoset Toolbag for rendering
it worked! thank you so much!!
Simple, but very pretty. The texturing is so cool, wow, didnt know photoshop could do that :0 awesome
he is using substance painter
A house with personality!
this is beautiful thank you for the video
Hello! Do you have any tutorial showing how to set the textures and render in Maya to get the same result as we see in Substance Painter? ( Like the final renders you show in the end). Thanks, your chanel is the best.
I don't usually render in Maya, I use Marmoset Toolbag for which I made a video : th-cam.com/video/gRXO5v5e4Fc/w-d-xo.html
Very nice...so this kind of model doesn't need UV mapping anymore?
It does! Sorry didn't show that part for this video.
I checked - everything is clean
Hey! Thanks so much for this video!
How do you keep the blue wireframe on a shaded object (1:03) as you're working on it?? it's helpful instead of just seeing a shaded object.
press Alt + 5 to enable wireframe on shaded.
@@3dextrude thank you so much! :)
@@3dextrude So I tried that, but it didn't work?
@@MyChemicalLove011 that's odd, you can also go the shading menu in the viewport and enable wireframe on shaded from there.
How come you don't need to UV it when it goes from Maya to Substance Painter?
You do need UVs, I just didn't record that part for this video.
@@3dextrude How long does that process take for you?
For uvs? It really depends on the model, but it doesn't usually take any longer than an hour. Something like in this video, probably about 20 minutes or less.
When you have created the 3d object , then how do import this to substance painter ?
export it from Maya first, ideally in fbx format and in substance painter you import the model on the new project screen
@@3dextrude ohh ok i found it , i have made the 3d model of the video and then i imported it to substance painter . After this point i didnt understand how you made brown all the house . Also i have to mention that the menu at bottom of the screen at 7:05 i dont have it in my screen .
Also i have never again used substance painter , are there some textures , map that i may dont have ?
Thank you !
That's beautiful!
I LOVE UR WORK
+SOUND DE Thank you!
we dont need unwrap ?? we can directly take the model to sp ?
Sorry that part was not shown in this video
This is great, thank you!
Is it still need to create UV before painting? Look amazing XD
Yes you need uvs
Nice. May I ask... if you would model this for video game would you use the same techniques? If it's OK if that the object goes through another objects. Thanks.
I have another video that I posted recently of another house, I would use the techniques in that video for a videogame model. This one is a little too high poly.
How did you go about doing the UV unwrapping? Weren't you combining loads of parts together..? Wouldn't there be hidden faces etc
The hidden geo would be deleted or welded.
Substance painter is the best for texturing, or may be better ZBrush combined with a graphic tablet?
I didnt see you bevel anything before heading into substance, but it looks very beveled there :o is my mind playing tricks? Im a but curious to the most efficient way of beveling edges on a finished project like this
I did beveled the edges, just didn't show that part sorry
@@3dextrude Ah thats no problem! Is the full video available to your patreons? Im about to buy the unreal scene tutorial as im an animation and digital arts student whom always seek to improve his craft :D and your style is truly something i want to take inspiration from!
This particular video is not on Patreon( it was made before I started posting full videos on Patreon), but the majority of the videos here on my channel are in Patreon at regular speed.
@@3dextrude Sweet! Thanks for replying :D I do have 1 more question if you have the time. I followed the House modelling you did in this video, but i encountered some problems with the UV maps, did you create 1 UV map for the entire project or did you split it up?
And as soon as my next paycheck comes ill become a patreon :) you seem like someone worth following as you actually reply and give constructive feedback ^^ Thanks alot
1 hour!!!? Wow, you're fast
Seen almost all your videos, Great Work! Imma beginner 3D Artist. Please can you make a full Toonish House Exterior.
Brilliant work) Like)
Very cool, did you do any UV unwrapping here?
Yes uvs are needed
@@3dextrude Cool, what do you think of Modular Modelling? Have you ever done it?
Yes, modular modeling is a must for environments.
@@3dextrude Only Enviroments? What about houses like this one? Is th house you made in this video a Game Ready House?
That too, a house would be part of an environment.
hey, great work!
can u show uv on this model?
or, maybe, create a lesson about uv?
Yeah, im very noob, but when modeling i try to keep stuff clean, like centered and that shit. Was wondering how you made that little "broken" part on the tiles, was wondering if you had dragged that edge by the normal or something to keep it following the direction of the original face, but u just did it before placing xD
Just keeping it simple lol
Please make tutorial on stylized stuff :) pls
+RedDyePie I did make a tutorial on a stylized crate if interested you can find it in my channel.
Works well!! DANKEEE
That was great. Thank you.
Nice as always! How did you created the normal map from this time?
Keep up the great work!
+Kanitusa Thank you! For this one I mostly just beveled the low poly edges in maya and imported that as the high poly when I baked the normal map in Substance Painter.
That was a good idea! Thanks for sharing :)
Btw what software did you used for rendering the turntable?
+Kanitusa That's Marmoset Toolbag
Ah thanks mate!
very nice tutor, how to use PS to directly make the texture at 7 minutes?
I use a smart material I made to texture in Substance Painter, you have to bake a normal map and all other maps and then drag the material in.
How you render image ? Can you make video on that ?
What engine you use for render image ?
I made a video not too long ago, its in my channel. I use Marmoset Toolbag
Awesome work very encouraging.
+sith war great! Thank you!
amazing stuff .. i like your work
can you tell me how do you render a wireframe please ?
In marmoset toolbag there is a checkbox to enable wireframe
It's just awesome
it's so beautiful!
Really nice to watch! Doing any stylized armor tutorials soon ? ;)
+KSAJoHn Thank you lol
What music are you using? I checked in the description and it’s not the same. Pls update I love the music and ur videos!
hi, which software u use after modelling? The part that u asign the colour to the model, thx!
That's Substance Painter
Hey. as always a great video. I'm not good at painting and I want to know. Need to do a sweep for export? Thanks!
+emaeshka Not sure what you are asking, but thank you?
you create in maya UV Mapping?
He used automatic mapping from Maya
+emaeshka I did, yes
tnx
Wow wow 😍
Hey wondering how you got the AO for substance painter? Struggling to get low poly hand painted styles working well. Shadows from ao would help a bunch!
You can bake AO in Substance Painter to help with that, that's what I do. It also depends on the model and how much detail there is for AO to bake.
Hello
I am a japanese student
2:45
I don't know how to erase the roof.
could you please tell me?
I made a duplicate of the model with Ctrl + D, isolated the model with Ctrl + 1 and deleted the roof
U BEST!!!
Great video!!
Hi! How did you just disappeared with a part of the house at 2:48? I'm like whaaaaaaaaaaaaat
Sorry I skipped a few things while recording this one
hi im a bit of a noob. but. would it be good for textures afterwords because you were just adding pieces and pieces and not combining the vertices to make one piece. wont that be a bad technique to use ? again i dont know im asking.
It depends on the use of the model, for games this is not very efficient and it would be better to do some things with a texture, like the roof; and also weld pieces together.
using automatic uv wont make the texture with seams !! well and please can u show what layers do you make in substance painter i kinda try that in my models too looks great !!
You can download the smart material from the link in the description and look at the layers there.
Awesome program
great, what about uvs?
sorry, I did not record that part for this video :(
Hello I was wondering...your MAYA build model whether UV Mapping
→Substance Painter paint map → Back to MAYA rendering → Lighting → Abacus?
I mainly want to know if MAYA build model whether UV Mapping????
I make it and UV in Maya then texture in Substance Painter. I rendered this is Marmoset Toolbag.
3DEX OK!! Then you have whether Output map→Back to MAYA rendering → Lighting → Abacus?
Because I didn't see the follow-up operation,I want to ask you a bit clearer thank you
That is, the effect chart of 11:00~12:00
the finaly model have smoothed option? or just the 3 key
The high poly was smoothed, but the lower poly model wasn't
hellow sir love from pakistan. i have 1 question. what software you are using for texuring this house? kindly reply
Substance Painter
i hope u can put some subtitle on how you do it. :(
0:00-7:04
I'm new to Maya and I need help...how do I connect the body parts together like heard, arm feet, eye etc? Mesh combine? boolean? every time I rotate the object they float seperately:( pls help
You can group the objects and move the group as a whole or use combine to combine all the pieces.
Worked, thx
Looks great Btw you did UV unwrap?
Thank you! Yes, I didn't show that portion for this particular video.
What's the program that use for texturing?
I have ue4. Can I texturing model like tutorial using ue4?
I use Substance Painter, you could add materials in UE4, but not sure it would be the most optimal way to do it.
where are the materials which you apply on the model? I searched on substance share site, but nothing to find.
Please make a tutorial on how to install and use substance painter properly . I did but it was not working
What error are you getting? I don't think there's much to it other then just installing it.
How long have you been working with Maya? Am starting :)
I started in late 2011, about 7 years of using it now.