An easy way to make simple props
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- เผยแพร่เมื่อ 2 ต.ค. 2024
- Autodesk Maya 2022 - Stylized Modeling, UV mapping, and Texturing in Zbrush 2022, Substance 3D Painter , and Maya 2022.
Hundreds of sprites : app.gumroad.co...
JRO Alphas can be found here: gumroad.com/a/...
and here gumroad.com/a/...
Stylized Smart Material used : 3dex.gumroad.c...
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.c...
Maya Tools : gumroad.com/a/...
Zbrush Tools : gumroad.com/a/...
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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 :
Yugioh Master Duel
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#3DProcess
#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.
Simple workflow, but effective for something like this
Special thank you to new Patreon/Premium members!! kc wong, hazal, Miguel Bauza
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I think these narrated breakdown videos are the best on all of youtube, and also your most valuable content! This is a goldmine for beginners and intermediate 3D artists.
That's great news!
Did you have yu-gi-oh master duel running in the background?
this yugioh music is great :D
*yugioh master duel music kicks in*
i was just playing it!!!
lol
Material world
Fast, simple and precise. I like your breakdowns
the masterduel lobby music caught me off guard lol good video though
I am surprised the number of people who noticed that.
@@3dextrude I guess theres a lot of duelests who watch your videos :)
А что ручка для кувшина через жопу сделана? Как она крепится то к нему, на соплях?
Tfw your song ends so you start using the master duel theme lmao
Do you make maybe blender + zbrush tutorials?
Not at this time
Very helpful stuff, like always
Awesome stuff. It's so much fun to explore different ways of modelling something, and it's one of the main reasons it's so fun to model. Do you ever bake your maps in marmoset? I used to bake my maps in substance, but marmoset is such a powerful baker these days.
Hi. Can you explain what you did at 5:30-5:35?
a layer on top set to multiply(at a lower opacity) and using an edge mask to make it look just a bit more like wear.
I really like your method of just starting simple and using basic modeling tools...
Yes I like to not over complicate things
Excellent
❤️❤️❤️❤️❤️
Amazing!
I'm new to modeling and scultping, so this might be a silly question, but I know that our goal, particularly for game modeling, is to reduce how many polygons you have in our model while retaining the desired quality. That's the point of the high poly model and the normal map. But what about the way that the handle in this model clips into the main vase? Is there a cleaner way to do that and make it one object by combining the meshes? Or is this way the best way to reduce the polygon count? It just seems odd to have the model clip into itself like that.
It really depends, but it’s very common to not connect every part of your model and can also sometimes help in the case of baking errors. In a lot of cases, if you tried having the mesh be completely solid with clean geo then the poly count would be higher. Again, also really depends how you go about the modeling it to begin with.
The fact that the vase is not combined with the handle doesn't make the prop heavier, as long as you export both parts together to the game engine, if you want to know more about this in unreal, check drawcalls
for static meshes its not a problem, but if you wanna rig it than its good to keep everything together, This is only my opinion, but in general its always good to keep your meshes clean with everything connected and keeping all the faces quads
Simple, straight to the point. Just awesome
Thank you for this video
Eyo 3Dex I've a ton of you thanks for that but could you look into RizomUV? It's a software I recently started using and it feels amazingly efficient curious what you think of the software. Keep up the good work:D
Thank you, I haven't used it personally, have heard good things about it so might try it in the future.
Awesome stuff. It's so much fun to explore different ways of modelling something, and it's one of the main reasons it's so fun to model. Do you ever bake your maps in marmoset? I used to bake my maps in substance, but marmoset is such a powerful baker these days.
Thank you, I have honestly not used marmoset for anything other than renders. Would you say it's better at baking, in what ways?
Videos like this are awesome. I'm in the awkward stage of learning where beginner tutorials are too basic, and advanced ones go over my head, so simple workflow breakdowns like this really help with picking up things that slowly push my modelling and texturing towards being better!
Awesome, yeah I think this type of video is more practical for that; not too much hand holding, but enough to understand what's going on.
Nice to hear you!
Love breakdown videos like this! Would be great to see more of these succinct walkthroughs.
Thank you!
Thank you🤩
que programa usas más para render final? Veo en este video que usas Marmoset
Marmoset Toolbag
So informative, thank you so much for your videos. They're always a refresher course for me so I don't loose track on modeling.
Thank you! Glad they are helpful
yu gi oh fan?
duelist actually
I have a question. Why can you make such a beautiful bake? Do you have any tips?
I use mainly the default bake settings plus increasing antialiasing. Bake issues usually happen depending on your uvs and also resolution of the texture you are baking.
@@3dextrude thank you for your reply! I will try it!
What is the script plugin you use to convert into low poly and high poly mesh?
You mean for the naming of the models? This script gumroad.com/a/764523635
Thank you very much. I do have another question. One you UV map the model and export them to Zbrush. Do you export the high poly Zbrush mesh back to Maya to do retopology?
I think there's a bit too much damage to it, but otherwise very nice.
possibly, thank you!
@@3dextrude Hey this gave me some idea: Why don't you make a version where it completely broken? Would it be hard to make or just a cut at the middle and that's it?
Nice tutorial.
Thank you