You are legendary, this is actually something I was looking for a while. I wanted to model buildings just like this. You gave me a general idea of what the workflow might and should look like.
Thank you man! Yes buildings are fun, you should totally make one! I think what @roshdick was trying to say is if you're making a building for a videogame you will have to approach it a bit differently to cut back on textures and polys, but I also go over this in the video :) Stoked to see what you create man and thanks for the comment 😄
Brother, you should make such a video that you can export maps from substance and plug in Maya or render settings to get a good render, it will be about 10 minutes, please make it.
Hey man! Yes, never enough aliens 😆That smoking Alien was from an google source. Gabz did the small 'PR' logo. Thanks again for the awesome graffiti, definitely added to the piece! 🤘🙌
Yes I did, but only because I showed half of it when making the top balcony. The stairs and the bottom balcony are the same process, I just duplicated a few extra cylinders and cubes from the top balcony for the steps but nothing changed. The full real time video is also available on my Patreon :)
Amazing work man, really impressive ! Could you show us the render settings you use when rendering in substance painter ? I’m sure most of us are still confused about the perfect settings to set when it comes to rendering.
Hi there , awesome job you have done!I want to ask about texel density. Did you have any problems with blurry textures because you have a pretty small UV shells? I don`t know how to ask it correctly because I`m still figuring with texel density out.
Thank you! Yes Texel density is important, I usually give priority to my larger UV shells in my scene and same goes for the not so important UV shells, I will make those smaller in my UV editor. That way I can get more resolution in the more important textures in my scene. If you automatically layout your UV's it will make the texel density equal between all of your UV shells, which is great in some situations, but it can also make some not-so-important UV shells take up a lot of real estate and take away from other more important objects. Its definitely important to keep things consistent in the scene - if you have UV shells all over the place, having different texel density's in your materials will look whack and will make things appear at different scales, but there's a lot of things you can take advantage of to get better detail out of more important meshes, so for those specific details you can enlarge them. Its also very important to use up the real estate on your UV map, its much better to use up the space than leave it empty. So if this mean enlarging some UV shells to fill in the empty areas I recommend doing it - just remember when applying materials for those specific enlarged shells, you will have to adjust the scale on them in Painter to look consistent with the materials around it. Planning on making a UV Mapping course soon so stay tuned! 👀
hey I just wanted to ask if maya lives up to its reputation, because I start university in a few weeks and I will have to start using maya, switching from blender, great video as usual btw
@@polyrendr Sir I'm facing render issue, when I render with CPU then my Shadow matte plan work fine but when I render with GPU then my Shadow matte plan convert into solid plan. I Need my object and their shadow only so I can compose it in Nuke but when I turn off my HDRI and Image sequence for render camera view then it's happening. I already DM you on your Instagram if it is possible then please reply my there, because where I can actually show my problem with screenshots. And also if you reading this comment and if possible to reply fast then do it sir, because I writing this reply 2nd time, first I wrote it when you reply me here but today I checked my reply was not showing here so I writing this again.
Could you please leave the uv unwrapping process in one of your next vids ? I never know where to start and how to proceed on more detailed models like this
No, I just did it to save time on the video. I show the modeling of the top part of the stairs, and the rest was the exact same process so I didn't think I needed to include it, a lot of duplicating and repeating. However its all available in the real-time video on my Patreon :)
Yes, always. I might of not shown it in this video but the real time video showing the full UV process is available on my Patron - and yes I'm constantly looking at the shapes with checkerboard on. You can see if things look incorrect, stretches in materials, etc. very useful!
You are legendary, this is actually something I was looking for a while. I wanted to model buildings just like this. You gave me a general idea of what the workflow might and should look like.
I do not recommend using the approaches to modeling buildings or other large objects used by this author.
@@roshdick Why is that?
@@roshdick That's nice :p
Thank you man! Yes buildings are fun, you should totally make one!
I think what @roshdick was trying to say is if you're making a building for a videogame you will have to approach it a bit differently to cut back on textures and polys, but I also go over this in the video :) Stoked to see what you create man and thanks for the comment 😄
@@polyrendr I’m gonna make one, or two, or a whole street. Depends on how far I’m getting with my next big project.
Awesome stuff !
Thanks!
Great Imagination.
Brother, you should make such a video that you can export maps from substance and plug in Maya or render settings to get a good render, it will be about 10 minutes, please make it.
Please do make more models about building
how to create parallex occlusion in maya
>
?
You and your alien obsession. Haha where did you get that smoking Alien from, was it Gabz? (I'm JGM btw)
Hey man! Yes, never enough aliens 😆That smoking Alien was from an google source. Gabz did the small 'PR' logo. Thanks again for the awesome graffiti, definitely added to the piece! 🤘🙌
still confuse where are these references photos come from?
where i am downlode this type of picture and text texture pleace suggeast 🙏🙏
You skipped the stairs part
Yes I did, but only because I showed half of it when making the top balcony. The stairs and the bottom balcony are the same process, I just duplicated a few extra cylinders and cubes from the top balcony for the steps but nothing changed. The full real time video is also available on my Patreon :)
Amazing work man, really impressive ! Could you show us the render settings you use when rendering in substance painter ? I’m sure most of us are still confused about the perfect settings to set when it comes to rendering.
Thank you, appreciate it! Yes, I'll keep this in mind for future videos :)
what's the name of the song at 41:30? anyway congrats, you're extremely talented, nice work
Hi there , awesome job you have done!I want to ask about texel density. Did you have any problems with blurry textures because you have a pretty small UV shells? I don`t know how to ask it correctly because I`m still figuring with texel density out.
Thank you! Yes Texel density is important, I usually give priority to my larger UV shells in my scene and same goes for the not so important UV shells, I will make those smaller in my UV editor. That way I can get more resolution in the more important textures in my scene. If you automatically layout your UV's it will make the texel density equal between all of your UV shells, which is great in some situations, but it can also make some not-so-important UV shells take up a lot of real estate and take away from other more important objects. Its definitely important to keep things consistent in the scene - if you have UV shells all over the place, having different texel density's in your materials will look whack and will make things appear at different scales, but there's a lot of things you can take advantage of to get better detail out of more important meshes, so for those specific details you can enlarge them.
Its also very important to use up the real estate on your UV map, its much better to use up the space than leave it empty. So if this mean enlarging some UV shells to fill in the empty areas I recommend doing it - just remember when applying materials for those specific enlarged shells, you will have to adjust the scale on them in Painter to look consistent with the materials around it.
Planning on making a UV Mapping course soon so stay tuned! 👀
@@polyrendr Thank you a lot for such detailed answer!
How much time does it took you to complete this project? Btw superb work 🔥👏🏻
Thank you! I did this one over the weekend, I spent around 8 or so hours on it.
@@polyrendr keep the good work 👌🏻
how do we make the textures look less blurry? i've tried super resolution materials but they still go blurry
The UV shells may be too small. The larger the UV shell is, the more pixels it has to work with.
Hello, how do I save a model so that in Sabstance Painter it is divided into sets of textures
You just need to add different materials to each part that you want to separate in the texture set list
@@JUSTaGM If I assign textures in Maya, will the texture sets be displayed in the settings in Sabstance Painter?
@@UevdSjebux-lf6py Correct!
And the one more Qtn which mouse u use for modelling if it will graphic tab and which is
hey I just wanted to ask if maya lives up to its reputation, because I start university in a few weeks and I will have to start using maya, switching from blender, great video as usual btw
Yes of course! Maya is amazing, im sure you will enjoy it!
Awesome thanks for responding, I’m very excited to start using it, and your work gives me great inspiration
Did u use Automatic while UV mapping?
I manually did the UV's using the 3D Cut and Sow UV Tool in Maya. The full process is available on my Patron :)
@@polyrendr ouu thanks of the info man👍👍👍
Hello Sir, I having a serious in my Maya, can you please help me...
What do you need help with?
@@polyrendr Sir I'm facing render issue, when I render with CPU then my Shadow matte plan work fine but when I render with GPU then my Shadow matte plan convert into solid plan. I Need my object and their shadow only so I can compose it in Nuke but when I turn off my HDRI and Image sequence for render camera view then it's happening.
I already DM you on your Instagram if it is possible then please reply my there, because where I can actually show my problem with screenshots.
And also if you reading this comment and if possible to reply fast then do it sir, because I writing this reply 2nd time, first I wrote it when you reply me here but today I checked my reply was not showing here so I writing this again.
Could you please leave the uv unwrapping process in one of your next vids ? I never know where to start and how to proceed on more detailed models like this
I'll definitely keep this in mind for future vids! Also, Im working on a UV Mapping course, hopefully will be out soon! :)
Why did you cut out the staircase modeling. Was it that painful?
No, I just did it to save time on the video. I show the modeling of the top part of the stairs, and the rest was the exact same process so I didn't think I needed to include it, a lot of duplicating and repeating. However its all available in the real-time video on my Patreon :)
Hi! Great video as always)
Thank you! :D
Thanks!
😮😮
fab work as ever brother
Thanks man!
When you UV unwrap, do you use the checkerboard or just not in the videos
Yes, always. I might of not shown it in this video but the real time video showing the full UV process is available on my Patron - and yes I'm constantly looking at the shapes with checkerboard on. You can see if things look incorrect, stretches in materials, etc. very useful!
I want to contact you how cann I do?
Email or DM me on Insta or Discord! :)