Maya 2020, Zbrush 2020, Substance Painter - Pillar

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  • เผยแพร่เมื่อ 4 ต.ค. 2024
  • Autodesk Maya 2020 - Stylized Modeling, UV mapping, and Texturing in Zbrush 2020, Substance Painter , and Maya 2020.
    Learn how to Make an Outdoor Environment: gum.co/Outdoor...
    Learn how to make the Stylized Material here : gumroad.com/l/...
    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.
    Maya Tools : gumroad.com/a/...
    Zbrush Tools : gumroad.com/a/...
    ------------------------------------------------------------------------------------------------------------
    Computer I recommend: amzn.to/2HBoE8y
    Drawing Tablet I recommend : amzn.to/2YjrwMr
    __
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    and Counting! Your name will appear in the video credits!
    -----------------------------------------
    Learn the Fundamentals of 3D Modeling : www.amazon.com...
    __
    Get Maya at small discount:
    Get Full Maya Sofware : aklam.io/AaOuC4
    Get Maya LT : aklam.io/dl7MU9
    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 :
    Mutant Year Zero: Road To Eden - OST - Eden
    Mutant Year Zero: Road To Eden - OST - The Truth
    Mutant Year Zero: Road To Eden - OST - The Forbidden City
    --------------------------------------------------------------------------------------------------------------------
    #Maya2020
    #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 • 82

  • @3dextrude
    @3dextrude  4 ปีที่แล้ว +3

    Thank you to 达 徐 , Elpispes, K.K, Pranav More, Douglas Grein, Ella Ransom, Poopesh, Alex Kelly, Leo, Gabyog, nooginoogi, for joining the Premium group recently!
    To join the group: 3dex.net/premiumpage/

  • @levy.tom_
    @levy.tom_ 4 ปีที่แล้ว +5

    Insane job! Great to see you elsewhere than in stylized

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +2

      Thank you!

  • @tb0286
    @tb0286 2 ปีที่แล้ว

    BROOO thankyou so much, this really helped and the tutorial was really easy to use as well :)

  • @ammaralammouri1270
    @ammaralammouri1270 4 ปีที่แล้ว

    Just found your channel , very nice , games creators are lucky to have you

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      Thank you!

  • @Iris3dcg
    @Iris3dcg 4 ปีที่แล้ว

    OMG! Zblush is so powerful software, I wanna try these channel, Maya-Zblush-Substance Painter. That's awesome...

  • @lordyrich
    @lordyrich 4 ปีที่แล้ว

    Awesome. Working on Greek stuff myself. I love to see you have a crack at a bust of a greek god

  • @3Ddddie
    @3Ddddie 4 ปีที่แล้ว +1

    Incredible!!! I would like to see tutorials not just timelapses

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +2

      There will be!

    • @mridulnishad4877
      @mridulnishad4877 ปีที่แล้ว

      @@3dextrude where i can have toturial

  • @Sithwar777
    @Sithwar777 4 ปีที่แล้ว +3

    Awesome. Love it. Will you do any interior modeling anytime soon?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      I am thinking about it, possibly but no promises though.

  • @gospelinyabones2008
    @gospelinyabones2008 2 ปีที่แล้ว

    This is great, thank you!

  • @aLeMoonArt
    @aLeMoonArt 4 ปีที่แล้ว +1

    Inspiring work, Thanx. :D

  • @doodede2485
    @doodede2485 2 ปีที่แล้ว

    merci beaucoup a toi :))

  • @The_SJ
    @The_SJ 2 ปีที่แล้ว

    For once, the software is actually really useful

  • @lightmachine3d704
    @lightmachine3d704 4 ปีที่แล้ว +1

    Why do you use this baking sequence (world normal, normal - curvature, thickness, position - at last ambient occlusion) and not all together? Thanks a lot.

    • @jonathandevach2226
      @jonathandevach2226 4 ปีที่แล้ว +2

      Because your world space normal is baked from the normal map. And so is every other "detail map" (AO and curve) so if your normal turns out bad so will almost every other map too. Therefor you need to make shire your normal bake is perfect before proceeding to the next maps

    • @lightmachine3d704
      @lightmachine3d704 4 ปีที่แล้ว

      @@jonathandevach2226 thank you very much

  • @ryann1243
    @ryann1243 4 ปีที่แล้ว +1

    I've been following your work for awhile and have been really inspired by your workflow and process. I've been having a problem with my low and high poly baking though. Any advice?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +2

      What problem specifically?

    • @ryann1243
      @ryann1243 4 ปีที่แล้ว +1

      @@3dextrude my zbrush high poly mesh dosent bake well at all with my maya low poly mesh. It gets glitched and there's no proper detail

    • @jonathandevach2226
      @jonathandevach2226 4 ปีที่แล้ว +1

      @@ryann1243 just bake in marmoset it's much easier and is much more customizable

  • @sheets5366
    @sheets5366 4 ปีที่แล้ว +1

    B E N D Y B O N E S

  • @TJ-wq7su
    @TJ-wq7su 4 ปีที่แล้ว +1

    I'm going to assume you scrapped your first low polygon model and made a new low polygon model after re-importing the high polygon model back into Maya?

    • @jamesjason8471
      @jamesjason8471 4 ปีที่แล้ว +3

      The first low poly was for the blocking and basics structure, that's why he didn't UV it. The retopo version was the actual low poly version.

    • @jaffara2581
      @jaffara2581 4 ปีที่แล้ว

      @@jamesjason8471 what will happen to the zbrush file and is that what he imported or did he just use the high poly?

    • @jamesjason8471
      @jamesjason8471 4 ปีที่แล้ว

      @@jaffara2581 the zbrush file is the highpoly version and the second low poly maya model is the low poly. The high poly zbrush file is used to transfer the details onto the low poly with a normal map. Look up "high poly to low poly baking"

  • @andreipaiva2103
    @andreipaiva2103 2 ปีที่แล้ว

    Wow

  • @guttojostar
    @guttojostar 2 ปีที่แล้ว

    all workеd

  • @vuongha2377
    @vuongha2377 ปีที่แล้ว

    where I can buy your rock material ?

  • @megharajbg9600
    @megharajbg9600 ปีที่แล้ว

    sir how to take this details from substancepainter into maya

  • @dummheitswarnung5246
    @dummheitswarnung5246 4 ปีที่แล้ว

    What would you say is better. Blender or Maya?

  • @moulisankar6485
    @moulisankar6485 3 ปีที่แล้ว

    Thanks a lot..Inspiring work.. how you did the turntable. Which software for that?

    • @3dextrude
      @3dextrude  3 ปีที่แล้ว

      Marmoset Toolbag, thank you

  • @Nizak1
    @Nizak1 4 ปีที่แล้ว

    Hello there, thats great, do you know how to make hair cards in maya??

  • @svenkugler7125
    @svenkugler7125 3 ปีที่แล้ว

    fascinating workflow! Is it possible do make the details in Maya instead of Zbrush? We don't get this program in our school licenses.

    • @3dextrude
      @3dextrude  3 ปีที่แล้ว +1

      You could add the details through a shader, but it's a bit more complicated. Sculpting is possible in Maya, but dividing a model can make the program very slow.

  • @bny4455
    @bny4455 2 ปีที่แล้ว +1

    If you could please go slower it would be very helpful. Thank you for your generous effort

  • @minekomachi
    @minekomachi 4 ปีที่แล้ว

    Awesome as always! Is it possible use the Substance Designer's mateirals directly to Unreal? Like the stylized water to do a Lake on unreal, for example

    • @msr_wong4616
      @msr_wong4616 4 ปีที่แล้ว

      you sshould be able to as long as you export it as images and just setup a material the same way as normal

    • @minekomachi
      @minekomachi 4 ปีที่แล้ว +1

      @@msr_wong4616 makes sense, thanks

  • @JiggywattArt
    @JiggywattArt 4 ปีที่แล้ว

    5:15 when 3dex is back in maya, is there a reason why a completely new mesh is imported and used to build the final low poly?
    Why not just modify the original one (since it had most of the shapes)?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      You can modify the original as well, I only really used the top from the newly imported mesh.

  • @luisfelipeortega2495
    @luisfelipeortega2495 4 ปีที่แล้ว

    when you rebuilt the column, as you put the normal map detailed to the new

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      The new model was the final model so I did uvs for it and baked the information from the high poly unto it

    • @luisfelipeortega2495
      @luisfelipeortega2495 4 ปีที่แล้ว

      @@3dextrude and how do you pass the information from one model to another

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      @@luisfelipeortega2495 bake the maps using Substance Painter; making sure the low poly model has uvs .

  • @Котвбезумнойшляпе
    @Котвбезумнойшляпе 4 ปีที่แล้ว

    Will there be more videos with creation in the style of realism?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      Most likely, but I still want to do mostly stylized as well.

  • @AndrewJohnRevell2017
    @AndrewJohnRevell2017 4 ปีที่แล้ว

    Thank you for your great videos. I am new to ZBrush. I am looking for hardware for this software. Which graphic card do you recommended and how many RAM? Thank you

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      I am not a hardware export by any means so I can only share what I use, currently a laptop with Nvidia Geforce 1060 and 16gb Ram. Zbrush works fine with it.

    • @AndrewJohnRevell2017
      @AndrewJohnRevell2017 4 ปีที่แล้ว

      @@3dextrude Ok Many thanks. Keep up good work :-)

  • @peterlin9164
    @peterlin9164 3 ปีที่แล้ว

    Hi! Did you do smooth before importing Zbrush? Because my Pillar doesn't look smoother than yours.

    • @3dextrude
      @3dextrude  3 ปีที่แล้ว +1

      I divided it in Zbrush which smoothed it, but I think I added supporting edges and bevels in Maya before exporting

  • @darkknight4353
    @darkknight4353 4 ปีที่แล้ว

    Can i ask you. is it really matter. you write software names first then the actual Model name, you have already 121k subs.pretty famous. but what about beginner channels. Should they write software name first too then the actual Object name represented in the video. I am asking for a friend lol

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      Haha I can't help the competition, kidding. For a beginner channel I would write the software names, it doesn't have to be the first thing in the title, but it doesn't hurt if it's somewhere in the title.

    • @darkknight4353
      @darkknight4353 4 ปีที่แล้ว +1

      @@3dextrude haha thank you 🙂 don't worry. I am years behind your kind of level and quality

  • @ramevre
    @ramevre 4 ปีที่แล้ว

    Doesn't the high poly needs to be un wrapped?...

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      Only the low poly model needs uvs, the high poly doesn't

    • @ramevre
      @ramevre 4 ปีที่แล้ว

      @@3dextrude ohh thanks a lot, so all i hv to make is, my low poly as closely similar to as possible to high poly...?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      Yes, the low poly model needs to match the high poly relatively close, but have a lot less geometry of course.

  • @reginaldarmah2381
    @reginaldarmah2381 3 ปีที่แล้ว

    Is it necessary to bevel low poly edges? And also how do you combine all the separate parts into one? Help!😭

    • @3dextrude
      @3dextrude  3 ปีที่แล้ว

      Depends on the model usage and requirements, for something like this I think adding bevels to the edges helps since you will be sculpting a bit on the edges. Combine where exactly?

    • @reginaldarmah2381
      @reginaldarmah2381 3 ปีที่แล้ว

      @@3dextrude you modeled the object in separate meshes, I would like to know how to merge them after am done before exporting it to zbrush

    • @3dextrude
      @3dextrude  3 ปีที่แล้ว

      @@reginaldarmah2381 Is there a reason you want to merge them? you can just select the pieces and export as an fbx. In Zbrush import the fbx file and everything will come in.

    • @reginaldarmah2381
      @reginaldarmah2381 3 ปีที่แล้ว

      @@3dextrude I want optimize my scene, unless the model will be moved or animated, I don't want it in separate meshes.

    • @3dextrude
      @3dextrude  3 ปีที่แล้ว

      @@reginaldarmah2381 Well you have to combine the model then(mesh-combine in Maya) and weld vertices if that's what you want. You could also just do that after you are done with the texture.

  • @kingarts6650
    @kingarts6650 4 ปีที่แล้ว

    I want to receive 3dex_Rock_Material. Purchased from gumroad Where can I buy rock materail?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      gum.co/rockMat

  • @motherlover69man
    @motherlover69man 4 ปีที่แล้ว

    What render engine do you use?

    • @levy.tom_
      @levy.tom_ 4 ปีที่แล้ว +2

      He use Marmoset Toolbag (I'm 98% sure about that)

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      Yeah it's Marmoset Toolbag :)

  • @marumaru931
    @marumaru931 4 ปีที่แล้ว

    1:35から何をやっているのかわかる方いませんか?
    やり方を学びたいので、なんと調べればいいのか教えてくださいm(__)m

  • @ShantirPathBD
    @ShantirPathBD 2 ปีที่แล้ว

    Mlk, se pá que o canal foi hackeado

  •  2 ปีที่แล้ว

    8:20 Substance Painter. Stone details.

  • @kimjongoof5000
    @kimjongoof5000 4 ปีที่แล้ว

    This guy's just flexing 2659$ worth of software

  • @eqstudio9469
    @eqstudio9469 4 ปีที่แล้ว

    To me, this process is sexual.

  • @leroyal_3164
    @leroyal_3164 2 ปีที่แล้ว

    Hacked i guess