Creating A 3d Game Asset (Full Process) | Maya, ZBrush, Substance Painter
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- เผยแพร่เมื่อ 28 ก.ย. 2024
- A quick run through of the entire pipeline involved in creating a low poly, stylised asset for use in game. (NOTE: You can still use this workflow for something other than a game, you would just use more polys and detail)
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#lowpoly #substancepainter #tutorial
At 8:03 for the first decimated version, I should have said 150 "thousand" poly's... sorry
Wonderful job! You sound like such a wholesome person and I want to emphasize how helpful this video was to a beginner who is just exploring this new avenue. Thank you so much for your effort dude the axe looks absolutely phenomenal and you really seem to know what you're doing! Keep it up the amazing work and again I wanna appreciate the calm, straightforward, humble, genuine attitude! I wish you all the best please continue posting.
As a beginner this is the best compact video I've seen for the pipeline, thank you!!
Thank you :)
Right? It's great to see the whole process from start to finish!
Best 21 minutes of my week.
Haha cheers! Clearly you have never tried eating a whole pack of tim tams with your pants off 😁
Thank you so much for this video. It really helped me understand the whole pipeline and the mistakes that I can do in this process. The way you talk and explain everything is just perfect. Thanks :)
Thank you! I'm glad it could help :)
This is SO cool! 🤩✨️
You're SO cool! Many thanks Amy :)
Seen heaps of different tutorials on youtube but so far this is the best one! Everything is explained clearly. Please do more
Cheers Kavmaster! I appreciate it :) ...oh there will be moooooooRRRREEEEEEEEE 💪
Gotta say, you explain it very well.
Blender is easier for me, but I will try it to follow with Maya.
Thanks for the tutorial.
Cheers mate! Yeah you can do this similar process in Blender, although it is a really great software, I just don't use it very often :(
Excellent! Thank you, just in time as I wanted to get into this subject.
No worries! I hope it helps :) 🤞
One of the best I see now only in whole TH-cam brother you are doing a job in animation industry and give reply
Cheeeeeers! I don't quite understand the last part of your message, but thanks for you kind words :)
@@StuLloyd brother you have a job in animation industry that is I am asking 🥺 please reply because I am also wanted to go for animation industry that's why I am asking you are doing any job or not in animation industry
@@StuLloyd brother reply 🥺🥺
@@StuLloyd and brother according to your work I think you have a job in animation or not
@@AnkuRRR-ve9cy Yes, I've been working in the industry as a 3d animator for 17 years, working on my own projects atm and teaching as a side gig
this is my favorite video ever
Thank you :)
I don't know why but my substance doesn't let me preview the baking process, I've been having to bake plenty of times to see which config applies the best
As far as I know you can't preview, you need to bake to see the results, then rebake if they're not to your liking, so sounds like you're doing it correct
@@StuLloyd Ok I missexpressed, what I really mean't is that when you adjust the cases to match as much as possile you can see the changes while adjusting. My substance doesn't do that, It wasn't as complicated since it's a relatively simple model but still...
It's also my very first time using substance so that doesn't help either 😂.
Also another issue I have is that when I blur my colour mask the line where the UVs join get's visible.
@@Sagegabs Hmm that's a strange one, you're definitely using 2 meshes yeah? Loading the low poly and projecting with the high?
For the blur issue, you might need to manually paint your mask going a bit further past the UV seam so when it blurs it doesn't cross the seam
@@StuLloyd Yes, lol it's funny cuz I was able to just add one fire icon alpha in the blade.
But yeah, I am doing the exact same steps.
@@StuLloyd The only thing I'm not liking this far is that your model looks way better, more natural. The way you sculpted the wood looks way better than mine but it's ok, I'll just practice much more my scultping 👍
Best workflow video I've seen Stu! Been modelling some weapons lately but get stuck around the Zbrush/Substance stage, huge help :)
Cheers Natus! Good to hear from you! Ooooh would love to see your work when you're ready to share it :)
@@StuLloyd Can't wait to share with everyone Stew! We're looking at a December/January release ;)
@@natewagstaff7693 🍿
Excellent overview Stu and great results.
Cheers mate, much appreciated :)
New sub
Thank you :)
@@StuLloyd I will copy your whole process to then apply it to some of my models, but for example the Venom symbiote pfp is a Dynamesh mess (devided in head, body, teeth, tough, upper and lower gums and eyes) that I have zero idea of what to do next...
@@Sagegabs Nice! It's good to keep the meshes separate if they are supposed to be, in your case, teeth, tongue, gums and eyes should remain separate, however I would merge the head to the body as one mesh. You should then retopologise all the meshes, then you can combine all the retopoed meshes as 1. If you want to make it easier to texture in Substance painter, you can apply multi materials to each separate mesh, so in Painter they will have their own material set.
@@StuLloyd Thanks a lot bro! I'll try it 🍻