How to make Pirate Gun 3D Model in Autodesk Maya (Part-5) | Texturing Tutorial in Substance Painter

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  • เผยแพร่เมื่อ 5 ม.ค. 2025

ความคิดเห็น • 19

  • @sqwert654
    @sqwert654 ปีที่แล้ว

    nice , I can never get the woodgrain to align. I end up adjusting the UV's when creating them usually in 3dCoat

    • @sunitdrozario
      @sunitdrozario  ปีที่แล้ว

      That's the beauty of this profession. Different artists find their own ways of doing things. 😊

  • @mrhemsworth_007
    @mrhemsworth_007 ปีที่แล้ว +1

    Can you please share those 2 alpha patterns😢

    • @sunitdrozario
      @sunitdrozario  ปีที่แล้ว

      @8Bit You can find the alpha images in the link below. ☺
      drive.google.com/drive/folders/1vb6jCSrtWN6bUtXDnVWlOGxWLyV84kIi?usp=sharing

    • @mrhemsworth_007
      @mrhemsworth_007 ปีที่แล้ว

      Thank you so much ❤your videos helped me a lot✨

    • @sunitdrozario
      @sunitdrozario  ปีที่แล้ว +1

      @@mrhemsworth_007 I am glad it helped ☺. Do share with your friends too.

  • @HarshSharma-jl5mg
    @HarshSharma-jl5mg 4 หลายเดือนก่อน

    Is it ok to put screw inside the model and not snap it.

    • @sunitdrozario
      @sunitdrozario  4 หลายเดือนก่อน

      @HarshSharma-jl5mg
      In 3D modeling, whether or not it's okay to place a screw inside a model without snapping it to another object depends on your purpose:
      If the model is for rendering or animation: It’s generally fine to place the screw without snapping it, as long as it looks correct from the camera's perspective. If the screw isn't visible in areas where it's not supposed to be, it won't cause issues for the final output.
      If the model is for 3D printing or physical production: In this case, you need to ensure that the screw fits and is properly positioned, as the physical object will need to align perfectly. The screw should be modeled accurately in relation to the other parts.
      If it's for game engines or real-time applications: Having a screw placed inside without snapping may cause unnecessary hidden geometry that could affect performance. It’s better to properly align and snap objects to avoid excess geometry.
      So, for visualization or animation, it’s not an issue. But for real-world applications or interactive projects, snapping is important.
      I hope I answered your question. If you have any other questions, feel free to ask me.😊

  • @hauntedtales327
    @hauntedtales327 ปีที่แล้ว +1

    Subscribed you to make it 500 , thanks for this tutorial , can you plzz make one video tutorial of making a miniature 3d model of ourself

    • @sunitdrozario
      @sunitdrozario  ปีที่แล้ว

      Thank you so much. Sure, will do. 😊

  • @celianbsht
    @celianbsht 4 หลายเดือนก่อน

    When i import my FBX into Substance Painter it is all unsmoothed (as if i pressed 1 on maya). I thought that pressing 3 was making everything smooth but is it only the image? WHat do i nee to do to export everything smooth then please? Thank you!

    • @celianbsht
      @celianbsht 4 หลายเดือนก่อน

      Found out i had to untick "smooth mesh" at the export LMFAOO how does this make sense

    • @sunitdrozario
      @sunitdrozario  4 หลายเดือนก่อน +1

      Hey @celianbsht, I am not sure why unticking "smooth mesh" at the export settings is working 😅.
      But when exporting an FBX from Maya to Substance Painter and encountering unsmoothed geometry, it's typically an issue related to how the smoothing information (normals and subdivisions) is handled during the export process. Here’s a step-by-step guide to ensure your model appears smoothed in Substance Painter:
      1. In Maya, when you press 1, you view the unsmoothed mesh, and when you press 3, you view a smoothed preview. However, pressing 3 does not actually apply subdivisions; it’s just a preview.
      If you want to export a smoothed mesh, you need to bake the subdivisions into the geometry before exporting.
      To bake the smooth preview into the model:
      Select the model.
      Go to Modify > Convert > Smooth Mesh Preview to Polygons.
      2.Make sure your normals are set correctly because they also influence how smooth your mesh appears.
      To ensure the normals are correct:
      Select the model.
      Go to Mesh Display > Soften Edge to smooth the normals.
      3.When exporting as FBX, ensure that the correct settings are checked to preserve the smoothness:
      Go to File > Export Selection (or Export All if needed).
      In the export dialog, select FBX export.
      In the FBX export settings, under Geometry, make sure the following options are enabled:
      Smoothing Groups
      Smooth Mesh
      Tangents and Binormals
      These options will ensure that smoothing information is retained in the FBX file.
      4.Once imported into Substance Painter, make sure you have the Tangent Space properly set to match your Maya setup, and the software should recognize the smoothing.
      Following these steps should ensure that your mesh imports into Substance Painter with the desired smoothness applied.
      This is the actual process, but what I usually do for video purpose, is I duplicate the model, and then apply smooth on the duplicated model. So that I have one high poly model and one low poly model.
      To apply smooth, select the model, then by holding shift, right click > click on smooth.
      After that I export out the high poly model and import it on substance painter to texture out the model.
      And once texturing is done and if you want you can export out the texture maps from substance painter and import those texture maps on low poly the model in Autodesk Maya.
      I hope I have answered your question. If you have any other questions, feel free to ask me anytime. I will be more than happy to answer your questions. 😊

    • @celianbsht
      @celianbsht 4 หลายเดือนก่อน

      @@sunitdrozario Alright, so it was because i never actually smoothed it i only pressed « 3 » haha. But figured out that if you untick « smooth edges » at the export you will save the model as it is when you press 1. Thank you!

    • @sunitdrozario
      @sunitdrozario  3 หลายเดือนก่อน +1

      @@celianbsht I never knew that 😅. I have to try it😁

    • @celianbsht
      @celianbsht 3 หลายเดือนก่อน

      @@sunitdrozario Yeah you should! I asked a student from the same school i go to (she is 2 years above me) and she said sometimes they actually smooth the mesh and sometimes they will do as i did, depending on the project. But definitely give it a try imo!