Autodesk Maya 2020, Zbrush 2020, Substance Painter - Stylized Axe

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  • เผยแพร่เมื่อ 8 ก.ย. 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...
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    Intro to 3D Modeling : gum.co/Intro3d
    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.
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    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
    Concept Art : Ivan Vershigora
    Concept Copyright : 3dextrude Tutorials
    __Music :
    XCOM Enemy Unknown Soundtrack - Ready For Battle
    XCOM Enemy Unknown Soundtrack - Combat Music 1
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    --------------------------------------------------------------------------------------------------------------------
    #Maya2020
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    #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 • 213

  • @3dextrude
    @3dextrude  4 ปีที่แล้ว +11

    Thank you to Graaltog, Ikra_91, baxxo, lunni, Chander Dhingra, Desuii, H.J, Mánihel Ft, for joining the Premium group recently!
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    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      @Tidder T Processor Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz, 2201 Mhz, 6 Core(s), 12 Logical Processor(s)
      BaseBoard Manufacture Micro-Star International Co., Ltd.
      Installed Physical Memory (RAM) 16.0 GB
      NVIDIA GeForce GTX 1060

    • @danlee7923
      @danlee7923 4 ปีที่แล้ว

      @Tidder T Not really, i7 9750H is a lot weaker than a i7 9700K (which I own), and even weaker than a I5 9600K. So a i7 8750H is lowest of the low.

    • @danlee7923
      @danlee7923 4 ปีที่แล้ว

      @Tidder T For better value, I'd go for a custom PC, I'm currently running a i7 9700K, 2080ti, and 32GB of RAM. My CPU is 8 core, 8 threads, the more threads the better. Laptops can't provide that performance.

    • @danlee7923
      @danlee7923 4 ปีที่แล้ว

      @Tidder T Maya uses CPU and RAM power, the Ryzen 5 2600 does well in gaming, it isn't designed for a workstation. I didn't want to get an i9 or I'd sacrificed gaming performance, and the price isn't worth it.

  • @Cheedynamic
    @Cheedynamic 2 ปีที่แล้ว +1

    Now a days I see a lot of people going straight to Zbrush. So good to see this sort of way of doing things still alive and kicking (makes me not feel so old X,D ).

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว +1

      haha as long as you get the results you want I don't see any issue going either way.

  • @boneknapper5588
    @boneknapper5588 4 ปีที่แล้ว +9

    Amazing work! Would absolutely love to see a full tutorial on this. Covers a lot of aspects on 3D modelling and would be really helpful.

  • @MaggotMcFly
    @MaggotMcFly 4 ปีที่แล้ว +20

    I love all your vídeos! I always see them, i would love to see the entire Workflow on normal speed 🙏

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +3

      Thank you!

  • @ItsJoeHut
    @ItsJoeHut 4 ปีที่แล้ว +4

    This is incredible, everytime I watch one of your videos I just feel like opening maya/zbrush/substance painter and spend hours on them!

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      Nice! That's great to hear!

  • @qww177
    @qww177 4 ปีที่แล้ว +36

    Awesome! Man, u need to make a tutorial for this. Please.

    • @platinumpineapple9943
      @platinumpineapple9943 4 ปีที่แล้ว +8

      this is the tutorial, its called .25 speed playback

    • @bearbones7913
      @bearbones7913 4 ปีที่แล้ว +1

      @@platinumpineapple9943 helped me through my VFX course doin exactly that .

  • @andrejtolotschin613
    @andrejtolotschin613 4 ปีที่แล้ว +3

    Смотреть на огонь, текущую воду и на работу профессионала можно до бесконечности.

  • @dragonrider0079
    @dragonrider0079 4 ปีที่แล้ว +14

    All I wish I knew how to do is UV’s in maya lol, watching this just made me hate that I don’t know this skill more 😂

    • @cyffrowy2882
      @cyffrowy2882 3 ปีที่แล้ว

      Do you know it now?

    • @dragonrider0079
      @dragonrider0079 3 ปีที่แล้ว +1

      @@cyffrowy2882 nope not really in my honest opinion through no fault of their own, not a lot of good teachers for UV’s. It is always the same explanation every time and it bugs me, trying to see if I can learn these things better in school lol

  • @russelllapua4904
    @russelllapua4904 2 ปีที่แล้ว

    I don't use maya because I can't afford it, but watching your workflow is priceless. Thank you so much.

  • @Bl1cus
    @Bl1cus 4 ปีที่แล้ว

    Я до середины видео думал что это cinema 4D пока не обратил внимание на интерфейс, крутая работа! 👍

  • @Iris3dcg
    @Iris3dcg 4 ปีที่แล้ว +1

    This video let me keep my motivation high

  • @Palrakesh363
    @Palrakesh363 3 ปีที่แล้ว

    your skill, no words, amazing

  • @gabe_lamas_art
    @gabe_lamas_art 4 ปีที่แล้ว +1

    That axe design looks Killa! :D

  • @jaxxabyss2044
    @jaxxabyss2044 ปีที่แล้ว

    From a beginner 3D modeler......this is some harry potter shit bro like HOLY

  • @VeryBlueBot
    @VeryBlueBot 4 ปีที่แล้ว +1

    wow! watching your workflow is so useful also result is amazing - subbed

  • @mustafanuroncel
    @mustafanuroncel 3 ปีที่แล้ว

    This axe is everywhere

  • @fragiquerence
    @fragiquerence 4 ปีที่แล้ว +1

    That is cool! And x-com ost always gives me chills :D

  • @hannaavitia2297
    @hannaavitia2297 2 ปีที่แล้ว

    I would love to see a tutorial explained about your techniques!!

  • @woo3510
    @woo3510 4 ปีที่แล้ว +5

    Amazing can you please make a tutorial on how to make these type of stuff

  • @ronydey2696
    @ronydey2696 2 ปีที่แล้ว

    GREAT AND EXTREMELY LOVEABLE

  • @moacyrfoppa
    @moacyrfoppa ปีที่แล้ว

    soft. Thank you

  • @DDDMaxter
    @DDDMaxter 4 ปีที่แล้ว +1

    Wow awesom

  • @ashleechan22
    @ashleechan22 4 ปีที่แล้ว

    That looks AMAZING!!

  • @grey_box
    @grey_box 4 ปีที่แล้ว

    Good as always. That X-Com ost kicksass

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      Epic soundtrack in my opinion

  • @MoustafaShaheen
    @MoustafaShaheen 4 ปีที่แล้ว

    Awesome job as always!

  • @specialist_from_1980
    @specialist_from_1980 4 ปีที่แล้ว

    Нормально так оптимизировал модель

  • @saswataghosh9495
    @saswataghosh9495 4 ปีที่แล้ว

    you are awesome man

  • @Harikrishna-tj9om
    @Harikrishna-tj9om 4 ปีที่แล้ว +18

    7:53 what is this process?can anyone explain it ?

    • @le_canard_la
      @le_canard_la 4 ปีที่แล้ว +5

      Spliting into different polygroups makes it easier to work on, with the slice curve tool

    • @Jacoomo
      @Jacoomo 4 ปีที่แล้ว +1

      Spliting for panel loops.

    • @ashleechan22
      @ashleechan22 4 ปีที่แล้ว +8

      He made a low ploy model in 3DsMax, then UV mapped it. Imported into Zbrush and subdivided. He used Polish brush to make the dents in the metal. For the handle, he used the slice select tooo and made each bandage part of the handle into it's own polygroup so it was easier to work on. He then exported the low res model and then the high res model and all the maps (texture, normal, cavity, etc) and imported them all in Substance Painter, where he painted the model per each subgroup. He made metal material, etc.

    • @beyondorigins9123
      @beyondorigins9123 4 ปีที่แล้ว

      Ash , he made a low poly model in Maya

    • @bearbones7913
      @bearbones7913 4 ปีที่แล้ว +1

      @@le_canard_la Thank you for explaining this!

  • @LyrianArt
    @LyrianArt 4 ปีที่แล้ว +1

    awesome work
    but I would give the straps a bit more volume and make them pop out a bit more and then just go back to maya for a bit and just model some of those straps in there
    just to add more character
    And this was my only critique/ personal opinion
    great job

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +2

      Those are great points!

  • @silensilver4464
    @silensilver4464 4 ปีที่แล้ว +1

    Really cool piece of work, all your projects have a distinct style. I noticed the quad draw tool at the beginning and I’m impressed to see that tool used like that. I was wondering if that is a recommended method of blocking out the shapes. Also, Once you import the model through zbrush and substance painter, is there any chance to see the wireframe on the turnarround?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      Quad draw works great for things that are relatively flat such as this, but it could be used for other things as well. I use marmoset toolbag for the render, marmoset renders wireframes triangulated which isn't very helpful so that's why I don't include it in the videos.

  • @RohitSharma-qd2cd
    @RohitSharma-qd2cd 4 ปีที่แล้ว +1

    Pls make A tutorial after substance to maya or zbrush work Flow... thank u

  • @takoi_kover
    @takoi_kover 2 ปีที่แล้ว

    крутая работа,молодец!

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว

      Спасибо

  • @anaelhernandezrivera1701
    @anaelhernandezrivera1701 4 ปีที่แล้ว

    Love your videos

  • @roobeerrrtt1633
    @roobeerrrtt1633 4 ปีที่แล้ว +3

    Really sweet work! Can I ask, how did you make the handle cloth segments? It looks really good, and the way you did it looked really efficient.

    • @sinisterjoke2887
      @sinisterjoke2887 4 ปีที่แล้ว +8

      Pretty sure he used the cut tool on the cylinder to cut it up into a bunch of polygroups then did a panel loop function and global inflated the edges a bit.

    • @roobeerrrtt1633
      @roobeerrrtt1633 4 ปีที่แล้ว

      SinisterJoke thank you

    • @MrYipYep
      @MrYipYep 11 หลายเดือนก่อน

      Its also nice to do it with Dynamics Sub, more control imo

  • @ZORGKIM
    @ZORGKIM 4 ปีที่แล้ว

    Nice!!! Good job man!!

  • @kartkartik9303
    @kartkartik9303 2 ปีที่แล้ว

    Yeahh 👍👍👍👍👍

  • @sakiskodo
    @sakiskodo ปีที่แล้ว

    Very good work!
    Is there a tutorial how to create a model like your method?

  • @michelsantos4236
    @michelsantos4236 4 ปีที่แล้ว

    Very good, like, like, like!

  • @Kiokomioko
    @Kiokomioko 4 ปีที่แล้ว +2

    well design.... you have weak wood part between two metals )

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +2

      Not in a magical world ;)

  • @user-uo9ue4ox1p
    @user-uo9ue4ox1p 3 ปีที่แล้ว

    thank you for making these tutorial,can you tell me how you clean your topology on 8:00,it's to fast even i switch to 0.25 speed

  • @ajinkyasolanke1045
    @ajinkyasolanke1045 4 ปีที่แล้ว

    Awesome :D

  • @jonasmortensen1252
    @jonasmortensen1252 3 ปีที่แล้ว

    please do a uv wrapping tutorial

  • @carib188
    @carib188 2 ปีที่แล้ว

    Музыка такая, как будто сейчас мобильную игру из одного топора сделают😁😁😁

  • @dtz3ddesign91
    @dtz3ddesign91 4 ปีที่แล้ว

    Hi can you briefly explain how you did this type of modelling? The first minute or so. Like how did you place the vertices and join them together to make faces?

    • @motherofbimbos
      @motherofbimbos 4 ปีที่แล้ว +1

      I believe he was just using the quad draw tool, it is pretty handy

  • @magenschleim
    @magenschleim 4 ปีที่แล้ว

    really nice. those videos help me alot to get better with my own 3D projects! i have a question tho. how do you smooth out/subdivide the cylinder parts of the Axe handle in Zbrush?
    whenever i try to subdivide low poly cylinders in Zbrush, either the polycount goes up but nothing seems to get smooth or the upper and lower edges get completely messed up.
    Thanks!

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      I add supporting edges usually, beveled edges. In zbrush make sure smt is on in the subdivide options. If it gets messed up you need to bevel the edges before exporting or by using the zbrush modeler tools

  • @zameerkhan1475
    @zameerkhan1475 2 ปีที่แล้ว +1

    where can i get reference images about this model

  • @komolovalexey7971
    @komolovalexey7971 4 ปีที่แล้ว

    cool material for Zbrush, - some the StartupMaterial. Where is you find them?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      It comes with Michael Vicente's rendering tutorial gumroad.com/l/srZiJ

  • @BoxedMoose
    @BoxedMoose 4 ปีที่แล้ว

    The very first thing he does i wanna know. How does he/she extrude or add polygons without clicking the extrude button?

  • @philmehrart
    @philmehrart 4 ปีที่แล้ว

    Sweet work man. Will you be doing any more training/tutorials at all in the long run? Thanks

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      Absolutely, though I am working on stuff for total beginners at the moment. Working on an Intro to 3d class. I am also open to suggestions for other things as well.

    • @woo3510
      @woo3510 4 ปีที่แล้ว +1

      @@3dextrude pls do one for beginners thank you bro

  • @Sanjaytadiyal
    @Sanjaytadiyal 2 ปีที่แล้ว

    You did retopology even after zbrush ??

  • @caseymckinney8377
    @caseymckinney8377 4 ปีที่แล้ว

    Could someone explain to me their UV mapping process? I'm awful at UV mapping and I'd like toknow how they did it so easily

  • @nicklane5908
    @nicklane5908 4 ปีที่แล้ว +1

    When exporting into painter. does he import the model low poly model from maya and then bake the maps from the high poly zbrush model with all the details?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      Yeah it's the low poly model. I import the high poly through the bake settings and bake the details unto the low poly

  • @duelravens6732
    @duelravens6732 2 ปีที่แล้ว

    any chances for full tutorial ?

  • @dariourdaneta5443
    @dariourdaneta5443 4 ปีที่แล้ว +2

    i have so many questions :(

  • @sunnylam9902
    @sunnylam9902 4 ปีที่แล้ว

    How long do you spend in each software before the next step? I am a beginner modeler and it often takes me an entire day or more in zbrush etc. How fast do you work? Thank you for the great video.

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      If you are a beginner that is totally normal. I have been doing 3d for many years now and the more you do it the faster you will get, but not everyone works at the same speed. The whole thing took about 2 hours I think. Keep in mind that I would spend more time on it if it wasn't to produce many videos for TH-cam.

  • @ryanlansford4129
    @ryanlansford4129 ปีที่แล้ว

    As someone that is learning how to bake high poly onto low poly and am starting to learn how to use Zbrush (literally about to start in a day or so). I know that I can keep my poly count low, by baking the high poly texture to the low poly mesh. When you take it from Maya to Zbrush and make all the alterations, is that just another "bake" onto the low poly mesh?

    • @3dextrude
      @3dextrude  ปีที่แล้ว

      The high poly sculpt in zbrush is basically baked to the low poly model, this way you can have a low poly model with more details.

  • @artkos85
    @artkos85 4 ปีที่แล้ว +1

    Прикольный топор но деревянный переход между ручкой и лезвием не самое лучшее решение. Сломается.

  • @Cyberdemon1542
    @Cyberdemon1542 4 ปีที่แล้ว

    Hi, I am interested in your stylized asset tutorial. I use blender and MAX. Does your tutorial give a crash course for maya as well? Thanks.

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      It doesn't include a crash course on Maya sadly, some knowledge is expected before getting it.

  • @arashi8876
    @arashi8876 4 ปีที่แล้ว +1

    Do you merge the model into one ? Or group them? And how do you Export it to SubsP? like in SubsP there are texture channels

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      I didn't merge it, in Painter you import the low poly model and load the high poly model through the bake settings

    • @ashleechan22
      @ashleechan22 4 ปีที่แล้ว

      @@3dextrude I think he meant each subtool? So you exported the model as one? How did you angle out the handle, as, as you painted? A mask or subtool?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      @@ashleechan22 From Zbrush it was exported as one fbx file, I was masking for the handle.

  • @alanmoralesvega
    @alanmoralesvega 8 หลายเดือนก่อน

    before you make bevels you make the uvs, but after you make the bevels, the uvs that you have dont crash? its happening to me

    • @3dextrude
      @3dextrude  8 หลายเดือนก่อน

      The bevels where done to the high poly not the low poly model. High poly doesn't need uvs.

  • @frejazz2
    @frejazz2 4 ปีที่แล้ว

    BADASSAX

  • @RSSpeacemaker
    @RSSpeacemaker 4 ปีที่แล้ว

    Hey! I've just watched a few of your videos and I am curious about your workflow when you get into substance painter. I notice you bake the normals/worldspace normals on their own, then handle curvature, thickness, and position maps, then finally ambient occlusion on its own. While I don't have any guesses as to why you separate curvature, thickness, and position maps from the ambient occlusion during baking, I am guessing you do not want your ambient occlusion to be baked from the high poly version. Am I correct? I'm so used to baking the ambient occlusion from the high poly and pretty much ignoring all of the visual errors that result from doing so. I never even thought of baking them separately until I've watched your videos. Was there any specific reason for separating ambient occlusion from the curvature, position, and thickness?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      I do it mostly because I don't want substance to bake all the maps only to find there is some bake artifact. You can see artifacts from just baking the normal and world space. So I do it just in case to not waste time waiting for everything to bake. I leave AO for last because it usually takes the longest and I like to save the scene between bakes. I don't think substance uses the high poly for the AO, but I might be wrong.

    • @RSSpeacemaker
      @RSSpeacemaker 4 ปีที่แล้ว

      @@3dextrude It does actually use the high poly for the AO. I actually just learned a few days back that you can tell it to bake the AO per mesh, but you lose any AO generated between objects of different names. I still think the way you do it is probably the best way to do it though. Really like your stuff!

  • @sunsakelly1647
    @sunsakelly1647 4 ปีที่แล้ว +1

    This soundtrack is from game xcom ? :D

  • @paveljesus2355
    @paveljesus2355 4 ปีที่แล้ว

    How do you make the retopo after zbrush?

  • @Mynkkk1717
    @Mynkkk1717 3 ปีที่แล้ว

    How did you just make it without using cube plane disk etc.????? Plzz reply

    • @3dextrude
      @3dextrude  3 ปีที่แล้ว +1

      not sure what you mean, do you mean interactive creation for primitives? For that under polygon primitives there's an option at the bottom where you can disable interactive creation and this way the primitive will just show up in the center of the grid when you click create.

    • @Mynkkk1717
      @Mynkkk1717 3 ปีที่แล้ว

      @@3dextrude ohhh

    • @Mynkkk1717
      @Mynkkk1717 3 ปีที่แล้ว

      @@3dextrude can i make 3d models in pentool type tools??

  • @thisiscoral
    @thisiscoral ปีที่แล้ว

    what software do you use for final turn around render?

    • @3dextrude
      @3dextrude  ปีที่แล้ว

      Marmoset Toolbag 4

  • @eshtr3416
    @eshtr3416 4 ปีที่แล้ว

    6.29 how u make ur mesh smoothen?

  • @sahilbavkar8686
    @sahilbavkar8686 2 ปีที่แล้ว

    can i get the reference image

  • @therealKrak
    @therealKrak 4 ปีที่แล้ว

    Shouldn't a object (let's say a chest) for a game be made of one single mesh (a cube)?
    I am pretty new to 3D modeling and don't really know much about it so please explain it to me if possible...

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      It could end up as a single mesh( through welding vertices and such) but it doesn't have to be made as one.

  • @vaishuravi216
    @vaishuravi216 ปีที่แล้ว

    how did you do that ?

  • @moulisankar853
    @moulisankar853 4 ปีที่แล้ว

    What about the reference images??!!

  • @danielletchford9281
    @danielletchford9281 ปีที่แล้ว

    How did you dynamesh it and keep the details? Whenever I try to use Dynamesh on anything, it just destroys it, even if Dynamesh Resolution is at 500.

    • @3dextrude
      @3dextrude  ปีที่แล้ว +1

      Set it really high if you are not getting enough resolution. If that doesn't work you can add more geo before importing to Zbrush as well.

    • @danielletchford9281
      @danielletchford9281 ปีที่แล้ว +1

      @@3dextrude Thank you very much for the tips! I will do that for my next model!

  • @neji1641
    @neji1641 4 ปีที่แล้ว

    3:00 any technical reason why you chose to get the ring shape this way instead of a torus?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      No real technical reason, it could have been made from a torus as well.

    • @neji1641
      @neji1641 4 ปีที่แล้ว

      @@3dextrude oh ok that's cool. To each their own!

  • @bearbones7913
    @bearbones7913 4 ปีที่แล้ว

    So roughly how many models do you make a week?

  • @tobiaskc2975
    @tobiaskc2975 4 ปีที่แล้ว

    Excuse me Sir ~may i ask how you Sculpt detail and keep UV map thank you

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +4

      The sculpted details are on the high poly model, the high poly model doesn't need uvs. The uvs are kept on the low poly model. The details from the high are baked unto the low poly using Substance Painter

  • @aranguez3d261
    @aranguez3d261 2 ปีที่แล้ว

    hey do you have this tutorial in normal speed?

    • @3dextrude
      @3dextrude  2 ปีที่แล้ว

      The regular speed video is on Patreon and 3dex membership, it's not a narrated tutorial though, just regular speed video.

  • @Mynkkk1717
    @Mynkkk1717 3 ปีที่แล้ว

    I've just started maya and I'm sucks in modeling 😭😭😭😭 help

  • @aloha9741
    @aloha9741 4 ปีที่แล้ว

    My friend, how did you apply the dynamics and your blade has not lost its shape? you did not apply bevel in maya

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      I think I actually did bevel before exporting to Zbrush, may have been cut from the video

    • @hoho7029
      @hoho7029 4 ปีที่แล้ว

      he beveled at 5:18

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      Good to know!

  • @Ohomemquequeriaserrei521
    @Ohomemquequeriaserrei521 3 ปีที่แล้ว

    What mame of this type of texture?

  • @FiveFit
    @FiveFit 4 ปีที่แล้ว

    hey mate, what program did you do the turn table in?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      Marmoset Toolbag

  • @maleaumediana4090
    @maleaumediana4090 ปีที่แล้ว

    Be consistent, make mistakes, experint

  • @proger8433
    @proger8433 4 ปีที่แล้ว +2

    What about blender 3d?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      You can use that too, I am not against Blender; its just a preference.

  • @pakapeta7772
    @pakapeta7772 4 ปีที่แล้ว

    0:45 How did you make all the points are flat? looks like it's been cut. Anyone can help? plz

    • @themaxproful
      @themaxproful 4 ปีที่แล้ว

      using the scale tool on selected edges and vertices you can straighten them out like that

  • @cliptastic8687
    @cliptastic8687 4 ปีที่แล้ว

    These sped up videos are cool, but even at 0.25 there's not much I can learn. Do you sell proper tutorials by chance? As in actual tutorial for this or similar models.

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +2

      I made this tutorial which uses similar workflows gumroad.com/3dex#KfDZD
      I have others at the top of my gumroad page which are tutorials : gumroad.com/3dex

    • @cliptastic8687
      @cliptastic8687 4 ปีที่แล้ว

      @@3dextrude ohhhh they're cheap too, amazing. Thank you, gonna definitely buy a couple of them 100%

  • @JamesSith
    @JamesSith 4 ปีที่แล้ว

    What brush did you use to cut into the handle in zbrush?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      Curve Slice

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      You have to use shift and drag to use it once you have selected it

  • @calys-burn563
    @calys-burn563 4 ปีที่แล้ว

    👌

  • @alicewithalex
    @alicewithalex 4 ปีที่แล้ว

    Привет, не мог бы ты скинуть настройки для запекания в Substance Painter? Я сейчас просто делаю стилизованные модели и интересно какие лучше настройки сделать для этого) Спасибо и удачи )

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      Я использовал настройки по умолчанию, за исключением того, что я установил его для выпечки по имени

  • @nadimkazi87
    @nadimkazi87 4 ปีที่แล้ว

    Did u draw those orthographic pictures?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      I paid someone to make the concept art

    • @nadimkazi87
      @nadimkazi87 4 ปีที่แล้ว

      @@3dextrude Ohk ok

  • @MsUndertaker99
    @MsUndertaker99 3 ปีที่แล้ว

    How can you bake maps when your high poly from zbrush doesn't have uv?

    • @3dextrude
      @3dextrude  3 ปีที่แล้ว

      The high poly model doesn't need uvs only the low poly one since that's the one you will be baking the details onto.

    • @MsUndertaker99
      @MsUndertaker99 3 ปีที่แล้ว

      @@3dextrude that explains a lot for me now. I'm self-taught and all this time I thought that low poly and high poly must have same uv map. For almost a year I was making useless, harmful for model and to be honest pretty stupid thing. I feel really terrible, but at least now I know how things must be done. Thank you!

    • @3dextrude
      @3dextrude  3 ปีที่แล้ว

      @@MsUndertaker99 No worries, a lot of people think that's the case so it's not uncommon.

  • @mzoel
    @mzoel 4 ปีที่แล้ว

    Where I can get that pic reference ?

    • @hoho7029
      @hoho7029 4 ปีที่แล้ว

      it looks like something he drew himself, if you need refs theres tons on them on pinterest

  • @enhancedhuman06
    @enhancedhuman06 4 ปีที่แล้ว

    この後ろの斧のラフイラストみたいなものを描くソフトはなんですか?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      pureref , www.pureref.com/

  • @peklat6934
    @peklat6934 4 ปีที่แล้ว

    bro what if I use automatic UV, was it still okay?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      It depends on what the uvs look like, you don't want too many pieces and you want to make sure the uvs cover as much space in the uv grid as necessary.

  • @user-bn3jb4lq2f
    @user-bn3jb4lq2f 4 ปีที่แล้ว

    Ни че что в модели присутствуют треугольники. Вроде нужно же стараться полигоны в квадраты упаковывать.

    • @murlochek6345
      @murlochek6345 4 ปีที่แล้ว

      Все модели и состоят из треугольников, 4-хугольники используют исключительно для удобства работы, но в конце в любом случае модель надо триангулировать, т.е. преобразовать 4-хугольники в треугольники. А в работе нужно стараться избегать только н-гонов, то бишь когда полигон не из 4 вертексов, а более)

    • @zly6203
      @zly6203 4 ปีที่แล้ว

      @@murlochek6345 строить надо 4х угольниками, в некоторых случаях треугольниками (если прям вообще никак то можно ). Триангулировать надо если для игры делаешь, что бы лучше бейк был.

  • @motherofbimbos
    @motherofbimbos 4 ปีที่แล้ว

    Hey! Can anyone let me know what happens in 3:50? When the UV pieces basically snap together? This would make my life so much easier lol

    • @Danreit
      @Danreit 4 ปีที่แล้ว

      I think you are refering to the Sewing?

    • @motherofbimbos
      @motherofbimbos 4 ปีที่แล้ว

      @@Danreit when I sew without aligning the uvs first it looks like a mess tho 🤧 so i was wondering if he used a tool to do it... or it might be because he selected multiple edges before sewing and i usually just select one? 🤔

    • @Danreit
      @Danreit 4 ปีที่แล้ว

      Right.. I've made this with normal sewing I believe, but I've also experiances what you describe

    • @Danreit
      @Danreit 4 ปีที่แล้ว

      Instead of using "sew", you should use "move and sew" or "stitch together", thats the thingy

    • @motherofbimbos
      @motherofbimbos 4 ปีที่แล้ว

      Actually, on the same day I started playing around with it and used the stitch together. Thank you tho!

  • @sm8952
    @sm8952 4 ปีที่แล้ว +1

    yeah an axe

  • @eduardobadillobaez1316
    @eduardobadillobaez1316 4 ปีที่แล้ว

    please make a tutorial of this

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      Like a step by step tutorial? Or a voiceover, but not step by step?

    • @sparkleknight3679
      @sparkleknight3679 4 ปีที่แล้ว +1

      @@3dextrude step by step would be great

    • @eduardobadillobaez1316
      @eduardobadillobaez1316 4 ปีที่แล้ว

      @@3dextrude step by step please

  • @runerthereaper3320
    @runerthereaper3320 4 ปีที่แล้ว +1

    Looking at this I feel like Blender is the simpler version of Maya xD

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      Possibly

    • @runerthereaper3320
      @runerthereaper3320 3 ปีที่แล้ว

      @@sorrow7169 I meant that in blender is much easier to access a lot of the options/tools which in maya are all over place

  • @pakapeta7772
    @pakapeta7772 4 ปีที่แล้ว

    What's the hotkey for 1:08 thanks

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      press b to enable soft selection, hold it down and left mouse drag to reduce radius

    • @pakapeta7772
      @pakapeta7772 4 ปีที่แล้ว

      @@3dextrude Thank you awesome work!

  • @dmitriy8706
    @dmitriy8706 4 ปีที่แล้ว

    Я один не выкупа что происходит после 3:30

  • @MrPimpJuiice
    @MrPimpJuiice 4 ปีที่แล้ว

    Blizzard could use some of your skills xd