Stylized Bunk Bed made with Autodesk Maya 2020, and Substance Painter

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  • เผยแพร่เมื่อ 21 ต.ค. 2024

ความคิดเห็น • 46

  • @xMikomiChanx
    @xMikomiChanx 4 ปีที่แล้ว

    I love how much time you spent on the pillow, because it makes me feel better about how much time I spent on mine when I made one XD

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      haha, it's important!

  • @arnolsosa7623
    @arnolsosa7623 4 ปีที่แล้ว +1

    Hello, i just came in to left my like, great video man

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      Glad you came by!

  • @Sithwar777
    @Sithwar777 4 ปีที่แล้ว

    Simply BEAUTIFUL!

  • @NovaNocturneArt
    @NovaNocturneArt 4 ปีที่แล้ว +1

    This helps inspire me as I am working on my final for learning substance painter/designer. Thank you for sharing your videos!

    • @Lubble-
      @Lubble- 4 ปีที่แล้ว +2

      Good luck with it all, deadlines are brutal for modelling for courses

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +2

      Nice! Hope it goes well!

    • @NovaNocturneArt
      @NovaNocturneArt 4 ปีที่แล้ว +1

      Thank you both!

  • @och70
    @och70 3 ปีที่แล้ว

    Just finally watching this for first time on Dec 17 2020. Man, I am so far behind on these!

  • @hutski3d944
    @hutski3d944 4 ปีที่แล้ว +1

    awesome!

  • @tedeusz83
    @tedeusz83 4 ปีที่แล้ว

    Thanks for your videos, its inspiring me a lot..

  • @FlopCouture
    @FlopCouture 4 ปีที่แล้ว

    So awesome!!

  • @MrShadyMustafa
    @MrShadyMustafa 4 ปีที่แล้ว

    i love your channel man ^_^ !!!

  • @assasssin5328
    @assasssin5328 3 ปีที่แล้ว

    Thanks for tutorial! I've got a question. Did you have any shading artifacts after you polybeveled and display smoothed your high poly wooden model? I mean, I've noticed a weird shading at the top of the wooden plank at 5:50, I guess the same thing could be noticed at the bottom. Did it have any impact on your bake cause it definitely had an impact on mine?

    • @3dextrude
      @3dextrude  3 ปีที่แล้ว

      Looks like there's a bit of that, I think a bevel with more edges would prob fix that. I don't think it came through on the low poly bake though

  • @IRS1182
    @IRS1182 4 ปีที่แล้ว

    Cool video! Can I ask you a question? Where did the folds come from on the fabric? Is it a procedural texture or baked normals? You may have talked about it in the video, but I still don't understand English well.

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      those came from the smart material fabric I applied, it's procedural.

  • @gabro766
    @gabro766 4 ปีที่แล้ว

    really cool job as always, ur videos always inspire me to keep doing 3D, do u make any kinda of art streams ?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +2

      Great to hear! Haven't done any streams but might be something I do in the future

    • @gabro766
      @gabro766 4 ปีที่แล้ว +1

      3dEx would love to see that!

  • @polyamilo7752
    @polyamilo7752 4 ปีที่แล้ว

    Hello, nice job! Tell me please what do u think about blender? Is it future or it doesn’t matter which program to use to make 3d?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      It looks good to me, but I haven't really tried it so can't say for certain. I think what's important is to learn the fundamentals of 3D, those can be transferred to any program.

    • @polyamilo7752
      @polyamilo7752 4 ปีที่แล้ว

      @@3dextrude ok, thanks for the answer! Now I'm learning anatomy to make characters. It would be great if you make a video about making a simple character, just to see all the aspects (high poly, low poly, uv, texturing, animation, and preparing for game engine). I know it's a hard work to do, but I'm sure you'll get a lor of views cause i cant find a full tutorial on all TH-cam.

  • @Michael-px9il
    @Michael-px9il 4 ปีที่แล้ว

    Really like the commentary on the vids 3DEx. I am a little confused when making props if I should have one mesh or separate meshes. Is there any guidelines or rules that's followed to know what I should keep as separate piece or full piece.

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      I think depends on the model. If the model is based on something from real life, a good way to model is based on how the asset is made in real life. Usually pieces assembled together. For games though, the low poly model is better if welded.

    • @Michael-px9il
      @Michael-px9il 4 ปีที่แล้ว

      Okay yes, I understand. My focus is game props. I have read that water tight meshes are better for lighting as the light can not penetrate seams. Thanks for your reply. You have been a very big part of my learning.

  • @bellayoung4330
    @bellayoung4330 4 ปีที่แล้ว

    Thank you so much for your amazing tutorials! I got a question and would be so grateful if you could answer! If I’m making props for an animated tv show, is it okay if I’m only using the beveled low poly and texture it instead of follow the bake high to low workflow?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      Film models and something for an animated tv show can he be higher poly than this so yes, you can use a beveled model and even render it in subdi mode.

  • @sunnylam9902
    @sunnylam9902 4 ปีที่แล้ว

    How did u remove the extra edge loops between 1:25 - 1:45? And connect them back to other vertexes?

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      That's the collapse tool

  • @bugoosoogoo
    @bugoosoogoo 4 ปีที่แล้ว

    How do you go about mirroring your UV's? I've heard some conflicting information about how Substance Painter deals with them, so I'm unsure what method to use!

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว +1

      I usually offset them because in the past I had issues with Painter not baking right when having those. I haven't tried without doing that in latest releases so perhaps is something to try.

  • @martinrockbell
    @martinrockbell 4 ปีที่แล้ว +1

    Nice! ^

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      Thank you Martin

  • @10yearslater_
    @10yearslater_ 4 ปีที่แล้ว

    Does the AO give the "soft edge" style to the low poly? I'm currently struggling with this! (It also doesn't help that I use Blender and this is Maya)

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      It does a bit, but the AO should come mainly from the lighting and render and not fully from the actual texture

    • @10yearslater_
      @10yearslater_ 4 ปีที่แล้ว

      @@3dextrude One more question if it's not too much to ask! When you make the high poly from the low poly, you only have 1 "copy" of the wooden beam that you duplicate so it takes less UV space. How do you jump from having only one of each to baking high poly on low poly with all the pieces on? where did the duplicates come from? Do they already come with the same UV space as the one you beveled? I feel I'm too dumb to understand that part:/
      (I see you deleted the "merged" object, but I don't see when they come back?)

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      @@10yearslater_ The merged object was part of the low poly model and parts which were sharing the same uv space as some of the other pieces. These did not need to be included in the high poly model since they were using uv space from other pieces. Hope that makes sense.

    • @10yearslater_
      @10yearslater_ 4 ปีที่แล้ว

      @@3dextrude That makes sense! Thank you!

  • @lennardhartog5767
    @lennardhartog5767 4 ปีที่แล้ว

    When are you making a full scene from your materials and assets agai

    • @3dextrude
      @3dextrude  4 ปีที่แล้ว

      It will be a while before I do that, want to focus more on individual asset creation at the moment.