Your tutorials have been a lifesaver since I’ve started an experimental animation class at my university. We were given 3 weeks to learn maya, and I’ve been plugging your channel to my classmates who seem to be struggling. The fact that you treat every tutorial as if it will be someone’s first (explaining where to find certain functions and saying what keys to press) has been more helpful than you can imagine ;)
Thanks for this! Just wondering though, you didn't really answer the question if the tools can compete with ZBrush. I'm brand new to both so was hoping to have your opinion on that based on the title of the video!
This is such a great tutorial! So many others move so quickly that I struggle to understand and remember the steps and the different tools. Keep up the great work!
This is a good tutorial. I hope you make a more advanced one soon though. You brought up a lot of good points but you didn't really answer if Maya sculpting can compete with Zbrush. Maybe when you have the time, I would like to see you create a time-lapsed sculpted piece in Maya. There are a lot of things you didn't cover that are essential basics for sculpting, such as; Retopology / Dynamesh, combining sculpted objects, layering and so much more. I just can't see myself making a complete geometric or organically sculpted model with the little bit that has been showed today. I do think this is a great start though, it's opened my eye to how powerful the sculpting tools in Maya can be. Here's hoping to a more complete showing in the future.
Is it possible in Maya to limit the sculpted area of an object in order not to damage some vertical central edges which I need for mirroring ? Or maybe is it possible somehow to fix a particular edge in space and protect it from being sculpted ?
I actually use the smooth tool a lot just to ease the curvature of organic shapes. Especially when I'm working with lower poly counts after having made the initial shape with ncloth for example. It tends to give some sharp angles with lower polys, so the smooth tool is great to even it out where you want it to. It's also very quick to do. I mostly make mobile friendly game assets though.
@@seanakima50515e Of course i know that . If you use auto retopology you have to clean up the polygon mesh later. No automatic tools produce perfect results.
i am no sculptor but i do use mudbox for getting the shape of some objects, if only they had added the dynamic tessellation from mudbox into maya then this would change maya forever and for the better, i'd ditch mudbox in a second, i zbrush is too hard for me cuz i haven't learnt sculpting fundamentals
@@MHTutorials3D yeah I forgot to mention that but it has its limitations like when I was sculpting a terrain and stretched some polys to create shape, then when remeshed the polycount was inconsistent in those areas, then I heard about dynamic tessellation then everything changed
Question: Why did they implement this? They're fully aware that this will not go anywhere. Are they trying to be Blender? Or is this implemented way way back and just left it there.
Thanks for this tutorial but everytime I select the first sculpt tool i'm getting this NameError: file line 1: name 'SetMeshSculptTool' is not defined # can you please help? I haven't found a solution online.
hello i see that use maya, because i have a problem is that when i use sculpting only do is move the object and search and say that reduce de area of sulpting, and so the tool start function but bad because this modified the object but no the form that should do it and say me remove the binder prefs for reset the maya and when use this, absolutely nothing changes note:i use maya 2020 note: englis is my second englis so i regret my misspellings if any
@@EmilianoLoconsolo Maya or 3DS Max is always be the best options for learning a 3D software, since that's what most studios want, some might let you use whatever as long as it doesn't mess up their workflows, an old upperclassmen of mine was allowed to use Blender at his first internship for retopology and asset modelling and then when he switched to Modo, his next job let him use that alongside Maya for rigging characters.
I dont think so, never use Maya sculpting tools but can Maya manage the huge polycount like zbrush do? I mean, zbrush polygons are not quite the same, they called it "pixols" and you can have a huge ammount of they, as far I know, Maya will stuck if you increase polycounts over +5 millions (more or less) so maya sculpting tools and polygons works like zbrush? even I get another question, Blender have sculpting tools too, but its kind the same as zbrush? (huge polycounts without low performance, dynamesh and sculptrisPro features etc etc) I think it's a question with only one answer ( a bit clickbait too since its confuse me :P) , Nope!!!
I agree with you and it is not clickbait as I stated it as a question for you to decide on, not a statement. It is up to each user to decide. I personally choose ZBrush
@@MHTutorials3D me too. ☆☆ I love zbrush sculpting. but its not easy maya modeling~rendering. but I hope to be good maya user and hope to good portflio for get a job
Is this a joke? Of course they can't compete, i use both to complement the weakness of both, Maya doesn't have sculpt divisions which makes extremely easy to tweak large shapes and keep detailed shapes at higher divisions and maya doesn't have Sculptris Pro mode( the ability to add resolution per stroke). Personally i only care about the sculpt divisions, been using this system for a long time and works great. Other features that's lacking are dynamesh, Zremesher(the maya auto retopo is a barebones sistem), Decimation Master , and other stuff.
Hey Icemanmodeler, to answer your question, No, it is not a joke, it is a question ( not a statement ) I never said it was better, I asked the viewers what they think. I personally agree that ZBrush is better too.
Blender is a hundred times better than Maya when it comes to Sculpting, Maya is better for retopology and quite a few other work flow necessities for now :-)
I have used Maya since it's 4.0 version, which was early 2000's. What I can say is that Maya used to be better than Blender, but Blender is now surpassing it. Sculpting is definitely one of those areas. The main thing is being able to deform the topology of the mesh with a brush. Maya only adjusts existing components, but Blender, like Zbrush, is able to adjust the topology itself on the fly. You will not find any Clay Buildup (ZBrush) or Scrape (Blender) brushes in Maya.
sculpting in Maya actually sounds and looks ridiculous.😂 it's such a technical software, there's nothing artistic in it even visually, which is essential for a sculpting software
Your tutorials have been a lifesaver since I’ve started an experimental animation class at my university. We were given 3 weeks to learn maya, and I’ve been plugging your channel to my classmates who seem to be struggling.
The fact that you treat every tutorial as if it will be someone’s first (explaining where to find certain functions and saying what keys to press) has been more helpful than you can imagine ;)
Thank you so much, glad to hear they are helpful :-)
Thanks for this! Just wondering though, you didn't really answer the question if the tools can compete with ZBrush. I'm brand new to both so was hoping to have your opinion on that based on the title of the video!
he vaguely mentioned - Zbrush is far superior but if you can't afford it as it's $800 learning maya modelling may be useful
This is such a great tutorial! So many others move so quickly that I struggle to understand and remember the steps and the different tools. Keep up the great work!
I am very much familiar with both software. My vote is for Zbrush. Zbrush is always on top.
Same, especially in high polycount.
Tbh cant really compare maya sculpting with Zbrush/Mudbox. Its mostly used for quick Enviroment Sculpts or Blend shapes.
I am aware, that is why I stated the title as a question, not a statement
Thank you so much for your tutorial! I absolutely love the speed you're talking with and the way you repeat things, so it's easier to remember.
This is a good tutorial. I hope you make a more advanced one soon though. You brought up a lot of good points but you didn't really answer if Maya sculpting can compete with Zbrush. Maybe when you have the time, I would like to see you create a time-lapsed sculpted piece in Maya. There are a lot of things you didn't cover that are essential basics for sculpting, such as; Retopology / Dynamesh, combining sculpted objects, layering and so much more. I just can't see myself making a complete geometric or organically sculpted model with the little bit that has been showed today. I do think this is a great start though, it's opened my eye to how powerful the sculpting tools in Maya can be. Here's hoping to a more complete showing in the future.
Nice better and better every year
Yes, I know
Is it possible in Maya to limit the sculpted area of an object in order not to damage some vertical central edges which I need for mirroring ?
Or maybe is it possible somehow to fix a particular edge in space and protect it from being sculpted ?
I actually use the smooth tool a lot just to ease the curvature of organic shapes. Especially when I'm working with lower poly counts after having made the initial shape with ncloth for example. It tends to give some sharp angles with lower polys, so the smooth tool is great to even it out where you want it to. It's also very quick to do. I mostly make mobile friendly game assets though.
Maya is becoming better and better and kind of user friendly. Especially they added auto retopology.
Very true
The retopolgy thing is cool but it doesnt give us correct topology for animation
@@seanakima50515e
Of course i know that
. If you use auto retopology you have to clean up the polygon mesh later.
No automatic tools produce perfect results.
@@seanakima50515e I love to Quard draw at maya
@@user-fuckoffffffff4590 I do too. Quad draw is the easiest way
Hello, sir.
How are you?
Sir can you make a tutorial on in stamp tool how the texture work on it?
Rohit Roy I second that! 👍
In what software ? Maya ?
Mike Hermes Maya for me, yup
Thank you very much, Sir.
Please create a video on all sculpting tools (how they work) and the benefits of using sculpting workspace for sculpting. Thanks in advnce.
If you can't afford zbrush I suggest exporting your base mesh to blender and sculpting there, not as good as zbrush but still much better then Maya
Definitely. Although if you can afford Maya, buying Zbrush should be well within your budget, amirite?
A Toaster we can always download the student version...
Ahem...torrents...
You didn't hear that from me.
when I go into sculpting mode I don't see a circle thing with the dot in the middle
Please do sculpting in maya more!!
i am no sculptor but i do use mudbox for getting the shape of some objects, if only they had added the dynamic tessellation from mudbox into maya then this would change maya forever and for the better, i'd ditch mudbox in a second, i zbrush is too hard for me cuz i haven't learnt sculpting fundamentals
Maya 2020 can now retopo and remesh
@@MHTutorials3D yeah I forgot to mention that but it has its limitations like when I was sculpting a terrain and stretched some polys to create shape, then when remeshed the polycount was inconsistent in those areas, then I heard about dynamic tessellation then everything changed
Question: Why did they implement this? They're fully aware that this will not go anywhere. Are they trying to be Blender?
Or is this implemented way way back and just left it there.
Really helpful ❤️🙏
Thanks for this tutorial but everytime I select the first sculpt tool i'm getting this NameError: file line 1: name 'SetMeshSculptTool' is not defined #
can you please help? I haven't found a solution online.
hello i see that use maya, because i have a problem is that when i use sculpting only do is move the object and search and say that reduce de area of sulpting, and so the tool start function but bad because this modified the object but no the form that should do it and say me remove the binder prefs for reset the maya and when use this, absolutely nothing changes
note:i use maya 2020
note: englis is my second englis so i regret my misspellings if any
You look like a slim version of my dad haha. +1 thanks for the analysis.
I would appreciate if you go for indepth tutorial on brushes and on sculpting
Want individual tutorial for each brush
I've been waiting for this
Thanks
please upload more video ZBrush
Sir I am interested to collaborate with you
Hey sir what is your PC configuration and please recommend so that I can buy better PC for modeling to rendering.
NVIDA RTX6000 24GB Video Card, 64GB RAM, i7 6 core CPU, 2TB M2 SSD Drive, 6 external 2TB drives, PD3220U monitor, PD3200U monitor, 20 Inch Huion Tablet
Hey mike, do you think a display tablet is worth buying for sculpting ?
It is pretty much a "must have"
Very useful thanx.....is there a big demand of Zbrush artists in the real world as opposed to Maya ?
Yes, in additional to Maya
@@MHTutorials3D so you think is best to learn both and use them in parallel?
@@EmilianoLoconsolo Maya or 3DS Max is always be the best options for learning a 3D software, since that's what most studios want, some might let you use whatever as long as it doesn't mess up their workflows, an old upperclassmen of mine was allowed to use Blender at his first internship for retopology and asset modelling and then when he switched to Modo, his next job let him use that alongside Maya for rigging characters.
@@IyeViking thanx mate
I appreciate this.
Hello Mike. Is there a Maya equivalent for the dynamesh function? Thanks.
Sort of... Maya 2020 now has Remesh and Retopo
@@MHTutorials3D I've heard of this. I must look into it. Thanks.
Hey Mike, can you please do a video on xgen hair and fur?You don't seem to have any videos on it and I would really appreciate it
I do actually
@@MHTutorials3D could you do a more general workflow for example
Sculpting hair in Xgen or even with Ornatrix.
M is for MIke
Yep :-)
Beautiful
I dont think so, never use Maya sculpting tools but can Maya manage the huge polycount like zbrush do? I mean, zbrush polygons are not quite the same, they called it "pixols" and you can have a huge ammount of they, as far I know, Maya will stuck if you increase polycounts over +5 millions (more or less) so maya sculpting tools and polygons works like zbrush? even I get another question, Blender have sculpting tools too, but its kind the same as zbrush? (huge polycounts without low performance, dynamesh and sculptrisPro features etc etc) I think it's a question with only one answer ( a bit clickbait too since its confuse me :P) , Nope!!!
I agree with you and it is not clickbait as I stated it as a question for you to decide on, not a statement. It is up to each user to decide. I personally choose ZBrush
@@MHTutorials3D me too. ☆☆
I love zbrush sculpting. but its not easy maya modeling~rendering. but I hope to be good maya user and hope to good portflio for get a job
see later
Thank you once again Mike Hermes
Right?
Right !
Answer:
NOT
NOT
NOT
ONCE AGAIN
NOT!!!
Ugh...Maya for 3d modeling ...3ds max for me...
One like vanilla ,the other likes banana
Sad to say but maya can't compete to zbrush in terms of sculpting, maya sculpting tools only usage is to correct mesh and not to sculpt
Maya & ZBrush is the way to go
Is this a joke? Of course they can't compete, i use both to complement the weakness of both, Maya doesn't have sculpt divisions which makes extremely easy to tweak large shapes and keep detailed shapes at higher divisions and maya doesn't have Sculptris Pro mode( the ability to add resolution per stroke). Personally i only care about the sculpt divisions, been using this system for a long time and works great.
Other features that's lacking are dynamesh, Zremesher(the maya auto retopo is a barebones sistem), Decimation Master , and other stuff.
Hey Icemanmodeler, to answer your question, No, it is not a joke, it is a question ( not a statement ) I never said it was better, I asked the viewers what they think. I personally agree that ZBrush is better too.
Blender is better
Blender is a hundred times better than Maya when it comes to Sculpting, Maya is better for retopology and quite a few other work flow necessities for now :-)
I have used Maya since it's 4.0 version, which was early 2000's. What I can say is that Maya used to be better than Blender, but Blender is now surpassing it. Sculpting is definitely one of those areas. The main thing is being able to deform the topology of the mesh with a brush. Maya only adjusts existing components, but Blender, like Zbrush, is able to adjust the topology itself on the fly. You will not find any Clay Buildup (ZBrush) or Scrape (Blender) brushes in Maya.
sculpting in Maya actually sounds and looks ridiculous.😂 it's such a technical software, there's nothing artistic in it even visually, which is essential for a sculpting software