Exporting 3D Models from Maya into Substance Painter

แชร์
ฝัง
  • เผยแพร่เมื่อ 11 ก.ค. 2024
  • ➡️ Overwhelmed with 3d modeling & Topology? Start creating Professional 3d models with my FREE guide:
    www.clkmg.com/jlmussi/3d-mode...
    ➡️FREE Trial of my Maya 3d Modeling Course: bit.ly/3d-modeling-course-fre...
    ➡️FREE Hard Surface Modeling Guide: jlmussi.com/hsguide
    This short video will guide you thru the process of exporting your 3d Model from Maya into Substance Painter to begin the texturing process.
    ➡️Z-brush Stylized Rock Brushes
    gumroad.com/a/796636275/mDbSP
    ➡️3d Modeling Beasts Facebook Group:
    / 705710056658253
    ➡️3d Modeling Inspired Tees:
    teespring.com/stores/jls-shop
    ➡️FREE Trial of my Maya 3d Modeling Course:
    bit.ly/3d-modeling-course-fre...
    ➡️FREE Hard Surface Modeling Guide:
    jlmussi.com/hsguide
    On Social Media, Lets Connect!
    jlmussi.com
    / jlmussi
    / jlmussi
    artstation.com/jlmussi
    #mayamodeling #substancepainter #gameart

ความคิดเห็น • 63

  • @CledenirLopesdesouza
    @CledenirLopesdesouza 3 ปีที่แล้ว +8

    the biggest problem we beginner face is because you guys make a great tutorial and I am incredibly grateful for this, but you guys don't show us the problems that you face and how do you fix then, we got lots of problem following your perfect tutorial and we don't know how to fix it, special in the baking process, the problem with the normal maps for examples

  • @fernando1186
    @fernando1186 4 ปีที่แล้ว +1

    Thank you so much! I’ve watched your videos before just for fun, but after having to deal with these issues in my thesis project I have such more admiration and grateful for these videos thank You!

  • @ryanfuxa6738
    @ryanfuxa6738 5 ปีที่แล้ว +29

    Fun fact: While JL Mussi is an expert 3d modeler and texture artist, it's his beard that does the animating.

    • @jlmussi
      @jlmussi  5 ปีที่แล้ว +9

      Ryan, can't go around telling my trade secrets now.

    • @ryanfuxa6738
      @ryanfuxa6738 5 ปีที่แล้ว +1

      JL Mussi My bad bro. 😃

    • @matthewnoble2843
      @matthewnoble2843 3 ปีที่แล้ว

      @@jlmussi i can figure out what is wrong, i cant do any sort of painting on substance painter, it appears on the layer but doesnt effect the model

  • @PixelEte
    @PixelEte 4 ปีที่แล้ว +1

    thanks man its helps me a lot looking for it from long time. keep uploading.

  • @junezz1059
    @junezz1059 4 ปีที่แล้ว

    Thank you very much for this tutorial! I am a beginner and this helps a lot!

  • @photoman123456
    @photoman123456 4 ปีที่แล้ว

    Right what I need, thats great. Thanks man 👍

  • @leiflangford1673
    @leiflangford1673 3 ปีที่แล้ว

    You're a legend! Thanks my guy

  • @user-km9nv2kk6t
    @user-km9nv2kk6t 2 ปีที่แล้ว

    great start!

  • @abbyrobb9005
    @abbyrobb9005 4 ปีที่แล้ว

    This helped so much, will be recommending to fellow students! Thank you!

  • @NazmulHussain786
    @NazmulHussain786 3 ปีที่แล้ว +1

    Man...I love your tutorials so so much... I even watch the whole ads that appear...!!! Keep up the good work.

    • @jlmussi
      @jlmussi  3 ปีที่แล้ว +1

      Thanks brother for your support and glad you find my content helpful.

  • @tomasaldazabal219
    @tomasaldazabal219 3 ปีที่แล้ว

    Finally a video that works!

  • @tamriel_x
    @tamriel_x 5 ปีที่แล้ว +3

    this was exactly what i was just trying to do!

    • @jlmussi
      @jlmussi  5 ปีที่แล้ว +2

      Boom, read your mind!

  • @miloskomazec9022
    @miloskomazec9022 3 ปีที่แล้ว

    Man... I love you.

  • @MrGSmith2k11
    @MrGSmith2k11 3 ปีที่แล้ว

    This might be a silly question, but does the location of your high res model matter when you bake the normals? If I've positioned the low res meshes in the maya scene but my high res meshes are elsewhere, will that cause issues?
    Great work JL, I've been learning far more from your tutorials the past week compared to the entire three years I spent at uni.

  • @tulextreme
    @tulextreme 5 ปีที่แล้ว

    u should try baking normals using marmoset. Be amazed! Pretty basic Substance workflow but hey its a help for da younglings!

  • @keithyakouboff8755
    @keithyakouboff8755 4 ปีที่แล้ว

    Question: The linking to a higher-res version of your model is for creating detailed normal / height maps? If not, what is the purpose of this?

  • @LORENZOCOLALONGO
    @LORENZOCOLALONGO 5 ปีที่แล้ว

    Thanks !!!!!

  • @jquintero462
    @jquintero462 2 ปีที่แล้ว

    Quick question: Could I assign each one new material with the same shader but change the colors of each model set?

  • @besartbekteshi6970
    @besartbekteshi6970 4 ปีที่แล้ว

    WHat is the difference in exporting FBX and OBJ. i always have problems with FBX like for example i just made a harley but when i import it to substance there is always an black object that i cant paint or apply material on.

  • @raularosemena
    @raularosemena 4 ปีที่แล้ว

    hello friend, how can i isolate a object that is combine in maya? Like your 3 props right there?
    I want to isolate the pieces when a paint them, they will have the same material, but for better view when working on them, i want to isolate piece by piece when im working.
    Im not talking about the diferent materials aproach when you export from maya, because the 3 objects i have are going to share the same texture and the same material, i just need to isolate them when i paint.
    Is there a shortcut to hide these objects or something like that?

  • @1Robertwaterworth
    @1Robertwaterworth 5 ปีที่แล้ว +1

    Awesome, I have been looking for a tutorial like this for a while now. I have been working with Maya forever, ( like since the 90s) but I am new to SP. I was wondering what the best pipeline was? Thanks, dude this is just what I needed!

    • @jlmussi
      @jlmussi  5 ปีที่แล้ว

      Glad this helped out Robert, it's hard to go back to building shaders in Maya once you try SP.

    • @photoman123456
      @photoman123456 4 ปีที่แล้ว

      Same for me, working in Maya since 1.0, but always used photoshop for texturing and substance just blow my mind. Its a new level after photoshop painting

  • @hfromero
    @hfromero 4 ปีที่แล้ว

    hope one day you can do the same from C4D!

  • @FanAnimeOP
    @FanAnimeOP 4 หลายเดือนก่อน

    When I export from Maya to Substance Painter, the UVS position of my model gets changed. How to fix it? Please help

  • @kwakyekrieger2903
    @kwakyekrieger2903 4 ปีที่แล้ว

    I color coded everything with different materials but it isn't working...Could it be because it is rigger? because I have not selected the bones just the mesh.

  • @masoudrashidinezhad9429
    @masoudrashidinezhad9429 11 หลายเดือนก่อน

    How can exsport correct STEP file from MAYA? Thanks

  • @RaysGallery
    @RaysGallery 3 ปีที่แล้ว +2

    This was so helpful in getting all my materials out of MAYA and cleanly into substance painter but after I'm done with my paint process is there a way to compile everything into one UV to transfer to unreal?

    • @marsmotion
      @marsmotion 2 ปีที่แล้ว

      yeah this many maps is not good for a game asset. way inefficient. this could have been done in two texture sets or uv sets or udim tiles. thats something you want to know to do before any of this in sp.

  • @cricketpassion9638
    @cricketpassion9638 2 ปีที่แล้ว

    I AM IMPORTING 3 DIFFERENT MODEL AND GROUPING TO BUT MY THREE MODELS IS NOT COMING IN SEPRATELY ITS COMBINED ... ?? CAN U HELP

  • @stex9thimpact872
    @stex9thimpact872 5 ปีที่แล้ว

    Why don't you bake very map from the _high model?

  • @LuisSOfficial
    @LuisSOfficial 4 ปีที่แล้ว +1

    How did you handled your first two years of learning all of these stuffs of 3D... modeling, texturing, shading, lighting, rendering, deformations, surface, curves, tools, all of that.

    • @jlmussi
      @jlmussi  4 ปีที่แล้ว +1

      One thing at a time :-) Try not get overwhelmed, I mainly focused on modeling for a while before expanding my knowledge.

  • @saebr
    @saebr 5 ปีที่แล้ว

    Hey JL,
    Thanks a lot for all your efforts in bringing us these tutorials.
    Quick question... What if I don't have a high res version of my mesh... Let's say I have a model that I am happy with as is... Do I load that same model in the high res tab in substance painter to create or bake the normal map?
    Or do I leave it empty and it will create a normal map for me?

    • @jlmussi
      @jlmussi  5 ปีที่แล้ว

      Nope, just leave it blank then. SP will calculate all your maps from the low res.

    • @tamriel_x
      @tamriel_x 5 ปีที่แล้ว +1

      if you arent transferring to a high poly, the current mesh is automatically used for all the maps.

  • @ahmedsouody1818
    @ahmedsouody1818 5 ปีที่แล้ว

    How can I paint on models in the same scene and all have uvs above each other on uv(1-0) space without layout like the models you used in this video?
    I hope you understand my question

    • @jlmussi
      @jlmussi  5 ปีที่แล้ว

      If I undestood the question correctly, this should help: th-cam.com/video/VTh3g7SHqqo/w-d-xo.html

  • @florianristea
    @florianristea 5 ปีที่แล้ว

    hey man.Thank you for the cideo! I ve seen you used multiple maps for every object.Do you prefer multiple smaller maps vs 1 big map with all the meshes on it? If yes what is the logic? Thx

    • @jlmussi
      @jlmussi  5 ปีที่แล้ว

      I prefer smaller sized maps vs one giant 4k or 8K map. The better the layout of your UVs the more efficient your textures will be. Especially if rendering in Maya, those giant maps eat up alot of render time.

    • @florianristea
      @florianristea 5 ปีที่แล้ว

      @@jlmussi
      I see.I'm trying to figure out a workflow for my characters and this info is gold.Thank you man and have a nice vacation :D

    • @jlmussi
      @jlmussi  5 ปีที่แล้ว +1

      Glad I could help brother.

  • @TedTravis
    @TedTravis 4 ปีที่แล้ว

    Also, what about "textile density" for the individual UV's and does that mean that each separate texture map (if the mesh contains many parts) has to be equally proportionate, rather than just sizing each map to fill up the UV space? In other words, so that the mesh ends up showing an equal distribution and sizing when applying a standard grid pattern to the mesh- sorry I can't attach a screen grab to illustrate this

    • @jlmussi
      @jlmussi  4 ปีที่แล้ว

      In the UV toolkit, you have the option to "get" the texel density from any shell and "set" it. Similar to copy and pasting. You can do this to any shell once you have this value. The layout UV tool also has a function to give you even texel density. There are few instances where you can decrease the texel density, say a shell will never be seen, then you can shrink it to make more room for the others.

    • @TedTravis
      @TedTravis 4 ปีที่แล้ว

      @@jlmussi Sorry, I must be completely missunderstanding this from watching another tutorial- I got the impression that each separate mesh item had to be sized with the UV Editor so that visually, each separate mesh item would have the same scale when a test pattern texture would be applied to the entire mesh. In other words, not scaling up each UV'd item to fill the entire UV space. I'll look at the UV tool kit in Maya so I can hopefully understand your comments. Thanks again for your tutorial!

  • @TedTravis
    @TedTravis 4 ปีที่แล้ว

    Very good tutorial but I'm confused about the high and low poly Maya meshes and when both have to be brought into Substance. I just want to apply textures to my Maya mesh in Substance, so can I merely import the high poly mesh, paint/texture it in Substance, and then bake the maps, and export it back into Maya for rendering?

    • @jlmussi
      @jlmussi  4 ปีที่แล้ว

      You import the low poly mesh into substance and you merely use the high to create your maps from it.

    • @TedTravis
      @TedTravis 4 ปีที่แล้ว

      @@jlmussi Thanks for the quick reply! So I import both high and low poly meshes into Substance- then do I apply colors and textures to the Low poly version, and then select the High poly version to bake the maps? Sorry for my confusion!

  • @akshayfreefireshorts9278
    @akshayfreefireshorts9278 2 ปีที่แล้ว

    Exporting textures substanse to arnold unity and others.

  • @user-py3mv5qv7b
    @user-py3mv5qv7b 4 ปีที่แล้ว +2

    HOW!!? How did you get more than 1 texture set list!!! Why my substance painter make all time only 1 and named it 1001! Where is this legendary botton to make texture set list= meshes which i import?!!

    • @faust97420
      @faust97420 3 ปีที่แล้ว

      you need to have different material in maya or whatever 3d software you use

    • @user-py3mv5qv7b
      @user-py3mv5qv7b 3 ปีที่แล้ว

      @@faust97420 Oho! I have already forgotten about this comment. Thank you but i have already fixed this error. I just dragged the texture grids 1 square to the sides so that their UV wouldn't cross. But still thank you for answering.

  • @sansharchaudhary8596
    @sansharchaudhary8596 5 ปีที่แล้ว

    while naming shaders in maya, do we need to name as per Udim or what?

    • @jlmussi
      @jlmussi  5 ปีที่แล้ว

      As of the recording of this video, SP does not support multiple Udim's. If that's something you need, you might go with Mari.

    • @sansharchaudhary8596
      @sansharchaudhary8596 5 ปีที่แล้ว

      @@jlmussi well i guess it works with multiple Udim's. What if we use UV's as per Udim's. i think it might work. Anyway, glad to learn from you.... Get inspired from you.

  • @bigkingsha
    @bigkingsha 2 ปีที่แล้ว

    How I can just kill a mesh.

  • @ruok3351
    @ruok3351 5 ปีที่แล้ว +1

    boss

  • @animx9477
    @animx9477 4 ปีที่แล้ว +1

    your sound like Donald Trump , President of USA