Apollo 11 Hasselblad 500el Data Camera | Autodesk Maya + Substance 3D Painter
ฝัง
- เผยแพร่เมื่อ 12 มิ.ย. 2024
- In this video I create a Hasselblad camera from the Appolo 11 moon landing mission from 1969. I 3D modelled it using Autodesk Maya and textured it using Adobe Substance 3D Painter.
3D model, working files and a real-time video including the full UV mapping process available on my Patron.
Let me know in the comments what you thought of the video, and don't forget to subscribe to the channel to see more weekly 3D content!
00:00:00 Intro
00:01:07 3D Modelling
00:58:04 UV mapping
01:05:12 Texturing
PATREON
/ polyrendr
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DISCORD
/ discord
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INSTAGRAM
/ polyrendr
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ARTSTATION
www.artstation.com/polyrendr
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CONTACT
iampolyrendr@gmail.com
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Can I ask you all a favor? If you enjoyed this video, could you please hit the like button, it helps me massively. Please also consider subscribing to the channel if you enjoy this content, lot's more to come! Appreciate you all! 🙏
Great to see some Maya modeling again! killer workflow man, I'm a fan.
Thanks a lot man! I appreciate the comment 🙌
Nice work sir 🙌
Thank you! 🙌
آفرین طرح ها واقعا حرف ندارد بسیار عالی است
Thank you!
Thanks! Great material!
Thank you! 🙌
This week, I'm going to subscribe to your Patreon, although these videos are enough for me and i don't need real time videos, but this community wouldn't last without each other's support! i've learnt a lot from you, so I want to pay you back
Wow thank you so much! That really means a lot, thanks for all the support 🙌
🔥❤️
Cameras are fun
Always a good time
Sir we can look at 3d for good career option and 3d artist gets good amount of money am so confused please help sir
Yes you can definitely have a career as a 3D artist!
Sir try bugati 3d model
uso blender mas gosto do maya tambem em maya e mas difícil modelar
Just keep practicing, consistency is key!
Is it possible to remove the AO on the diffuse texture? A render engine would do that by itself.
Yes you can completely remove the AO channel if you'd like. I'm pretty sure the Base color in Painter stores surface color information, without any lighting or depth information. You can also choose your export template which gives you the correct output maps for whichever engine you're using. You don't have to use AO if you don't want to. Keep in mind though, specifically for video games, having your AO baked into your base color can save a lot on performance.
ای کاش با سرعت معمولی بودند
Real-time video available on my Patreon :)