Tactical Scope | Autodesk Maya + Substance 3D Painter
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- เผยแพร่เมื่อ 21 มิ.ย. 2024
- In this video I make a tactical scope using Autodesk Maya and Adobe Substance 3D Painter. This weeks model was based off of a concept from Rafal Brozyniak.
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
00:00:24 3D modeling
01:05:17 UV's
01:09:49 Texturing
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Another great video! I enjoy watching your process!
Thanks so much! I'm happy to hear that 😁
Awesome!
6:25 in this case, i usually go in to bonus tool,
select every N-th egde in Loop/ring
=> to ring => to face
awsome texture, i learned alot
Yeah good call, that would of definitely saved me some time 😅 and thank you! I'm glad you found it helpful.
wow incredible
Thank you!
Would be nice to see you go through a game pipeline where you create a high poly like this followed by a low poly.
Definitely! I will for sure do more game-ready models in future videos. Thanks for the suggestion! 😄
Will this case be added to the subscription?@@polyrendr
let's go! need some more military staff, great tutorial
Thanks!
As always a great lesson. very helpful. oh I remember when you had about 40 subscribers. You did a great job. Good luck to you and more subscribers
Thanks so much! I never forget my early subscribers, you were one of my first! Thank you for the continuous support, it really means a lot 🙏😊
excellent
Thanks!
if I were a cat I'd spend my nine live watching your video 🙂
😆
Awesome stuff dude. Just need something to attach it to, wink wink :D
Thanks man!
Bro plz make a video on how to create a proper alpha for substance texturing!
It's very knowledgeable for me
Great idea! Noted. Thanks for the suggestion 🙏😀
Hello! Very beautiful! Do you have a video that is not in accelerated format? I want to try to make it according to your video😅
Thank you! Sorry unfortunately there isn't. All of the new videos have real-time videos on Patreon though! This one was done before I started doing the real-time video uploads.
Hey! Yep still comments on this video. Hehe :D I just made a high poly scope too so bumped into your video. I was curious about the little spheres... I don't see them in the accessories UV map. Have you cut those into half by hand then layed out? :) Also where did you get these texts / numbers for the scope?
Thanks for the answer in advance !
Keep up the good work and congrats to your channel it's really good :)
Thanks, I appreciate the comment! Yeah I just cut the spheres in half and then camera-based projection to remove the UV cuts and then layed it out. As for the text/numbers, I just made those alphas quickly in photoshop.
大佬我每天都在看你视频跟着做已经做了两个案列了手电筒跟煤气罐
Great tutorial! But its so high poly! Is it ok to make high poly props.. I always go for low poly and no tris or five sided polys.
Thanks! It really depends on what you're going to be using your model for. For example is it being used for a portfolio piece, mobile game, UE5, etc. There are a lot of factors, however in a lot of cases regarding video games, you would probably make a low and high model and texture it using the HP and then use the LP in game with the projected details from the HP model. Its good to practice both HP and LP modelling. This model was only used for my TH-cam channel, so I only made a HP model.
You are also correct about the no tris or five sided faces - however tris are okay in a lot of situations.
I hope this helps! :)
What is the sorcery you used at 1:00:00
with the curves and the spheres?
I did that using MASH. With the Sphere selected, I created a MASH network, then under "Add Node" I selected Curve and then middle-mouse clicked the curved I created earlier (around my scope) and dragged it into the Input Curves.
If all goes well, then the sphere should line up with the curve you created, then you just mess around with some sliders to increase the amount of spheres, etc :)
@@polyrendr Thanks for the information! Ill have to look into MASH never heard of it tbh.
Goes to show that creating at least one gun in the game takes ages to model!
Definitely! Especially if its a main character weapon, it can takes weeks/months 😅
@@polyrendr I bet! I can see why game companies need many hands to complete a project, let alone modelling... o.o
Bro while creating this scope in MAYA, I face a problem it is saying fix non manifold vertex, cannot bevel. Please help me, I am creating a Sniper and I want to create this scope.
Try selecting that object with the issue and go Edit Mesh > Merge. And then drag the "distance Threshold to 0. This sometimes removes any weird things going on and usually fixes the problem. Otherwise try unfolding the UV's in the UV editor and it should prompt a "Fix" option, which should also fix the problem for you. Hope this helps!
Thanks bro. Do you have Instagram, I want to show my scope model I have done by looking at your video..?@@polyrendr
How to move a single object move in vertex without moving the whole objects
I'm sorry, I don't quite understand the question. Are you asking how to move a vertex?
i made this model in blender . I have some questions. Did you apply the subdiv modifiers(in Blender) before doing the uv or did you apply the uv after you apply Subdiv? and Did you group or combine the selected objects?
I usually smooth things before doing the UV's. I like to get the objects in their finalized state before jumping to the UV process, but honestly you can do it either way, it really depends on your workflow.
I did not combine the objects in the video but if it were to be used in a game engine you definitely should 👍
TH-cam seems to be recomending you to seeming new people looking up blender videos I see heaps or ur stuff on my feed and ill I've watched is them top 10 thing type videos
Awesome, that's good to hear 😄Luckily most of the tools are the same in most 3D software so the workflows can be similar in both Blender and Maya. I hope you find them helpful!
where is short cut
Which short cut?
@@polyrendr keyboard
game ready pipelines? are more funny, compared to rendering hightpoly meshes