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Chris Mendenhall
Chris Mendenhall
Chris Mendenhall
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UV Unwrapping the Chimes
41:48
Год назад
Modeling the Wind Chimes
44:11
Год назад
Introduction to ZBrush (UI Tour)
11:32
2 года назад
ZBrush Sculpting 101
19:56
2 года назад
Primary Forms and Maya/Zbrush Pipeline
12:17
2 года назад
Secondary Forms (First Pass)
7:49
2 года назад
Комментарии
@52acre
@52acre 4 месяца назад
Hello. Thanks for the tutorial. I was wondering...Does this method shrink my packaged project size as well?
@LuceOut
@LuceOut 5 месяцев назад
This is the best tutorial of maya for game props that exists on youtube and is so underrated, I downloaded the entire series and it's so good!
@jaser3312
@jaser3312 5 месяцев назад
This reduced my project from 39GB to 8 GB. Thanks a bunch!
@skywalker14099
@skywalker14099 Месяц назад
thats crazy tbh
@andresousaarq5995
@andresousaarq5995 6 месяцев назад
Very Good! Thanks
@impheris
@impheris 6 месяцев назад
Noob UE user here (like i don't even have it installed) what if i have a complete game with scripts, multiple scenes or levels, graphic settings, pp effects all that stuffs, can i still do the same?
@ChrisMendenhall
@ChrisMendenhall 6 месяцев назад
The method described in the video is meant for a single level/map. Though I am sure there is a cleanup function for a larger project with multiple maps, scripts, etc. My expertise is more around art aspects of game development. Sorry I can't help you further on this subject! Regardless, the best advice I can give you is to simply get started; download Unreal and start making games :)
@naytbreeze
@naytbreeze 9 месяцев назад
My project is 90 gig! lol. I’m a noob been building game for like a year now it won’t let me migrate. Keeps crashing. Any other ways to find out what files are taking up so much space ?
@ChrisMendenhall
@ChrisMendenhall 9 месяцев назад
Haha, wow! After backing up your content, you can try this: Open up the project folder and check the size of the "Saved" folder. This is full of autosaves, logs, etc. During a long project, it can become bloated to an enormous size. Try deleting that entire folder; the next time you open the project, Unreal will recreate the folder. After that, see if you can go through the migrate process again. Alternatively, if you know the names of the assets you are not using in your project, you can remove them from the content folder in your project folder.
@naytbreeze
@naytbreeze 9 месяцев назад
@@ChrisMendenhall this helped a little I was able to clear up about 10 gigs lol. I tried migrating this time it did about 40% then failed. I just copied and pasted the rest from explorer folders into content and seemed to work so far …down to 32 gigs in a new project ! lol.
@ChrisMendenhall
@ChrisMendenhall 9 месяцев назад
@@naytbreeze haha, good luck! Seems like you're chipping away at it! Just be sure to test for functionality when your all done 😁👌
@naytbreeze
@naytbreeze 9 месяцев назад
@@ChrisMendenhall yea thats why I had to do all this cause I tried to package a demo and it kept failing. I think it was because of the type of als system I was using. So I had to start over and now probably re create a new system 😢
@Silvershockwave
@Silvershockwave 9 месяцев назад
How does this affect teams that are using something like GitHub to collaborate?
@ChrisMendenhall
@ChrisMendenhall 9 месяцев назад
Great Question! The technique described in the video is meant more for someone creating a small solo project. For larger collaborations using multiple levels, you'll need to speak with the whoever is managing the repository before doing something like this. Make sure you have version control to revert if necessary. The best case scenario in this scenario is prevention: only importing assets that are to be used in the project.
@popeopera
@popeopera 11 месяцев назад
My map/level doesn't show up after content is copied....any suggestions??
@joshgarnocomputergraphics8318
@joshgarnocomputergraphics8318 11 месяцев назад
wow, this is amazing.
@GlaucoBaptista1
@GlaucoBaptista1 Год назад
Thank you very much!!!
@axelgaytan1558
@axelgaytan1558 Год назад
Thanks !!
@aurorielys3030
@aurorielys3030 Год назад
I struggled for so long trying to figure out why I was moving the entire shape and not just the edge, Its because I had accidentally enabled soft select by pressing B. So if anyone else is having that issue, hit B, and it'll turn it off.
@JarrodHoward
@JarrodHoward Год назад
This is sick
@mistcatt_
@mistcatt_ 2 года назад
Very helpful, thanks!
@shivamannapure3831
@shivamannapure3831 2 года назад
Very nice videos Chris. Would love to see more of Zbrush lessons.
@alessiobenvenuto5159
@alessiobenvenuto5159 2 года назад
So you modify the hi/mid poly model, and not starting a new optimized one from scratch? Got it, i never tried that way
@alonsocortehernandez4909
@alonsocortehernandez4909 3 года назад
very helpful for a college project I'm working in, I didn't know how to do the hmm "shaft" I think.... anyway, many thanks
@fabrizio7582
@fabrizio7582 3 года назад
Why not use dynamesh instead of decimation? Thanks for the vid
@ChrisMendenhall
@ChrisMendenhall 3 года назад
That's a great question :) Simply put, it's easier to get better results with decimation master (or zremesher). Too much sculpt information can be lost when using dynamesh, as forms are softened or lost. There are ways to mitigate this, but if the goal is to get a good representation of the high poly sculpt into another software for retopology, then decimation master or zremesher are better options than dynamesh. Dynamesh is amazing early on in the sculpt for getting your primary forms accurate though!
@agentburningbutters3655
@agentburningbutters3655 3 года назад
Thx 🙏
@The9PointStar
@The9PointStar 3 года назад
Why don´t you use directly that zremesher obj that you bring to maya instead of doing a manual retopology? thanks
@ChrisMendenhall
@ChrisMendenhall 3 года назад
Great question! It all depends on what the model will be used for. If you are planning on creating a model just to show off to people or to practice your texture skills, then using the zremeshed model as the low poly model would be fine. However, if the model were to be animated, it would need specific edgeflow to support the squash and stretch of the animation. Additionally, if the model were to go into a game engine (eg Unreal Engine), it would need to be optimized to achieve the best quality with precise edgeflow. An art lead or client may have a polycount budget for example and you would want to maximize that budget. Zbrush continues to produce excellent tools to manage edgeflow, but so far, nothing beats the precision that comes with manually retopologizing the model. Again, if the goal is just to create a model that doesn't need to be animated or doesn't need optimization for a real-time engine, you definitely could use the raw zremeshed obj. :)
@The9PointStar
@The9PointStar 3 года назад
@@ChrisMendenhall Wow awesome answer! Thankyou!
@BeardedGuard
@BeardedGuard 3 года назад
i luv you.
@marcellacarvalho6705
@marcellacarvalho6705 3 года назад
Hello! Thanks for your time and for this video. I was wondering, can I model this and follow your tutorial only using a experimental version of Autodesk MAYA?
@ChrisMendenhall
@ChrisMendenhall 3 года назад
Hi! I am not familiar with the experimental version of Maya. I would check to see if it has the modeling toolkit, the UV editor and UV toolkit, and the ability to export models to fbx (file/ export selection). If it does, you will likely be able to create the model. You could jump to some later videos in this tutorial and check to make sure the tools you need are present.
@marcellacarvalho6705
@marcellacarvalho6705 3 года назад
@@ChrisMendenhall Thank you! I will do that.
@eliasdegasperi_art
@eliasdegasperi_art 4 года назад
Such a great tips.
@eliasdegasperi_art
@eliasdegasperi_art 4 года назад
Great!
@MedaMatchaElite
@MedaMatchaElite 4 года назад
What do we do if there are N-gons found in cleanup?
@ChrisMendenhall
@ChrisMendenhall 4 года назад
Depending on where the ngon is, you can likely use the target weld tool in the modeling toolkit to weld one of the ngon vertices to where it needs to be. After you select the target weld tool, go to vertex mode, then click and drag the vertex you want to weld onto the vertex you want to weld it to.
@MedaMatchaElite
@MedaMatchaElite 4 года назад
Chris Mendenhall solved the issue. I found some lone vertex’s along the edges and deleted them