Amazing work Polyrender keep it up. Love your Tuts!!!!!! Consistency is key, I just started Maya and Arnold I am trying to match my archiz workflow from 3dsmax to Maya I want it to prove myself in what I know first before exploring something new, Your Tuts are definitely on my cue to do next. I found Arnold render more lifelike compare to vray wich I have been using for 12 years now not sure what it is, Vray has like a CG vibe to it, Arnold looked more organic and realistic.
Thanks man! I couldn't agree more - consistency is key! I also love Arnold and honestly I'd like to do more rendering in Maya on this channel using Arnold, lots more to come down the road. I agree though, Vray is great for that CG vibe 😄
Thanks for your videos! They are amazing. Do you usually use UDIMs? maybe for bigger objects? I'd would be nice to cover this topic. Thanks again for your efforts!
Hi there amazing work there!!! I was hoping that I could ask some question here if possible? After your model & UV process , about your export process to substance do you usually add smoothness before bringing in to substance because i dont think its possible to upload that type of smoothness?
Hey! Thank you and thanks for the comment. In this video I did smooth it before bringing it into Substance, and I make sure to check on "Use LP mesh as HP" in the baking settings. Even if youre only working with a HP model, you still need to check that box so it knows there isnt a LP and HP model workflow being used. Substance can handle quite high in poly meshes so you shouldn't have a problem!
OH NO! Thanks for catching that! Luckily nothing important. Unfortunately YT doesn't let you edit videos or audio after posting anymore :( only music. Thanks for mentioning it!
You can definitely texture in Maya but not like in Painter, I wouldn't compare it to Substance, Substance Painter is much better as you have much more control over materials and effects.
Hello I have a problem in the Substance Painter software, my objects are not colored, but there is color in the rendering, but in normal mode, the color is not applied, can you see what is the reason?
Thank you man! Unfortunately I cant, however if you do have an account with Substance you should be able to access the Substance Source materials online for free :)
Why does my different groups and their uv layouts are not their in substance and only one single uv layout including everything is getting into substance ?
It seems crazy to put all the textures on one tile without separate material’s specifically. It seems super akward to work with when you can’t select and hide specific parts
They were not on 1 tile, there were two materials used. Of course you could use UDIMS or add more materials to it if you'd like, but keep in mind the least amount of materials the better. Unless you're making your asset for movies, product design or just nice renders (anything pre-rendered), using multiple textures or UDIMS is fine but anything rendered real-time like game engines then its unrealistic. The more materials applied, the more draw calls needed. It always good practice to use the least amount of materials possible. I try to do that in these videos and that's why I only used two materials on this model.
Hello there, I have a question. You created 2 Texture Maps for the whole bus, and the textures are looking really crisp, how is that possible? From my understanding to have crisp textures the texel density needs to be higher. But the bus itself is 2x5 meters. I am currently trying to texture a vehicle with the aproximatly dimensions of 2x2 meters. However if I fit everything into 1 Texture Map i have a texel density of 3 on a 2k map, which is (especially for a render) just... not good. Using more texture map is also not really helping the case, as my hull of the vehicle is going to be bigger then the UV space. Am I missing something crucial in my understanding? I don't understand how you have such a big model and yet so good looking textures....
I understand the struggle lol Are you using the same texel density through out all objects in your scene? I always give priority to the larger objects that I want to have more detail, and shrink down the less-important objects that I dont need such detail. That also goes for UV shells that are not so important as well - for example the surf board, the bottom of the surf board does not need to be as detailed as the top since no one will see the bottom, so it makes no sense for them to have the same texel density. I do this for all objects, and for places that have labels or you need extra details I enlarge those shells so they have more pixels to work with. I hope this makes sense and helps! Also, delete unnecessary faces in the scene to save room on your UV map!
@@polyrendr Yes, I try to keep the same texel density on everything, apart from smaller differences. As I heard that this is a general rule, apart from some exceptions like the ones you mentioned. Hmm... I will have to look more into that aspect I guess, as I am fairly new to texturing stuff. And as I was able to see you have a lot of cool videos that I'm gonna watch when I have time and hopefully pick some stuff up. Thanks for answering and your time :D
No not at all, I love Zbrush! This would of been a great model to sculpt a higher poly mesh with too. To be honest its mostly a time issue, adding in Zbrush to the mix would really increase the length and time, and at the moment I just dont have a lot of it 😅 I'd probably have to catch up on a few things as well, last time I used Zbrush frequently was before Maxon purchased it lol Good idea tho, I'll consider it!
@@niazahmedkhan4201 I found a link on google - twitter.yandex.com.tr/gorsel/search?img_url=https%3A%2F%2Fdimensionsguide.s3.amazonaws.com%2F10-TRANSPORT%2FVANS%2FVOLKSWAGEN-TYPE-2-MICROBUS%2FDimensions-Guide-Transport-Vans-Volkswagen-Type-2-Microbus.jpg&lr=10114&pos=4&redircnt=1713627679.1&rpt=simage&source=related-duck&text=Volkswagen%20t1%20Blueprint
This was not modelled for a video game - I go over in the video how I would approach it differently if I were to model it for a video game. I basically wouldn't of smoothed it all and added sub divisions. For a videogame you would probably create two meshes, one LP for in game and one HP like I created to texture on.
@@polyrendr I must have missed those parts you mentioned. So, will you make high-detail modeling videos where you model for the video game? Even though you recorded your videos quickly, they are quite instructive. Thanks for this. Do you have training videos on a site like Udemy?
Yeah I think I quickly go over it while showing the wheel. But yes - more game ready models will come :) Keep in mind all of my videos are available in real-time on my Patreon page, along with the full UV mapping process. I dont currently have any courses or training videos out, but im currently working on a UV mapping mini course which will be available for everyone on my Patreon page and you dont have to be a Patreon to access it :) I also have a live stream available on my Patreon page where I go through the full process creating a spark plug and box in real-time. Its also narrated :) @@hakankurtulus034 Lots more to come!
Im thinking about it, problem is I believe Udemy takes 50% and then another 30% goes to google/apple if they buy off the app, so im hesitant to upload to Udemy lol Patreon I beleive only takes 5%@@hakankurtulus034