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STYLISED BARREL Game Asset (FULL VERSION) -Maya-Zbrush-Substance Painter 

Robot Army
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Find an short version of this tutorial and others on my channel.
In this video we look at how to make a stylised barrel game asset. This pipeline covers Maya, Zbrush and Substance Painter.
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Sofa Stories - Copyright Chillhop Music - chll.to/185703b6
Pick Up - Copyright Chillhop Music - chll.to/d999f4f1
Velocities - Copyright Chillhop Music - chll.to/b48fd2ac

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26 июл 2024

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Комментарии : 248   
@Damian_h
@Damian_h 2 года назад
yea speaking about making changes in early stage i noticed right asap i was going to need to go back to re shape the barrel. Many thanks for sharing your workflow specially for those who are living in third world countries with 200% inflation and cant afford to pay a decent education. I salute you my man.
@RobotArmy3D
@RobotArmy3D 2 года назад
Thanks! I'm glad it was of use.
@littlebuilder8132
@littlebuilder8132 2 года назад
to all people viewing the video, I wanna list some good shortcuts to make your workflow a bit faster: isolate view: ctrl + 1 smooth view: 3 (use this to see how smoothing in zbrush will affect your model and where you need to add more edges) normal view: 1 wireframe mode: 4 shades display : 5 bevel : ctrl + b extrude : ctrl + e detach components, extract faces : available in marking menu by pressing shift + rmb duplicate with transform : shift + d (useful for like making the seperate planks in the barrel without having to repeatedly use the rotate tool)
@Aninda_Creation
@Aninda_Creation 3 месяца назад
how can i predetermine a position where i can create a new shape in maya?
@Skibir
@Skibir 3 года назад
I could honestly listen to your voice for hours. Its so soothing and almost therapeutic.
@RobotArmy3D
@RobotArmy3D 3 года назад
Hah, i'm glad you think so! 😓 I hope it doesn't put you to sleep though, that would make it hard to finish a tutorial.
@kasia5932
@kasia5932 Год назад
Thank you for this tutorial, it's been extremely helpful and I finally have a better understanding of the game asset creation pipeline. This is exactly what I've been looking for!
@real2late
@real2late Год назад
Dude I'm learning may, substance painter and zbrush rn. This tutorit is soo awesome!
@southpaw9041
@southpaw9041 4 года назад
That technique of using a quick painted colour texture in a fill layer to make an asset look hand painted is rlly cool
@RobotArmy3D
@RobotArmy3D 4 года назад
Yeah, it really helps when you don't have bags of time. Great way to break up solid colours too.
@southpaw9041
@southpaw9041 4 года назад
@@RobotArmy3D looking back at my stylised assets, this is something they definitely suffer from and this technique would be an easy fix.
@CG3Dguy
@CG3Dguy 3 года назад
Your tutorials are incredibly useful, even to an industry pro who's rusty with this workflow. Thanks for making them!
@RobotArmy3D
@RobotArmy3D 3 года назад
Thanks! Means a lot. There is always something to learn... or forget!
@brbimturtling8448
@brbimturtling8448 Год назад
Amazing tutorial and help working out the workflow between Maya, Zbrush and Substance! Started learning yesterday and this massively increased my knowledge more than any other video so far!
@RobotArmy3D
@RobotArmy3D Год назад
Great to hear! Keep up the good work 👍
@kittspresso
@kittspresso 2 года назад
Thank you very much for showing your workflow and explaining how you texture specifically to get a stylized look! There are way too many tutorials nowadays that ask you to pay for their full version of the process.
@RobotArmy3D
@RobotArmy3D 2 года назад
I'm glad you found it useful, thanks for the kind words. For the paywall thing, I understand why though, not really much money in educational content on youtube and a video like this takes me maybe 13 hours to record and then twice as long to edit. (I would make more if I had the time) But there isn't many full length free tutorials so i do my best. There is also the sad truth that longer videos don't get viewed as much, people like quick solutions - and most people that like these long videos add them to their watch later and then forget 🤣 (I know, I do the same haha)
@davidbenon2976
@davidbenon2976 3 года назад
Hi Mr RobotArmy! Thank you very much! It's Incredibly useful! Would love more stylized tutos like this. Anyway, thanks for the time and energy you put into it. Wishing you a great and happy new year!
@RobotArmy3D
@RobotArmy3D 3 года назад
Thanks! Yes I have quite a few more on the go as well as some realistic tutorials and challenge type videos. Happy new year. 👍
@cocotig
@cocotig 2 года назад
This is amazing thank you. I've been noting down so many shortcuts and techniques while watching this, so many i didn't know about!
@RobotArmy3D
@RobotArmy3D 2 года назад
I'm happy it was helpful ☺
@riverandthefox2344
@riverandthefox2344 4 года назад
I have been searching so much for a good high to low poly re topo in zbrush and then to bake in painter for so long.... this is just exactly what I needed. Simply straight forward and really helpful -even tho I don’t use maya , I can take the principles into blender . Thankyou !
@RobotArmy3D
@RobotArmy3D 4 года назад
Thank you! - I'm glad to have helped, I think I go through this pipeline in my Pillar tutorial as well. The thing is, you don't really need to go into Maya at all, you could start in Zbrush and get the same result. I like to use Maya to start because I use it every day and just find that I think better in it for the base volumes. But its the exact same result if you used Blender, Max, C4D etc.. Good luck!
@jimmy-k6770
@jimmy-k6770 3 года назад
The final render looks marvelous
@RobotArmy3D
@RobotArmy3D 3 года назад
Thank you, I normally render game props like this in Marmoset or UE4.
@dexff568
@dexff568 Год назад
Just wanted to express how helpful your videos are!! you are extrely good at explaining tNice tutorialngs in-depth but still at a basic level for
@RobotArmy3D
@RobotArmy3D Год назад
Thanks! 🙂
@hollyj.3718
@hollyj.3718 3 года назад
I have learned so many tips and tricks even in the first 10 minutes, thank you!!
@RobotArmy3D
@RobotArmy3D 3 года назад
That's great! I'm glad it was useful
@danielmsalve
@danielmsalve 3 года назад
This is one of the best workflow tutorials I've ever seen. Great job.
@RobotArmy3D
@RobotArmy3D 3 года назад
Thanks!
@Julia-vx9jl
@Julia-vx9jl Год назад
I loved this tutorial so much! I learned so much while following along :) Thank you for making it!
@RobotArmy3D
@RobotArmy3D Год назад
Np, I'm happy it was helpful!
@abdelmoutalebbenbattouche4128
@abdelmoutalebbenbattouche4128 4 года назад
I really like your tutorials, honestly you deserve more followers
@RobotArmy3D
@RobotArmy3D 4 года назад
Thanks, that would be nice :)
@bbffilm2514
@bbffilm2514 3 года назад
That was amazing! I learned a lot. Thank you for sharing this tutorial and please make more.
@RobotArmy3D
@RobotArmy3D 3 года назад
More to come!
@nikhilarane1978
@nikhilarane1978 3 года назад
Thank you for this. I loved the way to explained everything.
@RobotArmy3D
@RobotArmy3D 3 года назад
Cheers! Im happy you liked it 👍
@dimitriskoutris6139
@dimitriskoutris6139 4 года назад
can't wait to learn new stuff from this!Keep them coming bud ty very much!
@RobotArmy3D
@RobotArmy3D 4 года назад
Cheers!
@massybazizi3925
@massybazizi3925 3 года назад
so much talent! Amazing!!!
@IloveDAGAMEZ
@IloveDAGAMEZ 4 года назад
suprised this channel doesn't have more views, very good look at how to do things
@RobotArmy3D
@RobotArmy3D 4 года назад
Thanks! I dont upload much right now, but im sure it will grow when i do.
@miemiestudio
@miemiestudio 4 года назад
Excellent tutorial! Really helpful. Thank you for sharing!
@RobotArmy3D
@RobotArmy3D 4 года назад
Thanks! No problem.
@Palrakesh363
@Palrakesh363 3 года назад
i am very thankful to you, thx for making step by step video....
@upowlnight
@upowlnight 9 месяцев назад
Beautiful video, I wish I could like it twice xD
@rikityadaw6973
@rikityadaw6973 3 года назад
It's really a wonderful tutorial ever seen. After seeing this video my many doubts cleared. Thanks brother.
@RobotArmy3D
@RobotArmy3D 3 года назад
Glad to hear that, any time 👍
@bbffilm2514
@bbffilm2514 3 года назад
That was amazing! Please make more tutorials like this.
@RobotArmy3D
@RobotArmy3D 3 года назад
Thank you!
@philberex
@philberex Год назад
Thank you for this video. It is very hard to find proper Maya to Zbrush video's for game assets. Hope you make more in the future.
@charles3dart683
@charles3dart683 2 года назад
What an interesting tutorial. I learned a lot by following your example :)
@RobotArmy3D
@RobotArmy3D 2 года назад
Thanks, happy you enjoyed :)
@kotzikuche7883
@kotzikuche7883 3 года назад
Really.. can not thank you enough. Keep up the good work mate!
@RobotArmy3D
@RobotArmy3D 3 года назад
Happy to help! 👍
@vladimiraleksandrov9561
@vladimiraleksandrov9561 3 года назад
Thank you so much for the detailed step-by-step guide
@RobotArmy3D
@RobotArmy3D 3 года назад
You're very welcome!
@user-ji8lt5ok3t
@user-ji8lt5ok3t 3 года назад
Wow!! Really Great work! I lerned a lot from your Video.I'm looking forward to various videos in the future
@RobotArmy3D
@RobotArmy3D 3 года назад
Awesome, thank you!
@MaryJane-mu4ex
@MaryJane-mu4ex 3 года назад
I am your fan now!! What a wonderful tutorail thank you!
@RobotArmy3D
@RobotArmy3D 3 года назад
Thanks! Glad you liked it.
@PrintStart3D
@PrintStart3D 3 года назад
This is a great tutorial! thank you so much for making it!
@RobotArmy3D
@RobotArmy3D 3 года назад
Glad you like it!
@espinafreAzul
@espinafreAzul 2 года назад
Just saving to practice this weekend
@Elnaz_Heydari_22
@Elnaz_Heydari_22 3 года назад
Wish I could give you way more than one like. Thanks for your good sharing of knowledge. I learned alot.
@RobotArmy3D
@RobotArmy3D 3 года назад
😆 Thanks!
@sebastianblack6984
@sebastianblack6984 4 года назад
you deserve more followers! great content. thank you for tutorial
@RobotArmy3D
@RobotArmy3D 4 года назад
Thank you! Hopefully one day I will!
@Larpushka
@Larpushka 4 года назад
Saw you on newtubers and I just started using Blender again after a long break (2.8 definitely has a lot of changes since last time that I used it).. good to see Blender getting more love with good tutorials. Barrel reminds me of the game Sea of Theives, very cartoonish :) Love this style. Keep it up!
@RobotArmy3D
@RobotArmy3D 4 года назад
Hi thanks for the nice comment! - This isn't actually blender, its Maya - though I think blender is brilliant and I wish maya and max would adopt some of the methods blender uses. Unfortunately Maya and Max are still the industry's chosen softwares and so are the most beneficial to know for studio work.
@klauszwegert6382
@klauszwegert6382 2 года назад
@@RobotArmy3D Depends on the Industry if im honest. More and more studios do the main Modeling work in Zbrush these Days. Maya is still used for Animation pretty much everywhere. Since Mayas animation tools are really nice. An example for the Modeling aspect would b Santa Monica Studio. They create a majority in Zbrush these days. But overall i do agree. Tho Maya can be a chore
@raol635
@raol635 2 года назад
Thank your for this excellent tutorial. Appreciated.
@RobotArmy3D
@RobotArmy3D 2 года назад
You're very welcome!
@jungh93
@jungh93 3 года назад
Thank you for awesome tutorial!
@RobotArmy3D
@RobotArmy3D 3 года назад
You're very welcome!
@shanjeevan142
@shanjeevan142 4 года назад
Thank you very much for this excellent tutorials
@RobotArmy3D
@RobotArmy3D 4 года назад
No problem!
@daniboiyy
@daniboiyy 3 года назад
It's so pretty, super polished 👌👍
@RobotArmy3D
@RobotArmy3D 3 года назад
Thank you! 😊
@mehulsoni843
@mehulsoni843 3 года назад
please upload like these. very useful and productive
@RobotArmy3D
@RobotArmy3D 3 года назад
Sure 👍
@3dprintingdoctor
@3dprintingdoctor 3 года назад
I learned more in 20 min than a 12 hour paid tutorial. Thank you. This helped me shake off old maya slow workflows. SHIFT right click and some hotkeys for CRTL 11 AND CTRL BACKSPACE are awesome that I am trying to get in muscle memory. And it flows great. Followed along with a video speed of 0.75. And stopping starting. Subbed and will be watching and working along more videos here. Thank you again Loving just making a barrel. cant wait to use this flow to make more stuff. p.s the 360 snapping calculation was cool too. I have never done that before and will use it all the time from now on
@RobotArmy3D
@RobotArmy3D 3 года назад
Thanks! I'm glad the video helped, my workflow may not be the fastest, there is a lot I am yet to really test out - I'm originally a 3DSmax user but had to switch to Maya when switching jobs. Both programs are great but my workflow suffered in the exchange! 😅 The “Shift” marking menus are great, but i'm yet to use the space bar “Hotbox” and that seems pretty useful. Tutorials, especially long one are hard to get through for sure, they make me sleepy, hah. So I'm glad to hear this has been worth the effort and better than some paid content, cheers
@3dprintingdoctor
@3dprintingdoctor 3 года назад
@@RobotArmy3D ive been learning zbrush maya on and off for years. Your chanel is one of the best. Keep it up and this has the makings to be a very sucesfull YT channel
@RobotArmy3D
@RobotArmy3D 3 года назад
Thanks, maybe one day, Its getting the time to make videos. (and keeping it fun for me)
@ashraf_dz4769
@ashraf_dz4769 4 года назад
Amazing as always..keep up the Great work..Big Thanks
@RobotArmy3D
@RobotArmy3D 4 года назад
Thanks!
@pillow_39
@pillow_39 2 года назад
you doing awesome videos!
@RobotArmy3D
@RobotArmy3D 2 года назад
Thank you! ❤️
@Mrmarkusd007
@Mrmarkusd007 3 года назад
Love your videos I'm still new to 3d and found this very helpful 💻
@RobotArmy3D
@RobotArmy3D 3 года назад
Thanks, glad this was helpful to you 👍
@saadet1821
@saadet1821 4 года назад
Thanks to you I learned finally workflow :)
@RobotArmy3D
@RobotArmy3D 4 года назад
Happy to help!
@RichardHuard
@RichardHuard Год назад
Great tutorial. I am using Blender instead of Maya and my big take away was the workflow from concept to final. I am not finished watching and following along yet but so far... amazing. I will certainly be looking at your other stuff!!
@RobotArmy3D
@RobotArmy3D Год назад
Thanks for sharing! Its nice to see people using blender and other software, these are just tools and as long as you know the basics, the rest is just pipeline!
@ripchan1413
@ripchan1413 3 года назад
awesome video like seriously this has so much information thank you very much
@RobotArmy3D
@RobotArmy3D 3 года назад
No problem! Glad it was useful.
@morningdrums
@morningdrums 2 года назад
I really like this video since I am new to modeling. The only thing I really wish you touched base on was showing your outliner in Maya and showing how you were setting the parts of the model up in the outliner to transfer over into ZBrush. Specially with all the slats of the barrel. With that said, I really enjoyed watching you build this.
@RobotArmy3D
@RobotArmy3D 2 года назад
Ahh yeah. Its been awhile since i made this video, but with stuff like this, try to consistently delete history after every extrude, etc. Keep things out of groups and clean up as you go so that you face less problems with the annoying groups and transform history. And then for bringing this to Zrbush, i think i simply combined everything together so it was to a single mesh in the outliner, then import to Zbrush and then "split to parts" to break it back up into separate meshes to work on in zbrush.
@renatozaki
@renatozaki Год назад
@@RobotArmy3D thank you ! i just got to this part and im glad i saw this in the top comments. i hope to finish this soon~
@quas67
@quas67 3 года назад
great tutorail
@333Andyboy
@333Andyboy 3 года назад
Nice tutorial! Love the finished outcome. I appreciate all the ZBrush tips as I'm pretty new to the software, everything was super informative and easy to follow.
@RobotArmy3D
@RobotArmy3D 3 года назад
Thanks, I'm glad it helped! always good to know 😊
@115Otavio
@115Otavio 4 года назад
Amazing work, thanks for share with us
@RobotArmy3D
@RobotArmy3D 4 года назад
Thank you!
@bitterlatethannever4451
@bitterlatethannever4451 3 года назад
I have been looking for a video like this for so long, it's exactly what I was looking for. Fantastic work!
@RobotArmy3D
@RobotArmy3D 3 года назад
Thanks for the comment, im happy it helped!
@iksanfianka
@iksanfianka 4 года назад
Thank's for the stylized painter tutorial... I am your new subs
@RobotArmy3D
@RobotArmy3D 4 года назад
Glad to help out!
@moslemshahrokh
@moslemshahrokh 3 года назад
I learned too much from you Thank you so much.
@RobotArmy3D
@RobotArmy3D 3 года назад
Thanks, I'm happy it was useful to you!
@frederikbudolph5494
@frederikbudolph5494 Год назад
Great video! Subbed!
@RobotArmy3D
@RobotArmy3D Год назад
Thanks!
@radub6941
@radub6941 2 года назад
Great tutorial! Would be interesting to see how you render the final image, some composition tips and tricks. Thanks!
@RobotArmy3D
@RobotArmy3D 2 года назад
I have similar videos, my video portfolio lighting, with the oil can is pretty close to what i do here. Thanks!
@hazemmontaser7326
@hazemmontaser7326 2 года назад
This is great, thank you!
@RobotArmy3D
@RobotArmy3D 2 года назад
You're very welcome!
@uniksty
@uniksty 2 года назад
Hey thankyou so much you are great.
@snap-n-shoot
@snap-n-shoot 3 года назад
Thanks for these videos. Great to see videos where things may not always work out, and watching the process to fix it. Too many perfect videos out there and you learn nothing. Especially those time lapse videos which are basically useless to learn from. Would love to see a video modelling the new NFL Helmet. I cannot get it right as there are so many different issues to deal with.
@RobotArmy3D
@RobotArmy3D 3 года назад
Hi, thanks. Yes, I try to keep some mistakes in there as that is a natural part of modelling. I will probably make some non-tutorial challenge type videos that show the real process that even I don't know if it will work out. I hope your progress on your NFL helmet has gone well. If there are specific questions, let me know and i'll see if I can help, smooth hard surface items like that are always tricky.
@StylizedStation
@StylizedStation 4 года назад
Awesome work :) Subscribed
@RobotArmy3D
@RobotArmy3D 4 года назад
Hey thanks! Im a big fan of your instagram page!
@klauszwegert6382
@klauszwegert6382 2 года назад
FINALLY, someone who knows what hes talking about
@RobotArmy3D
@RobotArmy3D 2 года назад
Not always, if in doubt, google.
@pubgguru5115
@pubgguru5115 4 года назад
You are awesome man
@RobotArmy3D
@RobotArmy3D 4 года назад
Thanks!
@mangonewbie7085
@mangonewbie7085 4 года назад
Hi, I learned a lot from your video. I'm really a little upset that you have so few subscribers.
@RobotArmy3D
@RobotArmy3D 4 года назад
Thanks! This is quite a new channel, i'm sure it will pick up once i start making more regular videos. :D
@temptor7585
@temptor7585 Год назад
very nice tut
@RobotArmy3D
@RobotArmy3D Год назад
Thank you!
@agustin_honnun
@agustin_honnun 3 года назад
Good video, thanks for that :)
@RobotArmy3D
@RobotArmy3D 3 года назад
No problem! 😀
@helciodiasjunior5756
@helciodiasjunior5756 Год назад
I feel you!
@insomniclipse9400
@insomniclipse9400 Год назад
23:40 the option to bridge like that is insane to me. For all of this time (in blender) Ive been roughly making curves through repeated extrusion. Luckily blender has this option with basically the same interface so it proves that as long as your comfortable with your 3d program of your choice you'll get there.
@krithikraaj6151
@krithikraaj6151 4 года назад
great ..very useful...pls don more...
@RobotArmy3D
@RobotArmy3D 4 года назад
Thank you, I will
@littlebuilder8132
@littlebuilder8132 2 года назад
25:45, a little tip for you, instead of using the multi cut tool, you can actually bevel them with chamfer off, and it does exactly the same but gives you more control! so you can select all the edges you wanna keep sharp together and then simply bevel them without chamfer and this saves a lot of time!
@RobotArmy3D
@RobotArmy3D 2 года назад
I often do this now, unless I want the low poly to have a bevel as well - so i bevel first, select those edges and do the above for the high poly version.
@notblenderguru
@notblenderguru 3 года назад
Veeeeeerry goood lesson!
@RobotArmy3D
@RobotArmy3D 3 года назад
Thanks!
@mohamadbt4055
@mohamadbt4055 Год назад
nice
@satishbaldha8077
@satishbaldha8077 Год назад
Thst's why he's gettin paid for it
@gud_
@gud_ 4 года назад
Amazing work! Foliage next?
@RobotArmy3D
@RobotArmy3D 4 года назад
Good idea! I'll put it on this list.
@iancuaresma
@iancuaresma Год назад
what throws off is the step sequencer. i ntally associate it with a soft/clip whether it's being used or not. also when you do
@Dexxter_slav
@Dexxter_slav 2 года назад
Your tutorials are very useful! Do you recommend any tutorial how to make that wood texture in PS tillable if i would make my own?
@RobotArmy3D
@RobotArmy3D 2 года назад
Thanks, Learning to use the "Offset" filter in photoshop is a good way to create tiling textures in PS - you need to offset the image (flattened image) by half of the size so if its 1000x1000 then you would offset it by 500x500 and paint out the seam - then offset it back again by the same amount, keep doing this till there is no seam and it should tile. Alternatively, if you have substance sampler, you can drop your photoshop painting in there and use "make it tile" filter. Sampler will also allow you to generate roughness maps, normal maps, any any other things you might want for some extra flexibility.
@Dexxter_slav
@Dexxter_slav 2 года назад
@@RobotArmy3D never used sampler but I will give it a go. Thank you!
@assasssin5328
@assasssin5328 Год назад
Can you please make a tutorial on how to create the logos in photoshop like the one you created at the end of the tutorial?
@bao007fei
@bao007fei 3 года назад
More and more clear to the game asset workflow. Can't express how grateful I am. Just curious. If we want a super high quality asset that needs a close-up shot like in VFX. What's the difference of the workflow between them?
@RobotArmy3D
@RobotArmy3D 3 года назад
Thanks, glad it helped! Sometimes it would be a new model with greater detail depending on what the application is, I doubt many games would swap in a new model for such things, normally they know if models need to be a higher resolution - for example "hero" assets would be made to a higher resolution, stuff like weapons that get quite close to the screen, maybe devices like phones, etc. And games that have a lot of dialogue, close up to a character's face would generally have a lot more resources dedicated to that from the start. So workflow-wise, simply more detail at the sculpting stage, more polys in the final model and higher resolution textures. Adversely, models that aren't important might even skip stuff like sculpting in Zbrush, or even just reuse tiling textures and trimsheets from other models. For VFX they do their best to figure out how close the model gets to the camera (though this can change) and then work backwards, you always want more resolution on the model than on screen in any given shot. For objects that get zoomed in on, they might use a "UDIM" workflow and this is when a lot of textures are stitched together across the surface, rather than one texture stretched across an entire model, this allows for extreme amounts of resolution, and this can be higher on one part of the model than another. Or if possible, like with an extreme close up of an eye, they might just make an entirely new model, but just that part of a face. Hope that helps 👍
@bao007fei
@bao007fei 3 года назад
​@@RobotArmy3D You're an amazing tutor! Good to know more details, thanks so much again. In my mind. For the base mesh, it still needs retopology, just with higher resolution even with a displacement map. We can't use million-polys decimated mesh directly(impossible for uv unwrap and animation). Is this correct?
@qasimahamad5075
@qasimahamad5075 4 года назад
Hi, RobotArmy you have done a very excellent job. The end result was amazing. I want to ask a few questions. When you re-import your high-poly model into Maya to make it low-poly and create UVs then why you re-model or improve your original one and place on the top of the high-poly model instead of you can just use Maya Re-Topo or Pe-mesh tool on your high-poly model and simply convert that into low-poly why you didn't do that? because this is a much easy and faster way to reduce no of polygons in the model. And also you can't get those details on the low-poly model that you have done in ZBrush. And can you please clear me what actually baking is? because you just put the low-poly and high-poly models together and merge them and you get a blend of them. I don't know why you do that. Is this process decrease the no of polygons in the model or something else? Because what I am thinking is that you just have to retopology your high-poly model into low-poly using the Maya Re-topo tool and make UVs and just export into a substance painter for texturing. Is I am correct? And if what I am considering is also correct then you have done the same job by another method and I am talking about another method of the same job. Is I am Correct? Because there and some videos on YT who are using Make A Polygon tool for converting into low-poly but I never understand why they do that because we never get those sculpted details on that model. And also at the end of the video, you say that you can re-import that final textured model into Maya and convert that into low-poly so what you meant by that? Did you haven't convert your model into low-poly before importing into a substance painter? I am so confused can you please explain to me? Sir, please don't ignore my comment, I am a beginner I have these queries in my mind please try to explain me. Please take the time to reply to me I really very appreciate your reply. Thanks
@RobotArmy3D
@RobotArmy3D 4 года назад
Hi, I'm not sure I fully understand all your questions, but the low to high poly workflow is done in order to get more detail on a simple model. Its very useful for games but it also used in other 3D industries such as VFX. In this video I started my model in Maya, but you could start it in Zbrush, this is just the way I wanted to do it. I build a simple model of the barrel that has all the parts i think it will need. Then I take that simple model in Zbrush and I add all the detail I want to make it look good. But now I have a very dense mesh (very high poly) I still have my original low poly model from maya, but because of the sculpting in zbrush the shape has changed a little bit, so i modify the original low poly to closely match the high poly. Alternatively I could have Retopologized over the new high poly from zbrush, but this takes time and I already have mostly what I want in the original low poly. So then how do I get the high poly details from my new Zbrush sculpt to show up on the low poly? Baking! We load the low poly model into substance painter and get it to project the details from the high poly onto the lowpoly UV's and this comes out as a normal map. This basically fakes the high poly details on the surface of the low poly. So we now have a very low poly model with all the details of the high poly model. The best way to understand this process is to run through it as many times as you can, make some simple models and keep learning! good luck. I hope this helps.
@Bader.Aghbar
@Bader.Aghbar 2 года назад
That was amazing! Do you give online courses?
@RobotArmy3D
@RobotArmy3D 2 года назад
Thank you and no, not at the moment, I have some longer and more detailed videos in the works though.
@scammcscammer9232
@scammcscammer9232 3 года назад
Thanks for the tutorial. One question. You mention you have a pen tablet, how would one achieve a similar effect without one, If possible?
@RobotArmy3D
@RobotArmy3D 3 года назад
Hmm, the pressure sensitivity is something pretty important for sculpting, and not something you could easily emulate. you would have to try to get the stroke thickness to randomly change along the stroke length.... You can get a pen tablet for pretty cheap these days, Huion do pretty good low end ones, and you can get second hand ones even cheaper. It's worth the small investment if this is something you enjoy. 👍
@HFSAUS
@HFSAUS 4 года назад
When importing into Zbrush do I need to import mats as subtools or polygroups at all?
@RobotArmy3D
@RobotArmy3D 4 года назад
Hey, you shouldn't need to import anything other than your mesh into Zbrush, no materials needed, and then you can break your model up into subtools once in zbrush (use split to parts, split hidden or polygroups)
@israeldoth
@israeldoth 4 года назад
This is a great tutorial! Thanks for sharing! I have only one question. All tutorals I've found on youtube only shows the process until Substance Painter. I searched a lot, but I still haven't found a tutorial showing how the textures made in Substance Painter come back to Maya and do the render. Please, if you have a video about this or even if you can show me a link to help me, I would be very happy. Thanks!!
@RobotArmy3D
@RobotArmy3D 4 года назад
Hi, thanks - I do cover quite a lot of Substance Painter at the end of this video, if you are wanting an absolutely basic tutorial to show you how to use the tools in Substance Painter I would suggest taking a look at Pixologics own videos as these will help you understand how its used and what type of tools you have to work with. I do cover some Substance painter in this video too - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-O7M74b1j6Hk.html These are games assets used in either UE4 or Unity, so after they are painted I would normally use Marmoset Toolbag to render them as this is a good representation of a game engine, or i would take these straight into UE4 or Unity to render them. I would not normally render this type of project in Maya, That is more for VFX/Hi-def models. For that you would need to search for Substance Painter to Maya (Or Arnold depending on what you are rendering with) That should show you what settings you need to export your textures as in SubPainter. I hope this helps.
@israeldoth
@israeldoth 4 года назад
@@RobotArmy3D Thank you very much for your answer and atention to my question! This really helps me a lot to understand the process! I'll watch the video you've sent me and learn more about you've said. Thanks!!!
@RobotArmy3D
@RobotArmy3D 4 года назад
@@israeldoth No problem, glad to help!
@izzak6189
@izzak6189 2 года назад
Awesome tutorial! At the end though wouldnt it have been more efficient to just add a paint layer and use that logo as an alpha and just put it on there? is there a difference between using alpha brushes and mapping it on with projection?
@RobotArmy3D
@RobotArmy3D 2 года назад
Thanks! Hmm, isn't that what i did? except I added the alpha to a folder and put the paint in that, i think if it just needs to be a solid colour/cut out i like to use a folder as i can add and remove as much as i want to it with relative ease. But I tend to use both projecting and sometimes I add the alpha straight to a brush so i can "stamp" it on the surface, as you might see in some of my other videos. If it's a sticker type thing i will often make the high map, colour, and roughness and set that up on a brush as a single stamp. - But using projecting for an alpha does allow you to be much more carful, align the art up and tweak it before projecting it down. As long as you achieve the result you are after, it doesn't really matter how you do it.
@izzak6189
@izzak6189 2 года назад
@@RobotArmy3D true, it doesn't matter in the end. I'm newer to substance and was mainly just wondering about the effectiveness but you clarified that you get more control so I appreciate that
@nicolausres3171
@nicolausres3171 Год назад
hello sir, thank you so much for this tutorial. has been very informative. I followed through your entire tutorial. however, in the end, im trying to take the textures (exported as aistandard) to maya arnold into ai standard surface shader and everything is just shiny, i tried removing the metallic from the textures and its still shiny in arnold rendering. could you help to advise what settings I could use to render as per your rendered scene? this will be of great help!
@RobotArmy3D
@RobotArmy3D Год назад
Hi, I hope you managed to get this working, I don't use Arnold or render in Maya, I like to use Marmoset or UE5 - You have already exported as Aistandard so im not sure what the problem might be, maybe plug a value into the Specular slot as that can cause things to go shiny in some applications. Other than that, try a painter to arnold specific tutorial, this one looks good - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-YZXbLjjV2HE.html Thanks!
@nicolausres3171
@nicolausres3171 Год назад
@@RobotArmy3D thanks for the link - I Shall experiment that on AIstandS! also yes sir I managed to work it out on marmoset. under specular I activated the bling-phong and then it showed up the metallic surface! thanks a ton for the handheld tutorial- helped a lot... if you got a course pls let me know...
@damjanzugic6343
@damjanzugic6343 Год назад
Is there a way somehow you can share the theme u use for ZBrush, looks much cleaner and tranquil to work insted default sights of doom(black/red)? 😄
@RobotArmy3D
@RobotArmy3D Год назад
Yeah! check out my channel I have a zbrush layout tutorial and I share the files I use in the description 😀
@h.c.h-4218
@h.c.h-4218 7 месяцев назад
could i follow this tutorial with eu5 and the most up to date version of maya?
@RobotArmy3D
@RobotArmy3D 5 месяцев назад
I don't see why not.
@soulextracter
@soulextracter 3 года назад
PLEASE help! I can't find the "any" key :O Kappa
@TheAngelArrow
@TheAngelArrow Год назад
pretty high poly for a simple little barrel
@RobotArmy3D
@RobotArmy3D Год назад
High poly compared to a lower poly version, but not compared to a higher poly version. The topic of poly count is very dependant, i have made higher poly for games and lower poly. The only goal for this one was to have a decent silhouette of its details from medium-close distance.
@supermamouth4301
@supermamouth4301 3 года назад
Hi RobotArmy, Thanks you for all the knowledge you confer, you are a very nice teacher, love your work ! I write a comment because i am having trouble during the reproduction of your barrel, with the baking on Substance : the texture of the HP mesh seems to be prejected in the interior of the barrel, and the interior is projected on the outside, around the barrel... After some researches, flip normals, scale the LP a litte bit, play with the Max Frontal Distance in subtance, nothing really help :/ Any idea ? Thank you very mush if you have time to answer me, i go continuing my tests :D Good continuation man !
@RobotArmy3D
@RobotArmy3D 3 года назад
Hi, Thanks! That is a strange problem, nothing comes to mind straight away, if you want to upload your low poly and high poly and send me a link, i'll try to take a look at it.
@supermamouth4301
@supermamouth4301 3 года назад
@@RobotArmy3D Here is a Wetransfert with HP.obj and LP.obj, thank you very much if you can help, and thanks you for taking time for it. we.tl/t-sgHD1HbJO4
@RobotArmy3D
@RobotArmy3D 3 года назад
@@supermamouth4301 Hey man, I took a look and it's a pretty simple fix, you just need to open up your low poly barrel and unlock the normals, you can get to this by selecting your barrel and going to - Mesh Display > Unlock Normals and that should do it. I noticed your bake had a few edge errors around the metal strips, I think the outer faces of the barrel were a little to large compared to your high poly, so i tightened them in a little and the bake is a lot better, still some errors but without making a custom cage or using marmoset toolbag its about as best as I can get it. only your decimated version worked for baking though, your high poly might be to large file size? Here is the edited low poly barrel and a screen shot of the painter bake settings - drive.google.com/drive/folders/1ssK1eVcdx3oQUe7gX-IP_Pfa1LVY-ZJ4?usp=sharing Hope this helps. good work.
@supermamouth4301
@supermamouth4301 3 года назад
@@RobotArmy3D Wow, you fixed it ! Thanks you very much man ! You are right, the normals were broken, the Unlocks normal fixed it, the equivalent on 3DSMax is a ResetXform. This damned resetXform... I see for the metal strips, i fixed it to, and i'm going to continue with substance painter. My HP (not decimated) works, mayve a pb with wetransfert :/ Well, i'll send you the result when it's done ! Thank you again, and good continuation !
@RobotArmy3D
@RobotArmy3D 3 года назад
@@supermamouth4301 Oh yeah, I remember resetXform, I would love to see it when your finished, Cheers. 👍
@beer-yakisoba
@beer-yakisoba 2 месяца назад
I ran into this problem, when I try to move the board with the brush, one point stays in place, anywhere I try to move the board, it appears.
@RobotArmy3D
@RobotArmy3D Месяц назад
Not sure how to help, it could be a mask that needs clearing? Hope you managed to sort it.
@morningdrums
@morningdrums 2 года назад
When you go to top view, not the wire frame but after you had extruded the side slat why doesn't it show the slat already extruded? After I extruded my slat piece like you had, I went to top view like you, and it showed the piece already extruded on my end. Just a question, trying to learn.
@RobotArmy3D
@RobotArmy3D 2 года назад
Not quite sure what part you mean, but is it not because i extruded the slat inwards so the top of the barrel hides it when it top view?
@mishkaangry7404
@mishkaangry7404 2 года назад
30:21:00 Dont get it. Did you merge the wood planks also like you did with the bolts? When I use the move beush on the merged and dynameshed planks it affects 3 planks at once while in video it affects separate planks. Dont understand what i did wrong
@RobotArmy3D
@RobotArmy3D 2 года назад
They are not merged at the mesh level, they are just the same layer/subtool - as long as the planks are not fully merged into each other you should be able to use "move topological" brush, this tries to move your selection based on the topology. You can also auto polygroup them and select or mask them individually.
@mishkaangry7404
@mishkaangry7404 2 года назад
​@@RobotArmy3D big thanks mate! The problem was that I used "move" brush instead of "move topological"
@halfpolygon4235
@halfpolygon4235 3 года назад
Photoshop Trick Was TimeSaver ☻
@germydan
@germydan 2 года назад
I have problems with the clipcurve, it destroys the mesh pushing it to another side
@RobotArmy3D
@RobotArmy3D 2 года назад
It's dependant in the direction you drag, the mesh will clip towards the side of the gizmo that doesn't have a gradient, hope that helps 👍
@germydan
@germydan 2 года назад
@@RobotArmy3D I could solve it but it's weird cause I have to use it inverted, the black gradient inside the object, and not as yours
@JayTraversJT
@JayTraversJT Год назад
Don't mind me just making a lil mark for myself. 1:19:54
@NMY03
@NMY03 3 года назад
The trimcurve is not working for me? It just splits the wireframe into two pieces but none is removed? Could anybody help out?
@RobotArmy3D
@RobotArmy3D 3 года назад
It seems you might be using "Slice" curve instead of "Clip" curve. slice is good tool to note though, very useful.
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