Stefan
Stefan
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Відео

Quick ZBrush trim sheet detailing Demo
Переглядів 6832 роки тому
Quick ZBrush trim sheet detailing Demo
Quick Sci-Fi Vehicle models and concepts for background props
Переглядів 1972 роки тому
I made this for a student who was wondering about how to make some sci fi vehicles for his environment, when he knows nothing about vehicles.
Substance Mini Tutorials | Part 5 (end) Maps, Exporting and Sketchfab
Переглядів 2193 роки тому
This is a single part from a series made to support first years in their university assignments.
Substance Mini Tutorials | Part 4 Stylized Texturing Intro
Переглядів 1713 роки тому
This is a single part from a series made to support first years in their university assignments.
Substance Painter Mini Tutorials | Part 3 Texturing Intro
Переглядів 1723 роки тому
This is a single part from a series made to support first years in their university assignments.
First Year Substance Mini Tutorials | Part 2 Baking
Переглядів 1063 роки тому
This is a single part from a series made to support first years in their university assignments.
First Year Substance Mini Tutorials | Part 1 Intro
Переглядів 1113 роки тому
This is a single part from a series made to support first years in their university assignments.
Substance Painter - Re-intro
Переглядів 823 роки тому
This is a single tut made to support second years in their university assignments.
Maya Week 6 | Baking Low and High Poly
Переглядів 4263 роки тому
Maya Week 6 | Baking Low and High Poly
Trim Sheets and Modular Assets | Maya and Unreal
Переглядів 42 тис.3 роки тому
Trim Sheets and Modular Assets | Maya and Unreal
Maya Week 4 | Clean-up and Optimisation
Переглядів 3403 роки тому
Maya Week 4 | Clean-up and Optimisation
Maya Week 5 | UVs
Переглядів 2033 роки тому
Maya Week 5 | UVs
Unreal Super Basics | Part 2 | Simple Lighting Info
Переглядів 533 роки тому
A tutorial for first time Unreal users working on environment projects.
Unreal Super Basics | Part 1 | Navigation and Import
Переглядів 953 роки тому
A tutorial for first time Unreal users working on environment projects.
Fan Character Design for Motiga's GIGANTIC
Переглядів 4023 роки тому
Fan Character Design for Motiga's GIGANTIC
Photobashing and Material Draw overs | Photoshop Digital Painting
Переглядів 1,5 тис.3 роки тому
Photobashing and Material Draw overs | Photoshop Digital Painting
Furniture - UVs, Substance Painter
Переглядів 1913 роки тому
Furniture - UVs, Substance Painter
Creating a Shrunk and Cage in Maya for xNormals baking
Переглядів 8923 роки тому
Creating a Shrunk and Cage in Maya for xNormals baking
Exporting Maya Animations with references | Reference export bug fix
Переглядів 1,7 тис.3 роки тому
Exporting Maya Animations with references | Reference export bug fix
Stylized fur hair cards, skulls and wings
Переглядів 2103 роки тому
Stylized fur hair cards, skulls and wings
Exporting Assets For Wulves
Переглядів 853 роки тому
Exporting Assets For Wulves
Lighting tips in Unity
Переглядів 2193 роки тому
Lighting tips in Unity
Tips on writing the report
Переглядів 953 роки тому
Tips on writing the report
ZBrush Feedback - Face
Переглядів 1443 роки тому
ZBrush Feedback - Face
WeatherCows - UV, Substance Painter, Sketchfab
Переглядів 2263 роки тому
WeatherCows - UV, Substance Painter, Sketchfab
Furniture - Unity Import and Material
Переглядів 2,3 тис.3 роки тому
Furniture - Unity Import and Material
UV Recap
Переглядів 753 роки тому
UV Recap
Autodesk Maya Catch-up Session - Re-introduction
Переглядів 263 роки тому
Autodesk Maya Catch-up Session - Re-introduction
Rig studio rough intro
Переглядів 483 роки тому
Rig studio rough intro

КОМЕНТАРІ

  • @АлексейГанжела-д3э

    Thank you for sharing it! What about edges? Will they don't look too hard in ue?

  • @3DLamy
    @3DLamy 3 місяці тому

    Part 3 please :(

  • @simonjohnwright5129
    @simonjohnwright5129 4 місяці тому

    I don't like it. The bigger blocks are heavy above the arch. Arches are strong but it doesn't look right to me at all. Maybe research stone masonry from that era. It basically looks like something you thought up from your own ideas in 5 minutes. Which is inaccurate.

  • @darkage2639
    @darkage2639 4 місяці тому

    why adobe not implement combining UV to painter with one button?

  • @d.b427
    @d.b427 5 місяців тому

    Can you please tell me how is the image that you use in this video drawn? What techniques are used? Thanks for the video

  • @omarraafat8104
    @omarraafat8104 7 місяців тому

    is there any way to return the animation back after removing the reference ؟

    • @stefantom4
      @stefantom4 7 місяців тому

      If you remove the reference I'm not sure if the animation data stays. Try re-creating the reference in the same scene that you removed it. It might work, but my assumption is that removing the reference outright will also remove the animation data associated with it. What you CAN do is *replace* the reference. There are a few reasons you might want to do that. It will only retain your animation if you replace the animation with one that has the same joint structure and joint names.

    • @omarraafat8104
      @omarraafat8104 7 місяців тому

      @@stefantom4 thanks

  • @Evangelos_Bl
    @Evangelos_Bl 7 місяців тому

    Thanks so much for sharing your knowledge!

  • @mahriannalyyeva1275
    @mahriannalyyeva1275 8 місяців тому

    You saved me ㅠㅠㅠㅠㅠ Thank you soooooooo much!!!🥺

  • @bystevenlamb
    @bystevenlamb 8 місяців тому

    Great walkthrough! I loved his excitement for his personal project at the end haha. We should all strive to be just as excited about our projects XD

  • @TheTimeProphet
    @TheTimeProphet 8 місяців тому

    What I do is to leave it attached together, and I colour code all the different pieces. then I export a colour mask from 3ds Max to use in substance painter. So the whole model is together and I use the masks to apply different materials, simples.

    • @stefantom4
      @stefantom4 8 місяців тому

      Realistically it not common to spread out a single uv asset into multiple shader sets, but sometimes it's useful, like if your substance file is very complex and you would rather break it into a few pieces. Otherwise colour IDs are enough to break up the asset for texturing without making shader sets

  • @ashshelby3585
    @ashshelby3585 10 місяців тому

    bro please comeback to youtube again

  • @pavaoakrap5026
    @pavaoakrap5026 10 місяців тому

    how would you approach modeling pirate ship planking in sense of modular assets? Like make one wooden plank and using it for all planking of hull as well as I dont know...decks and stuff...is it doable in terms of curvature that goes on in hull

    • @stefantom4
      @stefantom4 10 місяців тому

      That's quite a specific question. It really depends on the model you're trying to make and if it's for Realtime or not. Really, this video is a little outdated. You can approach your modeling of an object in a modular way, and you can approach the making of an environment in a modular way. Making a model in a modular way means you make easily re-usable pieces that you can make assets out of. If your boat asset is going to use a lot of planks for it's high poly, and going to have repeated elements, maybe make some individual ones that you can then use to build up the model. If your boat model is very large then it's more of an environment than a model. And when making a modular environment you think about making ASSETS that can be re-used in the environment space e.g. if I'm making a dock, I can make one or two docking platforms and re-use them 10 times. Hope that was somewhat helpful.

    • @pavaoakrap5026
      @pavaoakrap5026 10 місяців тому

      @@stefantom4 my plan is to make it game ready however full size but its gonna have both purposes... model and detailed one, but also player would go below deck so its enviroment too...yea maybe model the stern and side planks do modular...

  • @ahoorafarhadfar
    @ahoorafarhadfar Рік тому

    tnx bro you saved me 😂

  • @hamzakilic7844
    @hamzakilic7844 Рік тому

    No need do this, ID map is enough for this.

  • @fortniteonrtx3050ti
    @fortniteonrtx3050ti Рік тому

    if someone's wondering about the question the girl asked in between, the aswer is - PRESS D and snap using X [snap to grid ] C[snap to edge ] V [ snap to vertex ] LOL!

  • @stefantom4
    @stefantom4 Рік тому

    Well heck, I guess it's about time to finally make this series properly

    • @aerlynx
      @aerlynx 9 місяців тому

      love to see part 3

    • @DrunkToad_
      @DrunkToad_ 9 місяців тому

      Please!!

    • @FishMan1nsk
      @FishMan1nsk 7 місяців тому

      A few month later...

    • @Wayfarerx-3D
      @Wayfarerx-3D 2 місяці тому

      Hello, please, its a good time to continue or remake this series, really good for learning.

  • @liamwatson6167
    @liamwatson6167 Рік тому

    hey stefan i dont know if youll see this but this series is very helpful and ide love to see a continuation on it

  • @brandonut99
    @brandonut99 Рік тому

    Open the object file in photoshop, select the layer containing all the uv maps, then under 3D at the top toolbar, select unify for 3D printing :)

    • @brandonut99
      @brandonut99 Рік тому

      Wait it breaks the UV map nvm damnit

  • @pixelsymbols
    @pixelsymbols Рік тому

    If u used blender, u could make it much more quicker and accurate, without needing to use mouse and replicate the same moves

  • @stephengibson3454
    @stephengibson3454 Рік тому

    Lost me at duplicating it

  • @dennymttt
    @dennymttt Рік тому

    yo man, i’m wondering where i can carry on listening haha, i’m 16 and can’t go to uni yet and ur videos teach me so much more than any others

    • @stefantom4
      @stefantom4 Рік тому

      Hey there. There are some other tutorial series on my channel but the environment and trimsheets content is the most important to people it seems. I plan to make a series as soon as my schedule allows 🙂

    • @dennymttt
      @dennymttt Рік тому

      @@stefantom4 I agree, out of anyone else's content your's has been my favourite to watch. Like all of it aswell, you do a great job.

  • @leonardomartins648
    @leonardomartins648 Рік тому

    você me ajudou muito. não sabia nada de substance. muito bom esse vídeo pra quem tá começando. s2

  • @joygamesinteractive
    @joygamesinteractive Рік тому

    Where is Stefan u.u

    • @stefantom4
      @stefantom4 Рік тому

      Trying to survive the UK economy haha I'll be back one day 🙂

  • @NickEnchev
    @NickEnchev Рік тому

    Did you tell Maffie to hold V?

  • @bryanvillaseca2648
    @bryanvillaseca2648 Рік тому

    What happen with AO? AO generated by two objects will create problems in Uvs

    • @stecki5362
      @stecki5362 Рік тому

      Level generated AO and lightmaps usually use their own unique UV set (objects can have multiple UV sets assigned to them).

  • @dailyraven3241
    @dailyraven3241 Рік тому

    Wait this was the last part? I wish this series would continue but it's been 3 years.

  • @dailyraven3241
    @dailyraven3241 Рік тому

    Why is there chinese background talk with subtitles?

    • @stefantom4
      @stefantom4 Рік тому

      Some of these vids were done as part of online teaching for a class in China

  • @david3atista
    @david3atista Рік тому

    it's 2023, we have AI, but we still don't have an option in substance painter to combine the texture sets

    • @ortolaobla
      @ortolaobla Рік тому

      I'm so mad about this.

    • @Glebv23
      @Glebv23 9 місяців тому

      I was actually shocked when I ran into this issue. It's such a basic thing that I'm fairly certain they could get a basic version of it up and running within a few days.

  • @kannan7223
    @kannan7223 Рік тому

    My maya model i export obj. File show in zbrush hide some பைலை to show hidden show mesh

    • @stefantom4
      @stefantom4 Рік тому

      If you mean that when you put your file in ZBrush, some of it disappears, it could be that your model in maya has problems or errors. Use he Cleanup tool in Maya on your model to see if it has any problems. I got a video that talks about that stuff a little ua-cam.com/video/ROMjemlGPT4/v-deo.html

    • @kannan7223
      @kannan7223 Рік тому

      @@stefantom4 yeah i forget such a thing thanku bro

  • @mcjoelio-gb
    @mcjoelio-gb 2 роки тому

    you are a great teacher, it is a shame this wasn't finished

  • @SilverRay2
    @SilverRay2 2 роки тому

    I recently got into 3D Modeling and i thought i had all the basics figured out but still felt that i lacked something.. and watched so many videos of so many people regarding 3D modeling and the fact that i learned so much in this video is just absolutely amazing as heck.. I am so excited after having seen the process of refining and working around stuffs and finding options in maya that did the exact thing i wanted in the way i wanted it to be is amazing.. Thank you so much for this series, i cant wait for more of them to come.. You made my Day..💝💖💞

  • @haniyedelshakib2765
    @haniyedelshakib2765 2 роки тому

    ua-cam.com/video/-preTMIYqiA/v-deo.html

  • @garyjd1166
    @garyjd1166 2 роки тому

    The other commenter is right, the music makes this tough to hear the narration.

  • @brozb4chorez831
    @brozb4chorez831 2 роки тому

    hope you're doing well and hope to see a continuation to this project! I've been wanting to get more in modular modeling for my friend's and I senior capstone and this video has been quite helpful! Thake care !

    • @stefantom4
      @stefantom4 2 роки тому

      Hey, I ended up teaching this project at a university course, but my specialism is character art really. I'd like to do this series properly (these videos get hits every year) but it's hard to find the time. I won't promise anything, but I hope i get round to it sometime too!

  • @peter486
    @peter486 2 роки тому

    hey stefan i work as a freelancer. and i making a city for a very big game, the problem is that they have no idea what they are doing and there entere city i made up by Small bits doing like thusands of "drawcall´s" my idea here is to make 1 drawcall on a 8k trimsheet, is that normaly what people do?

    • @stefantom4
      @stefantom4 2 роки тому

      Reducing the number of drawcalls by reducing the number of materials is standard. Doing a single 8k might be a bit much since it will take a while to load that content and also if you want to make a change, or modify the texture in the shader, you would be doing it to everything. But yeah, fewer materials, fewer drawcalls

  • @AkaxeGaming
    @AkaxeGaming 2 роки тому

    Im from Quebec in a Level Design class this really helps ty!

  • @nourhansalem600
    @nourhansalem600 2 роки тому

    the joy was taken out of me where's part 3 T_T

  • @sassuskrassus3166
    @sassuskrassus3166 2 роки тому

    great tutorial but did you just record your teacher while he was holding a lecture? XD that was weird but it helped anyway

    • @stefantom4
      @stefantom4 2 роки тому

      haha glad to hear it, actually both me and Sawyer are teachers :D

    • @sassuskrassus3166
      @sassuskrassus3166 2 роки тому

      @@stefantom4 oh cool when did you start doing 3d stuff ?

    • @stefantom4
      @stefantom4 2 роки тому

      @@sassuskrassus3166 I used a couple programs before university, but I started a 3d university course in 2015, so it's been 7 years so far

    • @sassuskrassus3166
      @sassuskrassus3166 2 роки тому

      @@stefantom4 oh wow thats a long time, i started with maya about 1 year ago, keep up the great work!

  • @swarmX
    @swarmX 2 роки тому

    how would you go about making sure the textures wrap around properly in a tile? like the bricks for example, since it seems you did it in maya. is there a tip for doing it in maya and making sure it tiles properly?

    • @stefantom4
      @stefantom4 2 роки тому

      for me I used the grid and set units to make sure it should fit, or, making the tiles overlap the edge and copy pasting how they would come in from the other side. A little hard to explain. If half a brick stick out from the left side, copy paste it on the right side so that other half comes back in. If 3 fifths of a brick come overlap the left side, copy past that on the right side so the remaining 2 fifths come back in. as long as your borders match up then the middle is fine. More complex trims are different of course. You'll have to figure out how to match up the borders of whatever tile design you're doing. I'm sure there are more ways I don't know about

  • @Jfreek5050
    @Jfreek5050 2 роки тому

    Quick question. Would it be a limitation for trim sheets in that you can't really use consistent edge and corner highlights and shadows, because it would produce overlapping issues with the rest of the texture, or is there a workaround for that?

    • @stefantom4
      @stefantom4 2 роки тому

      depends on the way you are overlapping and highlights themselves but it could potentially be an issue

    • @NoTengoIdeaGuey
      @NoTengoIdeaGuey Рік тому

      Alot of times you can align the edges of a face to the sculpted/baked details on the edges of a part of your trim sheet, and it will do a decent job simulating edge wear. It all depends on how closely the object will be to the camera. You can additionally use baked decals overlaid over the edges on floating geo.

  • @funchidor
    @funchidor 2 роки тому

    how to do what in 3ds max? there is a way to siparate them so with colors?

    • @stefantom4
      @stefantom4 2 роки тому

      Im not a max guy but I'm pretty sure yes, you can apply different material IDs to your objects in 3ds max

    • @funchidor
      @funchidor 2 роки тому

      @@stefantom4 ok its about material IDs. thank you lol !!!! so that is easy.

  • @mishabytes8209
    @mishabytes8209 2 роки тому

    Bro how can I apply this method in a house with interiors?

    • @stefantom4
      @stefantom4 2 роки тому

      Interiors and exteriors are two separate project types but ultimately you still need to analyse the reference and find the unique assets you need to make. Block out the scene, make the unique assets, arrange the unique assets duplicating them for any duplicates and viola. I never finished this series because I've been working pretty much at all times since I made that video but I've had to teach a whole series like that. Interior spaces are made up of the structure (wall, ceiling, floors) and the props. You just need to make yourself an asset list. note - the interior and exterior structures don't need to be made by the same assets. In fact, each side of a wall could be made as a separate asset. You don't have to treat the whole structure like a house made of lego walls.

  • @ericgriffin120
    @ericgriffin120 2 роки тому

    Damn stop moving around so much. I had motion sickness by the ned. Geez.

  • @itsmahdikarim
    @itsmahdikarim 2 роки тому

    thank you so much for this video the process you explained here is a treasure for beginners 🙏

  • @priyashanti663
    @priyashanti663 2 роки тому

    Thanx. A lot.

  • @colini23
    @colini23 2 роки тому

    we need the second part

    • @stefantom4
      @stefantom4 2 роки тому

      Haha what would you like to see in the second part?

  • @hitwid
    @hitwid 3 роки тому

    Gigantic still unplayable?

    • @stefantom4
      @stefantom4 3 роки тому

      There are... ways to access it. But yes, perfect world is just sitting on it.

  • @AdrianoFerreira-nb8cd
    @AdrianoFerreira-nb8cd 3 роки тому

    hey just a question, did u use material ID's when u baked your lowpoly?

    • @stefantom4
      @stefantom4 3 роки тому

      No material Id is needed unless you yourself want to have it for a specific purpose. This one didn't have one.

  • @erwin0265
    @erwin0265 3 роки тому

    Turn down your music mate; it's neigh on impossible to understand in 50 - 60% of the narration. I can't watch it myself - hopefully some others gained some benefit. Thanks for the effort regardless.

  • @TheFakeWeelem
    @TheFakeWeelem 3 роки тому

    Hey Stefan, would it still be possible to see a continuation/redo of this series? The series so far has been, and I should stress it, EXTREMELY useful & insightful for a starting developer like me! Absolutely love how you're able to put your thoughts into words and really give us insight into how you think about assets like this. Eitherway it's fine! Your other videos are super helpful as well :)

    • @stefantom4
      @stefantom4 3 роки тому

      This video's always gotten a lot of requests for a continuation. The past year and a bit has been very intense but I do want to get back to this. In the new year I have fewer work hours so maybe i'll finally be able to do this series properly!

    • @TheFakeWeelem
      @TheFakeWeelem 3 роки тому

      @@stefantom4 sounds great! I'll have notifications enabled :P Definititely don't want to miss future uploads by you. Have a nice Christmas and new years in advance :D