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Stefan
Приєднався 25 жов 2008
I make tutorials for 3D Game Development Art while I work and teach.
I also have a channel for tutorials with Chinese subtitles by me and my colleagues at space.bilibili.com/1047743927?from=search&seid=14394327656342899284&spm_id_from=333.337.0.0
I also have a channel for tutorials with Chinese subtitles by me and my colleagues at space.bilibili.com/1047743927?from=search&seid=14394327656342899284&spm_id_from=333.337.0.0
Modularity assets for Unreal levels and Lighting Basics
Modularity assets for Unreal levels and Lighting Basics
Переглядів: 188
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
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
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
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
Autodesk Maya Catch-up Session - Re-introduction
Переглядів 263 роки тому
Autodesk Maya Catch-up Session - Re-introduction
Thank you for sharing it! What about edges? Will they don't look too hard in ue?
Part 3 please :(
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.
why adobe not implement combining UV to painter with one button?
Can you please tell me how is the image that you use in this video drawn? What techniques are used? Thanks for the video
is there any way to return the animation back after removing the reference ؟
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.
@@stefantom4 thanks
Thanks so much for sharing your knowledge!
You saved me ㅠㅠㅠㅠㅠ Thank you soooooooo much!!!🥺
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
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.
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
bro please comeback to youtube again
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
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.
@@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...
tnx bro you saved me 😂
No need do this, ID map is enough for this.
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!
Well heck, I guess it's about time to finally make this series properly
love to see part 3
Please!!
A few month later...
Hello, please, its a good time to continue or remake this series, really good for learning.
hey stefan i dont know if youll see this but this series is very helpful and ide love to see a continuation on it
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 :)
Wait it breaks the UV map nvm damnit
If u used blender, u could make it much more quicker and accurate, without needing to use mouse and replicate the same moves
Lost me at duplicating it
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
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 🙂
@@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.
você me ajudou muito. não sabia nada de substance. muito bom esse vídeo pra quem tá começando. s2
Where is Stefan u.u
Trying to survive the UK economy haha I'll be back one day 🙂
Did you tell Maffie to hold V?
What happen with AO? AO generated by two objects will create problems in Uvs
Level generated AO and lightmaps usually use their own unique UV set (objects can have multiple UV sets assigned to them).
Wait this was the last part? I wish this series would continue but it's been 3 years.
Why is there chinese background talk with subtitles?
Some of these vids were done as part of online teaching for a class in China
it's 2023, we have AI, but we still don't have an option in substance painter to combine the texture sets
I'm so mad about this.
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.
My maya model i export obj. File show in zbrush hide some பைலை to show hidden show mesh
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
@@stefantom4 yeah i forget such a thing thanku bro
you are a great teacher, it is a shame this wasn't finished
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..💝💖💞
ua-cam.com/video/-preTMIYqiA/v-deo.html
The other commenter is right, the music makes this tough to hear the narration.
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 !
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!
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?
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
Im from Quebec in a Level Design class this really helps ty!
the joy was taken out of me where's part 3 T_T
great tutorial but did you just record your teacher while he was holding a lecture? XD that was weird but it helped anyway
haha glad to hear it, actually both me and Sawyer are teachers :D
@@stefantom4 oh cool when did you start doing 3d stuff ?
@@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
@@stefantom4 oh wow thats a long time, i started with maya about 1 year ago, keep up the great work!
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?
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
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?
depends on the way you are overlapping and highlights themselves but it could potentially be an issue
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.
how to do what in 3ds max? there is a way to siparate them so with colors?
Im not a max guy but I'm pretty sure yes, you can apply different material IDs to your objects in 3ds max
@@stefantom4 ok its about material IDs. thank you lol !!!! so that is easy.
Bro how can I apply this method in a house with interiors?
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.
Damn stop moving around so much. I had motion sickness by the ned. Geez.
thank you so much for this video the process you explained here is a treasure for beginners 🙏
Thanx. A lot.
we need the second part
Haha what would you like to see in the second part?
Gigantic still unplayable?
There are... ways to access it. But yes, perfect world is just sitting on it.
hey just a question, did u use material ID's when u baked your lowpoly?
No material Id is needed unless you yourself want to have it for a specific purpose. This one didn't have one.
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.
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 :)
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!
@@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