Simple and Straight forward way to make stylized 3D plants
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- Опубліковано 27 лис 2024
- Autodesk Maya 2022 - Stylized Modeling, UV mapping, and Texturing in Zbrush 2021, Substance Painter , and Maya 2022.
Game Asset Tutorial : 3dex.gumroad.c...
Learn how to Make an Outdoor Environment: gum.co/Outdoor...
Stylized Smart Material used : 3dex.gumroad.c...
This video shows how to create a 3D model using Autodesk Maya, Pixologic Zbrush and Substance Painter. You will learn how to model using Autodesk Maya, learn how to UV the model and texture within Substance Painter. Marmoset Toolbag 3 was used for rendering.
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Maya Tools : gumroad.com/a/...
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Here's a list of useful shortcuts used in maya.
W- move
E- rotate
R- scale
G- repeat last command
q - exit tool
b- soft selection
shift + . - grow selection
alt + b - change background color
f - fit to selection
ctrl + a - open attribute editor/channel box
ctrl + delete - deletes an edge loop
1 - standard mode
2- subdivision mode with cage
3- subdivision mode
4- wireframe
5 - shaded mode
6- texture mode
__Music :
s t a r m a n - lets go back
Bihler - 80s Tilt
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#Plants
#SubstancePainter
#Stylized
Disclaimer : The amazon links and the tools are affiliate links which means, at no extra cost to you,I make a small portion of the sale. Nonetheless, I use and recommend these items.
Hope this video is helpful and not too confusing
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Thanks for this! I appreciate you leaving in the errors and issues, especially with an explanation of how you overcame them.
I would love to see a video on the next step for these assets; namely, getting them to look as good in engine as they do in Painter. I personally struggle there.
Thanks again!
Thank you! yeah things can look a bit different in a game engine and most of that has to do with the lighting set up.
Thank you very much for this - I had to rewatch it a couple of times but I very much appreciate the commentary, especially when you talked about the issues you had and how you resolved them. Super helpful!
2:18 I've used this painter technique before, but after getting the designer I realized that it is superior for these situations, the nodes facilitate the functions and the designer has a much more powerful bake in addition to having the possibility of opacity bake (thing which painter doesn't have for some reason)
but of course it is possible to obtain the same results in painter after all what really defines is the artist (although the designer speeds up the process for me)
2:46 in the case of the opacity channel I always baked an AO with 0 dilatation, exported and baked another one with dilatation and used 0 dilatation with a trheshold to obtain the opacity silhouette
Cool, yeah definitely different ways to do things and I do like designer myself. Yeah you can use an ID map in painter to get opacity.
great video. Thx for showing the troubles u had
Hopefully didn't make the video too confusing
I woud love to see how you integrate it in Unreal.
Creating the shader and all.
Great video !
I love this workflow! I'm planning on creating a nature scene in the near future and was stumpt with how to create the vegetation, but this make the process go much faster!
Nice!
Your plants are always so pretty! I had to give up Maya and ZBrush for Blender recently. It would be a fun challenge for me to recreate these in Blender since I'm still learning. ^^
Thank you, that sounds like a fun exercise with Blender
Now this is lovely! You really nailed it!
This is what i want. thank you.
This video was especially great at being really informative and useful in a really concise way... Getting to the information that you're really after in a fraction of the time I'm used to.
Great video mate, even better with your comment/thoughts on it. I hope your channel bloom and get the attention it really deserves.
Thank you! ❤️
These videoes are excellent! Please continue making these ^_^
Thanks, will do!
Nice video, but I think it's a bit over-complicated, especially when you are shifting UV spaces and such.. It's good that you show how to fix issues, but I think some might come from the complexity. Last time I made similar models, my high poly was not sculpted just made with pushing vertices. I do see some value in sculpting the high poly though..
For the next similar video you can talk a bit more about the SP part where you add multiple layers and masks probably that would help me a lot, and don't just glance over it, but reeeally dig into that :D
Yeah I was a bit worried that some parts would be confusing when fixing some of the issues.
@@3dextrude No worries, the end result is still great, it was just.. You know, the first time I made foliage, it was basically a plane, cut out, and shaped and painted on. The SP baking really elevates the quality, but even with that, for me at least it was just plane, high poly bake and texture, I've not seen this issues ever so I was wondering if the issues can be avoided with simplification.. Don't worry about it though, seeing errors and how they are corrected are much more useful eventually. Good work!
Plants are so hard in 3D imo, thank you for the video! Love your work and hope for more like this!
i have a hard time getting them to work well in unity, i didn't find any external shader that works with my workflow, i saw several tutorials about it but while i get wonderful renders in blender when i enter unity it looks washed and boring
you can say that using unreal is better for visualization (and you're right, in relation to unity unreal gives you beautiful results with less effort) the point is that I don't like c++ very much, I prefer c#
I haven't used Unity in a while, but I do believe it takes a bit more work to set up the right lighting conditions to get things to look good. I may be totally wrong though
@@sebemmelembro2172 Its true that Unreal ships with better default lighting and post-processing already set up for you. Theres so many ways to go about changing this in Unity, but I recommend that you atleast mess with post-processing a little bit. Just increasing saturation a little bit, a little bloom and vignette goes a long way. Like I said, theres a hundred ways and then some to do things in 3D, but messing with post-processing is a good start!
Really appreciating this type of narrated content from you lately! I noticed that in your current version of your material, youre able to choose color from a colour selector. Is there any way to update this? The version I have is a single 0-255(?) bar for colour selection, which can be awkward. Thanks!
Yes, I updated the material early on when it was released. There should be another version to download from where you got it( gumroad or artstation)
It was wonderful ... I love your explained videos, I learn a lot!
Awesome, thank you
Beautiful.
Thank you!
I got a bit confused when you used the plane as a low poly,. I didn't really see what you did, but I'm going to give it a shot
I would like to see how it's the workflow in speedtree
Thanks for the tutorial! Btw, are you going to make a tutorial on how to make a second version of your stylized material like you did with the first one? Really wanna see the process of creating the second version of the smart material
Thank you, I might, but can't promise anything yet as there are a few things I would like to revisit/change on it.
@@3dextrude Understood buddy, keep it up! Hope to hear from you on it as soon as possible
great vidoe question why did you didnt use mamroset to bake? could be more practical and visual? to see errors
I use marmoset mainly for renders, but yeah could totally use that for bakes as well
It'd be really neat if this workflow has a final step that adds some basic logic that you can run which put in some minor variations to the size and shape... So when you have that finished asset you can just run a script or whatever a few times and export a few basic varieties of the core model...
Having some basic variations of it should do a lot for how good it looks when you've got a lot of them near one another in an environment
Maya has the functionality to add something like that, but it's not really something I see people doing and I'm not sure how user friendly those tools are...
You see that kinda stuff being done a lot more often in Blender and Houdini.
Yeah definitively would make it much more robust for variations, that's something I haven't messed with in Maya; I also think it's something that can be done through Substance Designer workflow as well.
@@3dextrude I wouldn't have done it through variation in the texture/shader/material but in the shape of the mesh - keepíng the materials and UVs identical for all meshes.
Partially because I think it'd make a better-looking result but also because reusing textures and materials as much as possible have a major impact on both file size and performance, assuming it's in a game.
Using many different meshes has virtually no impact on performance and file size.
@@3dextrude I'm feeling more and more strongly that Maya is on its way out looking forwards... They just couldn't possibly continue to bring very little innovation and improvement to the software compared to competitors like Blender.... Nevermind the fact that Blender is genuinely free AND have better learning and workflow resources without loosing relevancy as a industry-standard platform...
The worst thing about that is that I spent a lot of goddam time learning Maya and I really can't be assed learning Blender at this point :P
If I were advising someone starting out though I'd probably recommend Blender/Substance Designer/Painter... I think Blender can even legitimately replace zBrush, though I'm not sure about that.
5:02 whats exactly the reason of offsetting for fix the bake? i didnt understand.
Sometimes Painter won't bake the maps if you have overlapping uvs.
do you think is possible to download the fully video , cause we can see 37min pleeaaassseee
regular speed videos are posted to Patreon and Premium page, they are not narrated though
This video is too fast for biginners, but it was fun to watch tho!
Thank you for the feedback
When I try to download your new material it cannot be importer into SP for some reason is there a way around it? Thanks!
What version of Painter are you using? That's usually the only reason a material won't import. Incompatibility with the version.
The ID map thing in substance is not working for me. Don't know what I am doing wrong : ( ... Just can't get the opacity.
Is the ID map itself baking right? Sometimes I find that reducing the dilation amount to 0 helps get a better map.
@@3dextrude The ID map is blank. I will try it with the dilation reducing and get back to you. Thx for the reply.
I think it's easier to not use alpha
How did you get the ID map?
In this case I just baked it from the high poly model, by default the colors on the high poly were just gray but you could apply a color material in Zbrush as well before exporting.
@@3dextrude okay thank you!
using zbrush for that much of a simple task feels wrong actually
possibly, it was fairly quick to make though
@@3dextrude just realized ur rply man i love ur tutorials i didnt mean to upset or be rude was just trying to communicate in a bit of wrong way i suppose. i have terrible language skills
@@-Kenzin- No worries! Nothing offensive about your previous comment.