Hope you guys like this video! Happy to hear any thoughts/comments :) Thank you to Premium Group Members!! New Members : Gra-P Mot, Chunzi Wu, Lisa, John Hannon To join the group: 3dex.net/premiumpage/
I've always modeled my treasure chest as one whole model and separated faces to make the top and bottom. Yeah, that took me 7 hours and I gave up on it. So I'll be incorporating this technique into my next project. Nice video!
We have the same monitor :D And now back to continue watching the video ^^ You get some really nice clean carvings with the damstandard. Looking really nice
Hey 3dEx ! Great video as usual ! I was just curious on how you made the coins + jewels texture. Did you create one coin and jewel separately, multiplied them and textured them ? Or is it something else ? Would love to know please ? Thanks !
I placed a bunch of coins on top of the the interior of the chest( only for the high poly) I also made a separate coin and jewel and placed them on top as well to give it more depth and make it look more like coins stacked together instead of just leaving the flat texture.
After making the low poly mesh in Maya and importing into Zbrush. What is the best way to make the low poly mesh sculpt-able/ have a lot of verts to sculpt?
Hi 3dEx! A question about normals, locked normals, smoothed/hardened normals etc: How do you bake them cleanly? Because I always get issues when the low poly is to low poly and has a sharp edge. When baking, the sharp edge get either a nasty crisp line, or the normals are icky smoothly. So how do you go about this issue? Thanks!
Typically I cut uvs where there is a near 90 degree angle change in the geo, if not I usually leave uvs connected when possible. I harden edges at those near 90 degree uv cut changes and leave everything else smooth. Depending on the texture size and packing of uvs there may be occasions where you just can't avoid having some crisp hard edges like you mentioned unless you increase the texture size or actually bevel those edges for the low poly. Issues can also arise if your high poly changes too much from low poly one.
@@3dextrude Ye there are so many variables that you have to take into consideration, I get so confused. Sometimes I have to spend 1-2 whole days trying to fix those edge issues. It can be quite draining.
Hey 3dEx, When I remesh a hard surface model like this, similar to you I get the messy little quads popping out at the 90 degree angles. I noticed in your video they are present, and then at about 5:30 they are gone, and your sharp angles look nice and clean. Did you clean these up manually or did you use a function of zBrush?
You mean like in crevices? If you want that to look clean, you will need to use a higher division level when remeshing so there is more geo. What I do is just use claypolish to smooth those out.
Hello, when you do the high poly in zbrush and use that as your high poly model to bake in substance, did you UV them again in Maya or decimated? Because i try the method to do low poly in maya and export to zbrush to do sculpting for detailing, it lose the UV.
In one of your older videos where you were making a stylized rock you exported the model as one export but in zbrush you were still able to solo a peice of it, how did you do that? Video was maya 2018 speed modeling a stylized rock.
It was probably by setting polygroups and isolating it in Zbrush. Select the subtool, choose autogroups. Once that's set up you can isolate by Ctrl+Shift clicking on the a part of the model. This works as long as the pieces are not welded.
Hope you guys like this video! Happy to hear any thoughts/comments :)
Thank you to Premium Group Members!!
New Members : Gra-P Mot, Chunzi Wu, Lisa, John Hannon
To join the group: 3dex.net/premiumpage/
That benq light is amazing! I dont know how i worked without it for so long!
yeah it's really nice
I've always modeled my treasure chest as one whole model and separated faces to make the top and bottom. Yeah, that took me 7 hours and I gave up on it. So I'll be incorporating this technique into my next project. Nice video!
yeah separating makes it a lot easier, can always combine later also.
We have the same monitor :D
And now back to continue watching the video ^^
You get some really nice clean carvings with the damstandard. Looking really nice
nice, it does the job
How did you create the animation of the chest opening and closing? You said you rendered it Marmoset? How did you create the animation in Marmoset?
Hey 3dEx ! Great video as usual ! I was just curious on how you made the coins + jewels texture. Did you create one coin and jewel separately, multiplied them and textured them ? Or is it something else ? Would love to know please ? Thanks !
I placed a bunch of coins on top of the the interior of the chest( only for the high poly) I also made a separate coin and jewel and placed them on top as well to give it more depth and make it look more like coins stacked together instead of just leaving the flat texture.
Really amazing as always, keep it up!
Thank you!
After making the low poly mesh in Maya and importing into Zbrush. What is the best way to make the low poly mesh sculpt-able/ have a lot of verts to sculpt?
You can subdivide the model if you have supporting edges or bevels and then use dynamesh. That's my preferred method, but there's other ways too.
hello. I have a question - what generator is used in the layer "Occulusion_Choose". thanks
Hi 3dEx! A question about normals, locked normals, smoothed/hardened normals etc:
How do you bake them cleanly? Because I always get issues when the low poly is to low poly and has a sharp edge. When baking, the sharp edge get either a nasty crisp line, or the normals are icky smoothly. So how do you go about this issue?
Thanks!
Typically I cut uvs where there is a near 90 degree angle change in the geo, if not I usually leave uvs connected when possible. I harden edges at those near 90 degree uv cut changes and leave everything else smooth. Depending on the texture size and packing of uvs there may be occasions where you just can't avoid having some crisp hard edges like you mentioned unless you increase the texture size or actually bevel those edges for the low poly. Issues can also arise if your high poly changes too much from low poly one.
@@3dextrude Ye there are so many variables that you have to take into consideration, I get so confused. Sometimes I have to spend 1-2 whole days trying to fix those edge issues. It can be quite draining.
Hey 3dEx, When I remesh a hard surface model like this, similar to you I get the messy little quads popping out at the 90 degree angles. I noticed in your video they are present, and then at about 5:30 they are gone, and your sharp angles look nice and clean. Did you clean these up manually or did you use a function of zBrush?
You mean like in crevices? If you want that to look clean, you will need to use a higher division level when remeshing so there is more geo. What I do is just use claypolish to smooth those out.
Hello, when you do the high poly in zbrush and use that as your high poly model to bake in substance, did you UV them again in Maya or decimated? Because i try the method to do low poly in maya and export to zbrush to do sculpting for detailing, it lose the UV.
I used the maya model as the final low poly model with had uvs, high poly did not have uvs.
In one of your older videos where you were making a stylized rock you exported the model as one export but in zbrush you were still able to solo a peice of it, how did you do that?
Video was maya 2018 speed modeling a stylized rock.
It was probably by setting polygroups and isolating it in Zbrush. Select the subtool, choose autogroups. Once that's set up you can isolate by Ctrl+Shift clicking on the a part of the model. This works as long as the pieces are not welded.
@@3dextrude Thank you a lot, though for me it was under Polygroups.
Where can i buy those stylized smart materials they look great !
There is a link in the video description :)
Hi! Please tell me how you did the rotation of the model at the end of each of your videos?
I use Marmoset Toolbag turntable for that
Heya! I was curious, about how long did this one take you from start to finish?
this one was about 3 hours I think
@@3dextrude Dang, I gotta keep practicing to get that fast :) You're inspiring!
What's the music you've used in this video? It's not in the description this time xx
Mario Odyssey world map
@@3dextrude Ah! Thank you! It sounded familiar but I couldn't pin point it haha :)
hi ,can i ask you how to do the render view, i mean, the final render in your videos, thanks :)
I use marmoset toolbag for that ua-cam.com/video/gRXO5v5e4Fc/v-deo.html
@@3dextrude thank you !!!
Hi 3dEx I am doing 3D I want slow video in substance painter if u could particular in texture thanks brother
Which software/render do you use for this type of models
Love your work man ♥️
rendering is done with Marmoset Toolbag
Thanks man ♥️
Hay quá
Aren't many triangles a problem?
Eh not really.. most engines triangulate meshes anyway. They can cause problems with smoothing groups so don't go crazy but they're totally fine.
Wow!! Where did you do the animation of the Chest at the end of the video?
turntable render is from Marmoset toolbag, the opening animation was some keyframing in maya and importing that to Marmoset
@@3dextrude Amazing! Congratulations on the work!
So Fast, i can´t learn