This is how you make a stylized prop treasure chest - 3D Asset Breakdown

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  • Опубліковано 29 жов 2024

КОМЕНТАРІ • 49

  • @3dextrude
    @3dextrude  4 роки тому +4

    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/

  • @inkman002
    @inkman002 9 місяців тому

    That benq light is amazing! I dont know how i worked without it for so long!

    • @3dextrude
      @3dextrude  9 місяців тому

      yeah it's really nice

  • @NinjaStreak
    @NinjaStreak 4 роки тому +2

    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!

    • @3dextrude
      @3dextrude  4 роки тому

      yeah separating makes it a lot easier, can always combine later also.

  • @lawrencelawine9082
    @lawrencelawine9082 4 роки тому

    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

  • @LittleMissSquiggles
    @LittleMissSquiggles 3 роки тому +1

    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?

  • @JMBkiller123
    @JMBkiller123 4 роки тому +1

    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 !

    • @3dextrude
      @3dextrude  4 роки тому

      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.

  • @wilhelm992
    @wilhelm992 4 роки тому

    Really amazing as always, keep it up!

  • @Noise_bubbles
    @Noise_bubbles 9 місяців тому

    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?

    • @3dextrude
      @3dextrude  9 місяців тому

      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.

  • @MrMoaner
    @MrMoaner 2 роки тому

    hello. I have a question - what generator is used in the layer "Occulusion_Choose". thanks

  • @jonathanamadorart
    @jonathanamadorart 4 роки тому

    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!

    • @3dextrude
      @3dextrude  4 роки тому

      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.

    • @jonathanamadorart
      @jonathanamadorart 4 роки тому +1

      @@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.

  • @adammain3424
    @adammain3424 4 роки тому

    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?

    • @3dextrude
      @3dextrude  4 роки тому

      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.

  • @ellychand2661
    @ellychand2661 3 роки тому

    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.

    • @3dextrude
      @3dextrude  3 роки тому

      I used the maya model as the final low poly model with had uvs, high poly did not have uvs.

  • @WCHMN3
    @WCHMN3 4 роки тому

    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.

    • @3dextrude
      @3dextrude  4 роки тому +1

      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.

    • @WCHMN3
      @WCHMN3 4 роки тому +1

      @@3dextrude Thank you a lot, though for me it was under Polygroups.

  • @ThorTF
    @ThorTF 4 роки тому

    Where can i buy those stylized smart materials they look great !

    • @3dextrude
      @3dextrude  4 роки тому

      There is a link in the video description :)

  • @GambitChannelcomix
    @GambitChannelcomix 4 роки тому

    Hi! Please tell me how you did the rotation of the model at the end of each of your videos?

    • @3dextrude
      @3dextrude  4 роки тому

      I use Marmoset Toolbag turntable for that

  • @NovaNocturneArt
    @NovaNocturneArt 4 роки тому

    Heya! I was curious, about how long did this one take you from start to finish?

    • @3dextrude
      @3dextrude  4 роки тому +1

      this one was about 3 hours I think

    • @NovaNocturneArt
      @NovaNocturneArt 4 роки тому

      @@3dextrude Dang, I gotta keep practicing to get that fast :) You're inspiring!

  • @xMikomiChanx
    @xMikomiChanx 4 роки тому

    What's the music you've used in this video? It's not in the description this time xx

    • @3dextrude
      @3dextrude  4 роки тому +1

      Mario Odyssey world map

    • @xMikomiChanx
      @xMikomiChanx 4 роки тому

      @@3dextrude Ah! Thank you! It sounded familiar but I couldn't pin point it haha :)

  • @habierolo3881
    @habierolo3881 4 роки тому

    hi ,can i ask you how to do the render view, i mean, the final render in your videos, thanks :)

    • @3dextrude
      @3dextrude  4 роки тому

      I use marmoset toolbag for that ua-cam.com/video/gRXO5v5e4Fc/v-deo.html

    • @habierolo3881
      @habierolo3881 4 роки тому +1

      @@3dextrude thank you !!!

  • @nazarmosa7600
    @nazarmosa7600 3 роки тому

    Hi 3dEx I am doing 3D I want slow video in substance painter if u could particular in texture thanks brother

  • @aniketgawande2194
    @aniketgawande2194 4 роки тому

    Which software/render do you use for this type of models
    Love your work man ♥️

  • @lvai1110
    @lvai1110 3 роки тому

    Hay quá

  • @롤롤-h9x
    @롤롤-h9x 3 роки тому

    Aren't many triangles a problem?

    • @tb9368
      @tb9368 2 роки тому

      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.

  • @RafaelSmok
    @RafaelSmok 4 роки тому

    Wow!! Where did you do the animation of the Chest at the end of the video?

    • @3dextrude
      @3dextrude  4 роки тому +1

      turntable render is from Marmoset toolbag, the opening animation was some keyframing in maya and importing that to Marmoset

    • @RafaelSmok
      @RafaelSmok 4 роки тому

      @@3dextrude Amazing! Congratulations on the work!

  • @fernandogarcia3619
    @fernandogarcia3619 4 роки тому

    So Fast, i can´t learn