Stylized Door Workflow in Maya / Zbrush / Unreal Engine 5
Вставка
- Опубліковано 26 сер 2024
- In this video you will see the creation of a stylized modular Door for use in Unreal Engine 5 - fully game optimized AAA pipelane. Modeling - UV sweep, retopology in Maya, High Poly sculpting in Zbrush, stylized PBR painting in Substance Painter. Tuning and optimization in Unereal Engine 5
Keep an eye on my work )
Instagram / fred_taylor_3d
Artstation / www.artstation...
Unreal Market / www.unrealengi...
Music:
Jannik Schmidt - Dreaming On Sea
Jannik Schmidt - Building And Crafting
#stylized #stylizedart #3dart #3dassets #unrealengine5 #3dmodeling
#gameready #fantasyart #stylizeddoor #3dmodeldoor
Omg ! This tutorial was amazing it really gave made me understand environnment workflow better !! thank you
You are the best!
Beautiful end result!
I really like your video, where can I watch it full-time?
Damn this music brings so many good memories from Raft
Is there a reason for yo to retopo instead of just adjusting the same low poly mesh you imported to Zbrush?
Wow! This video was really insightful, I usually do the UV unwrapping before exporting to Zbrush, but that has caused me a lot of headaches when baking in substance. is there any reason in particular why you use marmoset before exporting to substance?
Hi! You have a rather strange pipeline - it is suitable for rendering work but not for the game. If you need an optimized model, you should make a UV scan for your LowPoly model and bake your HighPoly model from Zbrush on it. I use Marmoset as a baking program because it is much more convenient and functional than Substance Painter
Hi there!
I have question it would be very nice if you help me to solved :)
The first one is , you need to make bevels in the retopology model?
Cause i understand that you make bevels in the initial blocking for the moment to export in zbrush , have a good subdivided model, but yeah my question is that.
Thanks a lot 💕
in your experience, is better doing all the retopology later , having the high poly like a mesh? , i was thinking in make the blocking model and retopology, then make uvs, next having all the blockout done, bring it into zbruhs, make de high poly and the you are ready to bake, but maybe your workflow is better, maybe you can have better baked maps? can you tell me please?, thanks a lot.
Hi! my way gives more freedom in Zbrush, because I deform the model very much and for such deformation would be baked with artifacts if I did everything at once - your way is suitable for simple models that don't require sculpting. I also apply my experience on studios and this is how I work on large commercial projects. Believe me you will spend 1 hour more when creating retopology, but you will get a better result and you will not have problems with baking.
@@StylizedCraft Amazing thank you a lot for answering me , really appreciate your advice
Hello bro
Can u explain if we have multiple UDMIS (3*3 tiles) in maya and substance textures on it. Then how we export models with texture in unreal engine 5
Hi, if you use UDIM, then you can split the model into several materials and in UE you will have a separate material for each material) or if you have one material, just export the model with Udim and UE will determine your Udim itself
I don't use Udim in my work, so I can't tell you much about it
are you using some kind of shader for the props?
No, it's just a rendering in marmoset
is there a tutorial on how you use marmoset?@@StylizedCraft
I'm going to record a video on rendering in Marmoset in the future - but I don't have one on my channel at the moment ( @@moviescores9315
@@StylizedCraft fantastic
are you posting the entire process for the house eventually?
In the future, I will do a similar process to create various stylized buildings - but I did not record the complete creation of this particular tavern
@@StylizedCraft that's good to know! Keep up the good work