Thank you to Luge, Danique Slappendel, SCmusic,Nelsinho Maior, Funray, Dasha, Per, for joining the Patreon group recently! To join : www.patreon.com/3dEx
Ahoy 3Dex, I've followed your videos for close to a year now and they're always great references to watch, I just have one request. I know I'm speaking for a lot of people here, however, would it be possible to do a tutorial on your exports to the different programs, especially your zbrush export to substance and the baking settings in order to ensure it looks nice. I noticed sometimes you also decimate on zbrush and bring it to maya to retopologize for a new low poly mesh, why not this time? Edit: I just realized that video is on your patreon page!
Hey 3dEx! Great videos as usual! Thanks for the inspirations! I got one question though: while uv-mapping how do you check the squasch and stretch of each uv-shell? As far as i can see you‘re straightening out certain elements of the mesh but you dont check the amount of S&S. How do you manage to no distort the texturing? Or are you using straight base colors in substance? Cause for me while modeling the low poly in maya the biggest hassle is to create perfect uv‘s... i did some highpoly props with bake and it took me a while to get the uvs. Do you mind having a look at it? Thanks! And as said: huge work ! Its great to have you around . You inspire people!
I only straighten shapes that are already somewhat straight that's why I didn't even check for distortion. Sometimes there is a tiny bit of distortion, but it really depends on how close you get to see the model.
Just checking. And I understand, that I'll continue with Blender 2.80. Generally it is faster with hotkeys, partially it is even faster with authomatic and semi-authomatic actions (UV-pack, bevels/champfers), sculpt is nice too (esp. with sculpting branch). 2:27 also easy with following active quads Substance painter (+SD) is best for complex materials anyway. The only side tool, I will use for such pot. Marvelous Designer best for cloth-sim. Zbrush… If I will need 50+ millions polys, I will use voxel engine of 3D-Coat. Anyway good job!
Accually there are features in Maya that does UV packing pretty good and straightens UVs. The feautes are in the right tool bar. The buttons are RIGHT there xD The persion in this video is just not using them for some reason. No disrespect to the person working on this scene but he is using a lot of manual work to do this. There are ways to model and UV map and sculpt directly in maya. Check out the UV User guide. knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2019/ENU/Maya-Modeling/files/GUID-73BF7546-3BF2-44F3-9192-15A024CEC173-htm.html
Hello! Thanks for the great content! I'm new to 3d and I was wondering, why you UV map just 1 cauldron leg, I mean sounds logical since they all are the same but in terms of texturing how you apply the texture if just 1 leg has UVs. I'm always having this issue when modeling and texturing my projects, and some parts are just the same but many, like bolts, cords, eyes, etc, how you just UV map one part that can be texture and applied to the other similar parts. Thanks in advance!
You can transfer the uvs on repeated objects or just duplicate with the same uvs. You may need to offset the uvs by 1 in the uv grid if you bake in Painter as sometimes it has issues with overlapping uvs
You can do it in Maya before you export. I did it in Zbrush mainly so I didn't have to make a duplicate of the model in Maya and add them there. It's not really easier.
3dEx Thanks for the reply!😀 Do you have to have beveled edges / supporting edge loops on your lowpoly for normal maps to bake correctly? I’ve wondered, if I’m not putting into a game engine with in-built LOD settings, can I just get away with super low poly, un-beveled models? 🤔
Those are added to the high poly so the model doesn't deform too much when you divide it there. You can also bevel your low poly edges, but it's not always necessary. Having said that you may potentially get more noticeable seams on edges that aren't beveled so if it's an object you see very up-close it's better to just bevel the edges. You can always remove bevels manually if you need to make manual LODs for a game.
If the shape of the models changes too much you need to retopo. If you are just adding extra small details that don't really changw the model much you don't need to retopo
First of all nice job on your video's! I've been subscribed since your first zelda video... Please help me out with a question though! If you were to export this model to ue4 and would want the liquid to bubble or react by throwing things in. What would be the most efficient way to achieve this? Particle system for bubbles that fly up i assume. But what about bubbles that form on the liquids' surface or liquid thats getting stirred. Please consider my question! Thx in advance and keep up the good work!
I am not a vfx expert, but I assume that would be particles as well. If the surface doesn't need to react to the player that could be done with a material instead. Possibly a scrolling texture type of material.
Hey 3dEx! Mind letting me know the music you used in this video? I like it! I can use it to study or while I’m making some 3D models. Thanks in advance!
Really nice work, just found your channel! I'm just starting out with 3d and all the programs are vastly overwhelming - so I'm just focusing on learning zbrush to comfortable point. Is there any reason why someone like me couldn't just block out the initial model in zbrush instead of maya? Is this a preference thing? Could I get the same UV's or would I still want to export and UV the model in another program? Cheers - can't wait to try and follow some of these vids once I get a grasp on the programs!
You can do it all in Zbrush. I just prefer to use Maya because sometimes I want to have a clean low poly from the start. You can do Uvs in Zbrush as well, though I personally think the tools there aren't the best, specially if you hard surface models. You will need to retopo your model before doing uvs, can try zremesh for that.
When you exported out of maya, all the pieces were _low. But when you imported into zbrush, you imported a mode called _high. I'm new to normal mapping so I just want some clarification if possible: did you save the same (low) model in maya to 2 different files, one called _low and one _high, and import the high into zbrush to do your detailing? Or did you make a highpoly in maya off screen? If the former, do you do all the detailing in zbrush on your file called _high and just turn it into a normal map and apply it in substance? Thanks!
Cómo selecciono sólo los bordes de la mísma linea? Es decir los que están ''rectos por así decirlo''. Tengo que ir 1 por 1 seleccionandolos pero creo que tilizas un shortcut?
hello!! thank you for the tutorial, it's been super helpful! I was wondering, how do you keep the UVs intact when beveling the edges in zbrush? The UVs get completely broken when I bevel in zbrush. Thank you!
The bevel is being applied to the high poly model so it doesn't matter if the uvs break since the high poly model doesn't need uvs, only the low poly model.
CTRL + D and Scale set to -1 to obtain the mirror effect. It assumes you haven't modified the pivot center from the object which is the center of the grid.
Just choose the zmodeler brush on the model and enable polyframe so you can see the geometry. To see the options press spacebar when hovering on an edge or face.
@@3dextrude I'm kind of sure your using the zmodeler to bevel to allow you keep the rigidity of the model as you sub divide instead adding edge loops in Maya, is that right?
Thank you to Luge, Danique Slappendel, SCmusic,Nelsinho Maior, Funray, Dasha, Per, for joining the Patreon group recently!
To join : www.patreon.com/3dEx
Hi, nice tutorial as always. May ask if you have a tutorial for that Stylized smart material that you use in your videos ? Thanks !
I do,link is in the video description and also at Patreon
@@3dextrude i should read the descriptions of the videos more often. Thank you again, and keep up the good work.
The power of normal map is incredible
Ahoy 3Dex, I've followed your videos for close to a year now and they're always great references to watch, I just have one request. I know I'm speaking for a lot of people here, however, would it be possible to do a tutorial on your exports to the different programs, especially your zbrush export to substance and the baking settings in order to ensure it looks nice. I noticed sometimes you also decimate on zbrush and bring it to maya to retopologize for a new low poly mesh, why not this time?
Edit: I just realized that video is on your patreon page!
I may need to make an updated one too since I don't think I covered everything.
Acho o máximo os vidios desse cara , manja muito
Really good tutorial, that is easy to follow even If you don't have the same programs, thanks! 😃
Glad to hear that!
Amazing Work..and keep up the Great work...Big Thanks
Thank you!
simple and beautiful, got a sub.
how did you get to the window u use at 3:55??
No word man🔥
Hey 3dEx! Great videos as usual! Thanks for the inspirations! I got one question though: while uv-mapping how do you check the squasch and stretch of each uv-shell? As far as i can see you‘re straightening out certain elements of the mesh but you dont check the amount of S&S. How do you manage to no distort the texturing? Or are you using straight base colors in substance? Cause for me while modeling the low poly in maya the biggest hassle is to create perfect uv‘s... i did some highpoly props with bake and it took me a while to get the uvs. Do you mind having a look at it? Thanks! And as said: huge work ! Its great to have you around . You inspire people!
I only straighten shapes that are already somewhat straight that's why I didn't even check for distortion. Sometimes there is a tiny bit of distortion, but it really depends on how close you get to see the model.
Just checking. And I understand, that I'll continue with Blender 2.80. Generally it is faster with hotkeys, partially it is even faster with authomatic and semi-authomatic actions (UV-pack, bevels/champfers), sculpt is nice too (esp. with sculpting branch).
2:27 also easy with following active quads
Substance painter (+SD) is best for complex materials anyway. The only side tool, I will use for such pot.
Marvelous Designer best for cloth-sim.
Zbrush… If I will need 50+ millions polys, I will use voxel engine of 3D-Coat.
Anyway good job!
Accually there are features in Maya that does UV packing pretty good and straightens UVs. The feautes are in the right tool bar. The buttons are RIGHT there xD The persion in this video is just not using them for some reason. No disrespect to the person working on this scene but he is using a lot of manual work to do this. There are ways to model and UV map and sculpt directly in maya.
Check out the UV User guide.
knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2019/ENU/Maya-Modeling/files/GUID-73BF7546-3BF2-44F3-9192-15A024CEC173-htm.html
Hello!
Thanks for the great content!
I'm new to 3d and I was wondering, why you UV map just 1 cauldron leg, I mean sounds logical since they all are the same but in terms of texturing how you apply the texture if just 1 leg has UVs.
I'm always having this issue when modeling and texturing my projects, and some parts are just the same but many, like bolts, cords, eyes, etc, how you just UV map one part that can be texture and applied to the other similar parts.
Thanks in advance!
You can transfer the uvs on repeated objects or just duplicate with the same uvs. You may need to offset the uvs by 1 in the uv grid if you bake in Painter as sometimes it has issues with overlapping uvs
@@3dextrude Thanks for your response! I keep searching and found a workflow with mirrored UVs and normal maps.
Would it be possible to make a video on how you do the baking process in Substance Painter? Your bakes come out soooooo great every time.
Why do you bevel inside of zBrush instead of Maya? Is it easier or you get more control in zBrush? 😊
You can do it in Maya before you export. I did it in Zbrush mainly so I didn't have to make a duplicate of the model in Maya and add them there. It's not really easier.
Was wondering the same thing.
3dEx Thanks for the reply!😀 Do you have to have beveled edges / supporting edge loops on your lowpoly for normal maps to bake correctly? I’ve wondered, if I’m not putting into a game engine with in-built LOD settings, can I just get away with super low poly, un-beveled models? 🤔
Those are added to the high poly so the model doesn't deform too much when you divide it there. You can also bevel your low poly edges, but it's not always necessary. Having said that you may potentially get more noticeable seams on edges that aren't beveled so if it's an object you see very up-close it's better to just bevel the edges. You can always remove bevels manually if you need to make manual LODs for a game.
alguien sabe como hacer un procedual bevel o un radial bevel por ejemplo una parte mas larga que la tora
What did you do at 0:24 to put edges on your fill hole ?
select the face and use poke face
Beautiful 🔥👍
Thank you!
Amazing!
Thank you!
Artomatic 3DTools Where is this plug-in?
gumroad.com/a/989574259
Как всегда очень круто
when you know you know you need to make a reropo? i mean not always the base from maya or max work right?? thanks love your stuff inspire me!!
If the shape of the models changes too much you need to retopo. If you are just adding extra small details that don't really changw the model much you don't need to retopo
Which program do you render?
Marmoset Toolbag
Very nice videos. 👏
Thank you!
First of all nice job on your video's! I've been subscribed since your first zelda video... Please help me out with a question though! If you were to export this model to ue4 and would want the liquid to bubble or react by throwing things in. What would be the most efficient way to achieve this? Particle system for bubbles that fly up i assume. But what about bubbles that form on the liquids' surface or liquid thats getting stirred. Please consider my question! Thx in advance and keep up the good work!
I am not a vfx expert, but I assume that would be particles as well. If the surface doesn't need to react to the player that could be done with a material instead. Possibly a scrolling texture type of material.
Hey 3dEx! Mind letting me know the music you used in this video? I like it! I can use it to study or while I’m making some 3D models. Thanks in advance!
names of the tracks show up in the lower left corner of the video when they start playing
@@3dextrude Oh! Didn’t catch that. I was too immerse on the video. Sorry about that 🙃.
How do you make this different thickness with the orb cracks? Is it pen pressure? Because for it just makes the crack deeper, not thicker
Yeah that's pen pressure.
Really nice work, just found your channel! I'm just starting out with 3d and all the programs are vastly overwhelming - so I'm just focusing on learning zbrush to comfortable point. Is there any reason why someone like me couldn't just block out the initial model in zbrush instead of maya? Is this a preference thing? Could I get the same UV's or would I still want to export and UV the model in another program? Cheers - can't wait to try and follow some of these vids once I get a grasp on the programs!
You can do it all in Zbrush. I just prefer to use Maya because sometimes I want to have a clean low poly from the start. You can do Uvs in Zbrush as well, though I personally think the tools there aren't the best, specially if you hard surface models. You will need to retopo your model before doing uvs, can try zremesh for that.
@@3dextrude Alright thanks so much! Gotta start somewhere :)
When you exported out of maya, all the pieces were _low. But when you imported into zbrush, you imported a mode called _high. I'm new to normal mapping so I just want some clarification if possible: did you save the same (low) model in maya to 2 different files, one called _low and one _high, and import the high into zbrush to do your detailing? Or did you make a highpoly in maya off screen? If the former, do you do all the detailing in zbrush on your file called _high and just turn it into a normal map and apply it in substance?
Thanks!
I saved 2 the low and high for zbrush, just so I didn't have to rename in Zbrush
Cómo selecciono sólo los bordes de la mísma linea? Es decir los que están ''rectos por así decirlo''. Tengo que ir 1 por 1 seleccionandolos pero creo que tilizas un shortcut?
doble click
@@3dextrude Muchas gracias ^^
Cool!UV-packing could be faster, but 2:27... ;)
i think same.... lol!
hello!! thank you for the tutorial, it's been super helpful! I was wondering, how do you keep the UVs intact when beveling the edges in zbrush? The UVs get completely broken when I bevel in zbrush. Thank you!
The bevel is being applied to the high poly model so it doesn't matter if the uvs break since the high poly model doesn't need uvs, only the low poly model.
@@3dextrude oh my god, thank you so much, this makes so much sense!!!!
are those brushes from the zbrush were bought from gumroad as well? do you have the link?
Which specifically? The Orb brush pack you vmcan find by a google search
Please Upload Slow Tutorial No time lapse
Yea its called patreon
Question where did you get that Zplugin called Artomatic 3d tools?
Got it from here gumroad.com/a/989574259
how to see this tutorial slowly
It's on Patreon( link in description) but the videos are not narrated.
Hi, nice video! How did you duplicate at 0:50? Thank you!
CTRL + D and Scale set to -1 to obtain the mirror effect. It assumes you haven't modified the pivot center from the object which is the center of the grid.
What do you render the final turn arounds in
Marmoset Toolbag 3
what kind of program is used for images from the left?! Thanks
Zbrush
how can I buy these zbrush brushes ?
which specifically? If you mean the orb ones, just search for orb brush pack on google to find it.
@@3dextrude Thank you.😊🧡
Whats this song? its not credited in the description...
Names appear on left corner when they start playing
how about the brushes you used? what are they? and where to find them? pls :D
Mostly the Orb brushes, do a google search and you will find a link to them
3dEx thx pal. I found it.
Hey man, what program do you render your turntables in?
Marmoset Toolbag
@@3dextrude Awesome, thanks!
how could rotation render possible in susbtance painter
Not really sure, I use Marmoset Toolbag for that
@@3dextrude so that means ..you basically import all maps from substaince painter to marmoset?
Yes
Are these available in real time?
At Patreon, but they are not narrated.
Friend, i cant find the random color fill all in zplugin :/ where is?
That's an extra plugin you need to get, link is in vid description under Zbrush tools
@@3dextrude oohh super cool bro, thanks.
Hola :3
Where can i download your models?
Not available for download
Uso blender mas o que mas mim atrair no zbrush é o modo scupt
Não é mim, é me. E o blender tem sculpt.
@@gustavodutra8578 obg pela correção , eu sei que o blender tem sculpt , somente acho o zbrush melhor.
Зачем 2 3д редактора? Это можно было и в збраш сразу делать
Sorry but how do you use zmodeler on imported meshes?
Just choose the zmodeler brush on the model and enable polyframe so you can see the geometry. To see the options press spacebar when hovering on an edge or face.
@@3dextrude I'm kind of sure your using the zmodeler to bevel to allow you keep the rigidity of the model as you sub divide instead adding edge loops in Maya, is that right?
Correct
3ds vs max?
3ds max is one programm
Sorry i meant 3ds vs maya?..lol
Дружище помоги мне в своей проблеме
Please make a chariot
Maybe, but no promises
#Handsomepictures
Nice tutorials but sir please shlow video
Put video playback to .5 or .25 . Also, this video isn't a tutorial more so as it is a speedart.
That music is so annoying...
:(