Autodesk Maya 2018 - Stylized Carriage Speed Modeling

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  • Опубліковано 17 тра 2018
  • Autodesk Maya 2018 - Stylized Wood Carriage/ Cart Timelapse Video.
    Get the Smart Material here : www.3dex.net/download-files.html
    Learn how to put together a scene in Unreal : gum.co/ue4room
    Learn how to make the Stylized Material here : gumroad.com/l/paintertut
    Zbrush Brushes : gum.co/stylizedbrushes
    This video shows a timelapse video on how to model a stylized Carriage model. Autodesk maya was used to model and Substance Painter for texturing. It took about 40 minutes to make.
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    Support the channel : / 3dex
    Create your own website : secure.weebly.com/r/PRWAEH
    It's as easy as drag and drop. Click on the link to get $10 towards a pro account.
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    Special Thanks to my Patreons!
    Zheng
    Egemen Yildirimcan
    Juan
    MoMonay
    Gordon Winkelmann
    sharooz
    Ivan Car
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    Learn the Fundamentals of 3D Modeling : www.amazon.com/s/ref=dp_bylin...
    ________________________________________________________________________________
    Learn how to model a Soda Can.
    • Autodesk Maya 2018 - ...
    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( 2014 version and up only)
    1 - standard mode
    2- subdivision mode with cage
    3- subdivision mode
    4- wireframe
    5 - shaded mode
    6- texture mode
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    Questions are welcomed, but please refer to the video time-frame when asking video specific questions, thank you
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    Music :
    Hypnothis - Kevin MacLeod (incompetech.com)
    Space1990 - Kevin MacLeod (incompetech.com)
    Basement Floor- Kevin MacLeod (incompetech.com)
    Electro Sketch - Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 3.0
    creativecommons.org/licenses/b...

КОМЕНТАРІ • 39

  • @3dextrude
    @3dextrude  6 років тому +5

    Special thanks to Ivan Car for joining the Patreon group recently!
    To join : www.patreon.com/3dEx

  • @Sithwar777
    @Sithwar777 6 років тому +1

    This was awesome. I love it. And no you did not disappoint. Just amazing how you took this simple model and made it look so real. Thank you and thanks for sharing.

  • @Jrydihamza
    @Jrydihamza 6 років тому +2

    It's always a pleasure to watch your work man, that style are great to see every time on your channel, thanks for sharing that and i hope to see some video tutorial whos contain the entire workflow using that 3 awesome softwares, thank you

  • @Kcimor78
    @Kcimor78 6 років тому

    Thats awesome. Photoshop really good for texturing that kind of stuff, it seems you dont even care about UVs, you probably still unrwrap it, but you paint directly on the model.

  • @philosophyfrog2653
    @philosophyfrog2653 4 роки тому

    This is amazing, thank you for sharing!

  • @joshualagrimas9555
    @joshualagrimas9555 5 років тому

    Damn that sculpting window is so damn satisfying. If inly i had a decent gaming pc to us it xD

  • @JakMesh
    @JakMesh 6 років тому

    First xD now let me watch before i give my feedback lol

  • @JakMesh
    @JakMesh 6 років тому

    like always beautiful work mate

    • @3dextrude
      @3dextrude  6 років тому

      Thank you! Am still deciding on what new music to use lol

  • @Sangram-IND
    @Sangram-IND 2 роки тому +1

    ❤️❤️❤️❤️👍🙏

  • @kidehoward93
    @kidehoward93 6 років тому

    excellent work as always! just a question, when you are in zbrush how do u isolate individual parts of the mesh you are working on like how u sculpted the individual wooden beams

    • @3dextrude
      @3dextrude  6 років тому +1

      Create poly groups first and then you can isolate the part by alt + left click.

    • @kidehoward93
      @kidehoward93 6 років тому

      3dEx and you can make poly groups on the individual pieces of your mesh

  • @maximshish3216
    @maximshish3216 5 років тому +1

    Good day. Thanks for video. This is a first time when I try to work with Zbrush and I don't understend much. First - how to devide carriage in Zbrush and take one piece (which you took in 2:21 and further). Second - lines on piece of wood looks like they don't have enough resolution (something like that I can see separated pixels). I don't know how to show a picture with that problem. On example with crate - I was able to do lining on wood boards. And why on carriage they look rough and unreal - I don't understand. Thank's in advance. P.S. I have made a post on patreon.

    • @3dextrude
      @3dextrude  5 років тому

      I responded on Patreon, cheers

  • @3dniator7
    @3dniator7 6 років тому

    do you use reference for this kind of builds or u just go with the flow??

    • @3dextrude
      @3dextrude  6 років тому +1

      I always look at references and inspirations though sometimes I do just make stuff up.

  • @m4r_art
    @m4r_art 6 років тому

    And also did you HP LP in substance painter? Or is it an HP mesh just painted? Or is it an LP mesh from Maya before zbrush HP with normal maps applied after zbrush sculpt?

    • @3dextrude
      @3dextrude  6 років тому

      Baked the normal maps from high poly to LP in Substance.

    • @m4r_art
      @m4r_art 6 років тому

      3dEx thanks for both replies, i liked the video :)

  • @nezi8081
    @nezi8081 4 роки тому +1

    Help me please. I can’t understand how to export a model with a small number of polygons to ZBrush, after sculpting it and then apply all the changes to the model with a small number of polygons again and again? Is this a normal map? Or what? If this is a normal map, then after all, then at what UV scan will it be preserved? How to apply it after a model with a small number of polygons? If you can, then explain in the comments or maybe there is a video, I really want to figure it out

    • @3dextrude
      @3dextrude  4 роки тому

      I made a video here ua-cam.com/video/fjNkts56t3A/v-deo.html where I show the full process, hopefully it answers some of your questions

  • @dhanukakaweesha8706
    @dhanukakaweesha8706 3 роки тому

    Did you use a tablet with a styles for sculpting and painting process? And can't I use mouse for them?

    • @3dextrude
      @3dextrude  3 роки тому

      I did for sculpting, you could, but it will be harder and there is no pressure sensitivity with using a mouse.

    • @dhanukakaweesha8706
      @dhanukakaweesha8706 3 роки тому

      @@3dextrude ok

  • @m4r_art
    @m4r_art 6 років тому

    Where did you get that Orb_cracks brush for zbrush?

    • @3dextrude
      @3dextrude  6 років тому

      Just google it and you will find a link to download it.

    • @m4r_art
      @m4r_art 6 років тому

      3dEx thank you for this

  • @diamantediamante7086
    @diamantediamante7086 6 років тому

    If you export it to maya the model stay like ?

    • @3dextrude
      @3dextrude  6 років тому

      You only need to export the textures and apply them in Maya if that's what you want, but you will need to do some lighting and rendering to make it look good.

    • @diamantediamante7086
      @diamantediamante7086 6 років тому

      3dEx I was thinking when you sculpt in zbrush and after you export to substance painter and pint it when I export the model to maya and in maya I see it the same way that I had in zbrush and substance painter and I just have to add some light and render with arnold and that's it

    • @3dextrude
      @3dextrude  6 років тому

      All you need is the textures because you already have the model in Maya where you made it. The export the textures from Substance Painter.

  • @harendramaurya2804
    @harendramaurya2804 6 років тому

    can you show some full tutorials not speed modeling on pbr based rendering?

    • @leoleo1035
      @leoleo1035 6 років тому

      He has a couple of those in his channel

    • @harendramaurya2804
      @harendramaurya2804 6 років тому

      i haven't find anything based on pbr rendering on this channel