Maya, Zbrush and Substance Painter Workflow Explained: Step By Step Tutorial
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- Опубліковано 12 вер 2024
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If you are a beginner 3d Artist, you know there are many choices for 3d Software. With so many packages offering similar features, picking the right package for the right task can be challenging.
In this 3d Modeling Tutorial, I break down my workflow using Maya, Zbrush and Substance Painter. I explain which tools I use, in which parts of my pipeline and my rationale for those choices.
Topics Covered:
► Creating Reference Sheets with PureRef.
► Creating hard surface models in Autodesk Maya.
► Concepting and Sculpting details in Z-brush.
► Textures were done in Substance Painter
► Rendered in I-ray.
► Retopology in Maya.
► Baking out Texture Maps in Substance Painter
► Creating Masks via Generators in Substance Painter
► Rendered in I-ray.
My aim for this video is for you to be able to evaluate each packages strengths and use them to your advantage to ultimately make better 3D Art in less time.
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Okay folks, I been getting asked about the T-shirts in my videos, they are available here:
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You completely clear the pipeline of PBR (modeling ,uv, bake texturing and rendering). Thanks a lot JL.
LOVE 💕 from India ❤️
I never thought I would be learning so much about art from Fidel Castro! Thanks! Was a great tut.
Commodore Mussi sends his regards.
*pulls out PP7*
your stuff is always so helpful! thank you for creating these videos
Dude! As a self tought student it has been so everwhelming trying to learn all these different softwares, and nobody is talking about pipeline. Thank you so much, it cleared a lot of stuff out for me. one question though, why did you deactivate the normal on substance on the baking pallet? thanx again. subscribed.
One of the best stuff! Thanks for sharing!
Thanks Nicolai, I appreciate the support!
Just what i was looking for . Thank you
X2
Very informative, thanks!
Thank you very much for this excellent tutorials
thanks sooooo much JL this is super Helpfull man !!
Hi there JL, I am already a subscriber to your channel and like the way you explain things not to fast neither to slow. I have been trying to find you on Artstation and other sources to see if you have created any full videos courses with workflows for Maya Substance Painter and ZBrush But only Environmental,... This one would have been perfect for me to Purchase as characters tutorials there are tons available. Especially as so many videos out there are time lapsed which is really no good for a beginner, also no one is really expressing the acceptable poly counts per model especially for game exporting to Unreal
So....
Maya: For modeling - topology - Retopology( After adding detail on zbrush) - UV mapping
Zbrush: Detailing - Sculpting
Sustain painter: Bake texturing - Rendering?
Great stuff!! Love it! Thanks
Thanks for stopping by the comments section Mae.
I usually use zbrush, I generate a low and a high poly mesh with the same UVs, export both as FBX, and on Substance Painter I bake the low poly with the high poly details, no problem. I'm now trying to understand how Maya would fit into the workflow.... I can generate send the Decimated mesh to Maya and retopologice... but then... how do I bake the low poly with the high poly on Substance Painter? It's not working.... I mean, it bakes, but I don't get the high resolution details on my normal maps. I'm not sure where I'm getting lost.
sir make only texturing tutorials step by step please
this is awesome....I'm just discovering the 3D digital sculpting and modeling world and I have to admit it is quite bewildering! Question is: if I had to learn and invest in only one of the platform (Maya or ZBrush) which one should I go for in terms of demand and Job availability?
Thanks, glad you enjoyed it. To answer your question, Maya and Zbrush are two different beasts. I mainly use Zbrush for digital sculpting, concepting, and adding high rez details. Maya is my go to tool for hard surface modeling and UV layout. If you are looking to go into video games, and HAD to choose one, I would go with Zbrush since technically you could do hard surface and most things Maya can. BUT...if you need to rig, or animate, you would 100 percent need Maya as some point.
@@jlmussi I see what you mean....but can you work with the two in parallel? Sculpt and define the subject and import them into Maya and rig or animate?
always love the epic intros
Hello JL, learned a lot about the process from this entire video. Can you suggest from where I can learn the details to it?
So do you suggest Maya to create models, and then ZBrush to define and texturing?
good work
Thanks a lot! Why do you need quad for your retopo ? Why no use a Low decimated object?
👍thanks for your video.
Thanx for the video 👍
I love how you ultimately just went with UA-cam lol
Awesome! Thanks for sharing this! One question, where did you get that t-shirt? :D
Thanks. I created it myself. You can get it here: www.amazon.com/dp/B07QTF7254
@@jlmussi Thank you very much!
Do you have an easy step for step tutorial from for example. Maya, to zbrush, to substance?
why when i do bake my modl low poly my model transfer detail from hight poly but the model dont stay softing edge,my model mix detail hight poly and low poly togethers?i bring the model from zbrush
so after watching this video i decided i would invest in zbrush, turns out the software is really not friendly at all, while ive seen quite a few tutorials on the navigation of things, theres not really one that covers the abilities of the program well.. for instance, i find the rotation and zoom to be fairly rough, and i cant for the life of me figure out where to use that slice tool at....
Press B and you will get pretty much all the basic brushes. The ones you are looking for are probably slice and trim. If you want the rotation to be similar to Maya, or 3ds, you have to keep in mind that Zbrush rotates around your object, by default, in multiple axes ( = local transform ). You have to disable the ones you don't want to move around, and just keep the Z one (or Y, i forgot)
@@spicyprojects thank you that was quite helpful actually
@@spicyprojects both y and z are alot better, and it was a brush, the one i wanted specifically was the trim rect one... thanks again
@@tamriel_x No worries. Glad i could help ;) Since zbrush's menus are so hard to understand, there is pretty much always going to be a forum for any of the questions you might have. Google is your friend in this case. It's just a matter of using the right keywords when searching xD
I feel you pain with that, and while the video focused on each programs strengths, I do find the UI of Zbrush IMO to be a weakness. I find that if you hold shift while clicking, the expanding menus stay open, so that helps if you are tired of expanding one menu vs collapsing the other. Navigation is not ideal IMO but you get used to it somewhat. I would highly recommend creating hotkeys and a custom UI and that starts to counteract some unfriendliness you are feeling and you can get into a sculpting flow easier.
Model of a Zombie girl was done in Maya?
0:13 Should have said: -"..Unless you've been living under a default cube.."
I don't understand baking normal high and low 😬
Are you sure about the alpha pack link? It went to JRO's Gumroad, but not Jonas's.
I love you man, i say it again... btw: have u read it before? .... ! yeah.. i ♥ u
Thanks for the love brother.
a cg rock lol
This is helpful but I’m still so damn confused
Man you talk too much.. Pls get to the point straight away. Just a suggestion
The intro sounds like you're trying to pull me into a pyramid scheme
I love and appreciate your tutorials but man you are beating around the bush way to much
Blender ;)
are you rapper?