Create a quick game asset in Autodesk Maya 2022.1 | Speed Modeling

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  • Опубліковано 13 січ 2025

КОМЕНТАРІ • 26

  • @kathatch6357
    @kathatch6357 3 роки тому +3

    This is so awesome! Love these videos you’ve been making. So interesting to see all the different stages you go through to create the assets. Thanks for sharing!

  • @tristansander3638
    @tristansander3638 3 роки тому +1

    Okay you are crazy talented. Watching all of the steps you take and how much attention to detail you have is amazing!! Great job!

    • @polyrendr
      @polyrendr  3 роки тому

      Thanks Tristan!! 🙌🏼😄

  • @apuart786
    @apuart786 2 місяці тому +1

    Impressive design :)

  • @milanasobhi
    @milanasobhi 3 роки тому +3

    This is insannnneeeee. I’m still watching the video but this is bomb so far. Wish I had this kind of talent

  • @thomascowan546
    @thomascowan546 3 роки тому +3

    Awesome video, would love to see a series on detailed character design using these kinds of assets.

    • @polyrendr
      @polyrendr  3 роки тому

      Thanks! Will do some characters in the future for sure!

  • @veronicatrunzo6831
    @veronicatrunzo6831 3 роки тому +1

    Awesome!

  • @rupasree8055
    @rupasree8055 Рік тому +1

    Hi can you pls tell me ur pc specs ur using for this software and other related software and also suggest a pc spec and btw this content is awesome!

  • @theguy3129
    @theguy3129 Рік тому +2

    Great video, just have a question. I noticed a few ngons and tris on the model. Won't that be a problem when the model is put inside game engine?

    • @polyrendr
      @polyrendr  Рік тому +1

      Thanks! I always fix the topology while doing the UV's - I try not to focus on topology while blocking things out and making the main shapes, it always allows me to work more freely and then I clean things up after while doing the UV Mapping. I may have missed something along the way but there should never be any ngons in the model when its finished. Triangles however are totally okay, and in certain situations it actually makes more sense to use them. However quads are always the goal, especially if you plan on animating it.

    • @theguy3129
      @theguy3129 Рік тому

      @@polyrendr Appreciate the detailed response, thanks!

  • @saeedbarari2207
    @saeedbarari2207 3 роки тому +1

    I just didn't like how you painted the whole glass white. it should've had some scratches and be transparent. but then it would mean you had to have made an interior too. So I understand why you went with full-white.
    + great content!

    • @polyrendr
      @polyrendr  3 роки тому

      Thanks! and yea you’re totally right, sometimes there just isn’t enough time unfortunately haha good call out tho!

  • @MonarchGuy974
    @MonarchGuy974 Рік тому +2

    I like how fast this tutorial is but I can't catch what buttons youre pressing

  • @rokkazmvm
    @rokkazmvm 6 місяців тому

    Hey I was wondering, why and how did u end up texturing the switch button separately even tho it had same material assigned in maya as the grip. How did it know what to apply only on switch and what on grip? Usually when I do this I try using vertex colors, are u not using them?

    • @polyrendr
      @polyrendr  5 місяців тому

      No I dont use color id's. I usually use the Polygon Fill tool and either fill in certain objects or specific UV shells.

  • @ДанилАндреев-ы6ц
    @ДанилАндреев-ы6ц 2 роки тому

    What Poly Count is considered acceptable for such assets now?

    • @polyrendr
      @polyrendr  2 роки тому +1

      It really depends on where and how its going to be used. For example, what engine, what platform, and if its a main character prop, background prop, etc.. Generally speaking, a few hundred to a few thousand would be fine for most situations. If its in UE5 for example, you could have potentially thousands+ of polys to work with, so there are a lot of factors that come into play.

  • @vsluj3508
    @vsluj3508 11 місяців тому

    This is not a full game asset work flow, not all games can have every asset in high poly, so wheres the baking?

    • @polyrendr
      @polyrendr  11 місяців тому

      Yes you're right, this is not showing HP/LP workflow though, which majority of game assets use. In this video one mesh was used, baking was done in Substance before applying materials. It was more or less to help show the process from 3d modelling -> UV mapping -> texturing. Poly counts can change quite drastically depending on how its used for example main vs background prop, which game engine its made for, etc.