Full 3D GAME ASSET workflow ( Maya / ZBrush / Substance Painter )

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  • Опубліковано 31 гру 2024

КОМЕНТАРІ • 273

  • @MHTutorials3D
    @MHTutorials3D  7 років тому +16

    Did you create an asset based on this video ? Please post a link below to show it off !

    • @Okuchaaaaaaaan
      @Okuchaaaaaaaan 6 років тому +2

      hello i have a question
      after you add the texture to the model in substance painter at the end of the video,
      do you just export via Substance Painter and then import it to unreal engine 4?
      it would be cool if you could make a video for the process after substance painter
      thank you~

    • @Yassine_Laatiri
      @Yassine_Laatiri 6 років тому +1

      hi
      when i imported my model to substance then baked the textures my noise wasn't there
      why?

    • @atkaygee
      @atkaygee 6 років тому +5

      @@Yassine_Laatiri You need to hit the button "apply to mesh" in the Surface menu in ZBrush to make it "stick". Then, reexport the high poly from ZBrush and then follow the steps to bake this back over the low poly in Painter

    • @tarangmakwana3146
      @tarangmakwana3146 3 місяці тому

      @@atkaygee I am still not able to bake because the main part of my mesh is not getting baked only for some reason

  • @shannasportelli
    @shannasportelli 4 роки тому +39

    I was crying all morning cause I was so frustrated to not understand the workflow from ZBrush to SP. In 20 minutes I finally understood it all. Thank you so much!

    • @MHTutorials3D
      @MHTutorials3D  4 роки тому +8

      You are very, very welcome, now show me that smile !

    • @shannasportelli
      @shannasportelli 4 роки тому +3

      @@MHTutorials3D :))))))))

    • @CaroliArt
      @CaroliArt 3 роки тому

      Same :'3

    • @hardiksemlani5255
      @hardiksemlani5255 Рік тому +1

      ​@MHTutorials3D Make a workflow maya , zbrush , substance painter and photoshop tutorial of game character and creature for beginners

  • @semirukiya5308
    @semirukiya5308 6 років тому +36

    So many useful informations (basic ones too) in such a short tutorial. That's just great! You definitely know how to make a good tutorial.

    • @MHTutorials3D
      @MHTutorials3D  6 років тому

      Thank you

    • @semirukiya5308
      @semirukiya5308 6 років тому +1

      By the way, does the same goes for buildings? I mean, I've seen games in the past made like this: Model of a building, where it has few different materials used on. Which means there's for example 1 for window, 1 for doors, 1 for wall and so on. In case You've presented, it would mean all those different parts would become one so it means I would have to create an atlas. Is it better than to use separate materials? But then it would cause more work to do since every model would use its unique material, which means I rather wouldn't be able to use the same material for several different objects, right?

    • @MHTutorials3D
      @MHTutorials3D  6 років тому

      I typically create ( and save ) building elements with their maps ( textures, normal maps etc ) such as doors, windows etc

    • @semirukiya5308
      @semirukiya5308 6 років тому

      I see, so that's just what I was thinking about too.

    • @semirukiya5308
      @semirukiya5308 6 років тому

      And by the way, I'm having a problem with Dynamesh and Zremesher when it comes to wall with window. Well it actually removes the window after the whole operation. Let me show You what I mean:
      i.imgur.com/zyEAz3K.png -> Here after Zremesher You can see that corners of window are kinda smoothed (I had to use at least 10 target poly counts to not smooth it more than this)
      i.imgur.com/lUcnQ4B.png -> And here I've used Dynamesh set to 128 resolution. How can I avoid such smoothing effects?

  • @meltface1
    @meltface1 5 років тому +21

    Maybe on the next video bring it all back into maya for a render? That seems to be the hardest part of this workflow but none of these tutorials show it.

  • @jazenism
    @jazenism 3 роки тому +2

    Mike this is such a great tutorial. There are so many videos online that appear to complicate this process, but you strip it all down and present it in a really simple way! Thank you very much and keep up the good work!

  • @superiorphi5778
    @superiorphi5778 6 років тому +6

    you save lives Mike, one video at a time!

  • @lilitbeglarian7942
    @lilitbeglarian7942 5 років тому +4

    Thank you so much- it's great to have someone show exactly when to use dynamesh/zremesher/etc

  • @TheMuseLuci
    @TheMuseLuci Рік тому +1

    Love the way you teach btw. its not too fast, but its to the point, and very clear.

  • @techlife2168
    @techlife2168 6 років тому

    You are a gift from god my friend. Ive been following you video for almost 2 years now:) i have won a game jam in our country and you are one of the reason..now i am enchancing my skills and i am so glad because you have this kind of tutorial

  • @doghunter717
    @doghunter717 6 років тому +1

    Short and sweet. You gave a good brief over view of how this process kind of works with out going super in depth. Great video, you earned a sub from me !

  • @WHITE-bz3jq
    @WHITE-bz3jq 3 роки тому

    World's most simple tutorials thank you....

  • @danharbor1752
    @danharbor1752 5 років тому +1

    skip to 11:36 after the uv unwrapping part if ur working on a custom model those bits are just him adding detail to his high polly im following this differently i made highpolly then made a low polly from it

  • @spjet82
    @spjet82 6 років тому +8

    I would love to know how you asemble it in maya on a low poly mesh with normals texture and how to export that to a game engine or other production like rendering in maya! Great work on the videos its quick and to the point

  • @witchykristen1840
    @witchykristen1840 Рік тому

    Thank you so much for this tutorial! Finally i can understand the proper workflow. Plus you helped saving my final project so thank youuu!

    • @MHTutorials3D
      @MHTutorials3D  Рік тому +1

      You are very welcome Krsietn. More like these coming, make sure you don't miss them ;-) ( Subbing is appreciated )

    • @witchykristen1840
      @witchykristen1840 Рік тому

      @@MHTutorials3D I do have one question though, if i have a project with multiple models in it, when i export it into zbrush from maya and split groups, how can i still take the "highpoly/lowpoly" approach? because in your video the grave and ground were combined and so you had a copy with the low and high, so i'm just thinking how do i handle the same approach with multiple subtools. Thanks in advance!

  • @haii9737
    @haii9737 3 роки тому

    ok i've been searching so loong time until i find this tutorial

  • @michaelarbygames
    @michaelarbygames 3 роки тому

    nice tutorial! i actually made virtually the same tutorial, but for 3DS Max instead of Maya. Now, learning maya, I made good use of this one :) Tombstones really are the perfect asset for this type of full workflow tutorial.

  • @terryrhuebottom
    @terryrhuebottom 7 років тому +1

    Hey, Mike loved the tutorial. I'm still really new to ZBrush and seeing you use the noise feature gave me one heck of a Flash of inspiration. Things I've been trying to do to simulate surface texture just got much easier. Thank you so very much.

  • @ryansmith539
    @ryansmith539 6 років тому +8

    you forgot to mention to press 'apply to mesh' when adding noise in zbrush

    • @MHTutorials3D
      @MHTutorials3D  6 років тому +1

      I did forget to mention that, you are right. Sorry

    • @blamb888
      @blamb888 4 роки тому +1

      This literally just made my night. Thank you guys!

  • @waberoid
    @waberoid 5 років тому +1

    You made it look so easy!

  • @theweeking8425
    @theweeking8425 5 років тому

    mike, thankyou i was struggling on high n low baking, i was using 3ds max for caging and baking. Overally it was time consuming, didn't knw substance had baking too. It saved my time

  • @pawpotsRS
    @pawpotsRS 7 років тому

    Mike thank you, this is really direct to point which could help me with my diorama, just in time!

  • @hsan.1951
    @hsan.1951 4 роки тому

    Thankx for the tutorial Mike. I wish you taught us how to set everything up back into Maya though.

  • @ZephrusPrime
    @ZephrusPrime 7 років тому +12

    You should learn to use ZModeler inside ZBrush. You could have easily made the low poly with it. Also with ZRemesher you could have Remeshed it a few more time to get better topo. Holding down Alt while pushing ZRemesher will give you a different algorithm and you could have turned down adaptive size to around 15 to get better quads. Hitting the half tab will decrease your polys 50 % as well. If you used ZModeler you could have had the exact edge flow you wanted while being able to have clean subdivisions for sculpting. Using Dynamesh for your details sculpt will have its limits as the polys are filled with Ngons. Dynamesh is more useful for the overall block out, shapes and forms. You will want cleaner topology to sculpt and use alphas etc.

  • @rohitvitthalpawar2927
    @rohitvitthalpawar2927 5 років тому

    Its very usefull tutorial for quick understanding of 3d modelling texturing workflow , thank you sir!

  • @silvaazarian4296
    @silvaazarian4296 5 років тому

    Thank you for another great tutorial . This one made me smile , it took me a few years back when I first started learning Zbrush , i was sculpting with the MOUSE , it's horrible .

  • @aamirhamja07
    @aamirhamja07 4 роки тому

    Love your all tutorials.

  • @visheshl
    @visheshl 8 місяців тому

    Can you do a tutorial about exporting the final asset and maps from substance painter and importing it in unity or unreal engine?

  • @ThunderingMilwaukee
    @ThunderingMilwaukee Рік тому

    Thank you for a great video!

  • @buildsoc1215
    @buildsoc1215 3 роки тому

    Thank you so freakin much my dude 👍😀 keep it up!!! Wanted to see an actual workflow and you mah man did a great job right there 👍 thanks a lot!!!

  • @noelbit9371
    @noelbit9371 7 років тому

    This is great! I hope you'll make more videows like this!!!

  • @tomhikon
    @tomhikon 8 місяців тому

    Thank you SO much for this 👍

  • @sharvaribhoi7105
    @sharvaribhoi7105 3 роки тому

    Thank you,very informative tutorial.

  • @danharbor1752
    @danharbor1752 5 років тому

    for this tutortial im following it with a sphere and just spotlight projecting detail to see if i can retain awesome spotlight texturing to low poly

  • @saunterfilms
    @saunterfilms 4 роки тому

    Man, you are the Best! Thank you!

  • @rainbowgunny1
    @rainbowgunny1 5 років тому +1

    you just saved my life

  • @FuranTenshiFK
    @FuranTenshiFK 6 років тому +1

    4:20 But what if the base mesh is a character that needs to be animated? Should you retop anyway or it is better to leave the animation-ready topology with which you imported it in ZBrush?

  • @akshatupadhyay825
    @akshatupadhyay825 6 років тому

    One thing i really didn't get there is " Low poly mesh was given UV info as it was unwrapped, Onto the higher poly mesh we just did details with no UV info?" Please make me understand if i am distracted here a little! Another thing i really love your channel as i get cut to the chase knowledge. Keep up the good work dear.

    • @MHTutorials3D
      @MHTutorials3D  6 років тому +1

      Yes, the low poly model is the only one UVed

    • @akshatupadhyay825
      @akshatupadhyay825 6 років тому

      Thanks very much mike! i was waiting for your reply and u helped me in time now there is no more confusion left, i actually did uv in maya then imported mesh in zbrush made highpoly and exported it without making it a "Polymesh 3d" and it wasnt projecting any detail in substance painter. But the moment i did polymesh3d and did the same thing it did take the details but not fully, it gave me an idea that i am at some error, now i think i need to Zremesh the lowpoly as u did after importing the lowpoly from maya!!! i guess i need to remesh so that it wont give stretches at places while projecting. I will run a test and get back to you along with my results. Thanks mike Thanks a lot.

  • @lakmal1st
    @lakmal1st 6 років тому

    Thanks lot.. this will save some time all the time...

  • @faizcurious7407
    @faizcurious7407 2 роки тому

    really nice and helpfull tutorial
    but mike
    how to import into maya with sculpting effect and texture paint ?
    how ?
    plz guide me into that 🙏☺💐

  • @MinecraftNmusic
    @MinecraftNmusic 6 років тому +2

    is it possible if you could make a maya mudbox substance workflow video?

  • @ksta1996
    @ksta1996 5 років тому +1

    Great tutorial! WIth more complex objects will you UV map in same way? I thought that due to model in Zbrush it's better to UV map all in Maya beforehand.

  • @bernard18thomas
    @bernard18thomas Рік тому

    Solid Gold.

  • @ZhengYuanz
    @ZhengYuanz 5 років тому +1

    After texturing it on substance painter.. i bring it to maya and applied it..the normal map seems to be have problem with the object edges. why is that happening?

  • @hsan.1951
    @hsan.1951 4 роки тому +1

    Hpw come my Zbrush doesn't export the high poly geometry? has anything been changed since this tutorial?

  • @escultormariopitanguy
    @escultormariopitanguy 6 років тому

    Excellent video. Congrats!

  • @kidehoward93
    @kidehoward93 7 років тому +2

    can you do a video on the potential uses of super shapes in Maya 2018?

  • @Dr.smileclinic
    @Dr.smileclinic 6 років тому

    thanks Mike..really useful. you are good teacher..

  • @albarex834
    @albarex834 6 років тому

    Thanks a lot. Great and only video explaining that.

  • @martindiavolo1635
    @martindiavolo1635 7 років тому

    Nice tutorial I just missing the last step to bring it all back to maya.

    • @MHTutorials3D
      @MHTutorials3D  7 років тому

      That is a different tutorial, coming soon :-)

  • @sudharsanuthayasuriyan2717
    @sudharsanuthayasuriyan2717 6 років тому +4

    The noise I added is not appearing in substance painter. only the alpha texture is appearing

    • @semmert
      @semmert 4 роки тому

      when you do the surface noise, make sure you apply it. Idk what version of zbrush he's using, but in mine, I have to hit OK (like he did), then "apply to mesh". Apply to mesh is found on the right side in the surface noise menu you're using.

    • @semmert
      @semmert 4 роки тому

      this comment was from a year ago.. lol. But maybe it'll still help you

  • @lgstudios6898
    @lgstudios6898 3 роки тому

    Question about baking high poly into low poly. UVs were done in ZBrush, After applying textures in Substance Painter and exporting into Maya do you hit the smooth button on the low poly mesh or is there another process done in Maya before adding the textures done in SP?

  • @Kinkoyaburi
    @Kinkoyaburi 6 років тому

    Thank you a lot for this tutorial it was very useful!

  • @evilone10
    @evilone10 5 років тому

    Won't you agree if Substance painter had the option to choose a navigation template from another 3D software to navigate (just like Rizom UV has)?

  • @SpecGuruTV
    @SpecGuruTV 9 місяців тому

    when I baked my HP to my LP the noise texture is gone in substance painter. how can I fix this?

  • @Praudas
    @Praudas Рік тому

    thank you!

  • @crimzouz5175
    @crimzouz5175 4 роки тому

    hi dude, I'm about to make my first zbrush model (i already know maya but i never really explored zbrush before). I've talk to people who told me to make my model in zbrush and then go back to maya for the retopology. Is your way to do better ? (i'd like to not go back to maya because i hate retopology)

  • @whatif539
    @whatif539 3 роки тому

    Great video ❤❤❤❤

  • @devangnagar9
    @devangnagar9 6 років тому +3

    my model is done in substance painter, but i want to this model render in maya so how to substance model import in maya with texture please help me.

    • @relationshipquotes2337
      @relationshipquotes2337 6 років тому

      You can export it out as a OBJ which then come import it in Maya

    • @semmert
      @semmert 4 роки тому

      you already have the low poly model (you imported it in to substance painter). So when you export your texture maps from substance, you use the node editor in whatever renderer you're using to apply them to their specific places (normal, roughness, albedo, etc.), and apply that shader to the low poly version.

  • @xxAsad
    @xxAsad 7 років тому

    great video straight to point awsome

  • @OmegaPerson-33
    @OmegaPerson-33 4 роки тому

    Why did you zremesh the lowpoly? How do you export the individual maps from substance painter? How do you import back into Maya to you know...actually finish the pipeline? Thanks for answering some questions but this video is weak.

  • @WinkBaufield
    @WinkBaufield 7 років тому

    Hi, Mike. Is there any hope of you doing a series similar to this newly anointed ZBrush one, yet focused on the Maya/Mudbox pipeline? The educational version of Mudbox can be downloaded at no cost, after all, whereas ZBrush appears to be accessible only in paid versions.

    • @MHTutorials3D
      @MHTutorials3D  7 років тому

      I did a few Mudbox videos but 95% of the digital sculpting community uses ZBrush and I get requests all the time

    • @WinkBaufield
      @WinkBaufield 7 років тому

      Thanks for the response, Mike. It sounds as though Mudbox isn't a viable ZBrush alternative, unfortunately. I suppose I'll now flip a coin to decide which kidney I'll sell on the black market to afford all the software I'd like to own.

    • @MHTutorials3D
      @MHTutorials3D  7 років тому

      I know, I know... But the reality is that ZBrush is the industry standard when it comes to digital sculpting. I have fought it too for a long time....

  • @zerion3887
    @zerion3887 5 років тому

    Hi, I was happy to find your tuto. But ive got problem with the normal and ambient occlusion ... idk where does it come from

    • @kirandev
      @kirandev 5 років тому

      is it black? :)

  • @bearbones7913
    @bearbones7913 3 роки тому

    How do I export multiple displacement maps?

  • @relationshipquotes2337
    @relationshipquotes2337 6 років тому +1

    I followed step by step and after baking the high poly version onto the low poly. Everything works i can see the Alpha and the brush sculpting around the edges BUT my noise is not their. :( any help?

    • @atkaygee
      @atkaygee 6 років тому

      You need to hit the button "apply to mesh" in the Surface menu in ZBrush to make it "stick". Then, reexport the high poly from ZBrush and then follow the steps to bake this back over the low poly in Painter

    • @eriktmoody6236
      @eriktmoody6236 5 років тому

      @@atkaygee My noise works, but there are quite a few smooth flat spots...

  • @paukator
    @paukator 3 роки тому

    Noob question, does it matter when I UV the mesh? Like if I UV it before I duplicate it? Because for some reason every time I do unwrap all after I've duplicated it, it takes forever to unwrap or crashes, even though there's only 484 active points.

  • @sanithmc9638
    @sanithmc9638 5 років тому

    Sir did same thing but it show some error and normal map is completely black

  • @handsomesquidward151
    @handsomesquidward151 4 роки тому

    why would you leave out the rendering step?

  • @aakashdimri9903
    @aakashdimri9903 7 років тому +7

    Sir but how to export this in Maya and render with Arnold 5 plz make a tutorial on that btw tx

    • @trav3d131
      @trav3d131 7 років тому +8

      just go to file-export textures. Choose aistandard 5 in the drop down menu and click export. Then plug all the textures into the arnold material. Make sure to select raw as your image format when you select file. and also alpha luminancy on roughness and metalic

    • @aakashdimri9903
      @aakashdimri9903 7 років тому +2

      travis reid k I will try that
      Thanks for the help

  • @flexcg675
    @flexcg675 2 роки тому

    thank you!!!

  • @artdempsey846
    @artdempsey846 6 років тому

    Great video Mike. Is it possible to do this with several high to low meshes in substance painter. I have a project that has several sub tools and I was hoping to bake my HIGH to low meshes on numerous texture sets. Does this make sense? And do you think this workflow makes sense or should I combine all my meshes in Maya and create one fbx/obj in zbrush? is it better to have separated meshes for better UV and detail?

  • @aesthetic9557
    @aesthetic9557 7 років тому

    Thank you Mike

  • @bavi_x
    @bavi_x 7 місяців тому

    Sir how to uv cut zbursh please reply

  • @och70
    @och70 7 років тому

    Mike, why don't you create shelf buttons for things like deleting history & freezing transformations?

    • @MHTutorials3D
      @MHTutorials3D  7 років тому +2

      Because if new users see buttons on the shelf they don't have, they will get confused. I always try to keep everything as default as possible

  • @ryansmith539
    @ryansmith539 6 років тому +1

    The noise from Zbrush doesnt appear in the normal in substance, Any ideas why?

    • @saint-jiub
      @saint-jiub 5 років тому

      @Shoop da Whoop Thanks for this. I appreciate it.

  • @jalalkamel2807
    @jalalkamel2807 3 роки тому

    hi mike i have question is a bit confusing me when i try to build big house or cabin for games that contain many geomtry in it should i always group them or combine them as one piece inside maya or its fine to let them separated objects

  • @hugovega608
    @hugovega608 5 років тому

    Thanks Mike nice tutorial! ... I have a problem when trying to use TrimDynamic (7:23). I try to apply to the object and nothing happens. If I use any other brush it works fine. thanks!

  • @efarys1918
    @efarys1918 6 років тому +1

    Hey I know this video is almost a year old but perhaps someone will be helpful enough to solve my issue. So for some reason after I bake high poly mesh into the low poly one substance painter completely ignores the Noise that I added in Zbrush. Everything else is at the place but noise is absolutely being ignored by SP. Anyone know why this happens?

    • @MHTutorials3D
      @MHTutorials3D  6 років тому +3

      Yes, I know exactly why that happens. You need to hit the button "apply to mesh" in the Surface menu in ZBrush to make it "stick"

    • @efarys1918
      @efarys1918 6 років тому +1

      @@MHTutorials3D Yes it worked! Thank you so much! I can't believe I missed this step!

  • @josejesussanchez3637
    @josejesussanchez3637 5 років тому

    Very great tutoriaal! I have a question!

  • @jelli4586
    @jelli4586 6 років тому

    Muchísimas gracias!!!

  • @elitekitten4054
    @elitekitten4054 7 років тому +2

    Thanks for this great Tutorials..keep up the good work...

  • @kdarts2791
    @kdarts2791 7 років тому

    very nice tut sir hank you :)

  • @pinokio514
    @pinokio514 5 років тому

    Hi, Mike. I have the question. Why when you hided all the subtools (6:14) in the viewport I see the model?
    p.s. sorry for bad English, my native language is Russian. Thanks for tutorial!
    -- update: maybe it's ghost and it requirements refresh of viewport?

    • @MHTutorials3D
      @MHTutorials3D  5 років тому

      There are 2 models in the same place. One is high resolution and the other low resolution. I hid one to see the other

    • @pinokio514
      @pinokio514 5 років тому

      Mike, no =) You are hid LP and while don't show HP there are a model in viewport. See from 6:12.

  • @GuestOfGregoryHouse
    @GuestOfGregoryHouse 3 роки тому

    Is this more for hard surface models? Or can this workflow be used for making organic characters too?

  • @ricardoiglesias388
    @ricardoiglesias388 6 років тому

    Is there any problem if I UV in Maya/3DSMAX? Or i really need to use UVmaster in Zbrush? Because i see a lot of people doing the high poly in Zbrush, then undo the subdivision level (in geometry) to get the lowpoly, UV and save. For me, i create the low poly in 3dsmax, i'm afraid to do that and UV there (3dsmax) and in the Zbrush my high poly become a lot of deformed and i get issues on substance later...

  • @radar536
    @radar536 5 років тому

    why we need edit AND "make a polymesh 3D"? I thought that when we can "edit" it is because it is already a pm3D....by the way, very professional vids and tuts. Congratulations.

    • @semmert
      @semmert 4 роки тому

      you have to make it a polymesh 3D. It is not a polymesh 3D at the beginning. If you bring out a cube in zbrush, you can adjust the parameters like poly counts in specific axis, etc. But once you "make polymesh 3D", those parameters are set, and the model is ready to be sculpted. So it's my understanding that even meshes you import must be "set" with polymesh3D before you sculpt.

  • @YesYouThere
    @YesYouThere 6 років тому

    Hey Mike great video I just can't seem to get the Noise to appear on my model when I bake it in Substance painter. All the other Dents I've sculpted in appear but the noise never does, any Ideas?

    • @MHTutorials3D
      @MHTutorials3D  6 років тому

      Did you hit "apply to mesh" in Zbrush ?

    • @YesYouThere
      @YesYouThere 6 років тому

      That worked yeah thanks Mike!

  • @oliverteng8625
    @oliverteng8625 6 років тому

    hi, im using maya 2017 newbie. i use '2' and '3' in my shapes to make it look good and smooth. when I import it to zbrush it goes back to the polygons instead of the smooth one. i even use the dynamesh you mentioned in the video. same with maya to substance painter. how can i fix this?

    • @3to1media
      @3to1media 6 років тому

      Pressing two or three in Maya is just giving you a preview of what the object will look like when a smoothing is applied it's not actually deforming the object or adding subdivision levels you have to actually smooth it in Maya

  • @-SANDMAN-
    @-SANDMAN- 6 років тому

    I noticed you converted the imported obj to Polymesh 3D. I thought you only had to do this with primitives. Have I been doing it wrong all this time? Do all imported obj's have to be converted to polymesh 3D?

  • @신현수-t5k
    @신현수-t5k 6 років тому

    I like your videos! Could you tell me why baked high poly to low? I'm beginner :)

    • @MHTutorials3D
      @MHTutorials3D  6 років тому

      Clementine, that is to add detail to the low poly model without increasing the face count of the low poly model

    • @신현수-t5k
      @신현수-t5k 6 років тому +1

      Ah ha! I got it now. thank sir :D

  • @alexc7857
    @alexc7857 7 років тому

    So you wouldn't have to bake the details from zbrush onto the original maya mesh for it to be compatable with a games engine? What about if you had a chatacter that you added a skin texture to? Sorry im a little new to this

  • @charlesrobertson1860
    @charlesrobertson1860 5 років тому

    So with this kind of workflow you domt have to do retopolgy? I guess substance painter does it for you basically when it bakes the textures on the LP model?

    • @MHTutorials3D
      @MHTutorials3D  5 років тому

      Retopo is typically used to clean up low poly or create it. In this case, assuming your LP is clean, no retopo needed

    • @charlesrobertson1860
      @charlesrobertson1860 5 років тому

      @@MHTutorials3D that's good information, thanks! Also, I'm on a budget could I use blender for low poly creation and then sculpt within blender as well and just pay for substance painter and get similar results?

    • @MHTutorials3D
      @MHTutorials3D  5 років тому

      @@charlesrobertson1860 Sure. But why not texture in Blender too ?

    • @charlesrobertson1860
      @charlesrobertson1860 5 років тому

      @@MHTutorials3D because substance painters material library I guess? And also substance painters ability to bake the high poly to the low poly. Unless blender can do that as well, I was unaware of that if so

    • @MHTutorials3D
      @MHTutorials3D  5 років тому

      @@charlesrobertson1860 Blender can

  • @abhinavsrivastava6018
    @abhinavsrivastava6018 4 роки тому

    When i bake textures from susbtance and try to apply them in maya then i dont get bumps clearly can you please explain that :)
    but my render in susbtance painter is accurate :)
    Thanks :)

  • @1i1monster
    @1i1monster 5 років тому

    thanks

  • @mrandrewpettit
    @mrandrewpettit 6 років тому

    Can the final substance asset then be imported into maya to be rendered with arnold

    • @semmert
      @semmert 4 роки тому

      Yes. import the lowpoly model in to maya and apply the texture maps (normal, roughness, albedo, etc.) to the shader material.

  • @Maraik89
    @Maraik89 7 років тому +3

    i really love ur videos man
    is there a chance u make a video about maya /zbrush / maya again with uv maps
    thanks in advance

    • @MHTutorials3D
      @MHTutorials3D  7 років тому +1

      I am planning on doing so

    • @Maraik89
      @Maraik89 7 років тому +1

      Mike Hermes great thank u

  • @norabp6988
    @norabp6988 6 років тому

    Hello, nice tutorial, it helped me a lot! I have one question: what if I make UV mapping in Maya and want to use it also in zbrush and SP? Because when I export my object from Maya to Zbrush it seems that the UVs are gone :/ any solution? Should I always make the unwrap in zbrush? Thanks in advance!

    • @MHTutorials3D
      @MHTutorials3D  6 років тому

      I would unwrap in ZBrush and correct in Maya

    • @norabp6988
      @norabp6988 6 років тому

      Oh nice, thanks!

  • @AnnkurKumar
    @AnnkurKumar Рік тому

    10:12, gor tgat yoj havd to create bump, displace& drpth map in photoshop !! Isn't it.

  • @dariadora5417
    @dariadora5417 5 років тому

    Thanks for your tutorial, really cool!
    I have a questtion, while baking texture in Substance, My Normal Map and AO are applying only for plane, but stone is staying without texture, could you help me, please?

    • @semmert
      @semmert 4 роки тому

      Make sure you hit "apply to mesh" after you do the noise tool and hit ok. He skipped over that step.

  • @RenanRanciaro30
    @RenanRanciaro30 6 років тому

    I have a textured character I created in zbrush.
    How can I do retopology in Maya and use the polypaint I created in zbrush?

    • @MHTutorials3D
      @MHTutorials3D  6 років тому

      I always texture in Substance Painter so I really would not know. You can join my Facebook group as I am sure folks will be able to help you. Here is a link : facebook.com/groups/294359217578724/

  • @Montigorable
    @Montigorable 7 років тому

    Thank you for the tutorial. I have one question, why did you decide to create UV in zbrush instead of maya? Is that just a matter of taste?

    • @MHTutorials3D
      @MHTutorials3D  7 років тому

      Yes

    • @semmert
      @semmert 4 роки тому

      Use maya or blender, etc., if you need to cut the model up in to specific UV layouts. Zbrush, as far as I can tell, doesn't give you any real control over it.