Let me know what you think or if there are any questions! Huge thank you to the latest Patreon/Premium members!! Sony Raphel, Red, bi wii, Oranos To join: 3dex.net/premiumpage/ or through Patreon: www.patreon.com/3dEx
@@FM_GOBi I have no idea as well, I have watched the video at 0.25 x speed but I can't find how or where he did this :( If anyone has a clue, please let us know!
@@FM_GOBi I hope is not too late, but the most important thing is to create a mask where you can set the opacity level, he did this using a color selector mask, and selecting the colors generated by the ID map. Hope it helps!
@@jasminewillison1139 If you have overlapping uvs, offset them by 1 in the uv quadrant. You may also need to increase the max/min distance in the bake settings.
wow, that was pretty awesome to watch please do a more in depth look/tutorial/explination on how you created the branches planes in substance painter, would be awesome to see
i was wondering throughout the whole video how you are going to make the opacity channel for the leafs and my jaw dropped when i realized how easy it is ! Good job :D Thanks for the helpful videos you post !
Would love a tutorial :) especially the part where you used the planes and cut them to the shape of the branches. I’m fairly new to maya and would love to here about the logic behind your workflow :D
so what they did, was modeled the "high poly" version of the tree branches and leaves. then what they did was created planes that would be used to bake the high poly textures onto in substance. So that on the final model when exported you only havce the base trunk actually taking up polys/tris. really interesting way they did it
He cut the plane to create less transparent areas on the final textured version. Since transparency is heavy to use in games, if you cut the shape to follow more the leafs it increase the performance when put in game. So you have to use a good sense of how much tris put in a object and how much you'll keep of transparent area.
Designing the actual structure for the tree and pathes of leaves/branches is what the real effort is in!!! Must have taken a lot of study to get to such refinement!!! The actual process of converting the idea to 3D is rather easy. Much thanks, taught me a great lot.
Hello! im doing step by step after you and wondered: what did you did at 6:16 ? when you froze transformationsa nd did vertex normals? whats the reaason to do it? //ive learned it myself from other tutorial
great tutorial thank you so much! however i've come across an issue with exporting my textures, they come out with a black background in maya :( do you know what might've gone wrong?
That sounds right, you can change the lowest layer color in Painter to be something other than black. When you export the opacity map is probably a separate map which is why you see the background color so you may need to apply opacity in Maya as a separate texture.
I got to where you go into substance painter, and I'm kind of new to baking. I don't quite understand how to bake the hipoly branches onto the lowpoly planes... is there a name for this specific process so I can look more into it ? I think I might be baking the wrong object. Appreciate any help ^^
Basically what bakes is the meshes that are on the side, the low poly meshes on the tree are the same as the ones on the side so they share the same uvs(this is why they look like they also bake). For overlapping uvs you may have to offset the ones that overlap in the uv editor by 1; this is because sometimes Painter doesn't bake if you have overlapping uvs.
@@3dextrude a-aaaa Im sorry I don't think I understand still. I imported the all the objects into substance ( tree, planes on tree, planes on ground, hipoly tree branchs) , the planes all share the same uv's and none of the UV's overlap. when baking, I import the hipoly branches, it doesn't work and it bakes nothing. I might misunderstanding a part. thank you so much for replying though!!
I'm confused at whats going on with the leafs here. You create the high poly leaf/branch and lay a flat plane to capture it in a lowpoly form but when it comes to substance painter you use the lowpoly mesh shown here and load a high poly mesh (not shown?) where as in the video you never work on the high poly mesh as all?. Did you have this high poly mesh made afterwards?. For example at 6:39 you can see the high poly bake with leafs which means the high poly must have had geo there which is not the flat plane.
The high poly models were made early in the video, the ones that overlap the low poly planes. They low poly planes are placed on the tree for easier previewing during texturing, but these are the same that were made earlier on, just duplicated and placed on the model. Hope that makes sense.
@@3dextrude Ah yeah I was thinking about how it works and I realized you layer the UVs on top of each other which makes all the same geo have the same texture, ie the plane leaf meshes. Its a really neat trick there.
Hi! I don't understand the 6:38 part, altough I follow every step regarding Match by name in Substance, my mesh can't load properly my leaf onto the plane for the leaf texture. Any help brother? I can't get it
Did you offset overlapping uvs? I recommend doing that since sometimes Painter has problems baking overlapping uvs. Move the uvs of the planes that are placed on the tree by 1 in the uv window.
@@3dextrude Yes i did that. But Can u answer this one too, I don t understand this process. How are your planes that you put on the tree, still baked with foliage in substance if they are empty? I mean, in order to bake a highpoly into a lowpoly, the highpoly needs to be on top of the low poly, or intersected. How do you do it?
@@3dextrude Yeah but I duplicated my low poly to see if it will bake on the other one too, but it only bakes the one that has the high poly intersected.
Did you offset the uvs on the duplicated ones by 1 in the uv quadrant? As long as they are it should work, unless you are using udims in which case it won't work
creo que me salvaste el parcial. me tiene un poco confundida los uv de las hojas, cuando lo seleccionaste las hojas con las ramas, en el uv edito solo se ve una caja rosa. es en el minuto 4:40.
In your experience, are similar levels of stylized foliage possible with SpeedTree, in terms of trunk/limb/branch silhouette and card geo placement? Obvs the card textures can be generated a million different ways, I'm asking specifically on trunk/limb/branch and card geo placement. Thanks!
I think it's possible since most of the stylized look will come from the leaf textures which you can change to stylized. You can do a lot with the placement of branches to exaggerate the look as well. I haven't really tried it myself though.
Hello, For begining great video ! :) But I have a question, I hope u can help me :) I follow you step by step in 0.25 HAHA but at the end u rendering ur tree in substance, its great I did it to but I need my tree in maya for my school projet. I need to transfer the meshes like u do in substance when u bake the highpoly on the lowpoly. I need to see my highpoly in my arnold render in maya. Do u know to do it ? Do we have to bake texture like in substance ? Or do I have to put my highpoly plants on my tree directly ? Thanks for helping. Have a nice day :)
Hi, you don't need the high poly in Maya you need to export the textures from Substance as bitmaps and set them up in a material in Maya to be able to render them with Arnold. I believe Maya also has a plugin to directly use substance files as well.
@@3dextrude Hi, thanks I just notice that I didn't but my texture on my mesh correctly :/ That a shame XD. Now I can see my highpoly on my render. Thanks for helping :)
Great Video! can you upload it again with original speed? I am watching on 0.25 speed and still sometimes too fast and I had to record it on my phone to see what you did. So, I end up missing probably just one button because when I baked it, low poly did not get that nice high poly shape. If you cant post it here for some reason, maybe you can create another channel and upload it there with original speed?
Lo primero; muchísimas gracias por este vídeo! Me está ayudando demasiado! Sin embargo tengo un problema cuando agrego el Color selection a la máscara, selecciono el verde de las hojas y directamente me aparecen las hojas y las ramas, y esto afecta a la hora de añadir color por separado. ¿Qué estoy haciendo mal? :(
Que color es el color ID? el color ID tiene que tener dos colores para las hojas y ramas y haci se puede separar los dos. Aplica dos diferentes colores al high poly y use bake color ID para que tenga dos colores para seleccionar.
I’m not sure if u can see this but,, i’m working on the process and my material on substance painter is stretched,, other things r ok though Always thanks for your helpful video
im confused since i didn't see you place the high poly leaves mesh on the tree in Maya, yet in substance after baking they appeared on the tree. is it just not necessary to do it at all?
They were placed(overlapping) the flat versions of the leaves so didn't really need to place the high poly versions around on the tree as those details would be baked on the low poly cards which were placed on the tree.
I prefer using Blender Particle System for trees and vines. I can animate growth and reaction to winds. A forest? All I have to do is tell Blender what kind of trees and where they are located and the shape of the ground; particles take care of the rest. Steep rocky ground, level dirt...roots 'know' what to do. Trees packing in closely? Their branches 'do the right thing'. Growth can reflect aging; old leaves change color and wither. Bark gets rougher as a sapling becomes a might Oak. I can place influence-points if a tree needs to grow into a certain shape. After the trees are generated, normal editing tools apply. Sculpting natural forms can be tricky, and I am lazy.
I worry about that too, I always having trouble finisNice tutorialng anytNice tutorialng I try and create, but I figure if I do a little more each day, it'll get there one
I'm confused about how you managed to separate the foliage from the rest of the tree for your edits in substance painter. Can you show a bit more about that process?
It seems that you just need to use the ID map, setting up everything's IDs in blender or whatever you use, then you set to vertex colour when baking in painter.
Can I use this plane texture technique for AiToon in Maya,sir? I mean...Is it possible to create aitoon outline for leaves in renderview? I am thinking It would create outline for plane...
Really? I thought the student version has the same tools as the regular version. I don't know as I don't use the student version. Hopefully someone else can answer
@@3dextrude Well when your colors showed up they stayed there. Mines just goes back to the whitish color when it was baked from the high poly mesh. I'm also having a hard time trying to color my tree. And I could find that 3D stylized material you used in substance painter. I just want to paint it and export my tree for unreal engine 😣. Also I'm very new to substance painter and unreal engine.
@@3dextrude Nvm, I think I got the color to show up. However, my only thing now is how did you do your stylized material for your leaves? I looked to see if you did a tutorial on stylizing your material in substance painter for the leaves but I didn't see it anywhere. If you didn't do you think you could? Because I want to know how you did your exact material for your leaves. If you could do a video tutorial, that would be very helpful.
when I bend the low poly tree in maya those low poly brances will not bake in Substance, only the non bend low poly that are baked, how to solve this problem? thank you~
@@3dextrude Whenever you feel like it. Maybe if you don't do a full series in Blender but just 1-2 videos doing the same model, just so people understand how to translate stuff between Maya and Blender, like making the UVs. or what to look out for when you make the maps to make the job easy for SP. Maan, I wish I have my tablet :D I moved cities recently and it's in transit.
Let me know what you think or if there are any questions!
Huge thank you to the latest Patreon/Premium members!!
Sony Raphel, Red, bi wii, Oranos
To join: 3dex.net/premiumpage/
or through Patreon: www.patreon.com/3dEx
Hi. Could someone please explain to me how this was achieved? How did we manage to bake normals from the 3D branches on to the planes?
@@FM_GOBi I have no idea as well, I have watched the video at 0.25 x speed but I can't find how or where he did this :( If anyone has a clue, please let us know!
@@FM_GOBi I hope is not too late, but the most important thing is to create a mask where you can set the opacity level, he did this using a color selector mask, and selecting the colors generated by the ID map. Hope it helps!
Hey I’m trying to bake the maps but the leaves won’t appear what am I doing wrong
@@jasminewillison1139 If you have overlapping uvs, offset them by 1 in the uv quadrant. You may also need to increase the max/min distance in the bake settings.
wow, that was pretty awesome to watch
please do a more in depth look/tutorial/explination on how you created the branches planes in substance painter, would be awesome to see
i was wondering throughout the whole video how you are going to make the opacity channel for the leafs and my jaw dropped when i realized how easy it is ! Good job :D
Thanks for the helpful videos you post !
Glad I could help!
Would love a tutorial :) especially the part where you used the planes and cut them to the shape of the branches. I’m fairly new to maya and would love to here about the logic behind your workflow :D
so what they did, was modeled the "high poly" version of the tree branches and leaves. then what they did was created planes that would be used to bake the high poly textures onto in substance. So that on the final model when exported you only havce the base trunk actually taking up polys/tris. really interesting way they did it
@@RaneMstSage thanks, this is genius!
@@RaneMstSage but the back side of the normal will not display in unity right?
@@daniel_druziki For the back side of the normal you can use a shader with double sided faces, it's very common to see that in games.
He cut the plane to create less transparent areas on the final textured version. Since transparency is heavy to use in games, if you cut the shape to follow more the leafs it increase the performance when put in game. So you have to use a good sense of how much tris put in a object and how much you'll keep of transparent area.
Designing the actual structure for the tree and pathes of leaves/branches is what the real effort is in!!! Must have taken a lot of study to get to such refinement!!! The actual process of converting the idea to 3D is rather easy. Much thanks, taught me a great lot.
I hate the fast time, really needed this tutorial
I finally understood low and high modeling with substance and maya thanks to you! Freaking amazing!
That bake came out so crispy! (no pun intended)
Whoaaa it worked, I know I already said great vid but now that I actually did it and got it to work this is super cool.
Nice!
Looks fantastic! Foliage is kinda tricky. This is very helpful. Thanks!
Yeah, it's a tricky thing to pull off; I would definitively recommend people spend a good amount of time getting the right look.
He did a very good job imo. Explaining the basics step by step. English is not my first language and I have no experience in using DAWs
nice dude, similar to how I do my foliage but the trick using the color ID for opacity was a very nice trick from this, Good stuff!!
Glad you liked it!
This technique is really mind-blowing. Would be appreciated if you published any detailed course video on this topic. Thanks ❤️👍
Have you find information about mapping process? Could you shere with me?
Hello! im doing step by step after you and wondered: what did you did at 6:16 ? when you froze transformationsa nd did vertex normals? whats the reaason to do it?
//ive learned it myself from other tutorial
great tutorial thank you so much! however i've come across an issue with exporting my textures, they come out with a black background in maya :( do you know what might've gone wrong?
That sounds right, you can change the lowest layer color in Painter to be something other than black. When you export the opacity map is probably a separate map which is why you see the background color so you may need to apply opacity in Maya as a separate texture.
@@3dextrude thank you so much! i completely missed that and this worked!
This is the second or third timelapse I've seen you do for a stylized tree. Do you have a step by step tutorial for this? I'd pay for it.
spacebar and alt tab will be your friends with these vids.
Thinking about a tutorial for it, but won't be for a while
@@3dextrude I believe in you! You can (should) do it!
BEAUTIFUL and it really caught me how you worked leaves tree. Can you make a tutorial about it? at least a trick hehe. Regards!
I learned so much, your tuto just saved me!
OMG THANKS SO SO MUCH THIS HELPED!!!
So simple and detailed video, it's now going to help to start working wid softsoft!!
I love this workflow!
I am having a hard time baking the leafs that are behind the plane. How did you achieve that?
I got to where you go into substance painter, and I'm kind of new to baking. I don't quite understand how to bake the hipoly branches onto the lowpoly planes... is there a name for this specific process so I can look more into it ? I think I might be baking the wrong object. Appreciate any help ^^
Basically what bakes is the meshes that are on the side, the low poly meshes on the tree are the same as the ones on the side so they share the same uvs(this is why they look like they also bake). For overlapping uvs you may have to offset the ones that overlap in the uv editor by 1; this is because sometimes Painter doesn't bake if you have overlapping uvs.
@@3dextrude a-aaaa Im sorry I don't think I understand still. I imported the all the objects into substance ( tree, planes on tree, planes on ground, hipoly tree branchs) , the planes all share the same uv's and none of the UV's overlap. when baking, I import the hipoly branches, it doesn't work and it bakes nothing. I might misunderstanding a part. thank you so much for replying though!!
@@3dextrude I got it!! I baked the hipoly right on top of the plane and exported the maps baked from that onto the branches. Thank you!
Thank you so much! It work!
seriously helped thank you!!
wish this was slower
Go to playspeed and then x0.25
Thank me now
nice!! that's what I need! good job
insane background musics, i love the climax/feelings it gives to me.
Wonderful tutorial tho
ty cuz ive been having a hard ti getting started.
I'm confused at whats going on with the leafs here. You create the high poly leaf/branch and lay a flat plane to capture it in a lowpoly form but when it comes to substance painter you use the lowpoly mesh shown here and load a high poly mesh (not shown?) where as in the video you never work on the high poly mesh as all?. Did you have this high poly mesh made afterwards?. For example at 6:39 you can see the high poly bake with leafs which means the high poly must have had geo there which is not the flat plane.
The high poly models were made early in the video, the ones that overlap the low poly planes. They low poly planes are placed on the tree for easier previewing during texturing, but these are the same that were made earlier on, just duplicated and placed on the model. Hope that makes sense.
@@3dextrude Ah yeah I was thinking about how it works and I realized you layer the UVs on top of each other which makes all the same geo have the same texture, ie the plane leaf meshes. Its a really neat trick there.
Got a notebook and took notes... I’m making it out the hood
Super Cool!
Wow this is really helpful. Thank you.
great booster, thanks you bro
Hi! I don't understand the 6:38 part, altough I follow every step regarding Match by name in Substance, my mesh can't load properly my leaf onto the plane for the leaf texture. Any help brother? I can't get it
Did you offset overlapping uvs? I recommend doing that since sometimes Painter has problems baking overlapping uvs. Move the uvs of the planes that are placed on the tree by 1 in the uv window.
@@3dextrude Yes i did that. But Can u answer this one too, I don t understand this process. How are your planes that you put on the tree, still baked with foliage in substance if they are empty? I mean, in order to bake a highpoly into a lowpoly, the highpoly needs to be on top of the low poly, or intersected. How do you do it?
@@grakin5097 They are not empty because they share the same uv space as the parts that do intersect with the high poly.
@@3dextrude Yeah but I duplicated my low poly to see if it will bake on the other one too, but it only bakes the one that has the high poly intersected.
Did you offset the uvs on the duplicated ones by 1 in the uv quadrant? As long as they are it should work, unless you are using udims in which case it won't work
How I never thought of using the color ID for opacity! Very good tip. Thank you!
Yeah I think it's a good way to do it.
@@3dextrude Yes, it is!
That's soo awesome!
creo que me salvaste el parcial. me tiene un poco confundida los uv de las hojas, cuando lo seleccionaste las hojas con las ramas, en el uv edito solo se ve una caja rosa. es en el minuto 4:40.
las hojas modeladas no necesitaban uvs, solo las hojas en planos.
Don’t be afraid, just embrace it.
I must confess that learning how to use the software is what gets procastinating to start making soft. It scares lol
Great tut thank you.
I do all your settings for bakers but the branches don't appear on the tree.
make sure not to have overlapping uvs on quadrant 1 since that can sometimes cause issues in Painter.
How do you make flat plane seen on both sides in substance painter?
Change the shader to be masked or opacity one
Thanks for the helpful videos, please what is the method called in 4:07
I am not sure what the name for that technique other than to draw around a shape with polys.
Absolutely!!
thx for tutorial and for music title :)
In your experience, are similar levels of stylized foliage possible with SpeedTree, in terms of trunk/limb/branch silhouette and card geo placement? Obvs the card textures can be generated a million different ways, I'm asking specifically on trunk/limb/branch and card geo placement. Thanks!
I think it's possible since most of the stylized look will come from the leaf textures which you can change to stylized. You can do a lot with the placement of branches to exaggerate the look as well. I haven't really tried it myself though.
Its amazing video
why did you take the normals from the sphere? what was wrong with the normal direction from the planes you combined?
very informative video
awesome tutorial, 😍don't make speed up. for beginner its difficult to understand
thank you
Hello, For begining great video ! :) But I have a question, I hope u can help me :)
I follow you step by step in 0.25 HAHA but at the end u rendering ur tree in substance, its great I did it to but I need my tree in maya for my school projet.
I need to transfer the meshes like u do in substance when u bake the highpoly on the lowpoly. I need to see my highpoly in my arnold render in maya. Do u know to do it ? Do we have to bake texture like in substance ? Or do I have to put my highpoly plants on my tree directly ? Thanks for helping.
Have a nice day :)
Hi, you don't need the high poly in Maya you need to export the textures from Substance as bitmaps and set them up in a material in Maya to be able to render them with Arnold. I believe Maya also has a plugin to directly use substance files as well.
@@3dextrude Hi, thanks I just notice that I didn't but my texture on my mesh correctly :/ That a shame XD. Now I can see my highpoly on my render. Thanks for helping :)
In GMS screen select appes and then select Analog app 1 TE. That worked out for .
else to it. How do I do that? Your answer would be Nice tutorialghly helpful and appreciated.
Great Video! can you upload it again with original speed? I am watching on 0.25 speed and still sometimes too fast and I had to record it on my phone to see what you did. So, I end up missing probably just one button because when I baked it, low poly did not get that nice high poly shape. If you cant post it here for some reason, maybe you can create another channel and upload it there with original speed?
thanks!
Super cool!!! How did you do the alpha for the leaves in Substance Painter?
Baked ID map from applied material in Maya. Used that to mask them
@@3dextrude Awesome thanks! Keep up the amazing work! Inspiring as always!
Lo primero; muchísimas gracias por este vídeo! Me está ayudando demasiado! Sin embargo tengo un problema cuando agrego el Color selection a la máscara, selecciono el verde de las hojas y directamente me aparecen las hojas y las ramas, y esto afecta a la hora de añadir color por separado. ¿Qué estoy haciendo mal? :(
Que color es el color ID? el color ID tiene que tener dos colores para las hojas y ramas y haci se puede separar los dos. Aplica dos diferentes colores al high poly y use bake color ID para que tenga dos colores para seleccionar.
I’m not sure if u can see this but,,
i’m working on the process and my material on substance painter is stretched,, other things r ok though
Always thanks for your helpful video
Sounds like it could be an issue with the uvs being stretched, I recommend checking the uvs or making sure not to distort the geo too much
im confused since i didn't see you place the high poly leaves mesh on the tree in Maya, yet in substance after baking they appeared on the tree. is it just not necessary to do it at all?
They were placed(overlapping) the flat versions of the leaves so didn't really need to place the high poly versions around on the tree as those details would be baked on the low poly cards which were placed on the tree.
I prefer using Blender Particle System for trees and vines.
I can animate growth and reaction to winds.
A forest?
All I have to do is tell Blender what kind of trees and where they are located and the shape of the ground; particles take care of the rest.
Steep rocky ground, level dirt...roots 'know' what to do.
Trees packing in closely?
Their branches 'do the right thing'.
Growth can reflect aging; old leaves change color and wither.
Bark gets rougher as a sapling becomes a might Oak.
I can place influence-points if a tree needs to grow into a certain shape.
After the trees are generated, normal editing tools apply.
Sculpting natural forms can be tricky, and I am lazy.
Sounds pretty cool!
yes
THANK YOU
How do u put the channel rack in the playlist
how did you broght in maya for render
I don't render in Maya, that was done in Marmoset Toolbag. I would recommend looking for a tutorial on how to set up arnold materials in Maya.
I love it
I worry about that too, I always having trouble finisNice tutorialng anytNice tutorialng I try and create, but I figure if I do a little more each day, it'll get there one
Хорошая работа)
Спасибо!
I have Maya and Unreal, but not substance painter :( I wonder if there's another program that rivals it? Like "Krita vs Photoshop" type of thing.
hmm, I can only think to use Blender for texturing instead.
How did he make leaves on pane
I'm confused about how you managed to separate the foliage from the rest of the tree for your edits in substance painter. Can you show a bit more about that process?
It seems that you just need to use the ID map, setting up everything's IDs in blender or whatever you use, then you set to vertex colour when baking in painter.
Only thing i don't understand is how you transferred those 3d leaves into the alpha planes
That was baked to an ID map and the ID map was used as mask in a layer woth alpha.
Can I use this plane texture technique for AiToon in Maya,sir? I mean...Is it possible to create aitoon outline for leaves in renderview? I am thinking It would create outline for plane...
I have no idea I haven't used AiToon, might be worth a shot
plz reply im trying it to bring back from substance to maya for render
placent, effective EQing, compression, and recording live soft in general... but none of them explained the sequencer, and how
I have a student version of Maya 2022 and I don't have sweep mesh button. It isn't available in the student version or do I need some plugins?
Really? I thought the student version has the same tools as the regular version. I don't know as I don't use the student version. Hopefully someone else can answer
My base color map won't show up on my model in substance painter. Help! Not sure what to do lol.
At what point does that happen? And what shows up instead?
@@3dextrude Well when your colors showed up they stayed there. Mines just goes back to the whitish color when it was baked from the high poly mesh. I'm also having a hard time trying to color my tree. And I could find that 3D stylized material you used in substance painter. I just want to paint it and export my tree for unreal engine 😣. Also I'm very new to substance painter and unreal engine.
@@3dextrude Nvm, I think I got the color to show up. However, my only thing now is how did you do your stylized material for your leaves? I looked to see if you did a tutorial on stylizing your material in substance painter for the leaves but I didn't see it anywhere. If you didn't do you think you could? Because I want to know how you did your exact material for your leaves. If you could do a video tutorial, that would be very helpful.
when I bend the low poly tree in maya those low poly brances will not bake in Substance, only the non bend low poly that are baked, how to solve this problem? thank you~
Bless u ❤❤❤❤❤
it is not working how you have made that polygon at 0:16
Give me a advice how to start maya from begging,if you have playlist please share
GL bro
Nice work. Final leaves are a bit too shiny, but otherwise not bad at all. I wish you could do Blender as well :D
Yeah, they do look super shiny. Maybe in the future, no promises though
@@3dextrude Whenever you feel like it. Maybe if you don't do a full series in Blender but just 1-2 videos doing the same model, just so people understand how to translate stuff between Maya and Blender, like making the UVs. or what to look out for when you make the maps to make the job easy for SP.
Maan, I wish I have my tablet :D I moved cities recently and it's in transit.
I'd like to buy this course but I can't find it in your website, could you give me the URL?
There is no real course for it only the regular speed video without narration. That is found through Patreon or Premium page membership.
@@3dextrude ok I´ll find the regular speed in Patreon, thanks a lot!
@@3dextrude I've just found your full video, I'm a member ship on Patrion! Tranks a lot! :D
@@miguelml94 Awesome, Welcome!
Where I can find this video with real time speed??
how do i export the textures into unity? I tried and only the bark texture appears
Music is so serious!! Why?? Video is cool. Thankyou
It's a serious tree 🤔
@@3dextrude It is a serious tree.
plz make a tutorial, o don't understand what you do before jumping to substance páinter
Id go with leaves uvs first or transfer them with vertex order at the end
Oh bake thats ingame. Still watching
i love you
Wow
I really want to know mapping procoss in this video. Anyone who has video for that?
Fallen Sun yeah! e too
yo yo toby fox and creo brought here doe
clicking on it?
Literally
Amazing video 3dEx, really enjoyed it! I was wondering when are you going to post the second part of the Sci-fi barrel tutorial? Thanks man
Thank you! I think next week part 2 will go live.
wheres like the leaf stem my teacher would freak lol otherwise good work as always also what do you render with?
Marmoset Toolbag for renders
Lol if you can maybe put some peaceful piano music, the song was a little scary had to lower my volume 😭
haha oops
@@3dextrude It was better than the sonic on meth soundtrack, you're getting there!
oh co on now