45:50 omg this is so true. I always struggle with correct values in the game engine because it looks different in designer or painter. Like I don't even trust material charts anymore. thats why I try to get my stuff in engine after a really quick and rough texture pass. Anyway, thanks for the breakdown Jasmin. Love all your work
This was so supremely helpful, I am deeply grateful to be able to draw inspiration from actually watching the workflow. The way you break it down you make the complicated seem simple, and I feel like I now have a clarity of understanding, especially with sculpting trees! Thank you for sharing ^^
As someone quite new to 3D art, I was wondering if its possible to achieve a similar quality product only using free software like Blender and Krita, and how much more time intensive it would be on said free software?
Blender is a very powerful tool, you can definitely achieve this quality with your fair share of training. Its even powerful enough to do more than just this. It might be free but with a few tutorial you'll get the hang of it in no time. Practice makes perfect
I actually use Blender for most of my pipeline, like modeling/retopo etc. anything is possible, at the end of the day, softwares are tools and techniques are applicable across the board :)
Basically anything you can make in maya you can make in blender. Maybe using different techniques but it should be some way to achieve the same result with a slightly different method.
Does anyone know if it’s possible to combine all texture maps once they are exported? For example for some games you can only have one texture image and not a normal map, curvature map, color map etc.
You can make use of the different channels within a texture (Using the Red, Green and Blue Channel separately). But combining all the maps into one texture won't be possible if you are using Basecolor, Roughness, Metallic, Normal, Height, etc... There is too much information to store for that. I'll link to this resource for more information tomdoesma.blogspot.com/2017/06/2-simple-methods-of-channel-packing-for.html
You can get most of the way with just a base color and normal map. And maybe an AO. Plug a scalar into roughness and metallic would be ok for most things I think.
I haven't really seen it until recently.... but it feels more and more that concise QA and technique showcases are almost null and void for longer watch times. I remember when something like this would have been 20 min max : /
This was a live workshop with Q&A in-between it, where I wanted to go in detail with the community about my techniques and answer questions along the way. Of course it is also possible to showcase these things in 20 minutes but that wasn't the goal of this particular workshop :)
@@Curlscurly Should I subscribe to your youtube? Also if you need help expanding yourself out youtube wise let me know, I could definitely help with that; if you have a discord that'd also be really helpful.
@@Curlscurly @Jasmin Habezai-Fekri nya, notifications on youtube kinda suck haha. Gotcha, and I totally get that! It just seems like there are none directed toward that, especially with zbrush and others. Even in that category though, I'd strongly recommend prepping. ^^" there were a lot of uhms, a lot of stalls and a lot of spaces that even in a QA sort of setting was, to me at least a turn off. ^^" But I also don't think I'm your primary target demographic haha.
Interesting video, but with all similar videos, the maker had already expert knowledge of all the tools and techniques, so for someone who doesn't know the tools at this level it is absolutely useless. I had a question for literally every part, like how this is done why have you chosen that? how do you make that color variation? I see a substance material with 200 steps, and the author just goes over it like "it's just regular stuff".. So this is a tutorial made for those who already know 98% of all this knowledge and already use the tools at an expert level. Extremely hard to learn anything from it from a beginner perspective..
omg I've been waiting for a tutorial from Jasmin forever... my dream would be if she would ever hold a course
Dude, I found her tutorial on art station. You can check it out.
@@brandonjacksoon Oh wow how did I miss that! THank you!
@@buddhathegod you are welcome! :)
@@buddhathegod She have a Course on this?
What an incredibly insightful video! Thanks a lot to Beyond Extent and Jasmin for sharing this with us, it's incredibly useful!
Took a bunch of notes on this video, Jasmin is so talented and their works have always been an inspiration to me. Thank you for this interview!
45:50 omg this is so true. I always struggle with correct values in the game engine because it looks different in designer or painter. Like I don't even trust material charts anymore. thats why I try to get my stuff in engine after a really quick and rough texture pass. Anyway, thanks for the breakdown Jasmin. Love all your work
This was so supremely helpful, I am deeply grateful to be able to draw inspiration from actually watching the workflow. The way you break it down you make the complicated seem simple, and I feel like I now have a clarity of understanding, especially with sculpting trees! Thank you for sharing ^^
One of my absolute favourite artists!
I would love to get lost exploring a world like this. Really beautiful stuff
I've been thinking about that Hippo piece since I first saw it, so excited to watch this!
OMG! Amazing Art style.. I fall in love with this amazing art style. 💝
Amazing art style.
Liked and Subscribed! Thank you for the interview!!!
Thank you! I learned a lot.
wow...
this is amazing....
finally youtube algorithm did something good for recommendation....
what application you use? zbrush and...?
I think blender, zbrush, substance painter, ue4, miro, pureref, marmoset toolbag
@@wirrexx thanks...!
Great project I hope keep seeing this videos. :) I can see the amount of effort put on them.
Really insightful explanation to your actual workflow, thank you Jasmin! :)
Awesome breakdown ! quick question, does anyone has the S_V brushes link?
This is very very helpful. Thank you Jasmin and thank you guys! Amazing art by the way.
Excellent video, thanks for sharing
Thanks for Watching Gilles :D
Great video !!!
Amazing !!
As someone quite new to 3D art, I was wondering if its possible to achieve a similar quality product only using free software like Blender and Krita, and how much more time intensive it would be on said free software?
Blender is a very powerful tool, you can definitely achieve this quality with your fair share of training. Its even powerful enough to do more than just this. It might be free but with a few tutorial you'll get the hang of it in no time. Practice makes perfect
I actually use Blender for most of my pipeline, like modeling/retopo etc. anything is possible, at the end of the day, softwares are tools and techniques are applicable across the board :)
also for this very fundamental sculpting techniques blender is good enough! you can totally achieve these kind of things there!
Basically anything you can make in maya you can make in blender. Maybe using different techniques but it should be some way to achieve the same result with a slightly different method.
I use blender and krita and the answer is YES.
Hi, thanks for the video, was wondering what’s the name of the tool you used to collect and group the reference art, is it called “Mira”? Thanks
it's miro! :)
Thank you so much for the fast reply. 👍🏻❤️
What kind of matcap do you use in zbrush ?
oh wow! superb work! how much time did the leafs (from zero to hero) took to create? 1:32:35
I made a set of 3 texture sheets within 1-2 days :)
Does anyone know if it’s possible to combine all texture maps once they are exported? For example for some games you can only have one texture image and not a normal map, curvature map, color map etc.
You can make use of the different channels within a texture (Using the Red, Green and Blue Channel separately).
But combining all the maps into one texture won't be possible if you are using Basecolor, Roughness, Metallic, Normal, Height, etc... There is too much information to store for that.
I'll link to this resource for more information
tomdoesma.blogspot.com/2017/06/2-simple-methods-of-channel-packing-for.html
You can get most of the way with just a base color and normal map. And maybe an AO.
Plug a scalar into roughness and metallic would be ok for most things I think.
I haven't really seen it until recently.... but it feels more and more that concise QA and technique showcases are almost null and void for longer watch times. I remember when something like this would have been 20 min max : /
This was a live workshop with Q&A in-between it, where I wanted to go in detail with the community about my techniques and answer questions along the way. Of course it is also possible to showcase these things in 20 minutes but that wasn't the goal of this particular workshop :)
@@Curlscurly will you ever do a full course? I know me and many others would pay top dollar for it
@@TheHighFlys I will definitely do one in the new year I think, and mentorships too :)
@@Curlscurly Should I subscribe to your youtube? Also if you need help expanding yourself out youtube wise let me know, I could definitely help with that; if you have a discord that'd also be really helpful.
@@Curlscurly @Jasmin Habezai-Fekri nya, notifications on youtube kinda suck haha. Gotcha, and I totally get that! It just seems like there are none directed toward that, especially with zbrush and others. Even in that category though, I'd strongly recommend prepping. ^^" there were a lot of uhms, a lot of stalls and a lot of spaces that even in a QA sort of setting was, to me at least a turn off. ^^" But I also don't think I'm your primary target demographic haha.
Interesting video, but with all similar videos, the maker had already expert knowledge of all the tools and techniques, so for someone who doesn't know the tools at this level it is absolutely useless. I had a question for literally every part, like how this is done why have you chosen that? how do you make that color variation? I see a substance material with 200 steps, and the author just goes over it like "it's just regular stuff".. So this is a tutorial made for those who already know 98% of all this knowledge and already use the tools at an expert level. Extremely hard to learn anything from it from a beginner perspective..
too bad the video quality is so bad. thx for the video anyways
these last 5-10% are the reason why I have so many unfinished projects on my drive
The video encoding is so horrible. Feels like 1990... 🤮
Thanks for the Feedback GaRv3,it's because we're recording it from Discord at the moment.
It's something we're looking into for sure, thanks!