Hello there! I appreciate your support and apologize for the gap in my video uploads; life has been quite busy. and your kind words inspire me to continue creating content. I will share more content soon. Stay tuned for upcoming videos.
Hi there! Thanks. I'm using a set of smart materials created by Zack D Maxwell. You can find them here: www.artstation.com/marketplace/p/kok/stylized-metal-smart-materials. These materials are user-friendly. Additionally, I incorporate dirt elements that are already available within Substance.
Salutations. Congratulations on the model. I wanted to ask you if a full real speed, unaccelerated tutorial, export and import on Substance Painter was possible. What materials do you use for this model?
the materials he used are half stylized and half realistic which are very complex to made for a beginner in texturing process. need to learn proper UV mapping and substance painter workflow.
Hi Artforge, your works are very impressive, I watched all your video about modeling, texturing, but can you make an episode about how to render/composite artwork for presentation like you did?
Hi, Thanks, Set the lighting and rotate the model 360 degrees linear with no ease in ease out, for 10 sec, if need it clockwise, set it to -360 degrees, here is a link to my turnable render setup: drive.google.com/drive/folders/13OZpMXJoWaBYrZhSHs3AHnokKI1ofybD?usp=sharing
Don't suppose there's any high to low normal map an AO baking when you get into substance painter is there? or do you just up the res of the low poly model for the high? thanks again :)
@@JaxMurderer Yes I use just one model and double the geometry res before doing substance, All normals, AO... I do it in substance itself, Sometimes for complex organic I use ZBrush and bake the high poly details in subtance.
Hi, unfortunately I did not record all the parts for this project, the video was intended for inspiring purposes, I will try to do so in my future video, right now I am quite busy working.
Great job! One question tho, the smart material that you’re using in SP, are you going to make a tutorial on how to make it or is it available for sale? Couldn’t find store on your artstation but I’d love to purchase it!
Hi, thanks, The smart materials are not from me, they are available for sales here: cubebrush.co/alchemiciron/products/dth7eg/stylized-metal-smart-materials
@@Artforge756 Thanks, I’ve known these smart materials for some time, but did you modify them to get those metallic stylized surface details and stuff like that?
@@assasssin5328 I play with the roughness a bit, and use some ruby and reflective stone material from the same guy, I am not able to find the link online, If I get them will send you
@@Artforge756 Hey pal, I've got another question if you don't mind. Recently I've got these smart materials from the guy you mentioned but couldn't really get any decent results like yours. I tried to play with different settings but the materials just don't have these surface noise details. You also mentioned the ruby and stone material from the same guy. Did you like mix the stone material noise with one of the metal materials to get this kind of metal noise surface details on metallic parts of the bomber?
@@assasssin5328 Hi, Yes I am using a dirt material and a rust material as well, and I render my models in arnold using maya 3 point lighting, give me some time I will share my lighting template with you and look ffor the other materials.
Is there UV's here? If so, may you pleas show? I need to have a reference when I make models (noob here) and also know what the process looks like if the model has multiple objects combines and not just one shell.
and since you always use subd smooth preview, when u do uv/texturing do u always apply the subd first or just uv/texture the 'low poly', i ask this because i often get texture stretching when the subd not applied permanently whats the better workflow for you?
Hi, here the answers to questions: 1 I do model in quads as possible I can, but a little bit of traingle is ok, when you will apply the subdiv later in the final model, all the triangles will be converted to quads. 2 When doing Uvs I keep smooth preview, But before texturing I make a copy and apply the subdiv because substance painter dont support smooth preview. 3 For texture streching, you can work in smooth preview, but your UV Boundary Smoothing need to be set to (Preserve edges and Corners) Check this video for stretching issue ua-cam.com/video/Gg_RD-N_rWE/v-deo.html
Make more, make more, make more, make more, make more, make more.
Hi Artforge, I haven't seen you make such videos for a long time, I hope you can continue to create the next videos for me to admire and learn.
Hello there! I appreciate your support and apologize for the gap in my video uploads; life has been quite busy. and your kind words inspire me to continue creating content. I will share more content soon. Stay tuned for upcoming videos.
Stunning
He's back
Incredible design. May I ask you, where did you learn to model? Do you teach online? Can you assist me please? Thank you very much.
made an in depth tutorial please, definiately gonna buy it
thank you for your videoss, i hope there will be others in the future ;)
Very Nice. I tried explaining to someone once that almost every 3D model they see in a movie started with 1 small grey square, lol.
You're work is 🤯
Can you make more videos on unwrapping and texturing tutorial
Sure I will do
Bro plz keep it going
Thank you
You're welcome
Great works! Its really sad, that you dont show up your work with materials
Your work looks cool 👍
Thanks 👍
Hello mr. I was wondering if you do private classes Or if you do courses. Cheers
I don't think those rudders in the back will be turning, but who needs them?
5к view
good tutorial
Glad it helped
Very niceeee bro ❤️❤️❤️❤️ it helped me for my demo reel
Glad I could help
You are very talented, but please record the screen from wide angle and let's learn something by seeing the materials and layers.
Hi there! Thanks. I'm using a set of smart materials created by Zack D Maxwell. You can find them here: www.artstation.com/marketplace/p/kok/stylized-metal-smart-materials. These materials are user-friendly. Additionally, I incorporate dirt elements that are already available within Substance.
Salutations. Congratulations on the model. I wanted to ask you if a full real speed, unaccelerated tutorial, export and import on Substance Painter was possible. What materials do you use for this model?
the materials he used are half stylized and half realistic which are very complex to made for a beginner in texturing process. need to learn proper UV mapping and substance painter workflow.
HI Salvatore, I will do realtime tutorial about the whole process in the future, keep watching.
Did you use painter auto unwrap for this? Or by hand? Looks great the little bits of colour really sell it!
I do the uvs manually using this tool: apps.autodesk.com/en/Detail/Index?id=8115150172702393827
Hi Artforge, your works are very impressive, I watched all your video about modeling, texturing, but can you make an episode about how to render/composite artwork for presentation like you did?
Hi Nam, Glad you enjoyed it! I will do soon, keep watching.
Yo your work is so good ! Try make Metal Rear , i've tried it myself but i fucked it up lol
Hi Anis, the starting is always the hardest part, keep trying and find your style you will get better at it.
Bro nice work bro can you show me how Uv is done.
Hi, I use maya bonus tool : apps.autodesk.com/en/Detail/Index?id=8115150172702393827 , will do tutorial video later, keep watching.
How do you go about your turn table/renders? inspiring work, thanks heaps
Hi, Thanks, Set the lighting and rotate the model 360 degrees linear with no ease in ease out, for 10 sec, if need it clockwise, set it to -360 degrees, here is a link to my turnable render setup: drive.google.com/drive/folders/13OZpMXJoWaBYrZhSHs3AHnokKI1ofybD?usp=sharing
@@Artforge756 Awesome! thank you:)
Don't suppose there's any high to low normal map an AO baking when you get into substance painter is there? or do you just up the res of the low poly model for the high? thanks again :)
@@JaxMurderer Yes I use just one model and double the geometry res before doing substance, All normals, AO... I do it in substance itself, Sometimes for complex organic I use ZBrush and bake the high poly details in subtance.
Do you plan on making a modeling course in the future? I would get it
Yes, will do in the future
When I transfer the colors I made in substance to arnold, the same color does not appear. I wish you had taken that part too.
Send me your file at artforge756@gmail.com, I will take a look at it
in which software you use to do texturing?
I use substance 3d painter
hi bro.. its nice tutorial.. can you upload full video ( modeling/ textu/ rendering) all parts descriptive
Hi, unfortunately I did not record all the parts for this project, the video was intended for inspiring purposes, I will try to do so in my future video, right now I am quite busy working.
Great job! One question tho, the smart material that you’re using in SP, are you going to make a tutorial on how to make it or is it available for sale? Couldn’t find store on your artstation but I’d love to purchase it!
Hi, thanks, The smart materials are not from me, they are available for sales here: cubebrush.co/alchemiciron/products/dth7eg/stylized-metal-smart-materials
@@Artforge756 Thanks, I’ve known these smart materials for some time, but did you modify them to get those metallic stylized surface details and stuff like that?
@@assasssin5328 I play with the roughness a bit, and use some ruby and reflective stone material from the same guy, I am not able to find the link online, If I get them will send you
@@Artforge756 Hey pal, I've got another question if you don't mind. Recently I've got these smart materials from the guy you mentioned but couldn't really get any decent results like yours. I tried to play with different settings but the materials just don't have these surface noise details. You also mentioned the ruby and stone material from the same guy. Did you like mix the stone material noise with one of the metal materials to get this kind of metal noise surface details on metallic parts of the bomber?
@@assasssin5328 Hi, Yes I am using a dirt material and a rust material as well, and I render my models in arnold using maya 3 point lighting, give me some time I will share my lighting template with you and look ffor the other materials.
Is there UV's here? If so, may you pleas show? I need to have a reference when I make models (noob here) and also know what the process looks like if the model has multiple objects combines and not just one shell.
Hi, Yes there is UVs, I will show the uv process in a later video tutorial, keep watching.
Thank you so much, I’m just into maya 3 months and so many things are going around my head.
please upload a rigging and animation tutorial video
Hi, I use simple constraint and very basic animation, I will post tutorial asap
How the texture been made?
Hi Paka, I use smart materials in Substance Painter.
how am I able to export opacity map from SP to Maya
Check this video: ua-cam.com/video/ejnx7hxQSIA/v-deo.html
i have a question, do you always modelling with quads or a little bit of triangles are okay in your model?
and since you always use subd smooth preview, when u do uv/texturing do u always apply the subd first or just uv/texture the 'low poly', i ask this because i often get texture stretching when the subd not applied permanently whats the better workflow for you?
Hi, here the answers to questions:
1 I do model in quads as possible I can, but a little bit of traingle is ok, when you will apply the subdiv later in the final model, all the triangles will be converted to quads.
2 When doing Uvs I keep smooth preview, But before texturing I make a copy and apply the subdiv because substance painter dont support smooth preview.
3 For texture streching, you can work in smooth preview, but your UV Boundary Smoothing need to be set to (Preserve edges and Corners)
Check this video for stretching issue ua-cam.com/video/Gg_RD-N_rWE/v-deo.html
Hello, I am new. How do you model without an image?
hi, I do not use blueprints but I do gather some reference images, its just on another screen and taking the full space.