Autodesk Maya 2018 - Stylized Dresser Speed Modeling

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  • Опубліковано 23 лип 2018
  • Autodesk Maya 2018 - Stylized Cabinet Modeling and Texturing Timelapse
    Based on original concept by : boris bakliza
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    Get the Smart Material here : www.3dex.net/download-files.html
    Learn how to make the Stylized Material here : gumroad.com/l/paintertut
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    This video shows a timelapse video on how to model a simple Wind Mill. Autodesk maya was used to model and Substance Painter for texturing. It took about 1 hour and 40 minutes to make the whole thing.
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    Support the channel : / 3dex
    Special Thanks to my Patreons!
    Zheng
    Egemen Yildirimcan
    Juan
    MoMonay
    Gordon Winkelmann
    sharooz
    Ivan Car
    Isabella de la hoz
    Steven Zhu
    Joran Vergoessen
    Chuck McGee
    Matei Giurgiu
    Ruben Dandrea
    Tayo Figueroa
    Andrey
    Sasha Alexandra
    Mario Montero
    Yaroslav Gorbachev
    EJ Branagan
    Nico Amani
    Lewis Satini
    Lucas Rampaud
    Josef Furstenzeller
    Seif Toktogoelov
    RMN
    Terry Mosier
    Gabriel Santos
    David Soriano
    Brian Nicolucci
    Craig Horne
    Jacek Ackermann
    Seven Dots
    Anthony Peacock
    Sergio Peixoto
    Etienne Rabe
    Yunfeng Dong
    Charlie
    Jorge Aguilera
    Jongwook Lee
    Gustavo Schonemberger
    Luca
    -------------------------------------------------------------------------
    Learn the Fundamentals of 3D Modeling : www.amazon.com/s/ref=dp_bylin...
    ________________________________________________________________________________
    Learn how to model a Soda Can.
    • Autodesk Maya 2018 - ...
    Here's a list of useful shortcuts used in maya.
    W- move
    E- rotate
    R- scale
    G- repeat last command
    q - exit tool
    b- soft selection
    shift + . - grow selection
    alt + b - change background color
    f - fit to selection
    ctrl + a - open attribute editor/channel box
    ctrl + delete - deletes an edge loop( 2014 version and up only)
    1 - standard mode
    2- subdivision mode with cage
    3- subdivision mode
    4- wireframe
    5 - shaded mode
    6- texture mode
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    Questions are welcomed, but please refer to the video time-frame when asking video specific questions, thank you
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    Music :
    Hypnothis - Kevin MacLeod (incompetech.com)
    Space1990 - Kevin MacLeod (incompetech.com)
    Basement Floor- Kevin MacLeod (incompetech.com)
    Electro Sketch - Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 3.0
    creativecommons.org/licenses/b...

КОМЕНТАРІ • 59

  • @3dextrude
    @3dextrude  6 років тому +1

    Special thanks to all my Patreons for making videos like these possible!
    To join : www.patreon.com/3dEx

  • @Sithwar777
    @Sithwar777 6 років тому +3

    It's is very exciting watching you model new models every week. Please keep up the awesome work.

  • @mrc6032
    @mrc6032 2 роки тому +1

    I don't know diddly squat about Maya, but my intuition is the way that you arrange the objects in UV perspective is really impressive. No joke I'm just a spectator.. Bit something tells me your expertise really shines in arranging on scale. Thanks for your videos!

  • @NelsinhoSouto
    @NelsinhoSouto 6 років тому +7

    Like always amazing. I learn so much with your tutorials. Thanks a lot for the hard work. I’ll join soon patreon!

    • @samrudhdhondi5843
      @samrudhdhondi5843 3 роки тому

      Hii, i can model 3d models and want to make collaboration with you

  • @NelsinhoSouto
    @NelsinhoSouto 6 років тому

    I'm proud now. I'm officially an Patreon member. Thanks a lot for the materials.

    • @3dextrude
      @3dextrude  6 років тому

      Awesome!

    • @mayaali6629
      @mayaali6629 3 роки тому

      can you please share with me that vedioes?

  • @phreakii
    @phreakii 5 років тому

    Awesome! Love the uv unwrapping to : P

  • @martindiavolo1635
    @martindiavolo1635 6 років тому

    Nice man as always

  • @user-kz9de3qw1s
    @user-kz9de3qw1s 6 років тому

    Cool!

  • @93mustafa34
    @93mustafa34 6 років тому

    Very goooood 😃

  • @tiensu5823
    @tiensu5823 5 років тому

    i love your chanel. thank you

  • @raghavrao905
    @raghavrao905 4 роки тому

    The music at 1:24 is so dope.

  • @KSAIKSSS
    @KSAIKSSS 4 роки тому

    Ляяяя какой💓

  • @tinanh5365
    @tinanh5365 6 років тому +3

    can you do some basic tutorial for subtance paint?

  • @AlexanderCZ
    @AlexanderCZ 6 років тому

    Great. Keep it up! BTW, what software do you use for recording ? :) Thanks

    • @3dextrude
      @3dextrude  6 років тому +1

      Thank you! I use Camtasia Studio.

  • @fahadikhlaq579
    @fahadikhlaq579 6 років тому

    3dex you always making tutorials by others requests

  • @JakMesh
    @JakMesh 6 років тому +2

    Senpai when u make a company i wanna work with you

  • @leoleo1035
    @leoleo1035 6 років тому +1

    Once again, a fantastic video! Very cool!
    I'd like to know how you would go on texturing and rendering a crystal with emissive. You see, the problem I'm facing right now is related to emissive "killing" the object's texture. First I modeled the crystal, opened UV, sculpted a bit on ZBrush, added texture through Substance Painter and finally put an emissive layer. The problem is that the emissive is kind of overlapping and replacing the texture (both on painter and marmoset), making the crystal look too bright and unable to see their texture. If I lower the emissive amount the render looks bad because the crystal is not emitting enough light. Do you have any insight and knowledge you can share around this very specific subject? Thanks for the time to read man! Keep up the great work, big fan of yours!

    • @3dextrude
      @3dextrude  6 років тому

      Make sure the emissive is not a uniform amount, make it so some areas are more emissive than others, maybe the center of the crystal glows more, etc. Try to play with the metallic values as well. I know most of the time, at least in games, when making crystals a special shader is made to make them look like crystals.

    • @leoleo1035
      @leoleo1035 6 років тому

      Thanks for the tip man! I tried using some masks for that and it really looks much better now! Creating a shader for them really makes a lot more sense and seems like the best solution

  • @zcat636
    @zcat636 5 років тому

    We got some Escape from Tarkov inventory stacking right here XD

  • @petrholusa5855
    @petrholusa5855 5 років тому

    Very nice! How are you doing ambient occlusion for substance? Cheers!

    • @3dextrude
      @3dextrude  5 років тому

      Just baking it with the default settings.

  • @bonelessevil2
    @bonelessevil2 4 роки тому

    Was there a particular reason you chose to use substance painter for some items, rather than including them in the original modeling? For example the clock face and the book pages you painted in later. Would it have slowed down the pipeline by modeling those? I ask, because my paint skills are lacking.

    • @3dextrude
      @3dextrude  4 роки тому +1

      They can be modeled as well, in this case it took less time to do it Painter, but it really depends on the details you are adding. shallow details are usually fine to do in Painter.

  • @DeathDealer-DD
    @DeathDealer-DD 6 років тому

    would you please explain why you beveled the edges after UV§ing the models? was it for baking?

    • @3dextrude
      @3dextrude  6 років тому

      Yeah, that was my high poly model so it was a separate model.

    • @jjcosmio2225
      @jjcosmio2225 6 років тому +1

      3dEx please make tutorial....i too was confused
      ...and
      Your time lapse for me like a drug
      Thank you guru
      But..i need more!!!!

    • @hichamville
      @hichamville 5 років тому

      @@jjcosmio2225the asset is modelled for game engines .. and it can be used also for animation movies.. the beveling was made to get a high poly model for baking normal maps .. ans the low poly make uv mapping much easier than uving the high poly one

  • @SzymonWarunek
    @SzymonWarunek 3 роки тому

    in which program - have you painted that furniture,i also use: Autodesk Maya - it is great program.

    • @3dextrude
      @3dextrude  3 роки тому +1

      That was done with Substance Painter

    • @SzymonWarunek
      @SzymonWarunek 3 роки тому

      @@3dextrude thank you: that - you have told me,i feel motivated to try substance painter,because of your video,i feel encouraged to try its posibilities.I have never tried Substance painter before.Can you make tutorials about Substance Painter.

  • @stojo33
    @stojo33 5 років тому

    Hi! Quick question here from a student. I see you are laying out uv-s but then you bevel the objects. isnt that messing up your uv-s?
    Thank you.

    • @3dextrude
      @3dextrude  5 років тому

      I am beveling the high poly model, its a copy of the original. It doesn't matter what the uvs are on the high poly.

    • @stojo33
      @stojo33 5 років тому

      Thank you for your reply! I see now however your answer just makes me ask this-What do you mean by "doesn't matter what the uvs are on the high poly"? Will you not texture the high poly model or use it?
      thank you

    • @3dextrude
      @3dextrude  5 років тому

      I texture the low poly model which has the correct uvs. The high poly with the bevels is used to bake the details down to the low poly; basically transfering the bevels to the low poly through a normal map.

    • @stojo33
      @stojo33 5 років тому

      Wow. That sounds very interesting. The process itself and then of course the end results. Do you ellaborate more on this technike on your patreon videos? I would like to see the full process of this and i would definitely pay for this.

    • @3dextrude
      @3dextrude  5 років тому

      I have a video on Patreon called "Proper Workflow" which explains my usual process between Maya, Zbrush, and Substance Painter.

  • @kidehoward93
    @kidehoward93 6 років тому

    when you duplicated those uv sets in the UV mapping section why did you do it if you transfered the attributes already?

    • @3dextrude
      @3dextrude  6 років тому +1

      At what time frame?

    • @kidehoward93
      @kidehoward93 6 років тому

      3dEx around 12:30-13:00

    • @3dextrude
      @3dextrude  6 років тому +1

      You mean for the books? I didn't duplicate uvs they were just overlapping, but I wanted them to have a unique texture so I offset the uvs and they weren't overlapping anymore. Mainly because I made the decision for them to have unique textures after they were sharing the same uv space.

  • @AlexanderCZ
    @AlexanderCZ 6 років тому

    do you have some references images for your models ?

    • @3dextrude
      @3dextrude  6 років тому

      Yes, always. Most of the things I make are based on concept art.

  • @shougarifi8336
    @shougarifi8336 4 роки тому

    What did you use for rendering?

  • @vi8799
    @vi8799 5 років тому

    What about baking process? Do you separate mesh objects and bake by name?

    • @3dextrude
      @3dextrude  5 років тому

      Most of the time yes, because if you don't you will get artifacts when you bake.

    • @vi8799
      @vi8799 5 років тому

      @@3dextrude i have difficulties about it, can you make a short video about it? Is it possible to rename subtools as _high in zbrush and export them as single obj? Or i have to decimate, export highpoly to maya and rename mesh parts there?

    • @3dextrude
      @3dextrude  5 років тому

      You can name them in zbrush, I do recommend you decimate them too. Obj won't work for baking based on name because obj doesn't support that. You have yo export as .fbx from zbrush from the plugin menu export settings.

    • @vi8799
      @vi8799 5 років тому

      3dEx that works! you saved my day! tnx

  • @samrudhdhondi5843
    @samrudhdhondi5843 3 роки тому

    Hii

  • @pushkaryadav1797
    @pushkaryadav1797 4 роки тому

    So id map required?

    • @3dextrude
      @3dextrude  4 роки тому +1

      It's a never a requirement, only if you find it improves your workflow