Hey this seems like an awesome tutorial but i feel like the dumbest as judging from the comments here nobody is struggling at the beggining like me XD I'm at 4:40 and I absolutely can't figure out how to line up my two pieces of ropes nicely like yours. And i repeated the steps like 4-5 times already *_+
@RobotArmy3D10 күн бұрын
Did you manage this? if you mean the twist- it seems like I just did it by eye, if the cylinders start of perfectly straight and your pivot orientation is square (unlock icon, reset orientation, lock) then from a side view, twist until it looks like they will align, you can always duplicate it twice first and move those duplicates one to the top and one to the bottom and then use those as a kind of guide to line up with. Hope that helps.
@da_drood-digitalart10 күн бұрын
@@RobotArmy3D ehy thanks for the reply! I still don't understand how you managed to make them match perfectly just by eye picking XD but i managed to overcome that problem after i found another similar tutorial in which they explain exactly this potential issue and how to manage to get the perfect alignment, by simply resizing vertically the primitive cylinder up till 2,0. This way it is granted that'll work :)
@mr.j789911 күн бұрын
I have a question. Why do I need to do that when I can use rgb masks instead created in Substance Painter instead? Sorry im confused, I'm fairly new to Unreal.
@RobotArmy3D10 күн бұрын
If by that, you mean vertex painting? It's so you can have full customization within the engine, you can have 100 copies of the same wall side by side and paint directly in UE till your heart's content so that not a single one looks like a repeat.
@oskarperez15 күн бұрын
Great tutorial! And subscribed! But that music makes me want to kill muself... :P
@meyebelcs3D17 күн бұрын
This is amazing, thank u so much 🎉❤
@Shagun-bh5kv18 күн бұрын
Wow, more than Substance Painter, I got hooked and realized power of Marmoset. That's is something
@unboxxinggames28 күн бұрын
Why is the wood grain alpha having the same alpha to the left and to the right of it everytime I click and drag? When I grabdoc its making 3 of the same alhpa instead of just 1
@RobotArmy3D25 күн бұрын
I haven't run into this problem, I couldn't help without seeing the file and trying it. Hope you managed to sort it.
@unboxxinggames24 күн бұрын
@@RobotArmy3D I solved it, it was the focal shift. raising the focal shift really high made only 1 alpha appear
@unboxxinggames24 күн бұрын
Also thats crazy you read and responded to a 4 year old video thats awesome
@-o-itscharli28 күн бұрын
Never used Marmoset before so I decided to try rendering my first stylised model in it instead of Arnold. This video was perfect and I absolutely love how easy it felt to set everything up.
@RobotArmy3D25 күн бұрын
Happy that it was helpful, toolbag is a joy to use, not over complicated.
@MatthitiziduАй бұрын
Perfect tutorial. Concise and crystal clear.
@RobotArmy3D25 күн бұрын
Thanks, very kind of you to say!
@l.c.6574Ай бұрын
Exactly what I was looking for. Thank you!
@RobotArmy3D25 күн бұрын
No problem! Happy to help
@itsastraycookie8717Ай бұрын
This is nice and all, but wouldn't be the verticy count be astronomical
@RobotArmy3D25 күн бұрын
This is a high poly model to be baked down to a lower poly. If its the point count in zbrush that may be a concern causing large file sizes and slow operation, this technique can be used with any resolution of model, I just happened to be using quite a detailed one here, it could also be a very simple tube for sure.
@DowerArtАй бұрын
thank you vey much very helpful!!!
@arnoldaduko3821Ай бұрын
Big thanks to you Bro. You errfing saved my life, my energy and my time today. It has taken me a week to finally find this help. Appreciation Bro....
@RobotArmy3DАй бұрын
Hah, np mate, glad it helped.
@rayunited2010foryouАй бұрын
You are a living legend, mate. Also, I love your way of explaining and accent.
@RobotArmy3DАй бұрын
Thanks man, kind of you to say!
@rayunited2010foryouАй бұрын
Excellent technique, mate.
@enthaunain7766_RP2 ай бұрын
Amazing !
@RobotArmy3D25 күн бұрын
Thanks!
@serwizzart2 ай бұрын
I love your tutorials!
@RobotArmy3D25 күн бұрын
Cheers 🍻
@beer-yakisoba2 ай бұрын
I ran into this problem, when I try to move the board with the brush, one point stays in place, anywhere I try to move the board, it appears.
@RobotArmy3D25 күн бұрын
Not sure how to help, it could be a mask that needs clearing? Hope you managed to sort it.
@beer-yakisoba2 ай бұрын
In zBrush 2024 the button "del higher" is not active. What to do?
@RobotArmy3D2 ай бұрын
I can only think that maybe there are masks that need clearing, parts of the model that are still hidden, active recording layers(maybe) or there is no higher subdivision levels to delete- select a lower subdivision level first.
@beer-yakisoba2 ай бұрын
@@RobotArmy3D yes, I do everything as shown, first I delete the lower level (it is active). And the higher one is not activated. Maybe they really don't exist. Thanks for the reply anyway🤝
@clumsy_art95652 ай бұрын
I love your work !!! This is amazing
@RobotArmy3D2 ай бұрын
Thanks 😊
@millie20792 ай бұрын
Gorgeous aesthetic in your work mate! do you have any high poly > low poly export vids for Z Brush?
@RobotArmy3D2 ай бұрын
Cheers! A lot of my videos have that process in, this one (stylised barrel) has it at around the 1:09:00 mark and other videos such as this older pillar one has quite a bit on it at about 35 mins in- kzbin.info/www/bejne/rImvnXlof85sa8Usi=qhWhV5u6fruwjk7s Hope that helps.
@hoho70292 ай бұрын
used Substance Painter 6.2. works perfectly thank you
@RobotArmy3D2 ай бұрын
Great to hear!
@kyalavender-williams92852 ай бұрын
I just cane across this and wow this looks awesome.
@RobotArmy3D2 ай бұрын
Thanks 😊
@moon0915l.2 ай бұрын
Excuse me, at 1.22.22, what should I do if there are black blocks in my topology? It's my first time using this software and I don't quite understand
@RobotArmy3D2 ай бұрын
Did you figure this out? black blocks is a hard one to figure out without taking a look at the files. It could be that you have duplicated faces. Find where it is on your low and high poly and see if there is anything odd. You might want to delete and recreate those faces on your low poly, check there is no overlapping UV islands there also. hope that helps.
@moon0915l.2 ай бұрын
@@RobotArmy3D Ok👌 ,thank you for your reply. I'll study it again. Maybe I'm too shallow. I should understand why if I study deeply.
@Turtleinthehole3 ай бұрын
wth- zbrush is just press button = achieve
@TheExcelsis3 ай бұрын
Great video! Thanks for taking the time to record and upload.
@RobotArmy3D3 ай бұрын
Glad you enjoyed it! 👌
@Aninda_Creation3 ай бұрын
hello please help you didnt show the render process.i am confused how can i render stylized texture in maya.arnold just renders out realistic thingd...
@RobotArmy3D3 ай бұрын
This is rendered in Marmoset Toolbag, there are no special stylised settings, just a couple of lights, and bright coloured background. It still has realistic lighting and shadows, the same result should be gotten from any renderer, its the shape of the asset and the textures that make it look stylised.
@Aninda_Creation3 ай бұрын
@@RobotArmy3D oh thank you very much..
@stefana.jansson323 ай бұрын
question: after you added all the decals, did you combine the model with all the decals or did you leave it? cus the model looks combined when you show it inside Unreal, with no group or child structure. The children decals would be one drawcall otherwise, and im trying to understand the trimsheet workflow with decals WITHOUT using decalmachine (it doesnt work for Maya anyway). But ive seen no other tutorial showing how to use trimsheet decals than yours. But workflows are missing. Hence my question.
@RobotArmy3D3 ай бұрын
They are combined, adding two materials to the mesh in maya, one for the body and one for the decals will give you two material slots in UE letting you put specific decal material to that part of your asset. There is also a way if doing this using two UV sets rather than floating meshes.
@stefana.jansson323 ай бұрын
@@RobotArmy3D thank you for clearing that out. I experimented on that myself, and ruled out that you couldnt have had left it un-combined. wouldnt have made any sense. but im on my way of finishing my own take on the Arasaka Tower in cyberpunk 2077 thanks to this. and its in VR, so i have to keep it as cheap as possible, hence the question. thanx for verifying it.
@RobotArmy3D3 ай бұрын
Np, good luck with your project!
@SubrosaRose3 ай бұрын
Hi there is it still possible to adjust height in Substance Sampler ?
@joelwesterveltaia21963 ай бұрын
Good stuff, thanks!
@razorback78284 ай бұрын
This is a very smart technique!! THANKS!!!
@arrynchaos99124 ай бұрын
Finally a tutorial that doest involve quite. Thank you so much.
@xXXxxfexo99xxXXx4 ай бұрын
Really nice video, I already know this technique but I never found a good video explaining how to work with that, thank you very much for the explanation!
@combojerman284 ай бұрын
does the bake thing needs to be made before any painting or can i bring my high poly model and bake after?
@RobotArmy3D4 ай бұрын
Well, the high poly model usually wont have any UV's its the UV's of the low poly that you want. Baking is essentially "painting" the high poly details on to a low poly model. If you have an unwrapped high poly, then yes you can paint on it, but then transferring those painted details back down on to a low poly would be difficult and also probably will not give you perfect results.
@DeputyChiefWhip4 ай бұрын
Nice video, would you still work in this way 4 years later? Anything you'd do differently?
@RobotArmy3D4 ай бұрын
Thanks. Yes, absolutely I used this technique recently. I often use my other more simple method of just modelling the tiles in Maya first before moving to painter.(i have another tutorial for that) I would suggest learning substance designer, though. Having the ability to create something multiple ways will allow you decide on how to approach a job the best way. Sometimes you really just want a specific sculpted look, and if you know how to sculpt well in zbrush, then that might be be the fastest/easiest option. But sometimes you need more flexibility and variation and Substance Designer may become the best choice for that. And most of all its what you find to be the most enjoyable pipeline.
@DeputyChiefWhip4 ай бұрын
@@RobotArmy3D nice one thanks. I actually work in the industry, but do only hard surface and realistic. Your videos are brilliant mate, thanks for the advice above too.
@RobotArmy3D4 ай бұрын
@@DeputyChiefWhip Oh nice, I used to do similair before moving into games, there's not really much difference. I would say game modeling is easier if anything, normal maps are much easier to work with than displacement maps. Thanks for the kind words!
@DeputyChiefWhip3 ай бұрын
@@RobotArmy3D Just out of interest, I did this tutorial, the array mesh is a bit of a faff isn't it, no wonder you opt for modelling it first in Maya then just import in to ZB, the transpose tool is simply horrible at placing stuff.
@RobotArmy3D3 ай бұрын
Yeah, I cant say its necessarily the best way but as Maya is the program I'm working in like 90% of the time it just feels easier to do as much as i can in it; or simple block things things out so i have a good starting point. Often the "best" techniques neglects to take into account what you are most comfortable or proficient at.
@EAKitty954 ай бұрын
how would i make 4 textures instead of 3
@RobotArmy3D4 ай бұрын
You can also use the Alpha channel of the RGBA - and you can also have a base texture. So 5(ish) layers should be achievable with this technique.
@hollytoto4 ай бұрын
Such a fantastic tutorial! Thank you so much for sharing this, there's lots of great modelling tips, and the bg music is very relaxing.
@RobotArmy3D4 ай бұрын
Glad you enjoyed it! 👌
@mathildechevanche56784 ай бұрын
hey, amazing video ! But i have a little problem, I follow all the steps but at 30:12 when i do the split to parts it doesn't work idk why. Is there someone who can help me ? Thanks :D
@RobotArmy3D4 ай бұрын
Thank you, not sure what could be the issue here, it should split apart every mesh that is an "island" so not continuous on to the next piece. You could try auto-poly group in the polygroup menu, this polygroups the mesh in the same way as above, if it all stays one colour when you view the poly groups then it must be one mesh somehow, in this case, go back to maya and see if you can separate it, once separated, select all and export as an fbx, or export each piece individually. I hope that helps
@R4V10LI5 ай бұрын
How do you go about setting up the print files, and do you have to reto the model at all or can you just use a dynamesh/zremeshed model to get the same results?
@RobotArmy3D4 ай бұрын
Sorry for the slow reply, you should be able to print this model as is, its already got good geo for printing, you will just have to set up your wall thickness and such.
@bodyhanger71375 ай бұрын
pbUDK only works upto 2017 - for an alternative use (Maya) Batch Exporter 1.1 for Artstation - It's free for non-commercial. Great tutorial..
@RobotArmy3D5 ай бұрын
Hi, yes this was a bit of an old tool, I use mayas in-built game exporter now, file>game exporter- it has every setting you need to do the same thing. Once you are happy with the settings you can save them as a preset.
@bodyhanger71375 ай бұрын
@@RobotArmy3D Thanks didn't know it existed. Great content...
@guillemrv65 ай бұрын
Really interesting :)
@blindedinchains276 ай бұрын
when i turn it to rgb my entire viewport gets white
@garrytalaroc6 ай бұрын
VERY IMPORTANT: Turn off Nanite before vertex painting. It won't work if nanite is enabled on the mesh.
@cppfa6 ай бұрын
This is epic
@AhmedsCC6 ай бұрын
There is no way I just stumbled across a course about Trimsheets completely for free on KZbin. This is going to help me out so much, thank you sooo much! 😭
@RobotArmy3D4 ай бұрын
Great to hear!
@RianBee6 ай бұрын
I feel like I have been using Zbrush like a neanderthal after watching this video. Thank you for showing me the light!
@RobotArmy3D4 ай бұрын
Glad I could help! 😂
@Lilqueen._7 ай бұрын
i LOVE U! <3
@RobotArmy3D4 ай бұрын
<3
@user-dw1iy4lv1d7 ай бұрын
bb FPS!!!! not variant for game...
@h.c.h-42187 ай бұрын
could i follow this tutorial with eu5 and the most up to date version of maya?
@RobotArmy3D4 ай бұрын
I don't see why not.
@UnAlliedGaming7 ай бұрын
how would i go about doing this with 3 materials insteadof 2?
@RobotArmy3D4 ай бұрын
The same technique, but add the other channels for R G B and also the Alpha.
@arronshaw53587 ай бұрын
Ctrl+L in marmoset spawns a light where you’re facing, huge timesave