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@joborex
@joborex 21 күн бұрын
from maya and using USD I can't get texture sets based on materials as I could in alembic. What am I missing
@Rulody
@Rulody 2 ай бұрын
Is subd suitable for game engines ?
@JordanMossy
@JordanMossy 2 ай бұрын
Sub d can be used to create the initial shapes needed for smooth shapes but youd need to optimize after
@ryzhov_art
@ryzhov_art 2 ай бұрын
IgnoreBF trick is insanely useful! thank you
@iswarboruah9014
@iswarboruah9014 3 ай бұрын
Very informative ❤
@yanbr1f1x
@yanbr1f1x 4 ай бұрын
This comment is kind of late, but I am interested in which method have you done the retopology for your high poly mesh? Have you done it manually or using some 3Ds Max or Zbrush tools like decimation?
@JordanMossy
@JordanMossy 4 ай бұрын
@@yanbr1f1x typical retopo is from the mid poly that was done to create the high poly. When I start modeling I do a block out, then clone it and refine it to make the midpoly, which adds all the volumetric shapes of the asset, this is also used later for the low poly. If I'm doing sub d modeling I clone again and then work on adding all the edge loops for the highpoly. If Im doing the zbrush method it's a bit different, I usually make sure my midpoly has a lot of segment divisions on any booleans and ensure it's nice and smooth then dynamesh and clay polish the edges to get the end resulting highpoly. I then go back, duplicate the midpoly and remove segments and that becomes the lowpoly
@charbat03
@charbat03 4 ай бұрын
OMGOSH!! I was going crazy with the antialiasing bakes, and I didn't know I could just do the normals :')))!! This was so helpful!! Thank you so much TT
@SrdjanPavlovic11080
@SrdjanPavlovic11080 4 ай бұрын
As soon as I've seen video on Twitter, subscribed immediately :D Hope so that you are planning to do more educational material like this in future !
@JordanMossy
@JordanMossy 4 ай бұрын
@@SrdjanPavlovic11080 I usually go by suggestions, as I'm not really in the business of building a full time KZbin channel. But I'm always open to helping out with knowledge
@SrdjanPavlovic11080
@SrdjanPavlovic11080 4 ай бұрын
@@JordanMossy Thank you for answer. Here is one suggestion: if you find some time, please make short video about triangles and their role in topology
@wilbertvanvulpen9553
@wilbertvanvulpen9553 5 ай бұрын
i made a low poly, high poly and cage in blender and it looked fine. I imported it to substance and its red and messed up. very sad
@JordanMossy
@JordanMossy 5 ай бұрын
@@wilbertvanvulpen9553 if it's red in the bake view it means the cage is intersecting with the mesh, you need to increase the cage distance
@wilbertvanvulpen9553
@wilbertvanvulpen9553 5 ай бұрын
@@JordanMossy the cage is fine. The high poly makes it messed up. Its a lot of trail and error and there are a few things i need to take care of. Which im gonna try today. Like mark all sharp edges and having straight uv islands
@MythoCondria
@MythoCondria 5 ай бұрын
came from twitter. amazing man
@Elliotbullet
@Elliotbullet 5 ай бұрын
Wowee, my boyfriend is such a good modeller, uwu xoxo
@JordanMossy
@JordanMossy 5 ай бұрын
Thanks babe
@KatDiedAgain
@KatDiedAgain 5 ай бұрын
Instant sub and like. Love this!
@davinspridgen2421
@davinspridgen2421 5 ай бұрын
Dude thank you haven’t found a good bake setting video. I really appreciate it😊
@user-cg2gk1yw7w
@user-cg2gk1yw7w 7 ай бұрын
It's been a little while since you've uploaded, but I'll shoot my shot anyway: For a portfolio piece, and if you're looking for a great/maximum texture quality on a complex mesh, would you recommend having one texture set with UDIMs or multiple texture sets?
@JordanMossy
@JordanMossy 7 ай бұрын
I might not post videos as such, just haven't had any requests for any kind of content, and KZbin is chock full of the same thing done differently by thousands of people. In terms of udims, they pretty much do the exact same thing as if you were to split things up into materials, it really just depends on what your end goal is for the portfolio, for film? then yea go udim crazy, as they are primarily used. If the end goal isn't really showing off how you packed things, and just really pretty final renders, I'd use udims. If I'm putting it in a game then texture sets. There's no real difference except how it's set up and read by what it's being put in, you could have 30 udims that are all 4k, but you can also have 30 texture sets.
@user-cg2gk1yw7w
@user-cg2gk1yw7w 7 ай бұрын
@@JordanMossy Alright, thanks for your input! Really appreciate it 👍 I was asking the question because I thought maybe renderers would deal with udims or textures sets differently and one might be more lightweight. But if it's the same 1:1 deal I'll use udims then. Or one could do both textures sets and udims but at this point it will have diminishing returns I reckon and my poor pc will choke lol.
@TMZStreetWorkout
@TMZStreetWorkout 8 ай бұрын
I came to get an answer to one question, but I got to all
@briantriesart
@briantriesart 9 ай бұрын
Thanks
@marcos_c_m
@marcos_c_m 9 ай бұрын
Thanks
@GAMERA1
@GAMERA1 10 ай бұрын
damn thanks for the info bro
@IGarrettI
@IGarrettI 11 ай бұрын
question. Can't floaters be stampted with a brush directly in painter, instead of baking them in?
@JordanMossy
@JordanMossy 11 ай бұрын
Absolutely, it's often the technique used in production as things can change frequently. You just use the height channel and blur a mask
@IGarrettI
@IGarrettI 11 ай бұрын
@@JordanMossy ah cool. just trying to understand if there's a difference
@JordanMossy
@JordanMossy 11 ай бұрын
@@IGarrettI the general difference is the lack of realistic ambient occlusion and curvature for wear that you get when using painters height painting. When you bake it down, all of that information is physically based upon the high resolution model.
@IGarrettI
@IGarrettI 11 ай бұрын
@@JordanMossy unless you use anchor points
@JordanMossy
@JordanMossy 11 ай бұрын
@@IGarrettI Anchor points don't really achieve the same quality, but yes they can be used in that kind of setup. Baked almost always looks better in terms of quality
@Trench_762
@Trench_762 Жыл бұрын
I noticed your knife had 13 million polys, how did you go about modeling it?
@JordanMossy
@JordanMossy Жыл бұрын
Modelled it in fusion 360, converted to dynamesh in zbrush and polished the edges to get the rounded look. It's a faster method than messing with subdivision but arguable on small things like this if it's necessary.
@Trench_762
@Trench_762 Жыл бұрын
I see, I've seen other pros do this by having a look at topo and assumed it was some sort of port from a CAD software. That's awesome honestly. I really want to learn plasticity for this sort of hard surface. I had a hunch it would be easier to model those types of thing in CAD but wasn't sure. Also I had a look at your site, your work is a spectacle. Thanks for the reply!@@JordanMossy
@Trench_762
@Trench_762 Жыл бұрын
I see, I've seen other pros do this by having a look at topo and assumed it was some sort of port from a CAD software. That's awesome honestly. I really want to learn plasticity for this sort of hard surface. I had a hunch it would be easier to model those types of thing in CAD but wasn't sure. Also I had a look at your site, your work is a spectacle. Thanks for the reply!@@JordanMossy
@JordanMossy
@JordanMossy Жыл бұрын
@@Trench_762 Plasticity is a good shout for this kind of stuff and honestly does take a lot away from the gruelling task of working on a mesh twice for highpoly then lowpoly, but you still need the fundamentals of modeling to produce the low poly mesh from the mesh exported. Id say if you know how to make highpoly the traditional way its a very good way of making hard surface meshes, although there's definitely aspects that just need to be modeled in subd, like organic hard surface shapes.
@Trench_762
@Trench_762 Жыл бұрын
I just feel like playing with design when modeling in quad workflow is very hard for me. This may speak more to my lack of efficiency. But I feel like concepting in 2D is probably where that issue is resolved. But I also got the feeling that plasticity would make discovery and play a bit easier.@@JordanMossy
@teamtomii
@teamtomii Жыл бұрын
Useful, informative video! 👍
@YANINGCHUANG
@YANINGCHUANG Жыл бұрын
nice one. just little bit too quiet, had to turn audio to max to hear...
@JordanMossy
@JordanMossy Жыл бұрын
Sorry about that, seems I had the gain on my mic too low but only realised after
@Shiva4D
@Shiva4D Жыл бұрын
Very pure volume
@derptweaker945
@derptweaker945 Жыл бұрын
Just what i needed thanks 🙏
@4vrtex
@4vrtex Жыл бұрын
Beautifully Explained, I hope we will get more knowledge from you in future videos.
@arminradan2819
@arminradan2819 2 жыл бұрын
Thanks that's so useful
@АндрейПеров-ф6ц
@АндрейПеров-ф6ц 2 жыл бұрын
why simlpy not to use marmoset to get rid all of that baking crap with cage?
@JordanMossy
@JordanMossy 2 жыл бұрын
Definitely an option, this is a tutorial for painter though. They offer the ability to use cages but without the in app UI, future painter update will hopefully have something similar to marmoset
@АндрейПеров-ф6ц
@АндрейПеров-ф6ц 2 жыл бұрын
@@JordanMossy will you post the vid about texturing the knife? definetly want to look at how you r making metal textures that on the pic to this video. looks good
@JordanMossy
@JordanMossy 2 жыл бұрын
@@АндрейПеров-ф6ц As the project is already complete probably not, but I do plan on making a tutorial series in the future covering creation, baking, texturing and presentation of a more complex asset
@danieluorji
@danieluorji 2 жыл бұрын
Thank you so much for this. We'll explained
@loopbreak
@loopbreak 2 жыл бұрын
Good stuff. Thanks for taking time to share something useful. Cheers.
@adarshwhynot
@adarshwhynot 2 жыл бұрын
Awesome tutorial, very helpful.