Create a quick game asset in Autodesk Maya 2022.1 | Speed Modeling

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Polyrendr

Polyrendr

Күн бұрын

Пікірлер: 26
@milanasobhi
@milanasobhi 3 жыл бұрын
This is insannnneeeee. I’m still watching the video but this is bomb so far. Wish I had this kind of talent
@polyrendr
@polyrendr 3 жыл бұрын
Thanks!! 🙏
@apuart786
@apuart786 Ай бұрын
Impressive design :)
@polyrendr
@polyrendr Ай бұрын
Thank you!
@kathatch6357
@kathatch6357 3 жыл бұрын
This is so awesome! Love these videos you’ve been making. So interesting to see all the different stages you go through to create the assets. Thanks for sharing!
@polyrendr
@polyrendr 3 жыл бұрын
Thanks! :)
@tristansander3638
@tristansander3638 3 жыл бұрын
Okay you are crazy talented. Watching all of the steps you take and how much attention to detail you have is amazing!! Great job!
@polyrendr
@polyrendr 3 жыл бұрын
Thanks Tristan!! 🙌🏼😄
@thomascowan546
@thomascowan546 3 жыл бұрын
Awesome video, would love to see a series on detailed character design using these kinds of assets.
@polyrendr
@polyrendr 3 жыл бұрын
Thanks! Will do some characters in the future for sure!
@veronicatrunzo6831
@veronicatrunzo6831 3 жыл бұрын
Awesome!
@MonarchGuy974
@MonarchGuy974 Жыл бұрын
I like how fast this tutorial is but I can't catch what buttons youre pressing
@theguy3129
@theguy3129 Жыл бұрын
Great video, just have a question. I noticed a few ngons and tris on the model. Won't that be a problem when the model is put inside game engine?
@polyrendr
@polyrendr Жыл бұрын
Thanks! I always fix the topology while doing the UV's - I try not to focus on topology while blocking things out and making the main shapes, it always allows me to work more freely and then I clean things up after while doing the UV Mapping. I may have missed something along the way but there should never be any ngons in the model when its finished. Triangles however are totally okay, and in certain situations it actually makes more sense to use them. However quads are always the goal, especially if you plan on animating it.
@theguy3129
@theguy3129 Жыл бұрын
@@polyrendr Appreciate the detailed response, thanks!
@saeedbarari2207
@saeedbarari2207 2 жыл бұрын
I just didn't like how you painted the whole glass white. it should've had some scratches and be transparent. but then it would mean you had to have made an interior too. So I understand why you went with full-white. + great content!
@polyrendr
@polyrendr 2 жыл бұрын
Thanks! and yea you’re totally right, sometimes there just isn’t enough time unfortunately haha good call out tho!
@rupasree8055
@rupasree8055 Жыл бұрын
Hi can you pls tell me ur pc specs ur using for this software and other related software and also suggest a pc spec and btw this content is awesome!
@rokkazmvm
@rokkazmvm 4 ай бұрын
Hey I was wondering, why and how did u end up texturing the switch button separately even tho it had same material assigned in maya as the grip. How did it know what to apply only on switch and what on grip? Usually when I do this I try using vertex colors, are u not using them?
@polyrendr
@polyrendr 4 ай бұрын
No I dont use color id's. I usually use the Polygon Fill tool and either fill in certain objects or specific UV shells.
@ДанилАндреев-ы6ц
@ДанилАндреев-ы6ц 2 жыл бұрын
What Poly Count is considered acceptable for such assets now?
@polyrendr
@polyrendr 2 жыл бұрын
It really depends on where and how its going to be used. For example, what engine, what platform, and if its a main character prop, background prop, etc.. Generally speaking, a few hundred to a few thousand would be fine for most situations. If its in UE5 for example, you could have potentially thousands+ of polys to work with, so there are a lot of factors that come into play.
@vsluj3508
@vsluj3508 9 ай бұрын
This is not a full game asset work flow, not all games can have every asset in high poly, so wheres the baking?
@polyrendr
@polyrendr 9 ай бұрын
Yes you're right, this is not showing HP/LP workflow though, which majority of game assets use. In this video one mesh was used, baking was done in Substance before applying materials. It was more or less to help show the process from 3d modelling -> UV mapping -> texturing. Poly counts can change quite drastically depending on how its used for example main vs background prop, which game engine its made for, etc.
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