How to make Pirate Gun 3D Model in Autodesk Maya (Part-5) | Texturing Tutorial in Substance Painter

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Sunit D Rozario

Sunit D Rozario

Күн бұрын

Hello Everyone, welcome to my youtube channel; I hope you are all doing well. In this Final Part of the video series, we will see how to do Texturing of the Pirate Gun model in Substance Painter. In the previous parts, I have shown how to do 3d modeling and UV unwrapping in Autodesk Maya. If you haven't seen those videos, I will recommend you to see those videos. The links of the videos is given below.
Pirate Gun 3D Model (Part-1) :
• How to make Pirate Gun...
Pirate Gun 3D Model (Part-2) :
• How to make Pirate Gun...
Pirate Gun 3D Model (Part-3) :
• How to make Pirate Gun...
Pirate Gun 3D Model (Part-4) :
• How to make Pirate Gun...
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3D Modeling & Texturing Tutorial.
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Other Tutorial Videos:
Creating 3D Model from any Image :
• Autodesk Maya Tutorial...
How To Model Antique Teapot In Autodesk Maya :
• How To Model Antique T...
Binocular Modeling Tutorial :
• How To Model Binocular...
How To Use CV Curve Tool To Create 3D Model In Autodesk Maya :
• How To Use CV Curve To...
Rendering 3D models with Wireframes in Substance Painter :
• Rendering 3D models wi...
Autodesk Maya Tips and Tricks Fast Workflow :
• Autodesk Maya Tips and...
How to transfer UVs in Autodesk Maya :
• How to transfer UVs |T...
Substance Painter To Maya Workflow :
• Substance Painter To M...
Pirate Sword Modeling Tutorial :
• How To Model Pirate Sw...
Judge Mallet Modeling :
• Maya Modeling And Text...
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Пікірлер: 17
@HarshSharma-jl5mg
@HarshSharma-jl5mg 25 күн бұрын
Is it ok to put screw inside the model and not snap it.
@sunitdrozario
@sunitdrozario 24 күн бұрын
@HarshSharma-jl5mg In 3D modeling, whether or not it's okay to place a screw inside a model without snapping it to another object depends on your purpose: If the model is for rendering or animation: It’s generally fine to place the screw without snapping it, as long as it looks correct from the camera's perspective. If the screw isn't visible in areas where it's not supposed to be, it won't cause issues for the final output. If the model is for 3D printing or physical production: In this case, you need to ensure that the screw fits and is properly positioned, as the physical object will need to align perfectly. The screw should be modeled accurately in relation to the other parts. If it's for game engines or real-time applications: Having a screw placed inside without snapping may cause unnecessary hidden geometry that could affect performance. It’s better to properly align and snap objects to avoid excess geometry. So, for visualization or animation, it’s not an issue. But for real-world applications or interactive projects, snapping is important. I hope I answered your question. If you have any other questions, feel free to ask me.😊
@hauntedtales327
@hauntedtales327 Жыл бұрын
Subscribed you to make it 500 , thanks for this tutorial , can you plzz make one video tutorial of making a miniature 3d model of ourself
@sunitdrozario
@sunitdrozario Жыл бұрын
Thank you so much. Sure, will do. 😊
@celianbsht
@celianbsht 24 күн бұрын
When i import my FBX into Substance Painter it is all unsmoothed (as if i pressed 1 on maya). I thought that pressing 3 was making everything smooth but is it only the image? WHat do i nee to do to export everything smooth then please? Thank you!
@celianbsht
@celianbsht 24 күн бұрын
Found out i had to untick "smooth mesh" at the export LMFAOO how does this make sense
@sunitdrozario
@sunitdrozario 23 күн бұрын
Hey @celianbsht, I am not sure why unticking "smooth mesh" at the export settings is working 😅. But when exporting an FBX from Maya to Substance Painter and encountering unsmoothed geometry, it's typically an issue related to how the smoothing information (normals and subdivisions) is handled during the export process. Here’s a step-by-step guide to ensure your model appears smoothed in Substance Painter: 1. In Maya, when you press 1, you view the unsmoothed mesh, and when you press 3, you view a smoothed preview. However, pressing 3 does not actually apply subdivisions; it’s just a preview. If you want to export a smoothed mesh, you need to bake the subdivisions into the geometry before exporting. To bake the smooth preview into the model: Select the model. Go to Modify > Convert > Smooth Mesh Preview to Polygons. 2.Make sure your normals are set correctly because they also influence how smooth your mesh appears. To ensure the normals are correct: Select the model. Go to Mesh Display > Soften Edge to smooth the normals. 3.When exporting as FBX, ensure that the correct settings are checked to preserve the smoothness: Go to File > Export Selection (or Export All if needed). In the export dialog, select FBX export. In the FBX export settings, under Geometry, make sure the following options are enabled: Smoothing Groups Smooth Mesh Tangents and Binormals These options will ensure that smoothing information is retained in the FBX file. 4.Once imported into Substance Painter, make sure you have the Tangent Space properly set to match your Maya setup, and the software should recognize the smoothing. Following these steps should ensure that your mesh imports into Substance Painter with the desired smoothness applied. This is the actual process, but what I usually do for video purpose, is I duplicate the model, and then apply smooth on the duplicated model. So that I have one high poly model and one low poly model. To apply smooth, select the model, then by holding shift, right click > click on smooth. After that I export out the high poly model and import it on substance painter to texture out the model. And once texturing is done and if you want you can export out the texture maps from substance painter and import those texture maps on low poly the model in Autodesk Maya. I hope I have answered your question. If you have any other questions, feel free to ask me anytime. I will be more than happy to answer your questions. 😊
@celianbsht
@celianbsht 23 күн бұрын
@@sunitdrozario Alright, so it was because i never actually smoothed it i only pressed « 3 » haha. But figured out that if you untick « smooth edges » at the export you will save the model as it is when you press 1. Thank you!
@sunitdrozario
@sunitdrozario 19 күн бұрын
@@celianbsht I never knew that 😅. I have to try it😁
@celianbsht
@celianbsht 19 күн бұрын
@@sunitdrozario Yeah you should! I asked a student from the same school i go to (she is 2 years above me) and she said sometimes they actually smooth the mesh and sometimes they will do as i did, depending on the project. But definitely give it a try imo!
@mrhemsworth_007
@mrhemsworth_007 Жыл бұрын
Can you please share those 2 alpha patterns😢
@sunitdrozario
@sunitdrozario Жыл бұрын
@8Bit You can find the alpha images in the link below. ☺ drive.google.com/drive/folders/1vb6jCSrtWN6bUtXDnVWlOGxWLyV84kIi?usp=sharing
@mrhemsworth_007
@mrhemsworth_007 Жыл бұрын
Thank you so much ❤your videos helped me a lot✨
@sunitdrozario
@sunitdrozario Жыл бұрын
@@mrhemsworth_007 I am glad it helped ☺. Do share with your friends too.
@sqwert654
@sqwert654 Жыл бұрын
nice , I can never get the woodgrain to align. I end up adjusting the UV's when creating them usually in 3dCoat
@sunitdrozario
@sunitdrozario Жыл бұрын
That's the beauty of this profession. Different artists find their own ways of doing things. 😊
Пришёл к другу на ночёвку 😂
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