This series is so well made man, thanks a lot. So much content out there similar to this really does not do a good job of encapsulating and explaining these concepts in a very concise way. Really refreshing to see it explained well. Looking forward to the rest!
@jchave7 Жыл бұрын
🙏🏽 thanks, I appreciate it!
@enricbagur8105 Жыл бұрын
Very useful! Now I'm on the retopo/UV's stage on my character so this helps a lot! Can't wait to see the baking process and how to fix/reduce artifacts
@devformation Жыл бұрын
Thank you for the tut! Accorsing to this uving not seems so scary)
@SamuelKellyStudio Жыл бұрын
Awesome! Loving the videos so much man! I'd love to see your approach to dealing with micro details like tattered edges on holes in clothing etc... as well as posing post bale/texture for final renders.
@jchave7 Жыл бұрын
Glad to hear, I have a video like that in mind! 🤘🏽
@kevindimitch5852 Жыл бұрын
wow, I promise this week_end I'll try to do this method, thanks you
@rishikeshnayudu1658 Жыл бұрын
Waiting for the next one!! Really interesting topic!
@R.ebelBoss Жыл бұрын
Waiting for the next video!!
@weijianchin193 Жыл бұрын
Thanks very useful , Look look forward for tell about baking model video !!!
@png.thomaz Жыл бұрын
Amazing video Jared, as always! I'm really looking forward to watch a video about lighting a scene inside Marmoset, It would be amazing learn from you, I've already watched your character course at Artstation and It was fantastic. Cheers!
@jchave7 Жыл бұрын
Thank you! I appreciate that, it’s a little ways down the road but hopefully can get to it soon!
@CarlosSantos-qn8oc Жыл бұрын
Hello, Jared Why are the UV clipping marks highlighted when I create the NORMAL MAP AND AMBIENT OCLUSION ? Thanks
@d.g135 Жыл бұрын
I'm new to 3D art creation for videogames and have a question. For 3D character -> Do i need to Unwrap the low poly model or the high model? Or both? later (after baking) Do i need to texture the high poly or the low poly Or both? and why, sorry for the long answer and thanks if you can answer.
@jchave7 Жыл бұрын
Yes the process goes sculpt a high poly-make a low poly-unwrap you low poly-- bake the highpoly info into you low poly--texture your low poly. Hope that helps!
@d.g135 Жыл бұрын
@@jchave7 It was extremely helpful, Thank you! Btw, with new nanite technology in UE5 is now worth to simply use the high poly in game engine and avoid doing bake process and texturing the high poly? If so, does this go for both models of 3D characters and environmental assets?
@Satan_said_DRAW Жыл бұрын
I cant believe it is free😳
@keelfly6 ай бұрын
Amazing video. Please make a video to teach people how they do not need to manually unwrap every asset (i.e. most 3d assets are not characters) and how to know which one should be manually unwrapped vs others that could be quickly done automatically to increase productivity. Many people have been led to believe, that they should manually UV everything out there and this is an outdated practice.
@emiliocampana1727 Жыл бұрын
Hi bro. I have a question. Do you model it in zbrush, right? to export this to substance painter you use a high poly object and low poly? then when you have the maps, what object do you import in maya? the low poly mesh or high? i,m a rookie and im learning. thanks bro
@jchave7 Жыл бұрын
Ya I use Zbrush. I export high poly and low poly to painter. Use the high poly to bake down to the low poly to paint on the low poly. You use the low poly in your render engine and use the maps created on that model.
@cleanthong9572 Жыл бұрын
hi bro! am i watching you videos and one moment i see 16 unavaliable video are hidden((( how i can see this video? thanks bro!
@jchave7 Жыл бұрын
There in the live section
@timoteoalves4208 Жыл бұрын
Hi Jared, so I’m new to this and and I have a model that is divided by 2, the head and the torso, and which one is on a different uv, and now my textures are not identical in the borders since which one is painted differently what can I do to like paint the 2 uvs simultaneously?
@jchave7 Жыл бұрын
If you have 2 uv sets you need to paint across than you would need to use a udim setup. The only other way to do it is just manually paint across borders.
@CrazyMeansCreative Жыл бұрын
Cool serie and very informative thank you! Quick question: did you put all of your uv on top on eachother? it doesn't seem to be in different udims :O
@jchave7 Жыл бұрын
Yes all in a single uv tile. That’s how texture sets work. And using materials to separate them. I don’t use UDIMs for real-time characters, I have but not very often.
@CrazyMeansCreative Жыл бұрын
Ok I see. I was wondering as you set up udim fonction in painter
@emiliocampana1 Жыл бұрын
hi bro. all the model was made in zbrush? did you do a retopology in maya?
@jchave7 Жыл бұрын
Ya, mostly Zbrush for the model and retopo in maya
@emiliocampana1 Жыл бұрын
@@jchave7 when do you pose it? do you prefer do it in maya or directly in zbrush? what way is better?
@alanmoralesvega Жыл бұрын
How you render de UVS checker?
@jchave7 Жыл бұрын
With a texture map
@mezimforte79boribay79 Жыл бұрын
more content like this
@jchave7 Жыл бұрын
On it!
@Kata-oy4gl Жыл бұрын
you dnt combine objects that are in the same textures set you export them individually i waited for this part coz maya always screw me up on this like deleting my uvs etc ...Great video btw and nice series :)
@jchave7 Жыл бұрын
I don’t combine objects, I leave them separate because when baking it allows for me to explode the model and I don’t get baking artifacts. I also use fbx to export, and never have issues with losing UVs.
@Kata-oy4gl Жыл бұрын
@@jchave7 yea nice i got confused on this .... thank you !!!