yea speaking about making changes in early stage i noticed right asap i was going to need to go back to re shape the barrel. Many thanks for sharing your workflow specially for those who are living in third world countries with 200% inflation and cant afford to pay a decent education. I salute you my man.
@RobotArmy3D2 жыл бұрын
Thanks! I'm glad it was of use.
@littlebuilder81322 жыл бұрын
to all people viewing the video, I wanna list some good shortcuts to make your workflow a bit faster: isolate view: ctrl + 1 smooth view: 3 (use this to see how smoothing in zbrush will affect your model and where you need to add more edges) normal view: 1 wireframe mode: 4 shades display : 5 bevel : ctrl + b extrude : ctrl + e detach components, extract faces : available in marking menu by pressing shift + rmb duplicate with transform : shift + d (useful for like making the seperate planks in the barrel without having to repeatedly use the rotate tool)
@Aninda_Creation9 ай бұрын
how can i predetermine a position where i can create a new shape in maya?
@abdulkhalikayman4 ай бұрын
but i noticed when i use the shortcut maya doesn't seem to read it as the last command .. Unlike when you use it from the menu it will be read as last command .. hence you can use "g" for repeat
@Skibir3 жыл бұрын
I could honestly listen to your voice for hours. Its so soothing and almost therapeutic.
@RobotArmy3D3 жыл бұрын
Hah, i'm glad you think so! 😓 I hope it doesn't put you to sleep though, that would make it hard to finish a tutorial.
@real2late Жыл бұрын
Dude I'm learning may, substance painter and zbrush rn. This tutorit is soo awesome!
@CG3Dguy4 жыл бұрын
Your tutorials are incredibly useful, even to an industry pro who's rusty with this workflow. Thanks for making them!
@RobotArmy3D4 жыл бұрын
Thanks! Means a lot. There is always something to learn... or forget!
@southpaw90414 жыл бұрын
That technique of using a quick painted colour texture in a fill layer to make an asset look hand painted is rlly cool
@RobotArmy3D4 жыл бұрын
Yeah, it really helps when you don't have bags of time. Great way to break up solid colours too.
@southpaw90414 жыл бұрын
@@RobotArmy3D looking back at my stylised assets, this is something they definitely suffer from and this technique would be an easy fix.
@kittspresso2 жыл бұрын
Thank you very much for showing your workflow and explaining how you texture specifically to get a stylized look! There are way too many tutorials nowadays that ask you to pay for their full version of the process.
@RobotArmy3D2 жыл бұрын
I'm glad you found it useful, thanks for the kind words. For the paywall thing, I understand why though, not really much money in educational content on youtube and a video like this takes me maybe 13 hours to record and then twice as long to edit. (I would make more if I had the time) But there isn't many full length free tutorials so i do my best. There is also the sad truth that longer videos don't get viewed as much, people like quick solutions - and most people that like these long videos add them to their watch later and then forget 🤣 (I know, I do the same haha)
@danielmsalve4 жыл бұрын
This is one of the best workflow tutorials I've ever seen. Great job.
@RobotArmy3D4 жыл бұрын
Thanks!
@riverandthefox23444 жыл бұрын
I have been searching so much for a good high to low poly re topo in zbrush and then to bake in painter for so long.... this is just exactly what I needed. Simply straight forward and really helpful -even tho I don’t use maya , I can take the principles into blender . Thankyou !
@RobotArmy3D4 жыл бұрын
Thank you! - I'm glad to have helped, I think I go through this pipeline in my Pillar tutorial as well. The thing is, you don't really need to go into Maya at all, you could start in Zbrush and get the same result. I like to use Maya to start because I use it every day and just find that I think better in it for the base volumes. But its the exact same result if you used Blender, Max, C4D etc.. Good luck!
@jimmy-k67703 жыл бұрын
The final render looks marvelous
@RobotArmy3D3 жыл бұрын
Thank you, I normally render game props like this in Marmoset or UE4.
@kasia5932 Жыл бұрын
Thank you for this tutorial, it's been extremely helpful and I finally have a better understanding of the game asset creation pipeline. This is exactly what I've been looking for!
@brbimturtling84482 жыл бұрын
Amazing tutorial and help working out the workflow between Maya, Zbrush and Substance! Started learning yesterday and this massively increased my knowledge more than any other video so far!
@RobotArmy3D2 жыл бұрын
Great to hear! Keep up the good work 👍
@abdelmoutalebbenbattouche41284 жыл бұрын
I really like your tutorials, honestly you deserve more followers
@RobotArmy3D4 жыл бұрын
Thanks, that would be nice :)
@morningdrums2 жыл бұрын
I really like this video since I am new to modeling. The only thing I really wish you touched base on was showing your outliner in Maya and showing how you were setting the parts of the model up in the outliner to transfer over into ZBrush. Specially with all the slats of the barrel. With that said, I really enjoyed watching you build this.
@RobotArmy3D2 жыл бұрын
Ahh yeah. Its been awhile since i made this video, but with stuff like this, try to consistently delete history after every extrude, etc. Keep things out of groups and clean up as you go so that you face less problems with the annoying groups and transform history. And then for bringing this to Zrbush, i think i simply combined everything together so it was to a single mesh in the outliner, then import to Zbrush and then "split to parts" to break it back up into separate meshes to work on in zbrush.
@renatoandredl2 жыл бұрын
@@RobotArmy3D thank you ! i just got to this part and im glad i saw this in the top comments. i hope to finish this soon~
@3dprintingdoctor4 жыл бұрын
I learned more in 20 min than a 12 hour paid tutorial. Thank you. This helped me shake off old maya slow workflows. SHIFT right click and some hotkeys for CRTL 11 AND CTRL BACKSPACE are awesome that I am trying to get in muscle memory. And it flows great. Followed along with a video speed of 0.75. And stopping starting. Subbed and will be watching and working along more videos here. Thank you again Loving just making a barrel. cant wait to use this flow to make more stuff. p.s the 360 snapping calculation was cool too. I have never done that before and will use it all the time from now on
@RobotArmy3D4 жыл бұрын
Thanks! I'm glad the video helped, my workflow may not be the fastest, there is a lot I am yet to really test out - I'm originally a 3DSmax user but had to switch to Maya when switching jobs. Both programs are great but my workflow suffered in the exchange! 😅 The “Shift” marking menus are great, but i'm yet to use the space bar “Hotbox” and that seems pretty useful. Tutorials, especially long one are hard to get through for sure, they make me sleepy, hah. So I'm glad to hear this has been worth the effort and better than some paid content, cheers
@3dprintingdoctor4 жыл бұрын
@@RobotArmy3D ive been learning zbrush maya on and off for years. Your chanel is one of the best. Keep it up and this has the makings to be a very sucesfull YT channel
@RobotArmy3D4 жыл бұрын
Thanks, maybe one day, Its getting the time to make videos. (and keeping it fun for me)
@IloveDAGAMEZ4 жыл бұрын
suprised this channel doesn't have more views, very good look at how to do things
@RobotArmy3D4 жыл бұрын
Thanks! I dont upload much right now, but im sure it will grow when i do.
@RichardHuard2 жыл бұрын
Great tutorial. I am using Blender instead of Maya and my big take away was the workflow from concept to final. I am not finished watching and following along yet but so far... amazing. I will certainly be looking at your other stuff!!
@RobotArmy3D2 жыл бұрын
Thanks for sharing! Its nice to see people using blender and other software, these are just tools and as long as you know the basics, the rest is just pipeline!
@rikityadaw69734 жыл бұрын
It's really a wonderful tutorial ever seen. After seeing this video my many doubts cleared. Thanks brother.
@RobotArmy3D4 жыл бұрын
Glad to hear that, any time 👍
@dexff5682 жыл бұрын
Just wanted to express how helpful your videos are!! you are extrely good at explaining tNice tutorialngs in-depth but still at a basic level for
@RobotArmy3D2 жыл бұрын
Thanks! 🙂
@hollyj.37184 жыл бұрын
I have learned so many tips and tricks even in the first 10 minutes, thank you!!
@RobotArmy3D4 жыл бұрын
That's great! I'm glad it was useful
@littlebuilder81322 жыл бұрын
25:45, a little tip for you, instead of using the multi cut tool, you can actually bevel them with chamfer off, and it does exactly the same but gives you more control! so you can select all the edges you wanna keep sharp together and then simply bevel them without chamfer and this saves a lot of time!
@RobotArmy3D2 жыл бұрын
I often do this now, unless I want the low poly to have a bevel as well - so i bevel first, select those edges and do the above for the high poly version.
@philberex Жыл бұрын
Thank you for this video. It is very hard to find proper Maya to Zbrush video's for game assets. Hope you make more in the future.
@cocotig3 жыл бұрын
This is amazing thank you. I've been noting down so many shortcuts and techniques while watching this, so many i didn't know about!
@RobotArmy3D3 жыл бұрын
I'm happy it was helpful ☺
@StylizedStation4 жыл бұрын
Awesome work :) Subscribed
@RobotArmy3D4 жыл бұрын
Hey thanks! Im a big fan of your instagram page!
@vladimiraleksandrov95613 жыл бұрын
Thank you so much for the detailed step-by-step guide
@RobotArmy3D3 жыл бұрын
You're very welcome!
@MaryJane-mu4ex4 жыл бұрын
I am your fan now!! What a wonderful tutorail thank you!
@RobotArmy3D4 жыл бұрын
Thanks! Glad you liked it.
@Palrakesh3633 жыл бұрын
i am very thankful to you, thx for making step by step video....
@mehulsoni8434 жыл бұрын
please upload like these. very useful and productive
@RobotArmy3D4 жыл бұрын
Sure 👍
@snap-n-shoot4 жыл бұрын
Thanks for these videos. Great to see videos where things may not always work out, and watching the process to fix it. Too many perfect videos out there and you learn nothing. Especially those time lapse videos which are basically useless to learn from. Would love to see a video modelling the new NFL Helmet. I cannot get it right as there are so many different issues to deal with.
@RobotArmy3D4 жыл бұрын
Hi, thanks. Yes, I try to keep some mistakes in there as that is a natural part of modelling. I will probably make some non-tutorial challenge type videos that show the real process that even I don't know if it will work out. I hope your progress on your NFL helmet has gone well. If there are specific questions, let me know and i'll see if I can help, smooth hard surface items like that are always tricky.
@insomniclipse9400 Жыл бұрын
23:40 the option to bridge like that is insane to me. For all of this time (in blender) Ive been roughly making curves through repeated extrusion. Luckily blender has this option with basically the same interface so it proves that as long as your comfortable with your 3d program of your choice you'll get there.
@klauszwegert63823 жыл бұрын
FINALLY, someone who knows what hes talking about
@RobotArmy3D3 жыл бұрын
Not always, if in doubt, google.
@Julia-vx9jl2 жыл бұрын
I loved this tutorial so much! I learned so much while following along :) Thank you for making it!
@RobotArmy3D2 жыл бұрын
Np, I'm happy it was helpful!
@charles3dart6833 жыл бұрын
What an interesting tutorial. I learned a lot by following your example :)
@RobotArmy3D3 жыл бұрын
Thanks, happy you enjoyed :)
@kotzikuche78834 жыл бұрын
Really.. can not thank you enough. Keep up the good work mate!
@RobotArmy3D4 жыл бұрын
Happy to help! 👍
@InfinityLearning3D2 жыл бұрын
Just saving to practice this weekend
@davidbenon29764 жыл бұрын
Hi Mr RobotArmy! Thank you very much! It's Incredibly useful! Would love more stylized tutos like this. Anyway, thanks for the time and energy you put into it. Wishing you a great and happy new year!
@RobotArmy3D4 жыл бұрын
Thanks! Yes I have quite a few more on the go as well as some realistic tutorials and challenge type videos. Happy new year. 👍
@moslemshahrokh3 жыл бұрын
I learned too much from you Thank you so much.
@RobotArmy3D3 жыл бұрын
Thanks, I'm happy it was useful to you!
@左派革新の人4 жыл бұрын
Wow!! Really Great work! I lerned a lot from your Video.I'm looking forward to various videos in the future
@RobotArmy3D4 жыл бұрын
Awesome, thank you!
@Larpushka4 жыл бұрын
Saw you on newtubers and I just started using Blender again after a long break (2.8 definitely has a lot of changes since last time that I used it).. good to see Blender getting more love with good tutorials. Barrel reminds me of the game Sea of Theives, very cartoonish :) Love this style. Keep it up!
@RobotArmy3D4 жыл бұрын
Hi thanks for the nice comment! - This isn't actually blender, its Maya - though I think blender is brilliant and I wish maya and max would adopt some of the methods blender uses. Unfortunately Maya and Max are still the industry's chosen softwares and so are the most beneficial to know for studio work.
@klauszwegert63823 жыл бұрын
@@RobotArmy3D Depends on the Industry if im honest. More and more studios do the main Modeling work in Zbrush these Days. Maya is still used for Animation pretty much everywhere. Since Mayas animation tools are really nice. An example for the Modeling aspect would b Santa Monica Studio. They create a majority in Zbrush these days. But overall i do agree. Tho Maya can be a chore
@saadet18214 жыл бұрын
Thanks to you I learned finally workflow :)
@RobotArmy3D4 жыл бұрын
Happy to help!
@raol6352 жыл бұрын
Thank your for this excellent tutorial. Appreciated.
@RobotArmy3D2 жыл бұрын
You're very welcome!
@Elnaz_Heydari_224 жыл бұрын
Wish I could give you way more than one like. Thanks for your good sharing of knowledge. I learned alot.
@RobotArmy3D4 жыл бұрын
😆 Thanks!
@sebastianblack69844 жыл бұрын
you deserve more followers! great content. thank you for tutorial
@RobotArmy3D4 жыл бұрын
Thank you! Hopefully one day I will!
@daniboiyy3 жыл бұрын
It's so pretty, super polished 👌👍
@RobotArmy3D3 жыл бұрын
Thank you! 😊
@bbffilm25144 жыл бұрын
That was amazing! I learned a lot. Thank you for sharing this tutorial and please make more.
@RobotArmy3D4 жыл бұрын
More to come!
@bitterlatethannever44514 жыл бұрын
I have been looking for a video like this for so long, it's exactly what I was looking for. Fantastic work!
@RobotArmy3D4 жыл бұрын
Thanks for the comment, im happy it helped!
@radub69412 жыл бұрын
Great tutorial! Would be interesting to see how you render the final image, some composition tips and tricks. Thanks!
@RobotArmy3D2 жыл бұрын
I have similar videos, my video portfolio lighting, with the oil can is pretty close to what i do here. Thanks!
@333Andyboy3 жыл бұрын
Nice tutorial! Love the finished outcome. I appreciate all the ZBrush tips as I'm pretty new to the software, everything was super informative and easy to follow.
@RobotArmy3D3 жыл бұрын
Thanks, I'm glad it helped! always good to know 😊
@ripchan14134 жыл бұрын
awesome video like seriously this has so much information thank you very much
@RobotArmy3D4 жыл бұрын
No problem! Glad it was useful.
@shanjeevan1424 жыл бұрын
Thank you very much for this excellent tutorials
@RobotArmy3D4 жыл бұрын
No problem!
@bbffilm25144 жыл бұрын
That was amazing! Please make more tutorials like this.
@RobotArmy3D4 жыл бұрын
Thank you!
@mangonewbie70854 жыл бұрын
Hi, I learned a lot from your video. I'm really a little upset that you have so few subscribers.
@RobotArmy3D4 жыл бұрын
Thanks! This is quite a new channel, i'm sure it will pick up once i start making more regular videos. :D
@massybazizi39253 жыл бұрын
so much talent! Amazing!!!
@miemiestudio4 жыл бұрын
Excellent tutorial! Really helpful. Thank you for sharing!
@RobotArmy3D4 жыл бұрын
Thanks! No problem.
@frederikbudolph54942 жыл бұрын
Great video! Subbed!
@RobotArmy3D2 жыл бұрын
Thanks!
@pillow_392 жыл бұрын
you doing awesome videos!
@RobotArmy3D2 жыл бұрын
Thank you! ❤️
@dimitriskoutris61394 жыл бұрын
can't wait to learn new stuff from this!Keep them coming bud ty very much!
@RobotArmy3D4 жыл бұрын
Cheers!
@jungh934 жыл бұрын
Thank you for awesome tutorial!
@RobotArmy3D4 жыл бұрын
You're very welcome!
@iksanfianka4 жыл бұрын
Thank's for the stylized painter tutorial... I am your new subs
@RobotArmy3D4 жыл бұрын
Glad to help out!
@upowlnight Жыл бұрын
Beautiful video, I wish I could like it twice xD
@ashraf_dz47694 жыл бұрын
Amazing as always..keep up the Great work..Big Thanks
@RobotArmy3D4 жыл бұрын
Thanks!
@Mrmarkusd0073 жыл бұрын
Love your videos I'm still new to 3d and found this very helpful 💻
@RobotArmy3D3 жыл бұрын
Thanks, glad this was helpful to you 👍
@115Otavio4 жыл бұрын
Amazing work, thanks for share with us
@RobotArmy3D4 жыл бұрын
Thank you!
@PrintStart3D4 жыл бұрын
This is a great tutorial! thank you so much for making it!
@RobotArmy3D4 жыл бұрын
Glad you like it!
@hazemmontaser73262 жыл бұрын
This is great, thank you!
@RobotArmy3D2 жыл бұрын
You're very welcome!
@bao007fei3 жыл бұрын
More and more clear to the game asset workflow. Can't express how grateful I am. Just curious. If we want a super high quality asset that needs a close-up shot like in VFX. What's the difference of the workflow between them?
@RobotArmy3D3 жыл бұрын
Thanks, glad it helped! Sometimes it would be a new model with greater detail depending on what the application is, I doubt many games would swap in a new model for such things, normally they know if models need to be a higher resolution - for example "hero" assets would be made to a higher resolution, stuff like weapons that get quite close to the screen, maybe devices like phones, etc. And games that have a lot of dialogue, close up to a character's face would generally have a lot more resources dedicated to that from the start. So workflow-wise, simply more detail at the sculpting stage, more polys in the final model and higher resolution textures. Adversely, models that aren't important might even skip stuff like sculpting in Zbrush, or even just reuse tiling textures and trimsheets from other models. For VFX they do their best to figure out how close the model gets to the camera (though this can change) and then work backwards, you always want more resolution on the model than on screen in any given shot. For objects that get zoomed in on, they might use a "UDIM" workflow and this is when a lot of textures are stitched together across the surface, rather than one texture stretched across an entire model, this allows for extreme amounts of resolution, and this can be higher on one part of the model than another. Or if possible, like with an extreme close up of an eye, they might just make an entirely new model, but just that part of a face. Hope that helps 👍
@bao007fei3 жыл бұрын
@@RobotArmy3D You're an amazing tutor! Good to know more details, thanks so much again. In my mind. For the base mesh, it still needs retopology, just with higher resolution even with a displacement map. We can't use million-polys decimated mesh directly(impossible for uv unwrap and animation). Is this correct?
@krithikraaj61514 жыл бұрын
great ..very useful...pls don more...
@RobotArmy3D4 жыл бұрын
Thank you, I will
@iancuaresma2 жыл бұрын
what throws off is the step sequencer. i ntally associate it with a soft/clip whether it's being used or not. also when you do
@assasssin5328 Жыл бұрын
Can you please make a tutorial on how to create the logos in photoshop like the one you created at the end of the tutorial?
@JayTraversJT Жыл бұрын
Don't mind me just making a lil mark for myself. 1:19:54
@h.c.h-4218 Жыл бұрын
could i follow this tutorial with eu5 and the most up to date version of maya?
@RobotArmy3D10 ай бұрын
I don't see why not.
@pubgguru51154 жыл бұрын
You are awesome man
@RobotArmy3D4 жыл бұрын
Thanks!
@uniksty3 жыл бұрын
Hey thankyou so much you are great.
@quas673 жыл бұрын
great tutorail
@agustin_honnun4 жыл бұрын
Good video, thanks for that :)
@RobotArmy3D4 жыл бұрын
No problem! 😀
@Nizz013212 күн бұрын
First of all good job what an amazing work and i wanna ask a question because i'm beginner but how u cleaned up the topology of the asset ?
@Dexxter_slav2 жыл бұрын
Your tutorials are very useful! Do you recommend any tutorial how to make that wood texture in PS tillable if i would make my own?
@RobotArmy3D2 жыл бұрын
Thanks, Learning to use the "Offset" filter in photoshop is a good way to create tiling textures in PS - you need to offset the image (flattened image) by half of the size so if its 1000x1000 then you would offset it by 500x500 and paint out the seam - then offset it back again by the same amount, keep doing this till there is no seam and it should tile. Alternatively, if you have substance sampler, you can drop your photoshop painting in there and use "make it tile" filter. Sampler will also allow you to generate roughness maps, normal maps, any any other things you might want for some extra flexibility.
@Dexxter_slav2 жыл бұрын
@@RobotArmy3D never used sampler but I will give it a go. Thank you!
@reality3drendered186 Жыл бұрын
@30:22 my asset has its parts all around the place on the list, not after each other. Is there a way to solve this?
@RobotArmy3D Жыл бұрын
There is a button just under the list that let's you move the selected subtool up or down on your list 👆👇
@reality3drendered186 Жыл бұрын
@@RobotArmy3D Thank you for the quick answer! Seems like a pain in the ass on a project with over 50 parts tho :D
@mishkaangry74043 жыл бұрын
30:21:00 Dont get it. Did you merge the wood planks also like you did with the bolts? When I use the move beush on the merged and dynameshed planks it affects 3 planks at once while in video it affects separate planks. Dont understand what i did wrong
@RobotArmy3D3 жыл бұрын
They are not merged at the mesh level, they are just the same layer/subtool - as long as the planks are not fully merged into each other you should be able to use "move topological" brush, this tries to move your selection based on the topology. You can also auto polygroup them and select or mask them individually.
@mishkaangry74043 жыл бұрын
@@RobotArmy3D big thanks mate! The problem was that I used "move" brush instead of "move topological"
@mathildechevanche567810 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
@RobotArmy3D10 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
@temptor75852 жыл бұрын
very nice tut
@RobotArmy3D2 жыл бұрын
Thank you!
@IgorSinitsky Жыл бұрын
Nice tut but I cant understand how 2 different objects 1st High poly barrel without UVs at all 2nd Lop poly barrel with totally different topology Can transfer color info in Substance I mean if you dont make UV in maya when making 1st low poly then UVs will be done by substance automatically and they wont match UVs that you did for retopologized model Or I'm mistaken somewhere PS : I tried to do this your way and failed my baked maps are mess (and I expected that) Please explain whats going on
@RobotArmyInc Жыл бұрын
I think you may be missing something. Your low poly needs to have its UV's unwrapped. This low poly is loaded into Painter. Your high poly is loaded into the baking section of painter, and the detail are baked down onto the maps of your low poly. nothing is transferred other than the details of your high poly. So this means your high poly doesn't need UV's or neat topology, it only needs detail. The only thing you need to remember, is that the high poly needs to be positioned EXACTLY over the low poly, this should always be the case unless you have moved the two separately at some point of the process. If they are not aligned, you will not be able to project the details from the high to the low.
@IgorSinitsky Жыл бұрын
@@RobotArmyInc Hm I thought substance need to know FROM WHERE to get the detail to put on the low poly, In order to know that BOTH models need to have same looking UV shells just like you did in your columns video. I also tried to test the idea that high poly dont need UVs (like in your barrel video) by making High Poly in Zbrush omitting maya in first stage and then sending this high poly to maya to build low poly around it with help of primitives and then UVing this low poly and sending it to substance , still getting same weird results. Feeling like I'm cursed) The only algorithm thats working is 1 making LP model and generating UVs is a must have 2 adding detail in zbrush 3 baking This way low and high poly model has same UV coords and everything works fine
@notblenderguru3 жыл бұрын
Veeeeeerry goood lesson!
@RobotArmy3D3 жыл бұрын
Thanks!
@damjanzugic63432 жыл бұрын
Is there a way somehow you can share the theme u use for ZBrush, looks much cleaner and tranquil to work insted default sights of doom(black/red)? 😄
@RobotArmy3D2 жыл бұрын
Yeah! check out my channel I have a zbrush layout tutorial and I share the files I use in the description 😀
@satishbaldha80772 жыл бұрын
Thst's why he's gettin paid for it
@gud_4 жыл бұрын
Amazing work! Foliage next?
@RobotArmy3D4 жыл бұрын
Good idea! I'll put it on this list.
@nicolausres3171 Жыл бұрын
hello sir, thank you so much for this tutorial. has been very informative. I followed through your entire tutorial. however, in the end, im trying to take the textures (exported as aistandard) to maya arnold into ai standard surface shader and everything is just shiny, i tried removing the metallic from the textures and its still shiny in arnold rendering. could you help to advise what settings I could use to render as per your rendered scene? this will be of great help!
@RobotArmy3D Жыл бұрын
Hi, I hope you managed to get this working, I don't use Arnold or render in Maya, I like to use Marmoset or UE5 - You have already exported as Aistandard so im not sure what the problem might be, maybe plug a value into the Specular slot as that can cause things to go shiny in some applications. Other than that, try a painter to arnold specific tutorial, this one looks good - kzbin.info/www/bejne/j4u7k3-gn7tlfqc Thanks!
@nicolausres3171 Жыл бұрын
@@RobotArmy3D thanks for the link - I Shall experiment that on AIstandS! also yes sir I managed to work it out on marmoset. under specular I activated the bling-phong and then it showed up the metallic surface! thanks a ton for the handheld tutorial- helped a lot... if you got a course pls let me know...
@scammcscammer92323 жыл бұрын
Thanks for the tutorial. One question. You mention you have a pen tablet, how would one achieve a similar effect without one, If possible?
@RobotArmy3D3 жыл бұрын
Hmm, the pressure sensitivity is something pretty important for sculpting, and not something you could easily emulate. you would have to try to get the stroke thickness to randomly change along the stroke length.... You can get a pen tablet for pretty cheap these days, Huion do pretty good low end ones, and you can get second hand ones even cheaper. It's worth the small investment if this is something you enjoy. 👍
@morningdrums2 жыл бұрын
When you go to top view, not the wire frame but after you had extruded the side slat why doesn't it show the slat already extruded? After I extruded my slat piece like you had, I went to top view like you, and it showed the piece already extruded on my end. Just a question, trying to learn.
@RobotArmy3D2 жыл бұрын
Not quite sure what part you mean, but is it not because i extruded the slat inwards so the top of the barrel hides it when it top view?
@israeldoth4 жыл бұрын
This is a great tutorial! Thanks for sharing! I have only one question. All tutorals I've found on youtube only shows the process until Substance Painter. I searched a lot, but I still haven't found a tutorial showing how the textures made in Substance Painter come back to Maya and do the render. Please, if you have a video about this or even if you can show me a link to help me, I would be very happy. Thanks!!
@RobotArmy3D4 жыл бұрын
Hi, thanks - I do cover quite a lot of Substance Painter at the end of this video, if you are wanting an absolutely basic tutorial to show you how to use the tools in Substance Painter I would suggest taking a look at Pixologics own videos as these will help you understand how its used and what type of tools you have to work with. I do cover some Substance painter in this video too - kzbin.info/www/bejne/hWiwaGeYZs9pfs0 These are games assets used in either UE4 or Unity, so after they are painted I would normally use Marmoset Toolbag to render them as this is a good representation of a game engine, or i would take these straight into UE4 or Unity to render them. I would not normally render this type of project in Maya, That is more for VFX/Hi-def models. For that you would need to search for Substance Painter to Maya (Or Arnold depending on what you are rendering with) That should show you what settings you need to export your textures as in SubPainter. I hope this helps.
@israeldoth4 жыл бұрын
@@RobotArmy3D Thank you very much for your answer and atention to my question! This really helps me a lot to understand the process! I'll watch the video you've sent me and learn more about you've said. Thanks!!!
@RobotArmy3D4 жыл бұрын
@@israeldoth No problem, glad to help!
@qasimahamad50754 жыл бұрын
Hi, RobotArmy you have done a very excellent job. The end result was amazing. I want to ask a few questions. When you re-import your high-poly model into Maya to make it low-poly and create UVs then why you re-model or improve your original one and place on the top of the high-poly model instead of you can just use Maya Re-Topo or Pe-mesh tool on your high-poly model and simply convert that into low-poly why you didn't do that? because this is a much easy and faster way to reduce no of polygons in the model. And also you can't get those details on the low-poly model that you have done in ZBrush. And can you please clear me what actually baking is? because you just put the low-poly and high-poly models together and merge them and you get a blend of them. I don't know why you do that. Is this process decrease the no of polygons in the model or something else? Because what I am thinking is that you just have to retopology your high-poly model into low-poly using the Maya Re-topo tool and make UVs and just export into a substance painter for texturing. Is I am correct? And if what I am considering is also correct then you have done the same job by another method and I am talking about another method of the same job. Is I am Correct? Because there and some videos on YT who are using Make A Polygon tool for converting into low-poly but I never understand why they do that because we never get those sculpted details on that model. And also at the end of the video, you say that you can re-import that final textured model into Maya and convert that into low-poly so what you meant by that? Did you haven't convert your model into low-poly before importing into a substance painter? I am so confused can you please explain to me? Sir, please don't ignore my comment, I am a beginner I have these queries in my mind please try to explain me. Please take the time to reply to me I really very appreciate your reply. Thanks
@RobotArmy3D4 жыл бұрын
Hi, I'm not sure I fully understand all your questions, but the low to high poly workflow is done in order to get more detail on a simple model. Its very useful for games but it also used in other 3D industries such as VFX. In this video I started my model in Maya, but you could start it in Zbrush, this is just the way I wanted to do it. I build a simple model of the barrel that has all the parts i think it will need. Then I take that simple model in Zbrush and I add all the detail I want to make it look good. But now I have a very dense mesh (very high poly) I still have my original low poly model from maya, but because of the sculpting in zbrush the shape has changed a little bit, so i modify the original low poly to closely match the high poly. Alternatively I could have Retopologized over the new high poly from zbrush, but this takes time and I already have mostly what I want in the original low poly. So then how do I get the high poly details from my new Zbrush sculpt to show up on the low poly? Baking! We load the low poly model into substance painter and get it to project the details from the high poly onto the lowpoly UV's and this comes out as a normal map. This basically fakes the high poly details on the surface of the low poly. So we now have a very low poly model with all the details of the high poly model. The best way to understand this process is to run through it as many times as you can, make some simple models and keep learning! good luck. I hope this helps.
@Bader.Aghbar3 жыл бұрын
That was amazing! Do you give online courses?
@RobotArmy3D3 жыл бұрын
Thank you and no, not at the moment, I have some longer and more detailed videos in the works though.
@izzak61892 жыл бұрын
Awesome tutorial! At the end though wouldnt it have been more efficient to just add a paint layer and use that logo as an alpha and just put it on there? is there a difference between using alpha brushes and mapping it on with projection?
@RobotArmy3D2 жыл бұрын
Thanks! Hmm, isn't that what i did? except I added the alpha to a folder and put the paint in that, i think if it just needs to be a solid colour/cut out i like to use a folder as i can add and remove as much as i want to it with relative ease. But I tend to use both projecting and sometimes I add the alpha straight to a brush so i can "stamp" it on the surface, as you might see in some of my other videos. If it's a sticker type thing i will often make the high map, colour, and roughness and set that up on a brush as a single stamp. - But using projecting for an alpha does allow you to be much more carful, align the art up and tweak it before projecting it down. As long as you achieve the result you are after, it doesn't really matter how you do it.
@izzak61892 жыл бұрын
@@RobotArmy3D true, it doesn't matter in the end. I'm newer to substance and was mainly just wondering about the effectiveness but you clarified that you get more control so I appreciate that
@Its_adikashyap3 жыл бұрын
hi there, when I m importing my high poly to bake in SP it's showing nothing just colours became dark and an error message is coming "[Baking] Baking failed (Color Map from Mesh) Could not find vertex colours in mesh 'default':" I've followed every single step. plz help
@RobotArmy3D3 жыл бұрын
do any of the maps bake? or just the colour you have problems with? I'm not sure what it could be without seeing it.
@Its_adikashyap3 жыл бұрын
@@RobotArmy3D thanks for replying, but i did the whole process again. and i think there were problems with different renaming of the lP and HP models or may be I've changed the position of low poly and high poly before exporting. but now its fixed. 😅 thnks again.👍🏻
@soulextracter3 жыл бұрын
PLEASE help! I can't find the "any" key :O Kappa
@beer-yakisoba8 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.
@RobotArmy3D6 ай бұрын
Not sure how to help, it could be a mask that needs clearing? Hope you managed to sort it.
@germydan3 жыл бұрын
I have problems with the clipcurve, it destroys the mesh pushing it to another side
@RobotArmy3D3 жыл бұрын
It's dependant in the direction you drag, the mesh will clip towards the side of the gizmo that doesn't have a gradient, hope that helps 👍
@germydan3 жыл бұрын
@@RobotArmy3D I could solve it but it's weird cause I have to use it inverted, the black gradient inside the object, and not as yours
@supermamouth43014 жыл бұрын
Hi RobotArmy, Thanks you for all the knowledge you confer, you are a very nice teacher, love your work ! I write a comment because i am having trouble during the reproduction of your barrel, with the baking on Substance : the texture of the HP mesh seems to be prejected in the interior of the barrel, and the interior is projected on the outside, around the barrel... After some researches, flip normals, scale the LP a litte bit, play with the Max Frontal Distance in subtance, nothing really help :/ Any idea ? Thank you very mush if you have time to answer me, i go continuing my tests :D Good continuation man !
@RobotArmy3D4 жыл бұрын
Hi, Thanks! That is a strange problem, nothing comes to mind straight away, if you want to upload your low poly and high poly and send me a link, i'll try to take a look at it.
@supermamouth43014 жыл бұрын
@@RobotArmy3D Here is a Wetransfert with HP.obj and LP.obj, thank you very much if you can help, and thanks you for taking time for it. we.tl/t-sgHD1HbJO4
@RobotArmy3D4 жыл бұрын
@@supermamouth4301 Hey man, I took a look and it's a pretty simple fix, you just need to open up your low poly barrel and unlock the normals, you can get to this by selecting your barrel and going to - Mesh Display > Unlock Normals and that should do it. I noticed your bake had a few edge errors around the metal strips, I think the outer faces of the barrel were a little to large compared to your high poly, so i tightened them in a little and the bake is a lot better, still some errors but without making a custom cage or using marmoset toolbag its about as best as I can get it. only your decimated version worked for baking though, your high poly might be to large file size? Here is the edited low poly barrel and a screen shot of the painter bake settings - drive.google.com/drive/folders/1ssK1eVcdx3oQUe7gX-IP_Pfa1LVY-ZJ4?usp=sharing Hope this helps. good work.
@supermamouth43014 жыл бұрын
@@RobotArmy3D Wow, you fixed it ! Thanks you very much man ! You are right, the normals were broken, the Unlocks normal fixed it, the equivalent on 3DSMax is a ResetXform. This damned resetXform... I see for the metal strips, i fixed it to, and i'm going to continue with substance painter. My HP (not decimated) works, mayve a pb with wetransfert :/ Well, i'll send you the result when it's done ! Thank you again, and good continuation !
@RobotArmy3D4 жыл бұрын
@@supermamouth4301 Oh yeah, I remember resetXform, I would love to see it when your finished, Cheers. 👍
@oliviaj9037 Жыл бұрын
Can anyone tell me what he does at 28:12 that just flattens the face?
@RobotArmy3D8 ай бұрын
scale faces/verts towards each other will flatten them to that plane (x, y, x)
@HFSAUS4 жыл бұрын
When importing into Zbrush do I need to import mats as subtools or polygroups at all?
@RobotArmy3D4 жыл бұрын
Hey, you shouldn't need to import anything other than your mesh into Zbrush, no materials needed, and then you can break your model up into subtools once in zbrush (use split to parts, split hidden or polygroups)