STYLISED BARREL Game Asset (FULL VERSION) -Maya-Zbrush-Substance Painter

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Robot Army

Robot Army

Күн бұрын

Find an short version of this tutorial and others on my channel.
In this video we look at how to make a stylised barrel game asset. This pipeline covers Maya, Zbrush and Substance Painter.
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Music:
Sofa Stories - Copyright Chillhop Music - chll.to/185703b6
Pick Up - Copyright Chillhop Music - chll.to/d999f4f1
Velocities - Copyright Chillhop Music - chll.to/b48fd2ac

Пікірлер: 248
@littlebuilder8132
@littlebuilder8132 2 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_Creation
@Aninda_Creation 6 ай бұрын
how can i predetermine a position where i can create a new shape in maya?
@abdulkhalikayman
@abdulkhalikayman 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
@Damian_h
@Damian_h 2 жыл бұрын
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.
@RobotArmy3D
@RobotArmy3D 2 жыл бұрын
Thanks! I'm glad it was of use.
@soulextracter
@soulextracter 3 жыл бұрын
PLEASE help! I can't find the "any" key :O Kappa
@CG3Dguy
@CG3Dguy 4 жыл бұрын
Your tutorials are incredibly useful, even to an industry pro who's rusty with this workflow. Thanks for making them!
@RobotArmy3D
@RobotArmy3D 4 жыл бұрын
Thanks! Means a lot. There is always something to learn... or forget!
@satishbaldha8077
@satishbaldha8077 2 жыл бұрын
Thst's why he's gettin paid for it
@h.c.h-4218
@h.c.h-4218 9 ай бұрын
could i follow this tutorial with eu5 and the most up to date version of maya?
@RobotArmy3D
@RobotArmy3D 7 ай бұрын
I don't see why not.
@StylizedStation
@StylizedStation 4 жыл бұрын
Awesome work :) Subscribed
@RobotArmy3D
@RobotArmy3D 4 жыл бұрын
Hey thanks! Im a big fan of your instagram page!
@assasssin5328
@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?
@mathildechevanche5678
@mathildechevanche5678 7 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
@RobotArmy3D
@RobotArmy3D 7 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
@real2late
@real2late Жыл бұрын
Dude I'm learning may, substance painter and zbrush rn. This tutorit is soo awesome!
@damjanzugic6343
@damjanzugic6343 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)? 😄
@RobotArmy3D
@RobotArmy3D Жыл бұрын
Yeah! check out my channel I have a zbrush layout tutorial and I share the files I use in the description 😀
@morningdrums
@morningdrums 2 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.
@RobotArmy3D
@RobotArmy3D 2 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?
@beer-yakisoba
@beer-yakisoba 4 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.
@RobotArmy3D
@RobotArmy3D 3 ай бұрын
Not sure how to help, it could be a mask that needs clearing? Hope you managed to sort it.
@Skibir
@Skibir 3 жыл бұрын
I could honestly listen to your voice for hours. Its so soothing and almost therapeutic.
@RobotArmy3D
@RobotArmy3D 3 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.
@morningdrums
@morningdrums 2 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.
@RobotArmy3D
@RobotArmy3D 2 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.
@renatoandredl
@renatoandredl 2 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~
@abdelmoutalebbenbattouche4128
@abdelmoutalebbenbattouche4128 4 жыл бұрын
I really like your tutorials, honestly you deserve more followers
@RobotArmy3D
@RobotArmy3D 4 жыл бұрын
Thanks, that would be nice :)
@jerryatricks1
@jerryatricks1 2 жыл бұрын
Awesome tutorial, but you drive me nuts with the way you say Maya. It's My-ah, not May-uh. 🤣
@RobotArmy3D
@RobotArmy3D 2 жыл бұрын
Yeah, was just the way we said it when learning it in class, we knew it was said differently but just stuck to it, no real reason 🤷‍♂️ same with the program "Mari"
@IgorSinitsky
@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
@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
@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
@tiagomesquita6980
@tiagomesquita6980 Жыл бұрын
I have a question. Why use Maya instead of doing "almost" everything in Zbrush?! Cant you do the same with Zmodeler? I am just cruious, i havent found someone saying why Maya+Zbrush is a thing. Great video by the way :D
@RobotArmy3D
@RobotArmy3D Жыл бұрын
You can do pretty much everything in zbrush if you wanted to, it depends on what it's for. Some things are just a lot harder to do in zbrush, for example, nice well packed uvs would be very difficult, and that is somthing very important for games. But if you don't need well packed UVs then that's no problem. Zmodeller is really good but is very different to other hard surface modellers, for me, I have had a lot of practice with the likes of maya so it makes sense for me to do bits in that. It's also a lot easier to finalise scale and pivots In maya before sending the models to a game engine. So it very much depends on what you are making and what you will be doing with the result. A lot cab change if you are working in team that has an established pipeline and maybe even custom tools Hope that helps!
@tiagomesquita6980
@tiagomesquita6980 Жыл бұрын
@@RobotArmy3D Thanks :D I am learning only for pleasure, and always wondered why not use a single software ( because of money mostly ). It clarified my doubt, thanks again :D
@Its_adikashyap
@Its_adikashyap 3 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
@RobotArmy3D
@RobotArmy3D 3 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_adikashyap
@Its_adikashyap 3 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.👍🏻
@mangonewbie7085
@mangonewbie7085 4 жыл бұрын
Hi, I learned a lot from your video. I'm really a little upset that you have so few subscribers.
@RobotArmy3D
@RobotArmy3D 4 жыл бұрын
Thanks! This is quite a new channel, i'm sure it will pick up once i start making more regular videos. :D
@RichardHuard
@RichardHuard 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!!
@RobotArmy3D
@RobotArmy3D 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!
@kasia5932
@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!
@nicolausres3171
@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
@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
@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...
@insomniclipse9400
@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.
@kittspresso
@kittspresso 2 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.
@RobotArmy3D
@RobotArmy3D 2 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)
@abogame6852
@abogame6852 2 жыл бұрын
WHO KNOWS HOW TO MAKE GMS soft LIKE Nice tutorialS FOR THE soft PLAYS FOR WAY LONGER ANY HELP?
@philberex
@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.
@Palrakesh363
@Palrakesh363 3 жыл бұрын
i am very thankful to you, thx for making step by step video....
@southpaw9041
@southpaw9041 4 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
@RobotArmy3D
@RobotArmy3D 4 жыл бұрын
Yeah, it really helps when you don't have bags of time. Great way to break up solid colours too.
@southpaw9041
@southpaw9041 4 жыл бұрын
@@RobotArmy3D looking back at my stylised assets, this is something they definitely suffer from and this technique would be an easy fix.
@germydan
@germydan 3 жыл бұрын
I have problems with the clipcurve, it destroys the mesh pushing it to another side
@RobotArmy3D
@RobotArmy3D 3 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 👍
@germydan
@germydan 2 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
@riverandthefox2344
@riverandthefox2344 4 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 !
@RobotArmy3D
@RobotArmy3D 4 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!
@snap-n-shoot
@snap-n-shoot 3 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.
@RobotArmy3D
@RobotArmy3D 3 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.
@ripchan1413
@ripchan1413 3 жыл бұрын
awesome video like seriously this has so much information thank you very much
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
No problem! Glad it was useful.
@halfpolygon4235
@halfpolygon4235 3 жыл бұрын
Photoshop Trick Was TimeSaver ☻
@nurb2kea
@nurb2kea 4 жыл бұрын
I can understand that you use Maya for rendering and subsatnace for material, BUT I don't understand why you build the barrel inside Maya and import it to zbrush. Creating the same MAYA barrel state of the mesh in zbrush takes less then 5 min. (box, array, UV, sizing, ZRemesher etc...). Then Substance and MAya for rendering. Or am I wrong or forgot something??
@RobotArmy3D
@RobotArmy3D 4 жыл бұрын
Not at all! Yes this can be done entirely in Zbrush, you could even generate the normal maps and paint it in zbrush if you wished too. This video is just another pipeline, there is always many ways to create assets as software has become more robust and complex. Some reasons you may wish to use Maya for parts of this: Maya is my main program for modelling all my game environment - Maya is very easy to model in when you are used to it. I have a very large scene in Maya for a game that has many assets, it's easy and useful for me to see these assets besides other as i model them, this way i can decided on the scale and "feel" of them before deciding if i want to keep them and spend a lot of time adding a lot more detail in Zbrush. I can also keep the model I make in Maya as my low poly, sometimes without any modification (in this case I had to do some small changes after the sculpt was finished) This helps reduce the time spent "retopologizing" to make it game ready. But it's entirely up to you what pipeline you choose, there is no wrong way if the result is what you wanted.
@qasimahamad5075
@qasimahamad5075 4 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
@RobotArmy3D
@RobotArmy3D 4 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.
@rikityadaw6973
@rikityadaw6973 3 жыл бұрын
It's really a wonderful tutorial ever seen. After seeing this video my many doubts cleared. Thanks brother.
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
Glad to hear that, any time 👍
@reality3drendered186
@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
@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
@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
@brbimturtling8448
@brbimturtling8448 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!
@RobotArmy3D
@RobotArmy3D Жыл бұрын
Great to hear! Keep up the good work 👍
@bao007fei
@bao007fei 3 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?
@RobotArmy3D
@RobotArmy3D 3 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 👍
@bao007fei
@bao007fei 3 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?
@JayTraversJT
@JayTraversJT Жыл бұрын
Don't mind me just making a lil mark for myself. 1:19:54
@iancuaresma
@iancuaresma 2 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
@jimmy-k6770
@jimmy-k6770 3 жыл бұрын
Do you have Instagram
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
Robot_army_3d
@charles3dart683
@charles3dart683 2 жыл бұрын
What an interesting tutorial. I learned a lot by following your example :)
@RobotArmy3D
@RobotArmy3D 2 жыл бұрын
Thanks, happy you enjoyed :)
@bbffilm2514
@bbffilm2514 3 жыл бұрын
That was amazing! I learned a lot. Thank you for sharing this tutorial and please make more.
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
More to come!
@BlueSpinachPackage
@BlueSpinachPackage 2 жыл бұрын
Just saving to practice this weekend
@NMY03
@NMY03 3 жыл бұрын
The trimcurve is not working for me? It just splits the wireframe into two pieces but none is removed? Could anybody help out?
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
It seems you might be using "Slice" curve instead of "Clip" curve. slice is good tool to note though, very useful.
@davidbenon2976
@davidbenon2976 3 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!
@RobotArmy3D
@RobotArmy3D 3 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. 👍
@pillow_39
@pillow_39 2 жыл бұрын
you doing awesome videos!
@RobotArmy3D
@RobotArmy3D 2 жыл бұрын
Thank you! ❤️
@IloveDAGAMEZ
@IloveDAGAMEZ 4 жыл бұрын
suprised this channel doesn't have more views, very good look at how to do things
@RobotArmy3D
@RobotArmy3D 4 жыл бұрын
Thanks! I dont upload much right now, but im sure it will grow when i do.
@saadet1821
@saadet1821 4 жыл бұрын
Thanks to you I learned finally workflow :)
@RobotArmy3D
@RobotArmy3D 4 жыл бұрын
Happy to help!
@frederikbudolph5494
@frederikbudolph5494 2 жыл бұрын
Great video! Subbed!
@RobotArmy3D
@RobotArmy3D 2 жыл бұрын
Thanks!
@uniksty
@uniksty 3 жыл бұрын
Hey thankyou so much you are great.
@Larpushka
@Larpushka 4 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!
@RobotArmy3D
@RobotArmy3D 4 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.
@klauszwegert6382
@klauszwegert6382 3 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
@scammcscammer9232
@scammcscammer9232 3 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?
@RobotArmy3D
@RobotArmy3D 3 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. 👍
@raol635
@raol635 2 жыл бұрын
Thank your for this excellent tutorial. Appreciated.
@RobotArmy3D
@RobotArmy3D 2 жыл бұрын
You're very welcome!
@unboxxinggames
@unboxxinggames 3 ай бұрын
Why is the wood grain alpha having the same alpha to the left and to the right of it everytime I click and drag? When I grabdoc its making 3 of the same alhpa instead of just 1
@RobotArmy3D
@RobotArmy3D 3 ай бұрын
I haven't run into this problem, I couldn't help without seeing the file and trying it. Hope you managed to sort it.
@unboxxinggames
@unboxxinggames 3 ай бұрын
@@RobotArmy3D I solved it, it was the focal shift. raising the focal shift really high made only 1 alpha appear
@unboxxinggames
@unboxxinggames 3 ай бұрын
Also thats crazy you read and responded to a 4 year old video thats awesome
@griffithgrimm5010
@griffithgrimm5010 11 ай бұрын
ахуенно... еще и зебру учить теперь из за одной функции...
@temptor7585
@temptor7585 Жыл бұрын
very nice tut
@RobotArmy3D
@RobotArmy3D Жыл бұрын
Thank you!
@Elnaz_Heydari_22
@Elnaz_Heydari_22 4 жыл бұрын
Wish I could give you way more than one like. Thanks for your good sharing of knowledge. I learned alot.
@RobotArmy3D
@RobotArmy3D 4 жыл бұрын
😆 Thanks!
@左派革新の人
@左派革新の人 3 жыл бұрын
Wow!! Really Great work! I lerned a lot from your Video.I'm looking forward to various videos in the future
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
Awesome, thank you!
@hollyj.3718
@hollyj.3718 4 жыл бұрын
I have learned so many tips and tricks even in the first 10 minutes, thank you!!
@RobotArmy3D
@RobotArmy3D 4 жыл бұрын
That's great! I'm glad it was useful
@iksanfianka
@iksanfianka 4 жыл бұрын
Thank's for the stylized painter tutorial... I am your new subs
@RobotArmy3D
@RobotArmy3D 4 жыл бұрын
Glad to help out!
@moslemshahrokh
@moslemshahrokh 3 жыл бұрын
I learned too much from you Thank you so much.
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
Thanks, I'm happy it was useful to you!
@klauszwegert6382
@klauszwegert6382 3 жыл бұрын
FINALLY, someone who knows what hes talking about
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
Not always, if in doubt, google.
@dexff568
@dexff568 2 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
@RobotArmy3D
@RobotArmy3D 2 жыл бұрын
Thanks! 🙂
@Julia-vx9jl
@Julia-vx9jl Жыл бұрын
I loved this tutorial so much! I learned so much while following along :) Thank you for making it!
@RobotArmy3D
@RobotArmy3D Жыл бұрын
Np, I'm happy it was helpful!
@moon0915l.
@moon0915l. 5 ай бұрын
Excuse me, at 1.22.22, what should I do if there are black blocks in my topology? It's my first time using this software and I don't quite understand
@RobotArmy3D
@RobotArmy3D 5 ай бұрын
Did you figure this out? black blocks is a hard one to figure out without taking a look at the files. It could be that you have duplicated faces. Find where it is on your low and high poly and see if there is anything odd. You might want to delete and recreate those faces on your low poly, check there is no overlapping UV islands there also. hope that helps.
@moon0915l.
@moon0915l. 5 ай бұрын
@@RobotArmy3D Ok👌 ,thank you for your reply. I'll study it again. Maybe I'm too shallow. I should understand why if I study deeply.
@Mrmarkusd007
@Mrmarkusd007 3 жыл бұрын
Love your videos I'm still new to 3d and found this very helpful 💻
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
Thanks, glad this was helpful to you 👍
@Conceptsofsanket
@Conceptsofsanket 2 жыл бұрын
When I bake the mesh in maya it becomes black even in render and dont bake the details properly
@RobotArmy3D
@RobotArmy3D 2 жыл бұрын
Hi, sorry for the slow reply, did you manage to solve this? When you say bake in maya, do you mean Painter? IT sounds like the high and low meshes are not aligned perfectly on top of each other.
@ashraf_dz4769
@ashraf_dz4769 4 жыл бұрын
Amazing as always..keep up the Great work..Big Thanks
@RobotArmy3D
@RobotArmy3D 4 жыл бұрын
Thanks!
@Bader.Aghbar
@Bader.Aghbar 3 жыл бұрын
That was amazing! Do you give online courses?
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
Thank you and no, not at the moment, I have some longer and more detailed videos in the works though.
@kotzikuche7883
@kotzikuche7883 3 жыл бұрын
Really.. can not thank you enough. Keep up the good work mate!
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
Happy to help! 👍
@massybazizi3925
@massybazizi3925 3 жыл бұрын
so much talent! Amazing!!!
@cocotig
@cocotig 2 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!
@RobotArmy3D
@RobotArmy3D 2 жыл бұрын
I'm happy it was helpful ☺
@shanjeevan142
@shanjeevan142 4 жыл бұрын
Thank you very much for this excellent tutorials
@RobotArmy3D
@RobotArmy3D 4 жыл бұрын
No problem!
@vladimiraleksandrov9561
@vladimiraleksandrov9561 3 жыл бұрын
Thank you so much for the detailed step-by-step guide
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
You're very welcome!
@2PACBRB2014
@2PACBRB2014 2 жыл бұрын
What a shame. Was looking forward to this tutorial but its sped up at certain areas
@RobotArmy3D
@RobotArmy3D 2 жыл бұрын
Sorry bud, the original video is about 6 hours long.
@danielmsalve
@danielmsalve 4 жыл бұрын
This is one of the best workflow tutorials I've ever seen. Great job.
@RobotArmy3D
@RobotArmy3D 4 жыл бұрын
Thanks!
@radub6941
@radub6941 2 жыл бұрын
Great tutorial! Would be interesting to see how you render the final image, some composition tips and tricks. Thanks!
@RobotArmy3D
@RobotArmy3D 2 жыл бұрын
I have similar videos, my video portfolio lighting, with the oil can is pretty close to what i do here. Thanks!
@mehulsoni843
@mehulsoni843 3 жыл бұрын
please upload like these. very useful and productive
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
Sure 👍
@주-h1l
@주-h1l 2 жыл бұрын
23:10
@littlebuilder8132
@littlebuilder8132 2 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!
@RobotArmy3D
@RobotArmy3D 2 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.
@quas67
@quas67 3 жыл бұрын
great tutorail
@sebastianblack6984
@sebastianblack6984 4 жыл бұрын
you deserve more followers! great content. thank you for tutorial
@RobotArmy3D
@RobotArmy3D 4 жыл бұрын
Thank you! Hopefully one day I will!
@Aninda_Creation
@Aninda_Creation 6 ай бұрын
hello please help you didnt show the render process.i am confused how can i render stylized texture in maya.arnold just renders out realistic thingd...
@RobotArmy3D
@RobotArmy3D 6 ай бұрын
This is rendered in Marmoset Toolbag, there are no special stylised settings, just a couple of lights, and bright coloured background. It still has realistic lighting and shadows, the same result should be gotten from any renderer, its the shape of the asset and the textures that make it look stylised.
@Aninda_Creation
@Aninda_Creation 6 ай бұрын
@@RobotArmy3D oh thank you very much..
@HFSAUS
@HFSAUS 4 жыл бұрын
When importing into Zbrush do I need to import mats as subtools or polygroups at all?
@RobotArmy3D
@RobotArmy3D 4 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)
@helciodiasjunior5756
@helciodiasjunior5756 2 жыл бұрын
I feel you!
@mishkaangry7404
@mishkaangry7404 2 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
@RobotArmy3D
@RobotArmy3D 2 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.
@mishkaangry7404
@mishkaangry7404 2 жыл бұрын
​@@RobotArmy3D big thanks mate! The problem was that I used "move" brush instead of "move topological"
@3dprintingdoctor
@3dprintingdoctor 3 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
@RobotArmy3D
@RobotArmy3D 3 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
@3dprintingdoctor
@3dprintingdoctor 3 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
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
Thanks, maybe one day, Its getting the time to make videos. (and keeping it fun for me)
@beer-yakisoba
@beer-yakisoba 5 ай бұрын
In zBrush 2024 the button "del higher" is not active. What to do?
@RobotArmy3D
@RobotArmy3D 5 ай бұрын
I can only think that maybe there are masks that need clearing, parts of the model that are still hidden, active recording layers(maybe) or there is no higher subdivision levels to delete- select a lower subdivision level first.
@beer-yakisoba
@beer-yakisoba 5 ай бұрын
@@RobotArmy3D yes, I do everything as shown, first I delete the lower level (it is active). And the higher one is not activated. Maybe they really don't exist. Thanks for the reply anyway🤝
@MaryJane-mu4ex
@MaryJane-mu4ex 3 жыл бұрын
I am your fan now!! What a wonderful tutorail thank you!
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
Thanks! Glad you liked it.
@dimitriskoutris6139
@dimitriskoutris6139 4 жыл бұрын
can't wait to learn new stuff from this!Keep them coming bud ty very much!
@RobotArmy3D
@RobotArmy3D 4 жыл бұрын
Cheers!
@agustin_honnun
@agustin_honnun 3 жыл бұрын
Good video, thanks for that :)
@RobotArmy3D
@RobotArmy3D 3 жыл бұрын
No problem! 😀
@mohamadbt4055
@mohamadbt4055 Жыл бұрын
nice
@Dexxter_slav
@Dexxter_slav 2 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?
@RobotArmy3D
@RobotArmy3D 2 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_slav
@Dexxter_slav 2 жыл бұрын
@@RobotArmy3D never used sampler but I will give it a go. Thank you!
@oliviaj9037
@oliviaj9037 10 ай бұрын
Can anyone tell me what he does at 28:12 that just flattens the face?
@RobotArmy3D
@RobotArmy3D 5 ай бұрын
scale faces/verts towards each other will flatten them to that plane (x, y, x)
@gud_
@gud_ 4 жыл бұрын
Amazing work! Foliage next?
@RobotArmy3D
@RobotArmy3D 4 жыл бұрын
Good idea! I'll put it on this list.
@miemiestudio
@miemiestudio 4 жыл бұрын
Excellent tutorial! Really helpful. Thank you for sharing!
@RobotArmy3D
@RobotArmy3D 4 жыл бұрын
Thanks! No problem.
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