Breakdown of how to quickly and effectively create a modular brick/stone/tile Kit using Maya/Zbrush/Substance Painter
Пікірлер: 17
@igromad4 жыл бұрын
your videos are of great value, more people should see them. please, don't stop posting!
@RobotArmy3D4 жыл бұрын
Thanks man! I will post more soon.
@Spirit666593 жыл бұрын
You can disable Smt (Smooth) parameter for subdivide in zbrush. That way it won't change shape at all, so you don't even need to bevel that.
@bgacinematicmusic80233 жыл бұрын
Great tutorials, mate! keep them up!
@RobotArmy3D3 жыл бұрын
Thanks, will do! 👍
@tetyanalytvynova96573 жыл бұрын
Thank you so much for sharing knowlege with us) that`s so great, that I don't have to do long modelling routine before importing meshes. Simply workflow) and all explained things are quite understandable))))! Can't find you on tweeter, would be nice to tag you under finished result))))
@RobotArmy3D3 жыл бұрын
Glad it was helpful!
@mdsanima4 жыл бұрын
cool!
@assasssin53283 жыл бұрын
Great tutorial! I just didn’t quite understand the part at 11:55 where you say that I have to increase something if I want to avoid errors and keep my mesh rigid and square. What should I increase so I could do it?
@RobotArmy3D3 жыл бұрын
Sorry, this is quite an old video now, what I was saying was that if the mesh you want to use as a low poly in painter is very different in shape to your high poly mesh you made in zbrush then when you try to project(bake) the new high poly details down onto the low poly mesh within substance painter it might struggle - sometimes increasing the "cage" (sometimes called envelope) values In the baking options in painter will help capture some of those details and fix errors. You can normally see these problem areas when you bake as they will show as flat spots with no fine detail in your normal maps, etc - so in this case you would increase the size of the baking cage so that it captures all of the high poly mesh.
@assasssin53283 жыл бұрын
@@RobotArmy3D Understood, thanks for reply. Most of the time I adjust the low poly mesh so it could represent the shape of a high poly. The only problem that I may encounter is the weird “lines” on the edges. Even though I bevel my low poly slightly on the edges and apply all the smooth stuff, those lines always appear on the edges after baking. They are not quite visible, yet still a distraction for me. I guess it has something to do with UV unwrapping cause it’s kinda a dilemma for me but I thought that cages might help me with these artifacts
@sksohail673 жыл бұрын
This stuff is awesome. Can you please may be use more of blender?
@RobotArmy3D3 жыл бұрын
Thanks! Blender is great but i don't really use it. I may make some videos on it in the future, but for the most part it would be the same process in Blender and Maya. (Or Max, etc)
@sksohail673 жыл бұрын
@@RobotArmy3D I do agree on the process, it will be same for max, maya etc but blender has more audience reach. Thanks ❤
@RobotArmy3D3 жыл бұрын
@@sksohail67 Very true, it helps thats its free too. It's a very interesting and fun program I will make some tutorials on it for sure 👍
@sksohail673 жыл бұрын
@@RobotArmy3D Thanks ❤, your content is AAA quality. Loved it.