Stylized Game Asset | Full Workflow 3dsMax/Zbrush/Substance Painter

  Рет қаралды 9,555

Nina Shaw - GameArt

Nina Shaw - GameArt

3 жыл бұрын

Download all the original scene files on my Patreon page:
/ 45510148
Dowload my Smart materials here:
/ 43717796
Join the Patreon group for more : / ninashaw
Special Thanks to my Patrons!
JB3D
Aravise
MindGames
Charlie W
Michael Fitzpatrick
dhiraj more
In this video I'll show you the complete workflow on how to model, unwrap, a Stylized Shield in Autodesk 3dsMax, Sculpt it in Zbrush and then texturing it in Substance Painter. We'll begin by modeling our model, then we'll make the high poly version in Zbrush and unwrap the model in 3dsMax. After that, we'll bake the high and lowpoly versions and texture in Substance Painter.
Zbrush Brushes link: gumroad.com/l/nOkHw
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Thank you all for your support. If you have any questions please don't hesitate to contact me: ninashawdesign@gmail.com
Here’s a list of some of my Main Hotkeys in 3dsMax:
B - Bevel
CTRL+C - Copy
CTRL+V - Paste
CTRL+Z - Undo
Z - Zoom
C - Connect
ALT+X - See-Through
F - Front View
T - Top View
L -Left View
P - Perspective View
Q- Select and move
W- Select and rotate
E- Select and scale
SHIFT+R - Repeat last command
G - Hide Grids Toggle
M - Material Editor Toggle
F3 - Wireframe View Mode
F4 - Edges Shaded View Mode
S - Swift Loop
R - Regularize Edge Loop (Script)
A - Ring
CTRL+A - Select All
CTRL+I - Invert
SHIFT+S - Stitch (Uv’s tool)
1 - Select Vertices
2 - Select Edges
3 - Select Border
4 - Select Polygon
5 - Select Element
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A small reward will show me that you love what I am doing, and I will keep creating FREE tutorials for you. Thank you for your support!
bit.ly/3bp1KeU
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#Autodesk3dsMax#SubstancePainter#Zbrush#Stylized

Пікірлер: 24
@10subash
@10subash 3 жыл бұрын
Wow longest video tutorial nice. Thank you.
@ninashaw-gameart
@ninashaw-gameart 3 жыл бұрын
Glad you liked it! ;)
@asyakowel9069
@asyakowel9069 3 жыл бұрын
I really like it! Would be awesome to see this scene rendered online.
@ninashaw-gameart
@ninashaw-gameart 3 жыл бұрын
thank you!
@biswanayak7514
@biswanayak7514 2 жыл бұрын
this is awesome . it is all are redy for game engine . but how to baking all are the map from substancepainter.
@MasterJOKER4
@MasterJOKER4 3 жыл бұрын
Hi ! I really like the rendering it's super clean it helped me a lot however I had a question after the realization of my 3D model and the sculpting on Zbrush I must do unwrap but on 3D Max but I have too many polygon and my pc can not follow the rendering what should I do? ^^
@ninashaw-gameart
@ninashaw-gameart 3 жыл бұрын
You need to make the lowpoly version.you can export it directly from zbrush
@amrpictures279
@amrpictures279 3 жыл бұрын
Hi Nina, I'm beginning in this world. I found your channel and I fell in love :-D I would like to ask you something. Why do you clear all the smoothing groups before make the chamfers? Thank you a lot. You have a great content here and all of us learn a lot with you. Thanks! :-)
@ninashaw-gameart
@ninashaw-gameart 3 жыл бұрын
Hey! Thank you, hope you learn lots of new stuff;) I clear the smoothing groups before the chamfer because if I don't do that the chamfer modifier will create more chamfer lines in some parts that I don't want to. So I found out that if I clear the smoothing groups first it solves the problem.I don't know if this explanation was clear....
@amrpictures279
@amrpictures279 3 жыл бұрын
@@ninashaw-gameart yes :-) thank you so much!
@ninashaw-gameart
@ninashaw-gameart 3 жыл бұрын
You're welcome ;)
@mishkaangry7404
@mishkaangry7404 2 жыл бұрын
Great tutorial!. THanks alot. Trying to make it step by step. I wonder, isn,t it more rational to unwrap one bolt before copying it in 4 and editing? Also big question for me: is it crucial for UW maps of different objects to be in one scale?
@ninashaw-gameart
@ninashaw-gameart 2 жыл бұрын
Thanks Mishka! Regard your first question, you are right,I should have done that ;) but what I usually do is to unwrap one and then copy to other similar object. Regarding the 2nd question, it's important that you have the same texel density . To do that you can use the pack tools with re-scale enabled.Hope this helps!
@mishkaangry7404
@mishkaangry7404 2 жыл бұрын
@@ninashaw-gameart Thanks for quick reply! In the 2nd i meant equal scale of the UWs of the different objects. Is it supposed to be roughly equal (looking at checker map) or as if we attached all of the objects in one editable poly and rescaled the UWs there?
@ninashaw-gameart
@ninashaw-gameart 2 жыл бұрын
@@mishkaangry7404 It is supposed to be roughly equal
@mishkaangry7404
@mishkaangry7404 2 жыл бұрын
@@ninashaw-gameart Thanks for reply. Another thing bothers me. Is It obligatory to make all the objects closed (all the borders capped)? Or can we delete the polygons that are not seen by viewer, for example backs of the bolts that are inside the shield? (sorry, english is not my native language)
@ninashaw-gameart
@ninashaw-gameart 2 жыл бұрын
I usually delete the polygons that are not visible. This way you are also miximizing your number of pol and vertices. It's up to you,not an obligation at all ;)
@njking3d61
@njking3d61 10 ай бұрын
I have a question do you pay 1k dollars yearly for 3d max or do you use the student license?
@Tanveersingh-uw8hn
@Tanveersingh-uw8hn 2 жыл бұрын
Hey, just one question after unwrap ypu didnt attach all the object into one before going to z brush ?
@ninashaw-gameart
@ninashaw-gameart 2 жыл бұрын
Hey! No, i did not
@aliosha123
@aliosha123 2 жыл бұрын
Nice tutorial but where is your voice?
@ninashaw-gameart
@ninashaw-gameart 2 жыл бұрын
Thanks!
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