Full 3D GAME ASSET workflow ( Maya / ZBrush / Substance Painter )

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  • čas přidán 13. 07. 2024
  • #3DModeling #3DAnimation
    In this subscriber request tutorial I will walk you through the entire 3D workflow of modeling, sculpting, baking and texturing to end up with a low poly, high detail model ready for use in a game engine.
    Link to the Alpha creation and use video as mention in the video : • ZBrush Beginner Series...
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  • Krátké a kreslené filmy

Komentáře • 273

  • @MHTutorials3D
    @MHTutorials3D  Před 6 lety +16

    Did you create an asset based on this video ? Please post a link below to show it off !

    • @Okuchaaaaaaaan
      @Okuchaaaaaaaan Před 6 lety +2

      hello i have a question
      after you add the texture to the model in substance painter at the end of the video,
      do you just export via Substance Painter and then import it to unreal engine 4?
      it would be cool if you could make a video for the process after substance painter
      thank you~

    • @Yassine_Laatiri
      @Yassine_Laatiri Před 5 lety +1

      hi
      when i imported my model to substance then baked the textures my noise wasn't there
      why?

    • @atkaygee
      @atkaygee Před 5 lety +5

      @@Yassine_Laatiri You need to hit the button "apply to mesh" in the Surface menu in ZBrush to make it "stick". Then, reexport the high poly from ZBrush and then follow the steps to bake this back over the low poly in Painter

  • @shannasportelli
    @shannasportelli Před 3 lety +37

    I was crying all morning cause I was so frustrated to not understand the workflow from ZBrush to SP. In 20 minutes I finally understood it all. Thank you so much!

    • @MHTutorials3D
      @MHTutorials3D  Před 3 lety +8

      You are very, very welcome, now show me that smile !

    • @shannasportelli
      @shannasportelli Před 3 lety +3

      @@MHTutorials3D :))))))))

    • @CaroliArt
      @CaroliArt Před 3 lety

      Same :'3

    • @hardiksemlani5255
      @hardiksemlani5255 Před 11 měsíci +1

      ​@MHTutorials3D Make a workflow maya , zbrush , substance painter and photoshop tutorial of game character and creature for beginners

  • @meltface1
    @meltface1 Před 4 lety +19

    Maybe on the next video bring it all back into maya for a render? That seems to be the hardest part of this workflow but none of these tutorials show it.

  • @jazenism
    @jazenism Před 2 lety +2

    Mike this is such a great tutorial. There are so many videos online that appear to complicate this process, but you strip it all down and present it in a really simple way! Thank you very much and keep up the good work!

  • @superiorphi5778
    @superiorphi5778 Před 5 lety +6

    you save lives Mike, one video at a time!

  • @semirukiya5308
    @semirukiya5308 Před 6 lety +37

    So many useful informations (basic ones too) in such a short tutorial. That's just great! You definitely know how to make a good tutorial.

    • @MHTutorials3D
      @MHTutorials3D  Před 6 lety

      Thank you

    • @semirukiya5308
      @semirukiya5308 Před 6 lety +1

      By the way, does the same goes for buildings? I mean, I've seen games in the past made like this: Model of a building, where it has few different materials used on. Which means there's for example 1 for window, 1 for doors, 1 for wall and so on. In case You've presented, it would mean all those different parts would become one so it means I would have to create an atlas. Is it better than to use separate materials? But then it would cause more work to do since every model would use its unique material, which means I rather wouldn't be able to use the same material for several different objects, right?

    • @MHTutorials3D
      @MHTutorials3D  Před 6 lety

      I typically create ( and save ) building elements with their maps ( textures, normal maps etc ) such as doors, windows etc

    • @semirukiya5308
      @semirukiya5308 Před 6 lety

      I see, so that's just what I was thinking about too.

    • @semirukiya5308
      @semirukiya5308 Před 6 lety

      And by the way, I'm having a problem with Dynamesh and Zremesher when it comes to wall with window. Well it actually removes the window after the whole operation. Let me show You what I mean:
      i.imgur.com/zyEAz3K.png -> Here after Zremesher You can see that corners of window are kinda smoothed (I had to use at least 10 target poly counts to not smooth it more than this)
      i.imgur.com/lUcnQ4B.png -> And here I've used Dynamesh set to 128 resolution. How can I avoid such smoothing effects?

  • @TheMuseLuci
    @TheMuseLuci Před rokem +1

    Love the way you teach btw. its not too fast, but its to the point, and very clear.

  • @lilitbeglarian7942
    @lilitbeglarian7942 Před 5 lety +4

    Thank you so much- it's great to have someone show exactly when to use dynamesh/zremesher/etc

  • @doghunter717
    @doghunter717 Před 5 lety +1

    Short and sweet. You gave a good brief over view of how this process kind of works with out going super in depth. Great video, you earned a sub from me !

  • @buildsoc1215
    @buildsoc1215 Před 3 lety

    Thank you so freakin much my dude 👍😀 keep it up!!! Wanted to see an actual workflow and you mah man did a great job right there 👍 thanks a lot!!!

  • @terryrhuebottom
    @terryrhuebottom Před 6 lety +1

    Hey, Mike loved the tutorial. I'm still really new to ZBrush and seeing you use the noise feature gave me one heck of a Flash of inspiration. Things I've been trying to do to simulate surface texture just got much easier. Thank you so very much.

  • @aamirhamja07
    @aamirhamja07 Před 4 lety

    Love your all tutorials.

  • @rohitvitthalpawar2927
    @rohitvitthalpawar2927 Před 4 lety

    Its very usefull tutorial for quick understanding of 3d modelling texturing workflow , thank you sir!

  • @ThunderingMilwaukee
    @ThunderingMilwaukee Před rokem

    Thank you for a great video!

  • @saunterfilms
    @saunterfilms Před 4 lety

    Man, you are the Best! Thank you!

  • @waberoid
    @waberoid Před 4 lety +1

    You made it look so easy!

  • @WHITE-bz3jq
    @WHITE-bz3jq Před 2 lety

    World's most simple tutorials thank you....

  • @l2affiki
    @l2affiki Před 6 lety +2

    Thanks Mike! This was very helpful. As a beginner, just getting from one tool to the next has been the hardest part.

  • @tomhikon
    @tomhikon Před 3 měsíci

    Thank you SO much for this 👍

  • @techlife2168
    @techlife2168 Před 6 lety

    You are a gift from god my friend. Ive been following you video for almost 2 years now:) i have won a game jam in our country and you are one of the reason..now i am enchancing my skills and i am so glad because you have this kind of tutorial

  • @michaelarbygames
    @michaelarbygames Před 2 lety

    nice tutorial! i actually made virtually the same tutorial, but for 3DS Max instead of Maya. Now, learning maya, I made good use of this one :) Tombstones really are the perfect asset for this type of full workflow tutorial.

  • @pawpotsRS
    @pawpotsRS Před 6 lety

    Mike thank you, this is really direct to point which could help me with my diorama, just in time!

  • @theweeking8425
    @theweeking8425 Před 5 lety

    mike, thankyou i was struggling on high n low baking, i was using 3ds max for caging and baking. Overally it was time consuming, didn't knw substance had baking too. It saved my time

  • @albarex834
    @albarex834 Před 5 lety

    Thanks a lot. Great and only video explaining that.

  • @sharvaribhoi7105
    @sharvaribhoi7105 Před 2 lety

    Thank you,very informative tutorial.

  • @witchykristen1840
    @witchykristen1840 Před rokem

    Thank you so much for this tutorial! Finally i can understand the proper workflow. Plus you helped saving my final project so thank youuu!

    • @MHTutorials3D
      @MHTutorials3D  Před rokem +1

      You are very welcome Krsietn. More like these coming, make sure you don't miss them ;-) ( Subbing is appreciated )

    • @witchykristen1840
      @witchykristen1840 Před rokem

      @@MHTutorials3D I do have one question though, if i have a project with multiple models in it, when i export it into zbrush from maya and split groups, how can i still take the "highpoly/lowpoly" approach? because in your video the grave and ground were combined and so you had a copy with the low and high, so i'm just thinking how do i handle the same approach with multiple subtools. Thanks in advance!

  • @Praudas
    @Praudas Před rokem

    thank you!

  • @whatif539
    @whatif539 Před 3 lety

    Great video ❤❤❤❤

  • @flexcg675
    @flexcg675 Před 2 lety

    thank you!!!

  • @Kinkoyaburi
    @Kinkoyaburi Před 5 lety

    Thank you a lot for this tutorial it was very useful!

  • @noelbit9371
    @noelbit9371 Před 6 lety

    This is great! I hope you'll make more videows like this!!!

  • @escultormariopitanguy
    @escultormariopitanguy Před 6 lety

    Excellent video. Congrats!

  • @lakmal1st
    @lakmal1st Před 6 lety

    Thanks lot.. this will save some time all the time...

  • @bernard18thomas
    @bernard18thomas Před rokem

    Solid Gold.

  • @silvaazarian4296
    @silvaazarian4296 Před 5 lety

    Thank you for another great tutorial . This one made me smile , it took me a few years back when I first started learning Zbrush , i was sculpting with the MOUSE , it's horrible .

  • @haii9737
    @haii9737 Před 2 lety

    ok i've been searching so loong time until i find this tutorial

  • @Dr.smileclinic
    @Dr.smileclinic Před 5 lety

    thanks Mike..really useful. you are good teacher..

  • @hsan.1951
    @hsan.1951 Před 3 lety

    Thankx for the tutorial Mike. I wish you taught us how to set everything up back into Maya though.

  • @danharbor1752
    @danharbor1752 Před 5 lety

    for this tutortial im following it with a sphere and just spotlight projecting detail to see if i can retain awesome spotlight texturing to low poly

  • @1i1monster
    @1i1monster Před 4 lety

    thanks

  • @aesthetic9557
    @aesthetic9557 Před 6 lety

    Thank you Mike

  • @kutupbear
    @kutupbear Před rokem

    bedankt

  • @ksta1996
    @ksta1996 Před 5 lety +1

    Great tutorial! WIth more complex objects will you UV map in same way? I thought that due to model in Zbrush it's better to UV map all in Maya beforehand.

  • @jelli4586
    @jelli4586 Před 6 lety

    Muchísimas gracias!!!

  • @xxAsad
    @xxAsad Před 6 lety

    great video straight to point awsome

  • @jamiemills1130
    @jamiemills1130 Před 4 lety

    WOAH!

  • @rainbowgunny1
    @rainbowgunny1 Před 5 lety +1

    you just saved my life

  • @artdempsey846
    @artdempsey846 Před 5 lety

    Great video Mike. Is it possible to do this with several high to low meshes in substance painter. I have a project that has several sub tools and I was hoping to bake my HIGH to low meshes on numerous texture sets. Does this make sense? And do you think this workflow makes sense or should I combine all my meshes in Maya and create one fbx/obj in zbrush? is it better to have separated meshes for better UV and detail?

  • @FuranTenshiFK
    @FuranTenshiFK Před 6 lety +1

    4:20 But what if the base mesh is a character that needs to be animated? Should you retop anyway or it is better to leave the animation-ready topology with which you imported it in ZBrush?

  • @MinecraftNmusic
    @MinecraftNmusic Před 6 lety +2

    is it possible if you could make a maya mudbox substance workflow video?

  • @spjet82
    @spjet82 Před 6 lety +8

    I would love to know how you asemble it in maya on a low poly mesh with normals texture and how to export that to a game engine or other production like rendering in maya! Great work on the videos its quick and to the point

  • @hugovega608
    @hugovega608 Před 5 lety

    Thanks Mike nice tutorial! ... I have a problem when trying to use TrimDynamic (7:23). I try to apply to the object and nothing happens. If I use any other brush it works fine. thanks!

  • @lgstudios6898
    @lgstudios6898 Před 3 lety

    Question about baking high poly into low poly. UVs were done in ZBrush, After applying textures in Substance Painter and exporting into Maya do you hit the smooth button on the low poly mesh or is there another process done in Maya before adding the textures done in SP?

  • @jalalkamel2807
    @jalalkamel2807 Před 2 lety

    hi mike i have question is a bit confusing me when i try to build big house or cabin for games that contain many geomtry in it should i always group them or combine them as one piece inside maya or its fine to let them separated objects

  • @kidehoward93
    @kidehoward93 Před 6 lety +2

    can you do a video on the potential uses of super shapes in Maya 2018?

  • @kdarts2791
    @kdarts2791 Před 6 lety

    very nice tut sir hank you :)

  • @elitekitten4054
    @elitekitten4054 Před 6 lety +2

    Thanks for this great Tutorials..keep up the good work...

  • @GuestOfGregoryHouse
    @GuestOfGregoryHouse Před 3 lety

    Is this more for hard surface models? Or can this workflow be used for making organic characters too?

  • @qasimahamad5075
    @qasimahamad5075 Před 4 lety

    amazing

  • @faizcurious7407
    @faizcurious7407 Před 2 lety

    really nice and helpfull tutorial
    but mike
    how to import into maya with sculpting effect and texture paint ?
    how ?
    plz guide me into that 🙏☺💐

  • @ryansmith539
    @ryansmith539 Před 6 lety +8

    you forgot to mention to press 'apply to mesh' when adding noise in zbrush

    • @MHTutorials3D
      @MHTutorials3D  Před 6 lety +1

      I did forget to mention that, you are right. Sorry

    • @blamb888
      @blamb888 Před 4 lety +1

      This literally just made my night. Thank you guys!

  • @ihopeutubedies
    @ihopeutubedies Před 6 lety +4

    What if you have multiple sub tools that make up a full character like a head, torso, eyes, etc?
    Should I unwrap all the UV's for each individual part? I haven't found an answer. Some have suggested to decimate a model but I still don't know if I should merge all my sub tools. This whole UV stuff is frustrating cause I have no idea how to go about it.

    • @3to1media
      @3to1media Před 5 lety

      Of course every object has to be unwrapped individually do it in a program like Maya not only does every object have to be unwrapped you have to split objects up depending on which way the normals are facing

  • @ricardoiglesias388
    @ricardoiglesias388 Před 5 lety

    Is there any problem if I UV in Maya/3DSMAX? Or i really need to use UVmaster in Zbrush? Because i see a lot of people doing the high poly in Zbrush, then undo the subdivision level (in geometry) to get the lowpoly, UV and save. For me, i create the low poly in 3dsmax, i'm afraid to do that and UV there (3dsmax) and in the Zbrush my high poly become a lot of deformed and i get issues on substance later...

  • @danharbor1752
    @danharbor1752 Před 5 lety +1

    skip to 11:36 after the uv unwrapping part if ur working on a custom model those bits are just him adding detail to his high polly im following this differently i made highpolly then made a low polly from it

  • @nestorrios9703
    @nestorrios9703 Před 6 lety

    Great thanks Mike question how to move from mudbox to substance painter is the same obj format thanks

  • @crimzouz5175
    @crimzouz5175 Před 3 lety

    hi dude, I'm about to make my first zbrush model (i already know maya but i never really explored zbrush before). I've talk to people who told me to make my model in zbrush and then go back to maya for the retopology. Is your way to do better ? (i'd like to not go back to maya because i hate retopology)

  • @visheshl
    @visheshl Před 2 měsíci

    Can you do a tutorial about exporting the final asset and maps from substance painter and importing it in unity or unreal engine?

  • @hsan.1951
    @hsan.1951 Před 3 lety +1

    Hpw come my Zbrush doesn't export the high poly geometry? has anything been changed since this tutorial?

  • @paukator
    @paukator Před 3 lety

    Noob question, does it matter when I UV the mesh? Like if I UV it before I duplicate it? Because for some reason every time I do unwrap all after I've duplicated it, it takes forever to unwrap or crashes, even though there's only 484 active points.

  • @ZhengYuanz
    @ZhengYuanz Před 5 lety +1

    After texturing it on substance painter.. i bring it to maya and applied it..the normal map seems to be have problem with the object edges. why is that happening?

  • @grey_box
    @grey_box Před 6 lety

    Hey Mike! Thx for tutorial. I want to triangulate my model, so when i need to do this process? So i make Low, then high poly. Set hard\soft edges and then i want to go UV, but when in this workflow i need to triangulate my Low poly mesh? Just before UV? Or i can UV quad model and after triangulate this, will it change uv?

  • @abhinavsrivastava6018
    @abhinavsrivastava6018 Před 4 lety

    When i bake textures from susbtance and try to apply them in maya then i dont get bumps clearly can you please explain that :)
    but my render in susbtance painter is accurate :)
    Thanks :)

  • @zerion3887
    @zerion3887 Před 5 lety

    Hi, I was happy to find your tuto. But ive got problem with the normal and ambient occlusion ... idk where does it come from

  • @och70
    @och70 Před 6 lety

    Mike, why don't you create shelf buttons for things like deleting history & freezing transformations?

    • @MHTutorials3D
      @MHTutorials3D  Před 6 lety +2

      Because if new users see buttons on the shelf they don't have, they will get confused. I always try to keep everything as default as possible

  • @dariadora5417
    @dariadora5417 Před 4 lety

    Thanks for your tutorial, really cool!
    I have a questtion, while baking texture in Substance, My Normal Map and AO are applying only for plane, but stone is staying without texture, could you help me, please?

    • @semmert
      @semmert Před 4 lety

      Make sure you hit "apply to mesh" after you do the noise tool and hit ok. He skipped over that step.

  • @SpecGuruTV
    @SpecGuruTV Před 3 měsíci

    when I baked my HP to my LP the noise texture is gone in substance painter. how can I fix this?

  • @josejesussanchez3637
    @josejesussanchez3637 Před 5 lety

    Very great tutoriaal! I have a question!

  • @user-fuckoffffffff4590
    @user-fuckoffffffff4590 Před 4 lety +1

    SO Good, MIKE SIR~ RESPECT Always// i need to this wolkflow tutorials. not one. this one~ process ~workflow. i am going to vfx or game chracter_modeler. especially organics.+render.

  • @alexc7857
    @alexc7857 Před 6 lety

    So you wouldn't have to bake the details from zbrush onto the original maya mesh for it to be compatable with a games engine? What about if you had a chatacter that you added a skin texture to? Sorry im a little new to this

  • @bearbones7913
    @bearbones7913 Před 3 lety

    How do I export multiple displacement maps?

  • @ZephrusPrime
    @ZephrusPrime Před 6 lety +12

    You should learn to use ZModeler inside ZBrush. You could have easily made the low poly with it. Also with ZRemesher you could have Remeshed it a few more time to get better topo. Holding down Alt while pushing ZRemesher will give you a different algorithm and you could have turned down adaptive size to around 15 to get better quads. Hitting the half tab will decrease your polys 50 % as well. If you used ZModeler you could have had the exact edge flow you wanted while being able to have clean subdivisions for sculpting. Using Dynamesh for your details sculpt will have its limits as the polys are filled with Ngons. Dynamesh is more useful for the overall block out, shapes and forms. You will want cleaner topology to sculpt and use alphas etc.

  • @-SANDMAN-
    @-SANDMAN- Před 6 lety

    I noticed you converted the imported obj to Polymesh 3D. I thought you only had to do this with primitives. Have I been doing it wrong all this time? Do all imported obj's have to be converted to polymesh 3D?

  • @evilone10
    @evilone10 Před 4 lety

    Won't you agree if Substance painter had the option to choose a navigation template from another 3D software to navigate (just like Rizom UV has)?

  • @martindiavolo1635
    @martindiavolo1635 Před 6 lety

    Nice tutorial I just missing the last step to bring it all back to maya.

    • @MHTutorials3D
      @MHTutorials3D  Před 6 lety

      That is a different tutorial, coming soon :-)

  • @oliverteng8625
    @oliverteng8625 Před 6 lety

    hi, im using maya 2017 newbie. i use '2' and '3' in my shapes to make it look good and smooth. when I import it to zbrush it goes back to the polygons instead of the smooth one. i even use the dynamesh you mentioned in the video. same with maya to substance painter. how can i fix this?

    • @3to1media
      @3to1media Před 5 lety

      Pressing two or three in Maya is just giving you a preview of what the object will look like when a smoothing is applied it's not actually deforming the object or adding subdivision levels you have to actually smooth it in Maya

  • @m_zbrv3967
    @m_zbrv3967 Před 6 lety

    Wow! thanks!

  • @norabp6988
    @norabp6988 Před 5 lety

    Hello, nice tutorial, it helped me a lot! I have one question: what if I make UV mapping in Maya and want to use it also in zbrush and SP? Because when I export my object from Maya to Zbrush it seems that the UVs are gone :/ any solution? Should I always make the unwrap in zbrush? Thanks in advance!

  • @Montigorable
    @Montigorable Před 6 lety

    Thank you for the tutorial. I have one question, why did you decide to create UV in zbrush instead of maya? Is that just a matter of taste?

    • @MHTutorials3D
      @MHTutorials3D  Před 6 lety

      Yes

    • @semmert
      @semmert Před 4 lety

      Use maya or blender, etc., if you need to cut the model up in to specific UV layouts. Zbrush, as far as I can tell, doesn't give you any real control over it.

  • @handsomesquidward151
    @handsomesquidward151 Před 3 lety

    why would you leave out the rendering step?

  • @bavi_x
    @bavi_x Před měsícem

    Sir how to uv cut zbursh please reply

  • @sanithmc9638
    @sanithmc9638 Před 4 lety

    Sir did same thing but it show some error and normal map is completely black

  • @TheSilverfox17
    @TheSilverfox17 Před 5 lety

    Projection from high to low poly better in substance or in zbrush better ?

  • @user-xo7wh2fm4x
    @user-xo7wh2fm4x Před 6 lety

    I like your videos! Could you tell me why baked high poly to low? I'm beginner :)

    • @MHTutorials3D
      @MHTutorials3D  Před 6 lety

      Clementine, that is to add detail to the low poly model without increasing the face count of the low poly model

    • @user-xo7wh2fm4x
      @user-xo7wh2fm4x Před 6 lety +1

      Ah ha! I got it now. thank sir :D

  • @mrandrewpettit
    @mrandrewpettit Před 5 lety

    Can the final substance asset then be imported into maya to be rendered with arnold

    • @semmert
      @semmert Před 4 lety

      Yes. import the lowpoly model in to maya and apply the texture maps (normal, roughness, albedo, etc.) to the shader material.

  • @WinkBaufield
    @WinkBaufield Před 6 lety

    Hi, Mike. Is there any hope of you doing a series similar to this newly anointed ZBrush one, yet focused on the Maya/Mudbox pipeline? The educational version of Mudbox can be downloaded at no cost, after all, whereas ZBrush appears to be accessible only in paid versions.

    • @MHTutorials3D
      @MHTutorials3D  Před 6 lety

      I did a few Mudbox videos but 95% of the digital sculpting community uses ZBrush and I get requests all the time

    • @WinkBaufield
      @WinkBaufield Před 6 lety

      Thanks for the response, Mike. It sounds as though Mudbox isn't a viable ZBrush alternative, unfortunately. I suppose I'll now flip a coin to decide which kidney I'll sell on the black market to afford all the software I'd like to own.

    • @MHTutorials3D
      @MHTutorials3D  Před 6 lety

      I know, I know... But the reality is that ZBrush is the industry standard when it comes to digital sculpting. I have fought it too for a long time....

  • @ryansmith539
    @ryansmith539 Před 6 lety +1

    The noise from Zbrush doesnt appear in the normal in substance, Any ideas why?

    • @saint-jiub
      @saint-jiub Před 4 lety

      @Shoop da Whoop Thanks for this. I appreciate it.

  • @YesYouThere
    @YesYouThere Před 6 lety

    Hey Mike great video I just can't seem to get the Noise to appear on my model when I bake it in Substance painter. All the other Dents I've sculpted in appear but the noise never does, any Ideas?

  • @devper3102
    @devper3102 Před 6 lety

    Is maya still need in the workflow of create game asset ? Is lowpoly can create in Zbrush ?

  • @Maraik89
    @Maraik89 Před 6 lety +3

    i really love ur videos man
    is there a chance u make a video about maya /zbrush / maya again with uv maps
    thanks in advance

  • @devangnagar9
    @devangnagar9 Před 5 lety +3

    my model is done in substance painter, but i want to this model render in maya so how to substance model import in maya with texture please help me.

    • @relationshipquotes2337
      @relationshipquotes2337 Před 5 lety

      You can export it out as a OBJ which then come import it in Maya

    • @semmert
      @semmert Před 4 lety

      you already have the low poly model (you imported it in to substance painter). So when you export your texture maps from substance, you use the node editor in whatever renderer you're using to apply them to their specific places (normal, roughness, albedo, etc.), and apply that shader to the low poly version.