Full 3D GAME ASSET workflow ( Maya / ZBrush / Substance Painter )
Vložit
- 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...
--------- MY AMAZING CHANNEL SPONSOR ---------
Check out my amazing channel sponsor Dogwood Gaming at www.dogwoodgaming.com The creators of Ashes of Tanaka
ashes.dogwoodgaming.com/
--------- SUBSCRIBE ---------
MH Tutorials 3D Modeling & Animation channel
/ mikehermes65
MH Tutorials Photography, Film and FX channel
/ @mikehermesphotography
--------- FOLLOW ME ON SOCIAL MEDIA ---------
Instagram :
mhtutorials...
Twitter :
/ mhtutorials
Facebook :
/ mhtutorials
--------- JOIN MY GOOGLE+ COMMUNITY ----------
Here's the link : goo.gl/dBzAZp
--------- AMAZON GATEWAY ---------
Support MH Tutorials for FREE
Buy anything on Amazon just like normal through our Amazon gate, no difference to you! Amazon will give ma a small percentage of each purchase.
Link to MH Tutorials Amazon store :
www.amazon.com/shop/mikehermes
--------- SUPPORT MH TUTORIALS---------
Do you want to see premium exclusive content? Please become a Bronze Patron for just $5 a month.!
Link to Patreon website : / mhtutorials
Link to Animation courses : www.bloopanimation.com/?ref=5
Link to MH Tutorials T-Shirts and stuff : www.printmotor.com/mhtutorials/
--------- The "Send me Stuff" address ---------
MH Tutorials
Attn : Mike Hermes
P.O. Box 1000
Unit E23 2260 BA Leidschendam
The Netherlands
--------- CAMERA GEAR---------
Canon 750D with 18mm - 55mm Kit lens :
amzn.to/2sP48KA
Canon EOS M10 with 15mm - 45mm Kit lens : amzn.to/2taw0bU
Canon EF-M 55-200mm f/4.5-6.3 IS STM : amzn.to/2rQJF3w
Manfrotto 055 Camera tripod : amzn.to/2rQsoHG
Camera Light Softbox : amzn.to/2u4d3Ea
Zoom H4N Audio recorder : amzn.to/2whFvHi
--------- WEBSITE & STORE---------
Official website MH Tutorials : mhtutorials.com/
Official website MH Consultants : www.mh-consultants.com
--------- CHANNEL SPONSOR---------
Dogwood Gaming www.dogwoodgaming.com
--------- BUSINESS INQUIRIES---------
Related to my CZcams channel(s) : mh-tutorials@hotmail.com
Want to hire me as a speaker / consultant ? : mhermes@mh-consultants.com
--------- MY TOP PATRONS ON WWW.PATREON.COM---------
Jason Swisher
Samuel Martino ( Dogwood Gaming )
Jamie
Dylan Void - Krátké a kreslené filmy
Did you create an asset based on this video ? Please post a link below to show it off !
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~
hi
when i imported my model to substance then baked the textures my noise wasn't there
why?
@@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
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!
You are very, very welcome, now show me that smile !
@@MHTutorials3D :))))))))
Same :'3
@MHTutorials3D Make a workflow maya , zbrush , substance painter and photoshop tutorial of game character and creature for beginners
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.
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!
you save lives Mike, one video at a time!
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.
Thank you
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?
I typically create ( and save ) building elements with their maps ( textures, normal maps etc ) such as doors, windows etc
I see, so that's just what I was thinking about too.
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?
Love the way you teach btw. its not too fast, but its to the point, and very clear.
Thank you so much- it's great to have someone show exactly when to use dynamesh/zremesher/etc
You are very welcome
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 !
Thank you !
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!!!
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.
You are very welcome Terry !
Love your all tutorials.
Its very usefull tutorial for quick understanding of 3d modelling texturing workflow , thank you sir!
Thank you for a great video!
Man, you are the Best! Thank you!
You made it look so easy!
World's most simple tutorials thank you....
Thanks Mike! This was very helpful. As a beginner, just getting from one tool to the next has been the hardest part.
Oh, I know
Thank you SO much for this 👍
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
That is so cool. Congratulations !
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.
Mike thank you, this is really direct to point which could help me with my diorama, just in time!
Good :-)
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
Thanks a lot. Great and only video explaining that.
Thank you,very informative tutorial.
Thank you so much for this tutorial! Finally i can understand the proper workflow. Plus you helped saving my final project so thank youuu!
You are very welcome Krsietn. More like these coming, make sure you don't miss them ;-) ( Subbing is appreciated )
@@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!
thank you!
Great video ❤❤❤❤
thank you!!!
Thank you a lot for this tutorial it was very useful!
Very welcome
This is great! I hope you'll make more videows like this!!!
I will
Excellent video. Congrats!
Thanks Mario
Thanks lot.. this will save some time all the time...
Solid Gold.
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 .
ok i've been searching so loong time until i find this tutorial
thanks Mike..really useful. you are good teacher..
धन्यवाद
Thankx for the tutorial Mike. I wish you taught us how to set everything up back into Maya though.
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
thanks
Thank you Mike
Very welcome
bedankt
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.
Muchísimas gracias!!!
De nada
great video straight to point awsome
Thank you
Thank you
WOAH!
you just saved my life
You are welcome :-)
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?
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?
is it possible if you could make a maya mudbox substance workflow video?
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
Thank you
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!
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?
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
can you do a video on the potential uses of super shapes in Maya 2018?
very nice tut sir hank you :)
Thank you
Thanks for this great Tutorials..keep up the good work...
Thanks Game Cube
Is this more for hard surface models? Or can this workflow be used for making organic characters too?
amazing
Thank you! Cheers!
really nice and helpfull tutorial
but mike
how to import into maya with sculpting effect and texture paint ?
how ?
plz guide me into that 🙏☺💐
you forgot to mention to press 'apply to mesh' when adding noise in zbrush
I did forget to mention that, you are right. Sorry
This literally just made my night. Thank you guys!
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.
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
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...
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
Great thanks Mike question how to move from mudbox to substance painter is the same obj format thanks
Yep
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)
Can you do a tutorial about exporting the final asset and maps from substance painter and importing it in unity or unreal engine?
Hpw come my Zbrush doesn't export the high poly geometry? has anything been changed since this tutorial?
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.
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?
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?
Triangulate the low poly and then UV
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 :)
Hi, I was happy to find your tuto. But ive got problem with the normal and ambient occlusion ... idk where does it come from
is it black? :)
Mike, why don't you create shelf buttons for things like deleting history & freezing transformations?
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
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?
Make sure you hit "apply to mesh" after you do the noise tool and hit ok. He skipped over that step.
when I baked my HP to my LP the noise texture is gone in substance painter. how can I fix this?
Very great tutoriaal! I have a question!
Sure, what is it ?
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.
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
Same process
How do I export multiple displacement maps?
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.
Thanks for sharing
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?
No
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)?
Nice tutorial I just missing the last step to bring it all back to maya.
That is a different tutorial, coming soon :-)
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?
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
Wow! thanks!
You are very welcome
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!
I would unwrap in ZBrush and correct in Maya
Oh nice, thanks!
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?
Yes
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.
why would you leave out the rendering step?
Sir how to uv cut zbursh please reply
Sir did same thing but it show some error and normal map is completely black
Projection from high to low poly better in substance or in zbrush better ?
Both are ok but I use SP
I like your videos! Could you tell me why baked high poly to low? I'm beginner :)
Clementine, that is to add detail to the low poly model without increasing the face count of the low poly model
Ah ha! I got it now. thank sir :D
Can the final substance asset then be imported into maya to be rendered with arnold
Yes. import the lowpoly model in to maya and apply the texture maps (normal, roughness, albedo, etc.) to the shader material.
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.
I did a few Mudbox videos but 95% of the digital sculpting community uses ZBrush and I get requests all the time
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.
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....
The noise from Zbrush doesnt appear in the normal in substance, Any ideas why?
@Shoop da Whoop Thanks for this. I appreciate it.
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?
Did you hit "apply to mesh" in Zbrush ?
That worked yeah thanks Mike!
Is maya still need in the workflow of create game asset ? Is lowpoly can create in Zbrush ?
Yes
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
I am planning on doing so
Mike Hermes great thank u
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.
You can export it out as a OBJ which then come import it in Maya
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.