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STYLISED BARREL Game Asset (FULL VERSION) -Maya-Zbrush-Substance Painter
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- čas přidán 24. 03. 2020
- 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
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)
how can i predetermine a position where i can create a new shape in maya?
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.
Thanks! I'm glad it was of use.
Your tutorials are incredibly useful, even to an industry pro who's rusty with this workflow. Thanks for making them!
Thanks! Means a lot. There is always something to learn... or forget!
I could honestly listen to your voice for hours. Its so soothing and almost therapeutic.
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.
Dude I'm learning may, substance painter and zbrush rn. This tutorit is soo awesome!
That technique of using a quick painted colour texture in a fill layer to make an asset look hand painted is rlly cool
Yeah, it really helps when you don't have bags of time. Great way to break up solid colours too.
@@RobotArmy3D looking back at my stylised assets, this is something they definitely suffer from and this technique would be an easy fix.
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.
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)
This is one of the best workflow tutorials I've ever seen. Great job.
Thanks!
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!
I really like your tutorials, honestly you deserve more followers
Thanks, that would be nice :)
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 !
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!
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!
Great to hear! Keep up the good work 👍
The final render looks marvelous
Thank you, I normally render game props like this in Marmoset or UE4.
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.
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.
@@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~
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!!
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!
I have learned so many tips and tricks even in the first 10 minutes, thank you!!
That's great! I'm glad it was useful
suprised this channel doesn't have more views, very good look at how to do things
Thanks! I dont upload much right now, but im sure it will grow when i do.
Thank you for this. I loved the way to explained everything.
Cheers! Im happy you liked it 👍
It's really a wonderful tutorial ever seen. After seeing this video my many doubts cleared. Thanks brother.
Glad to hear that, any time 👍
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
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
@@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
Thanks, maybe one day, Its getting the time to make videos. (and keeping it fun for me)
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
Thanks! 🙂
Thank you so much for the detailed step-by-step guide
You're very welcome!
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!
I'm happy it was helpful ☺
i am very thankful to you, thx for making step by step video....
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.
Just saving to practice this weekend
I learned too much from you Thank you so much.
Thanks, I'm happy it was useful to you!
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!
Thanks! Yes I have quite a few more on the go as well as some realistic tutorials and challenge type videos. Happy new year. 👍
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!
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.
@@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
What an interesting tutorial. I learned a lot by following your example :)
Thanks, happy you enjoyed :)
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.
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.
I am your fan now!! What a wonderful tutorail thank you!
Thanks! Glad you liked it.
awesome video like seriously this has so much information thank you very much
No problem! Glad it was useful.
Really.. can not thank you enough. Keep up the good work mate!
Happy to help! 👍
That was amazing! I learned a lot. Thank you for sharing this tutorial and please make more.
More to come!
Beautiful video, I wish I could like it twice xD
please upload like these. very useful and productive
Sure 👍
I loved this tutorial so much! I learned so much while following along :) Thank you for making it!
Np, I'm happy it was helpful!
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!
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.
FINALLY, someone who knows what hes talking about
Not always, if in doubt, google.
I have been looking for a video like this for so long, it's exactly what I was looking for. Fantastic work!
Thanks for the comment, im happy it helped!
Thanks to you I learned finally workflow :)
Happy to help!
Nice tutorial! Love the finished outcome. I appreciate all the ZBrush tips as I'm pretty new to the software, everything was super informative and easy to follow.
Thanks, I'm glad it helped! always good to know 😊
Wish I could give you way more than one like. Thanks for your good sharing of knowledge. I learned alot.
😆 Thanks!
It's so pretty, super polished 👌👍
Thank you! 😊
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.
Awesome work :) Subscribed
Hey thanks! Im a big fan of your instagram page!
Thank your for this excellent tutorial. Appreciated.
You're very welcome!
you doing awesome videos!
Thank you! ❤️
Wow!! Really Great work! I lerned a lot from your Video.I'm looking forward to various videos in the future
Awesome, thank you!
Thst's why he's gettin paid for it
Hi, I learned a lot from your video. I'm really a little upset that you have so few subscribers.
Thanks! This is quite a new channel, i'm sure it will pick up once i start making more regular videos. :D
Thank you very much for this excellent tutorials
No problem!
you deserve more followers! great content. thank you for tutorial
Thank you! Hopefully one day I will!
can't wait to learn new stuff from this!Keep them coming bud ty very much!
Cheers!
That was amazing! Please make more tutorials like this.
Thank you!
Great tutorial! Would be interesting to see how you render the final image, some composition tips and tricks. Thanks!
I have similar videos, my video portfolio lighting, with the oil can is pretty close to what i do here. Thanks!
Love your videos I'm still new to 3d and found this very helpful 💻
Thanks, glad this was helpful to you 👍
Excellent tutorial! Really helpful. Thank you for sharing!
Thanks! No problem.
so much talent! Amazing!!!
Thank you for awesome tutorial!
You're very welcome!
Thank's for the stylized painter tutorial... I am your new subs
Glad to help out!
very nice tut
Thank you!
Great video! Subbed!
Thanks!
Amazing as always..keep up the Great work..Big Thanks
Thanks!
This is great, thank you!
You're very welcome!
This is a great tutorial! thank you so much for making it!
Glad you like it!
Amazing work, thanks for share with us
Thank you!
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?
great tutorail
Hey thankyou so much you are great.
I feel you!
Veeeeeerry goood lesson!
Thanks!
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
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?
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 👍
@@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?
great ..very useful...pls don more...
Thank you, I will
PLEASE help! I can't find the "any" key :O
Kappa
You are awesome man
Thanks!
could i follow this tutorial with eu5 and the most up to date version of maya?
I don't see why not.
Good video, thanks for that :)
No problem! 😀
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)? 😄
Yeah! check out my channel I have a zbrush layout tutorial and I share the files I use in the description 😀
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.
Not sure how to help, it could be a mask that needs clearing? Hope you managed to sort it.
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.
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?
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
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.
Amazing work! Foliage next?
Good idea! I'll put it on this list.
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?
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.
@@RobotArmy3D never used sampler but I will give it a go. Thank you!
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
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.
@@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
nice
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
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
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!
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 - czcams.com/video/YZXbLjjV2HE/video.html
Thanks!
@@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...
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
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.
@@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.👍🏻
pretty high poly for a simple little barrel
High poly compared to a lower poly version, but not compared to a higher poly version. The topic of poly count is very dependant, i have made higher poly for games and lower poly. The only goal for this one was to have a decent silhouette of its details from medium-close distance.
This is a great tutorial! Thanks for sharing! I have only one question. All tutorals I've found on youtube only shows the process until Substance Painter. I searched a lot, but I still haven't found a tutorial showing how the textures made in Substance Painter come back to Maya and do the render. Please, if you have a video about this or even if you can show me a link to help me, I would be very happy. Thanks!!
Hi, thanks - I do cover quite a lot of Substance Painter at the end of this video, if you are wanting an absolutely basic tutorial to show you how to use the tools in Substance Painter I would suggest taking a look at Pixologics own videos as these will help you understand how its used and what type of tools you have to work with.
I do cover some Substance painter in this video too - czcams.com/video/O7M74b1j6Hk/video.html
These are games assets used in either UE4 or Unity, so after they are painted I would normally use Marmoset Toolbag to render them as this is a good representation of a game engine, or i would take these straight into UE4 or Unity to render them. I would not normally render this type of project in Maya, That is more for VFX/Hi-def models. For that you would need to search for Substance Painter to Maya (Or Arnold depending on what you are rendering with) That should show you what settings you need to export your textures as in SubPainter.
I hope this helps.
@@RobotArmy3D Thank you very much for your answer and atention to my question! This really helps me a lot to understand the process! I'll watch the video you've sent me and learn more about you've said. Thanks!!!
@@israeldoth No problem, glad to help!
I have problems with the clipcurve, it destroys the mesh pushing it to another side
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 👍
@@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
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
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!
@@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
Thanks for the tutorial. One question. You mention you have a pen tablet, how would one achieve a similar effect without one, If possible?
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. 👍
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??
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.
The trimcurve is not working for me? It just splits the wireframe into two pieces but none is removed? Could anybody help out?
It seems you might be using "Slice" curve instead of "Clip" curve. slice is good tool to note though, very useful.
Don't mind me just making a lil mark for myself. 1:19:54
That was amazing! Do you give online courses?
Thank you and no, not at the moment, I have some longer and more detailed videos in the works though.