Autodesk Maya 2018 – Stylized Cannon Speed Modeling


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Autodesk Maya 2019 – Stylized Ship Cannon Timelapse Video.

Learn how to put together a scene in Unreal : https://gum.co/ue4room

Learn how to make the Stylized Material here : https://gumroad.com/l/paintertut

Zbrush Brushes : https://gum.co/stylizedbrushes

This video shows a timelapse video on how to model a stylized Cannon model. Autodesk maya was used to model, Zbrush to sculpt, and Substance Painter for texturing. It took about 60 minutes to make.
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Special Thanks to my Patreons! :

Zheng
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Learn the Fundamentals of 3D Modeling : https://www.amazon.com/s/ref=dp_byline_sr_ebooks_1?ie=UTF8&text=3DExtrude+Tutorials&search-alias=digital-text&field-author=3DExtrude+Tutorials&sort=relevancerank

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Learn how to model a Soda Can.

Here’s a list of useful shortcuts used in maya.

W- move
E- rotate
R- scale
G- repeat last command
q – exit tool
b- soft selection
shift + . – grow selection
alt + b – change background color
f – fit to selection
ctrl + a – open attribute editor/channel box
ctrl + delete – deletes an edge loop( 2014 version and up only)
1 – standard mode
2- subdivision mode with cage
3- subdivision mode
4- wireframe
5 – shaded mode
6- texture mode
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Questions are welcomed, but please refer to the video time-frame when asking video specific questions, thank you
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#AutodeskMaya
#SubstancePainter
#Stylized3D
Music :
Hypnothis – Kevin MacLeod (incompetech.com)
Space1990 – Kevin MacLeod (incompetech.com)
Basement Floor- Kevin MacLeod (incompetech.com)
Electro Sketch – Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

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36 responses to “Autodesk Maya 2018 – Stylized Cannon Speed Modeling”

  1. This might be a dumb question but how did you keep the cannon balls look like low poly but in zbrush manage to edit them like they had a lot of polygons. I'm still new to zbrush and when I do it I only have those little amount of polygons and I want that blocky kind of effect.

  2. Great video! I'm currently trying something similar based on this vid, but I'm getting stuck at the Zbrush part. When I import my low poly mesh I want to increase the poly count so that I can apply more detail, but dividing it only messes it up. I tried Zremesher as well, but it removes most of the shape of the mesh. (Wheels in this case).

    Any advice on how I can increase the mesh's polycount while maintaining its overall shape? And also, how do you isolate the part you work on in Zbrush? Seems really convenient ๐Ÿ™‚

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