Autodesk Maya 2019, Zbrush 2019 , Painter – Stylized Cauldron


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Autodesk Maya 2019 – Stylized Cauldron Modeling, UV mapping, and Texturing in Substance Painter , and Maya 2019. Zbrush 2019

Learn how to make a stylized model: https://gum.co/StylizedTutorial

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

Learn how to light a scene in Unreal Engine 4: https://gum.co/ue4room

This video shows how to create a 3D model using Autodesk Maya, Pixologic Zbrush and Substance Painter. You will learn how to model using Autodesk Maya, learn how to UV the model and texture within Substance Painter. Marmoset Toolbag 3 was used for rendering.

Zbrush Tools : https://gumroad.com/a/989574259
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Computer I use : https://amzn.to/2HBoE8y

Drawing Tablet I use : https://amzn.to/2YjrwMr
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and Counting! Your name will appear in the video credits!

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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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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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#Maya2019
#SubstancePainter
#Stylized

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44 responses to “Autodesk Maya 2019, Zbrush 2019 , Painter – Stylized Cauldron”

  1. Hello!

    Thanks for the great content!

    I'm new to 3d and I was wondering, why you UV map just 1 cauldron leg, I mean sounds logical since they all are the same but in terms of texturing how you apply the texture if just 1 leg has UVs.

    I'm always having this issue when modeling and texturing my projects, and some parts are just the same but many, like bolts, cords, eyes, etc, how you just UV map one part that can be texture and applied to the other similar parts.

    Thanks in advance!

  2. Hey 3dEx! Great videos as usual! Thanks for the inspirations! I got one question though: while uv-mapping how do you check the squasch and stretch of each uv-shell? As far as i can see you‘re straightening out certain elements of the mesh but you dont check the amount of S&S. How do you manage to no distort the texturing? Or are you using straight base colors in substance? Cause for me while modeling the low poly in maya the biggest hassle is to create perfect uv‘s… i did some highpoly props with bake and it took me a while to get the uvs. Do you mind having a look at it? Thanks! And as said: huge work ! Its great to have you around . You inspire people!

  3. First of all nice job on your video's! I've been subscribed since your first zelda video… Please help me out with a question though! If you were to export this model to ue4 and would want the liquid to bubble or react by throwing things in. What would be the most efficient way to achieve this? Particle system for bubbles that fly up i assume. But what about bubbles that form on the liquids' surface or liquid thats getting stirred. Please consider my question! Thx in advance and keep up the good work!

  4. Really nice work, just found your channel! I'm just starting out with 3d and all the programs are vastly overwhelming – so I'm just focusing on learning zbrush to comfortable point. Is there any reason why someone like me couldn't just block out the initial model in zbrush instead of maya? Is this a preference thing? Could I get the same UV's or would I still want to export and UV the model in another program? Cheers – can't wait to try and follow some of these vids once I get a grasp on the programs!

  5. When you exported out of maya, all the pieces were _low. But when you imported into zbrush, you imported a mode called _high. I'm new to normal mapping so I just want some clarification if possible: did you save the same (low) model in maya to 2 different files, one called _low and one _high, and import the high into zbrush to do your detailing? Or did you make a highpoly in maya off screen? If the former, do you do all the detailing in zbrush on your file called _high and just turn it into a normal map and apply it in substance?

    Thanks!

  6. Just checking. And I understand, that I'll continue with Blender 2.80. Generally it is faster with hotkeys, partially it is even faster with authomatic and semi-authomatic actions (UV-pack, bevels/champfers), sculpt is nice too (esp. with sculpting branch).
    2:27 also easy with following active quads

    Substance painter (+SD) is best for complex materials anyway. The only side tool, I will use for such pot.
    Marvelous Designer best for cloth-sim.
    Zbrush… If I will need 50+ millions polys, I will use voxel engine of 3D-Coat.

    Anyway good job!

  7. Ahoy 3Dex, I've followed your videos for close to a year now and they're always great references to watch, I just have one request. I know I'm speaking for a lot of people here, however, would it be possible to do a tutorial on your exports to the different programs, especially your zbrush export to substance and the baking settings in order to ensure it looks nice. I noticed sometimes you also decimate on zbrush and bring it to maya to retopologize for a new low poly mesh, why not this time?

    Edit: I just realized that video is on your patreon page!

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