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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 : https://www.youtube.com/watch?v=a7CT8MruMcI
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34 responses to “Full 3D GAME ASSET workflow ( Maya / ZBrush / Substance Painter )”
Did you create an asset based on this video ? Please post a link below to show it off !
Its very usefull tutorial for quick understanding of 3d modelling texturing workflow , thank you sir!
thanks
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.
why we need edit AND "make a polymesh 3D"? I thought that when we can "edit" it is because it is already a pm3D….by the way, very professional vids and tuts. Congratulations.
Sir did same thing but it show some error and normal map is completely black
So with this kind of workflow you domt have to do retopolgy? I guess substance painter does it for you basically when it bakes the textures on the LP model?
but you can do all this with out substance painter
You made it look so easy!
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.
Моя карта нормалей не отображается
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
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
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.
Hi, I was happy to find your tuto. But ive got problem with the normal and ambient occlusion … idk where does it come from
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 .
Hi, Mike. I have the question. Why when you hided all the subtools (6:14) in the viewport I see the model?
p.s. sorry for bad English, my native language is Russian. Thanks for tutorial!
— update: maybe it's ghost and it requirements refresh of viewport?
Very great tutoriaal! I have a question!
Thank you so much- it's great to have someone show exactly when to use dynamesh/zremesher/etc
Thanks for the great tutorial! I'll definitely be using a similar workflow to this in the future. If you're interested, I made a 3D viking axe using the information you gave here: https://jamesskinner.artstation.com/projects/L2xvL5
Where can I render it ?
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!
you just saved my life
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?
Projection from high to low poly better in substance or in zbrush better ?
the low poly model is showing under the sculpted areas in high poly mesh why is that?
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 <3
why did ya uv in zbr? not in maya?
Love your all tutorials..specially on maya and substance.
The noise I added is not appearing in substance painter. only the alpha texture is appearing
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 !
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?
I followed step by step and after baking the high poly version onto the low poly. Everything works i can see the Alpha and the brush sculpting around the edges BUT my noise is not their. 🙁 any help?
Hey I know this video is almost a year old but perhaps someone will be helpful enough to solve my issue. So for some reason after I bake high poly mesh into the low poly one substance painter completely ignores the Noise that I added in Zbrush. Everything else is at the place but noise is absolutely being ignored by SP. Anyone know why this happens?