Full 3D GAME ASSET workflow ( Maya / ZBrush / Substance Painter )

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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 thoughts on “Full 3D GAME ASSET workflow ( Maya / ZBrush / Substance Painter )

  • January 4, 2020 at 17:20
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    Its very usefull tutorial for quick understanding of 3d modelling texturing workflow , thank you sir!

  • January 4, 2020 at 17:20
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    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.

  • January 4, 2020 at 17:20
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    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.

  • January 4, 2020 at 17:20
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    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?

  • January 4, 2020 at 17:20
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    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.

  • January 4, 2020 at 17:20
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    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

  • January 4, 2020 at 17:20
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    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

  • January 4, 2020 at 17:20
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    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.

  • January 4, 2020 at 17:20
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    Hi, I was happy to find your tuto. But ive got problem with the normal and ambient occlusion … idk where does it come from

  • January 4, 2020 at 17:20
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    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 .

  • January 4, 2020 at 17:20
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    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?

  • January 4, 2020 at 17:20
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    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!

  • January 4, 2020 at 17:20
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    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?

  • January 4, 2020 at 17:20
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    the low poly model is showing under the sculpted areas in high poly mesh why is that?

  • January 4, 2020 at 17:20
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    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

  • January 4, 2020 at 17:20
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    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 !

  • January 4, 2020 at 17:20
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    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?

  • January 4, 2020 at 17:20
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    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?

  • January 4, 2020 at 17:20
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    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?

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