8. Creating the Leaves in Maya, ZBrush | Tutorial 8 | Making 3D Scene Step by Step

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[Music] welcome to the channel to meet Cola we are on process of making this seen in a previous videos we have seen how to model this in how to sculpt it how to give texture to this scene and in this particular session we are going to create the leaves if you missed any of the previous sessions all the links are given in the description you can go through any of those links because we have gone through the entire process this time I will be a little faster because you already know the process I am going through so let's jump into mine first of all let's take a polygonal primitive and that kanya plane scaling it on and decreasing their divisions now by selecting the vertices giving it a shape of a leaf [Music] [Music] inserting another loop in this area [Music] splitting to more edges all right now by selecting that edges and modifying the shape a little bit and trying to give it an organic shape now let's go krause going to a mesh tool offset edge loop tool I am taking and inserting two envelopes now you can see the vein is exaggerated at the middle selecting these two edges and scale it up a little bit let's extrude it [Music] now in setting three more edge loops [Music] duplicating the leaf and keeping it aside for duplication I have used ctrl D taking insert edgeloop tool' and inserting two more edge ropes all right now selecting all the phases and click on extrude create very little thickness and you can understand towards the tip of the leaf the thickness is less and towards the starting point the thickness is more now I am going to mesh display and clicking on rivers and you can see now the normals are in a positive site previously it was in negative side that's why the color was black modifying the shape a little bit by selecting the vertices it is looking fine now selecting all the sharp edges going to edit mesh' and apply Beaver increasing the thickness a little bit and segments you can keep - now in this part we need to understand one thing this polycube one will be our high poly model and this molecule - will be our low poly model so I am selecting polycube - and making the transition value 0 so that it will come to the center now go to the UV editor create and plan a mapping I should select camera in option box apply once again opening UV toolkit select all the UVs and unfold once again select all the US and arrange it properly inside the positive space now close all the windows now selecting the low poly model going to find an export selection and exporting as FBX file now selecting the high poly model and exporting as obj and naming it as leaf underscore hi alright now let's jump into ZBrush click on import and select the high poly mesh and heated it so this is our high poly mesh and changing the material out right now going to the geometry and subdivide it a couple of times now I will create some veins on it and I will fast forward the video because you have seen how to sculpt it in the previous videos so let's make it a little faster I'm making this video separately because I wanted to tell you the entire pipeline once again so we have created two models in Maya a low poly version and high poly version high poly version I have taken to ZBrush and sculpting and doing mock making in ZBrush the low poly model I will take to substance painter and the high poly model will go directly from ZBrush and will create the height map from this particular model and then I will take all the maps to Maya and I will render it so this is my plan so far [Music] all right I'm not going to stop it more now going to the subtool and clicking on duplicate selecting one object going to the plugin and clicking on decimation master then clicking on pre-process current and changing the destination quality to and click on the cement current you can see our model has been decimated click on export and save it now let's jump into substance painter go to file new project select our mesh low poly mesh and ok so this is the low poly model directly taken from maya clicking on texture set setting and clicking on big mesh maps select our high poly model exported from ZBrush and bake it and you can see we are getting all the riddling we have created in ZBrush [Music] now creating a new fill layer hitting see in the keyboard to see the base color and clicking on the normals and metal fill in the base color to green or right now duplicating the fill layer once again and changing the color to little bit darker now right-click only at black mask once again right click and add generator select dirt you can see the cavities are visible now changing the parameters a little bit more [Music] once again duplicating the first layer [Music] gender color a little bit right-click on it and black mass once again right-click and add field and let's use a grand man [Music] see the months and changing the properties a little bit changing the property a little bit more now duplicating the dart layer and cinema color to a lighter color so that the veins will look lighter a little bit and attending the dark parameter a little bit [Music] creating another field Lane and clicking off everything else except color and giving the kind of brown color and add black masks and this time I am going to paint the color manually so so if I paint fight the color will be visible if I paint black the color will not be visible so you can see here in the van will paint a brown and I think I am done over here so going to file and click on export textures let the file format with PNG only and export and you can see all my textures are ready basically I am going to use my color texture and the normal map so coming back to Maya first of all let's go to hyper shade [Music] going to anoint shadows and taking a i standard shadow select the object as a material to the selection and in the color I am browsing the color diction alright and coming down going to geometry and in a bomb and selecting the normal map we have created in substance painter reducing the bump depth point to all drive we are all set now selecting the object and keeping it aside now duplicating it scaling it down a little bit and changing the private one to the end [Music] now let's duplicate it and by rotating and trying to create a pair of little pattern all right and now I am selecting all the leaves going to mesh and combined by selecting the vertices and modifying the shape a little bit and for this you can see I'm using soft selection tool all right now I am filling that the size of all the leaves should be different so going to mesh and separate and once again I will modify the scaling of each in every leaf [Music] all right once again when dolmage and combine again sending the private point to the same job now my job will be to duplicate this pattern and Adams it in a very natural way so I will fast forward the video a little [Music] over here you can see out of my first pattern I have created another pattern and now I am duplicating the second pattern to arrange it so that it will look much more dense [Music] [Music] now I am trying to create the branch out of a polygon or cube so inserting edge loops and extruding different different branches and trying to arrange it [Music] alright this is looking fine to me it is looking pretty natural [Music] exactly the same way I have created three different branches now I am going to duplicate these branches I am going to arrange it throughout the tree [Music] you have to arrange it in a very random manner otherwise it will not look match them [Music] you [Music] all right you can see the leaves are ready in the next video I am going to show you how to render all the maps we have created in substance painter in mind through Arnold and if you have missed any other previous videos of this series all the links are given in the description you can check it out the next video will be the last session of this series so I'll show you how to get this output out of mind this is it for today hope you enjoyed the session and don't forget to subscribe the channel for the future videos thank you very much for watching [Music]
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Channel: TrimitKala
Views: 85,816
Rating: undefined out of 5
Keywords: Creating leaves in Maya, creating leaves 3D, Modeling leaves, Leaves, 3D Scene, 3D Village, Leaves Modeling in Maya, Inorganic Modeling, Inorganic Modeling in Maya, Tree Modeling Tutorial, Modeling Tutorial, maya tutorial, mayamodeling, mayamodeling tutorial, animation, topology, edge flow, maya, how to, beginner, modeling tutorial, tutorial, character modeling, polygon, easy, maya training, 3d, Maya 2019, Modeling Background in Maya, Modeling BG, 3D Modeling, Modeling Environment
Id: Ycu3A_vf-YU
Channel Id: undefined
Length: 18min 29sec (1109 seconds)
Published: Fri Jun 19 2020
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