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

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[Music] hey guys welcome back to a brand new video well today we're gonna be doing an entire workflow we're gonna create a 3d asset from start to finish okay here we go right guys we're in my twenty eighteen and I'm gonna take you through the full process of low poly in Maya we're gonna create the high poly and the UV in ZBrush we're gonna take it into substance painter we do texturing alpha is the whole nine yards right right so we're gonna do is a simple prop it's gonna be a tombstone we're gonna take a simple cube to do that let's say hit R to stretch it out and pull it up a little bit until we have the overall height the fuel you know like to get a face delete the bottom face and then we're gonna go up to mix tools into edge loop option box multiple five will set the five here and 5 here that is more than enough edge flow for a simple problem right so we're gonna go in here and we're gonna hit Q on a keyboard to get out of that edge loop mode we're gonna right click at our vertex so we're gonna drag select these hit W to move them up and we're gonna skip one at both ends [Music] one more time okay pretty straightforward thickness is a bit much so we're gonna get an object mode hit R and push that in a little bit and then we're gonna go in and we're gonna select that outer edge we're gonna double click on this guy this guy this one this one that one that one and I'm gonna take this one on the corner that one on the corner and we're gonna go to edit mesh and bevel which so just I'd break it up a little bit now we have some triangles going on here that is not necessarily a problem as game engines triangle it anyway but you know just so you know right okay so I want a little more section as well for this you don't need to but I just like it so I'm gonna take a plug on plain gonna W to move that down hit control a I don't need that level of subdivisions so I'm gonna go in and set that to let's do a one by one we're gonna are to scale it up a bit and let's just bring that up so it's where it should be all right I have to frame it and that looks right I'm gonna drag select a - I'm gonna go to Mission combined and then let's see we'll go to edit delete by type history let's go to modify freeze transformations and modify center pivot alright so for now this is our a low poly okay we're gonna select this guy and it's combined yeah we're gonna go to file and export selection and on my desktop and I was playing around with this so let's overwrite this one it's gonna go to export selection over right yeah there we go and then it's time to take this in to ZBrush here we go right guys ran the ZBrush let's go up to import I'm gonna go to my desktop I'm gonna select my obj and I'm gonna left click and drag and pull that out hold shift to snap it and then when they click on edit and I'm gonna click polymesh3d so now if i hold down my left mouse i can move it around you can see that it's an orthographic mode which I personally think always looks a bit weird so I'm going to switch to perspective mode I like that much better and what you can do is turn on your poly frame to see what your mesh looks like okay now what can I do first is we're gonna go in here and we're gonna make sure that the way that the mesh is distributed it looks better okay so instead of having this right here we're gonna do is we're going to go to geometry we're gonna go to our remeasure right here I'm going to set that level quite low because this is supposed to stay our low poly so let's try 0.5 roughly and click on our remeasure and there you go it's it looks much much better in my opinion it's evenly distributed so it's good all right so what we're gonna do next is we're gonna go up to our sub tool and this is what we got so far I'm gonna click on it I'm gonna rename it and we'll call this rest in peace' underscore a little poly ok now I want a high poly as well so we're gonna misuse this we're gonna duplicate it so we're gonna duplicate that we're gonna take the duplicate rename that and we'll call that one hi Polly okay now we're gonna do first is we're gonna select our low poly turn this guy off make sure this one is selected there you go and we're gonna UV this and we're gonna do that in ZBrush okay so we're gonna do is we're gonna go up to our already go Z plug-in we're gonna go to UV master and I'm gonna select unwrap all very straightforward now that shouldn't take too long I think it's actually already done we'll just check we're gonna go back we're gonna look at flatten as you can see it did that it's okay and based on the texturing that we're doing on this thing this is fine we don't have to cut that up any further if I were in Maya I would probably do that but for now it's fine so we're gonna go back to see plug-in I'm gonna go to unflattering and real good so we now have a low poly that's you vide we have a high poly that we're gonna work on so we're gonna turn off the little I think that one we're gonna select a high poly that's what we're working on right now and we want a lot more subdivision to make that look nice okay so we're gonna do is we're gonna go to geometry right here and we're gonna dynamesh it and let's see we need to kind of decide where we want to go as far as you know what the poly count is concerned and so forth so let's see where's my denim ish right here okay and we need to kind of decide on a resolution so I'm gonna go round about 500 or so and yeah I think that looks fine and then we're gonna do is really clicked on dynamesh we'll give it a second as you can see nice dense surface here perfect we can turn off polyframe now and we can start to work on it right so what I'm gonna do is I'm gonna take a brush and right now I'm working with a mouse which is not ideal so forgive me for that but let's see we'll take our trim dynamic and brush right here free hand looks fine and we'll just a go in so like I said if the movements look a bit off then you know that's why I'm doing that on purpose for the simple reason that not everybody has a pen to work with and I want to keep things fair okay now this is a little bit rough so I'm gonna hit control Z to go back and let's make our brush a bit smaller let's do that again yeah we just want to use that brush to break up that edge there okay and just kind of go through it and you can turn on symmetry if you want but I don't want things to look identical of both sides just so I'm just gonna do it this way but if you do want to turn on symmetry just hit X on your keyboard okay and we'll just I'm trying to do this a bit quick because no point you guys watching me do all that it's it's about the process as always it's not necessarily about you know whether it turns out perfect or not that's up to you guys okay so we're just gonna break up that edge a bit there and let's see we'll do that here as well a little bit yep I think that looks all right and then we're gonna do is we're gonna go in and actually let's add some noise okay so we're gonna do is we're gonna go in to surface right here we're gonna go in to noise up here and we're gonna bump at that noise skill to kind of make that very rough like this which is perfect that's what I like about this okay now not too rough because we want to add some texts but let's do something like this okay looks alright so let's click OK which will give us of this now the ground surface looks cool too that's nice you can go in if you like and click on your brush hit M to select your move tool and walls like that well right-click and increase the size of the brush a little bit and you know I'll make it a bit bigger even just so your surface is not completely flat it looks a little bit more natural okay I don't know if you guys can see that or not but yeah you can see it right so I'm gonna hold down shift to snap it again now I created a alpha that I want to use I recently did a tutorial on how to create and use alphas and I'll put a link here below so if you don't know how to do that you can find it and yeah what we're gonna do so we're gonna go to our brush we're gonna select our standard brush I'm gonna go in here I'm gonna change this to a drag rectangle and then go into my alpha right so we've got our standard brush we've got our rectangle select and we got our alpha and I'm going to left-click I'm roughly in the middle here I'm gonna left click and drag let's see what we got we're going to turn that around and there you go that looks alright and there you have it now I think that looks pretty cool what we can do next is export this guy well we're not quite there yet let's clean it up a little bit more okay so what I do is I'm gonna hit my shift button just right click and make my brush a bit smaller I'm gonna hit my shift button and I'm gonna just touch the top here and there because it looks like there are some lines visible I think that looks fine okay alright so let's say this guy is done alright and so we've got a UV low poly we got a texture then quote-unquote sculpted high poly so let's say export these two okay so we can take them into full not Photoshop into sauce and painter right so let's see we're gonna scrub back down here we're gonna go to our sub tool again alright so we've got our high poly selected right here let's go up to export I'm gonna take my tombstone fuller here and let's see I'll call this high policy brush Oh BJ that's fine and then we're gonna go in and we're gonna select our elope Holly there you go and we can do the same we're gonna get an expert and I'm gonna call this one a low poly and save so now we have our high and low poly exported and now it's time to open up substance painter okay here we go oh guys well right in the substance painter as you can see I'm gonna leave this PBM upper rough this is a new project so I went to file a new project and we're gonna do is we're gonna select our low poly there we go and let's see we're gonna leave this at Direct X so we're gonna change this to 2 K map size and we're gonna simply hit OK that should bring in our low poly let's see if that is the case yeah it is there we go okay very straightforward as you can see and next step is bake our high poly on to our low poly okay so we're gonna get a big textures and initially I'm going to turn everything off with the exception of normal and immune occlusion for the simple reason that I want to make sure that there are no issues so if they are if there are issues I can take them normal for example at the Photoshop and correct it because the other maps are mainly based on these right so let's see we're gonna select our high poly mesh right here there we go we're gonna say this tattoo came up sighs as well and we're good so let's bake yeah looks pretty good so we're gonna go back in to the others and we'll select them as well and we'll pick again alright guys and there you go I think the big turned out quite well you can see all the details that we want and from now on it's basically texturing now this is not a texturing tutorial but nevertheless I'll put some texture on so you can get an idea and let's see what we got we're gonna have a look at our materials here we have let's see wood plastic copper okay none of that is gonna work and I did find something that is called concrete which is this guy right here so why not have that on it okay so I'm gonna pull that up drag that on and there you go now a couple of things we can do here just to spruce it up a bit I want the floor to resemble ground basically okay so I'm gonna add a new layer I'm gonna take a brush let's see we got this brush going on I can increase the size if I like decrease the flow just so it's not too much then scroll down and let's see we're gonna change the color here too let's do black initially maybe increase that brush size a bit and we're just gonna kind of go over that floor a bit just to break things up okay all right and then we're gonna go back in and let's tweak that color to something more green well then we'll go back in and I'll do something more towards brown you get the idea right okay so bit more and then let's focus on our headstone okay so for that we'll put in a new layer and we'll take something that's quite dark and we'll go in and just kind of hit those edges a bit so and then if you like you can go in and look specifically at this area here so we're gonna take the brush and push that down in size quite a bit and you can go in and you know kind of add some details to our Alfa just so it pops a bit more and like I said before I'm doing this with a mouse so it's not ideal but you get the idea right alright let's zoom out a little maybe add a little green to this guy not sure if that's a great idea but we'll see hmm sighs yeah why not okay let's see the flow there no I'm not liking that green all right so that's basically it now what you can do next is go to mode we're gonna go to rendering and we can go in and let's see we will set my examples thousand that's fine we're gonna scroll down a little bit we got a environmental rotation if you want to change the direction of the light and you can move that around like so I think it wasn't too bad to begin with so we'll leave that you can click on dome go down here and use a clear color as a background instead so you can for example push that to white or whatever color you want like this or simply keep the dome if you like by doing this and yeah that's basically it guys like I said it's not a texturing tutorial but hopefully this gives you a better understanding of how that entire flow works if you have any questions of course let me know don't forget to hit that like button if you enjoyed the video and if you don't want to miss out in future videos please please please subscribe ok well that's it guys thank you very much and see you guys next time bye [Music] well thanks for watching and before you go please hit that MH button to subscribe ok see you guys next time bye [Music] you
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Channel: MH Tutorials, the Modeling Hub
Views: 133,145
Rating: undefined out of 5
Keywords: virtual reality augmented reality game design autodesk zbrush blender 3dsmax, how to, zbrush 4r8 tutorial, maya 2018 tutorial, game asset, 3d game asset, low poly asset, mh tutorials, digital sculpting, full 3d workflow, how to create a 3d game asset, game engine, zbrush tutorials for beginners, create game props, how to become a 3d artist, normal map baking, uv mapping in zbrush, zbrush for beginners, ambient occlusion, digital artist, next generation asset, 4r8, pixologic
Id: gs3nHivb5OQ
Channel Id: undefined
Length: 19min 9sec (1149 seconds)
Published: Wed Jan 03 2018
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