How to Make Stylized Crystals with Maya, Zbrush, and Substance Painter

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hello everyone welcome to another video i'm 3dx and in this video i'm going to be creating a stylized crystal or cluster of crystals so i'm going to start out by making a cube and i'm going to chamfer some of the edges i mean some of them vertices and to create the main shape and i'm going to use a cube that is smooth as well and use that to create kind of like the base rock where the crystal cluster sits on and i'm going to place the crystals in a way that looks kind of interesting i'm going to have one that's a little bit larger and then the other crystals are just going to be a little bit smaller and one thing i'm going to do is i'm going to uv's pieces and i'm going to transfer the uvs from one crystal to the others now this will have unique uvs but i'm going to duplicate them as well just to get a few more different crystals and i'm just going to pack them a little bit better in the uv section also making sure that the crystals are straight i want to use a naming tool which there's going to be a link in the video description it is an affiliate link by the way but there's a tool that you can use to rename objects pretty much so i'm going to duplicate some of the crystals around so that there's a little bit more and these are going to be sharing the same uv's some of the other ones as well so you don't have to worry about not re-using those as well since they're going to be pretty much using the same uvs as the other ones so this is pretty much the low poly and i'm going to export that well before that i'm going to make a high poly and then export that for my high poly section and in zbrush i'm going to be doing for the most part just kind of using the trim dynamic to give it a bit more edge damage and i also want to add a little bit of variation to the flat surfaces so that there's some texture there [Music] and that's pretty much what i'm going to be doing for all the crystals here in zbrush well the ones that are using unique kvs at least all the other ones are going to be sharing the same uvs so i don't have to worry about those and i'm going to use the same technique i'm using dynamesh for this so i they somewhat mid-level resolution so as you can see this model for example is only 60 k polys and i think that gives enough for what we're doing here you can obviously divide it more if you want more resolution but in my case i just find that this works pretty well for the most part and i'm going to use the exact same thing as the other crystal on the other ones as well which is to use dynamesh and add some surface variation to the flat areas and also use the trim dynamic just to add a little bit more bevel to some of the edges as well [Music] and i'm going to keep doing the same process with all the other crystals as well so just kind of adding a little bit of damage to the edges and making it a little bit noticeable so that they actually read from a distance as well it's always important to think about what the use of the model is so for example if the model is going to be look reviewed from a distance you want to exaggerate some of the features so that you can actually read them from afar if you're supposed to see the model really up close then you can not exaggerate as much then i'm adding a few more details to the rock as well it's gonna make it look kind of like um almost like a moon rock type thing here and i'm going to export this as my high poly model and in substance painter what i'm going to use is i'm going to bake by mesh name so i'm going to load up my my high poly model and bake my maps and usually i just make the normal and wall space first just to see that just to double check that there are not any artifacts or anything wrong happening with the model and then i bake all the other maps now here i'm going to be using a 3dx style i'm going to be using the 3dx stylized smart material again if you're interested in that material there's a link in the video description where i show you how to make it now for the crystal i did enable metallic so that it looks a little bit more shiny and kind of reflective as well and i also experiment a little bit with the colors i also use the gradient on the crystal and since the uvs were straight you kind of do that in this case so i use the gradient just so that the base of the crystal is a different color than the top and i kind of repeated that with all the other crystals as well and i just kind of experimented with the colors just to see what kind of looked good and what was working and what didn't work too well so since i'm not really using a reference for this one i just kind of have to try out a few different things just to see what i get here and then i also used the world space uh just to give it a div a little bit of a color variance as well i just wanted to see what it looked like if i kind of like overlaid it on top and then i also added a curvature just to add more uh just to make the curves more noticeable and it makes it look a little bit sharper as well [Music] and then one thing i also tried was to enable emissive and make the base of the crystals a little bit i miss it so they kind of glow a little bit now this is something that you might do if you were making this for a game you might do something like this uh with like a shader in the game engine or something like that just to make it look better but that's pretty much it for this video so here's what it looks like in mano said tool back now if you like this video make sure you hit the like button if you're new to the channel make sure you sub and hopefully i'll see you in a future video do you see this environment right here i made this really quickly using maya zbrush substance painter and substance designer and unreal engine you too can make something like this really easily and in a short period of time to make an environment like this one all you have to do is make a few simple props put them together in real and then simply add some lights and you're pretty much done so hey this is only a 45 second ad so there's not enough time for me to cover everything so click on the link below now and i will show you exactly how i made this environment the best thing about learning how to make an environment like this one is that you can simply use the same techniques to pretty much make any other type of environment oh and by the way you don't need to be an expert already in order to learn how to make something like this you can follow along without any prior knowledge i will be showing you the basics on how to use maya zbrush substance painter subs designer and unreal engine so you can follow along without any issue like i said this is a very short video so i don't have enough time to explain everything so click on that link below and i will show you exactly how this is done and by the way i don't know how long i'm going to be doing this for so click on that link now so you don't miss out
Info
Channel: 3dEx
Views: 19,967
Rating: 4.9452057 out of 5
Keywords: Autodesk Maya 2020, Maya 2018, Maya 2017, 2016, 2015, how to, tutorial, learn to, step by step, instructions, course, easy, simple, fast, beginner, intermediate, advanced, latest, techniques, Blender 3D, chamfer, normals, fix, perfect, bake, PBR, physically based, rendering, pipeline, workflow, Substance Painter, Substance Designer, Stylized, hand painted, cartoony, Marmoset Toolbag, UV, mapping, unwrapping, model, 3D, technical, settings, how to texture, game dev, game art, game ready, low poly, high poly
Id: CEcv2OOYETQ
Channel Id: undefined
Length: 10min 1sec (601 seconds)
Published: Tue Nov 10 2020
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.