Autodesk Maya 2018 - Stylized Cannon Speed Modeling

preview_player
Показать описание
Autodesk Maya 2019 - Stylized Ship Cannon Timelapse Video.

This video shows a timelapse video on how to model a stylized Cannon model. Autodesk maya was used to model, Zbrush to sculpt, and Substance Painter for texturing. It took about 60 minutes to make.
-------------------------------------------------------------------------------------------------------------

It's as easy as drag and drop. Click on the link to get $10 towards a pro account.
-----------------------------------------------------------------------------------------------------------

Special Thanks to my Patreons! :

Zheng
-------------------------------------------------------------------------

________________________________________________________________________________
Learn how to model a Soda Can.

Here's a list of useful shortcuts used in maya.

W- move
E- rotate
R- scale
G- repeat last command
q - exit tool
b- soft selection
shift + . - grow selection
alt + b - change background color
f - fit to selection
ctrl + a - open attribute editor/channel box
ctrl + delete - deletes an edge loop( 2014 version and up only)
1 - standard mode
2- subdivision mode with cage
3- subdivision mode
4- wireframe
5 - shaded mode
6- texture mode
--------------------------------------------------------------------------------------------------------------------
Questions are welcomed, but please refer to the video time-frame when asking video specific questions, thank you
--------------------------------------------------------------------------------------------------------------------

#AutodeskMaya
#SubstancePainter
#Stylized3D
Music :
Licensed under Creative Commons: By Attribution 3.0
Рекомендации по теме
Комментарии
Автор

I want to give a shout-out to my new Patreon Egemen Yildirimcan !!

dextrude
Автор

your stylized art really sells the piece's story. Very, very well done.

StephenWebb
Автор

Do you paint on hi poly count objeckts or just take out normals from z brush ant put then on low geometry model and then paint in subsance ? thx for answer

wormsas
Автор

and the uv´s ? or the bake? why you don´t show that?

ABC-Devs
Автор

Believe in yourself, our determination is sotNice tutorialng that never lets us down

legionsquad
Автор

Whoot! 14 minutes well spent, thanks for this!

audiogus
Автор

How do you isolate the object from others in zbrush? Thank you

summerOrain
Автор

@3dEx How are you able to select an object from the combined subtool as you are sculpting?? Please let me know!!!

Nastea
Автор

This might be a dumb question but how did you keep the cannon balls look like low poly but in zbrush manage to edit them like they had a lot of polygons. I'm still new to zbrush and when I do it I only have those little amount of polygons and I want that blocky kind of effect.

chrisgresham
Автор

awsome work! I'm currentley working on a similar project. and I'm having some issues with substance: when I import my low-poly mesh and then bake the textures with the high-poly mesh from zbrush, substance doesn't getting all the details, the mesh is still looking low-poly...like there's no smoothing affecting.

in your video you kinda skeeped this step and I'm really interesting about it.
thanks anyway:)

dayachenzion
Автор

Hello there again. Before you export the geo to zbrush. do you bevel it? How do you make the support edges? Thank you!!!

NelsinhoSouto
Автор

How do you do the thing where u make all parts disapeer except the one you are working on? did u import them separately and then append? sorry for noob question it just looks super usefull to know

Elmomanable
Автор

Thank you 3dEx. Good staff i learn so much for those speed modelings. Any chance to get Stylized Trea material ? or some way for how can make it ? thanks .

Oday
Автор

Any chance we could get a tutorial for this one?

MrDakota
Автор

You should think about adding a black gradient down the barrel to give a better illusion! Other than that, great model, clean and stylish. :)

PandanD
Автор

8:31 - brush size bigger than wall thikness, thats why you hava smooth exterior suraface. To avoid this you can use "BackFaceMask": brush -> Auto Masking -> BackFaceMask. And I soppose you know, but Zbrush have real time symmetry, so you can work with both sides same time.

ehonod
Автор

Hi, wow amazing work. You have a new follower.
Id like to know one thing. When you are in zbrush with tons of polygons, what do you do to low them before sending everything to substance. Thats the only part i I don't get. Thanks a lot!!!. Have a great day

mikem.
Автор

Whats the name of brush you used for the wood cracks detailing. Plz i need help.

hackanonymous
Автор

I have a doubt when he opens his project in zbrush he already has the softened edges and can easily edit in the figure something that I can not do as I do?

milanesoamborgueso
Автор

Okay, so once you have it in maya you bring it to substance.

How do you keep a good topology? Because i see that you haven't done the uvs... if you were to have done the uvs the zbrush would have been used as a displacement, correct?

fn