
Explore the modeling and texturing workflow in Maya, ZBrush, and Substance Painter by building a shield, applying weathering and scratches, then preparing a realistic PBR render.
Create the shield base from a cylinder, refine the outline and thickness, apply bevels for smooth edges, and add inner tabs and gaps for realistic shading.
Finish the shield by adding curvature before details, using Maya 2018 nonlinear bend, combine pieces, adjust subdivisions, and center symmetrical details for a polished result.
Finish the shield by modeling the leather handle, adding screws, and duplicating parts with careful local and global transforms for realism; organize the scene and generate UBS.
Organize the shield model by separating and combining parts into woods, framework, nails, and handles, removing history and transforms, centering pivots, and optimizing the scene for UV map preparation.
Create and optimize a UV map for the shield in Maya by selecting faces, defining borders, and separating pieces inside and outside, then distribute and adjust for efficient texture layout.
Finalize UV maps and prepare the shield model in Maya by organizing pieces, applying borders and wrap, and assigning wood, leather, and metal Lambert materials for Substance Painter.
Prep a Maya prop for export to ZBrush by softening and hardening edges, deleting history, and exporting the selection as OBJ; import, manage subtools, and verify polygons.
Detail a shield in ZBrush by adding edge wear and damage with dynamic and clay brushes, using lazy mouse, symmetry, and controlled subdivisions to preserve the shield’s form.
Add detail to the shield by refining cracks and hits from multiple perspectives, using the standard brush and drag rectangle, then apply noise for a metallic look in substance painter.
Detail the shield’s wood by adding subdivisions, applying alpha textures to sculpt wood grain, and generating a normal map that combines with Substance Painter for seamless double-sided detail.
Finalize shield detailing by applying depth masks, leather wear, edge wear, porosity, and sewing using clay tubes, lazy mouse, and noise, then prepare for normal map export.
Export the detail from ZBrush to Maya by baking a tangent space normal map at subdivision level two, then import and apply it to the low-poly model.
Learn to export a shield model from Maya 2016 to Substance Painter, bake normal maps and other textures at 4K, manage object materials, and refine normals for clean, detailed renders.
Texture a shield in Substance Painter by importing normal maps and applying wood textures with smart materials. Adjust fibers, wear, and edge details for a realistic finish.
Finish texturing the shield in Substance Painter, fix normal map issues with OpenGL reconfiguration, and refine leather with smart materials, masks, and seam highlights.
Finish texturizing the handles and nails with separate materials and rust or dirt masks, then export textures and choose separate or combined normal maps for six maps at 4k.
Root textures from Substance Painter in Maya, assign PBR maps (roughness, metallic, normal, base color), render previews in viewport and real or Unreal Engine, and refine metals with color correction.
Learn the complete process to create assets or props for videogames using Maya, ZBrush and Substance Painter 2019.
First in Maya we are going to create the base model with simple geometry, also we are going to create a correct UV map with an excelent automatic method, from there we'll take our base model to ZBrush for detailing, we're going to teach you some brushes to get detail very easy in ZBrush, afterwards we'll take the model to Substance Painter 2019 for PBR textuting and get a realistic look for the shield.
Finally we'll return all the detail from ZBrush and texture from Substance Painter to Maya, set the materials, textures and illumination settings to get the final render in Maya.
All in this complete course.