Clean Up AI 3D Models Like a Pro | Blender Tutorial 2025 #tutorial #blender — Transcript
Full transcript
- 0:00Hey guys, in this one, I'm going to show
- 0:02you how I simplified this AI generated
- 0:04model I made with Mesh AI into something
- 0:07much more clean and organized. So, you
- 0:10can use the same trick for any complex
- 0:12model. So, make sure to stick around
- 0:14till the end. So guys, before jumping
- 0:17into the Mesh AI tool, I just created
- 0:19these three images using Gemini. You can
- 0:22just use text prompt or something else.
- 0:26But I created these three different
- 0:28images of the same girl from different
- 0:30perspective
- 0:31for ease of use, but you can definitely
- 0:34use a one reference image. Right, here's
- 0:36the site. You can Google it like Mesh
- 0:39AI.
- 0:42So, you can see
- 0:43here we have image to 3D and text to 3D
- 0:46options and some couple of other options
- 0:48as well. And also, you can select the
- 0:51image to 3D right up here as well.
- 0:53So, selecting that, it brings us to this
- 0:56window.
- 0:58All right, guys. Here's the place we are
- 0:59going to create our model.
- 1:02Right here, you can put your reference
- 1:03image.
- 1:05And down below, you can see the AI
- 1:07model. So, I have to make sure that you
- 1:09select the the lease model, which is
- 1:11called AI model four. Otherwise, you
- 1:14won't be able to download your model.
- 1:16And then I'm going to open my image and
- 1:19I'm going to open my side image. Make
- 1:22sure that you are selecting a side view,
- 1:25not a front or back side view.
- 1:27So, then you can type in a name,
- 1:29something It doesn't matter actually.
- 1:31So, I'm going to type girl and hit
- 1:33generate.
- 1:34So, and then you can see that the model
- 1:37is being generated right here. And I'll
- 1:39open
- 1:41I'll open the generated one. So, here's
- 1:43the result. So, seems pretty fine.
- 1:46Actually, we can see some of the
- 1:48textures are a little bit awkward, like
- 1:50the hands are on the shirt on the dress
- 1:53of the girl. And but it's pretty much uh
- 1:57But overall it's nice.
- 1:59So then I can come down here and hit
- 2:01this little download button. And where
- 2:03you can select the format. The format we
- 2:06have couple of other formats, but I much
- 2:09prefer to use blend file.
- 2:11So I'll select the blend file and hit
- 2:12download.
- 2:14So here's the file, guys.
- 2:17Let me open the file first.
- 2:21So I'll turn on the shading viewport in
- 2:23order to see our textures. And you can
- 2:25see that it's really nice. Our textures
- 2:28also come along with the blend file. And
- 2:30also I'll turn on the statistics there.
- 2:32You can see how much of vertices or
- 2:34triangles the model has. And also if I
- 2:37turn on the wireframe mode, you can see
- 2:39how much of messy the model is. All
- 2:42right? You can see lots of triangles. So
- 2:45let's see
- 2:47how to reduce the polygon count for this
- 2:48model.
- 2:49So I'm going to teach you guys two
- 2:51different methods. The first one we're
- 2:53going to use decimate modifier. So if
- 2:55you want a fast solution for your model,
- 2:58I highly recommend the decimate
- 3:00modifier.
- 3:01But if you want more clean mesh, I
- 3:04highly recommend my second method which
- 3:06is called the the remesh method or the
- 3:10the voxel method, let's say. I don't
- 3:13know how to pronounce that word, but
- 3:16we're going to see in a minute. So
- 3:18before diving into the process, I just
- 3:20copied my model a couple of time
- 3:23and named them high poly and low poly
- 3:27because actually we going to want to
- 3:28need the high poly one at the end of the
- 3:30video. All right, let's apply our
- 3:33decimate modifier. So you can find the
- 3:35decimate modifier under the generate and
- 3:38decimate. So here's a decimate modifier
- 3:41and you can see three options under the
- 3:43decimate modifier. Planar, unsubdivided,
- 3:45and collapse. If you go into select the
- 3:48planar, you can instantly see some
- 3:50modification on the texture. If if turn
- 3:52on the wireframe mode, you can see guys
- 3:55um
- 3:56um you know, weird. The triangles count
- 3:58actually has reduced. Uh we have also a
- 4:01unsubdivided. You can tweak the value
- 4:02and check it out. Uh but I'm going to
- 4:04use collapse actually for this one. So,
- 4:06if you reduce the ratio under the
- 4:08collapse, you can instantly see the
- 4:10difference um you know, going on the
- 4:12triangle count is going down. Um let me
- 4:15type something like 0.05
- 4:18maybe.
- 4:22Now, we can see the mesh um actually
- 4:26um
- 4:27which is really really good because we
- 4:29cannot see any texture issues or
- 4:31anything else.
- 4:32And if I go a little bit
- 4:35uh more like 0.01 maybe, still it's
- 4:38pretty fine though.
- 4:40It's fine and
- 4:41you can see some of the you know, boxy
- 4:43shapes uh around the mesh, but the the
- 4:46vortex um
- 4:48the mesh is fine.
- 4:50No texture issues, no anything else.
- 4:53So, I'm going to apply the decimate
- 4:54modifier. And if you go into the edit
- 4:56mode, you can clearly see everything now
- 4:59is clean. But um actually that is you
- 5:02know, it's still that those are
- 5:03triangulated. Uh you cannot uh create
- 5:06you know, good animations with this
- 5:08model. By the way, um
- 5:10so with that being set up, um let's talk
- 5:13about the sculpting method, the second
- 5:16one.
- 5:17So, let's uh get into the sculpting
- 5:20tool. Sculpting tool can be found at top
- 5:22of the blender.
- 5:24So, I'll turn on the um
- 5:26texture viewports. And also I will turn
- 5:30on my um wireframe.
- 5:33So, you can clearly see what what's
- 5:34going on. So, um under the remesh at the
- 5:36top, you can see a something called
- 5:38voxel size and adaptivity, which are the
- 5:40settings we're going to use here. So, if
- 5:43you hold on the Alt key on the keyboard,
- 5:44you You see a grid like this. And then
- 5:47you can move your mouse here and there
- 5:49to resize the voxels. So, I'm going to
- 5:51set up like 0.02 and control R to apply
- 5:55it. The result is really nice because
- 5:57you can see the the cords
- 5:59right now. And real quick thing, you can
- 6:03notice that our textures are gone,
- 6:05right? You can see clearly that the
- 6:07textures we have some weird lines all
- 6:09over the the mesh. So, I have to fix
- 6:12that right now. So, let me turn off my
- 6:17low poly one and then turn on my high
- 6:19poly one because I want to show you
- 6:21something um
- 6:23because I want to show you the the UV
- 6:24editing right here. So, this is my Let
- 6:27me jump into the object mode and
- 6:30enable the textures.
- 6:33On the right-hand side, you can see,
- 6:34guys, this is the texture that came
- 6:36along the AI tool, right? Which is
- 6:38really nice actually. If you split the
- 6:41display on the left-hand side and then
- 6:45I can add the shader editor, so you can
- 6:47clearly see my material on the high poly
- 6:50model. So, we have a texture material,
- 6:52which is the texture down below, and we
- 6:55have the principal BSDF.
- 6:58So, this is my low poly one. We have the
- 7:01same material, we have the same
- 7:02textures, and everything is same for the
- 7:05low poly one as well. So, that's why we
- 7:06have to change our UV settings to
- 7:10create things from the scratch. What you
- 7:12have to do is simply
- 7:14you go into the data properties and
- 7:16under the UV maps, you can see
- 7:18something called UV map, which is a UV
- 7:20map of this model, right? I'm going to
- 7:23remove that, and then I'm going to
- 7:24create a new one UV map, and then also
- 7:27I'll delete my current texture, and also
- 7:30I'm going to add in a new texture, type
- 7:32in some name, and for the width and
- 7:35height, the resolution like 2K maybe. It
- 7:38It is not necessary to be 2K. You can go
- 7:40for 4K or anything less and then create
- 7:44a new image.
- 7:46Right here and also I'm going to create
- 7:47a new material for my um low remesh.
- 7:51So, I can write down the name
- 7:53something here.
- 7:56Um and then we are going to add a new
- 7:59image texture.
- 8:00Also, you can get the same menu um
- 8:03holding down the shift key and A key on
- 8:06the keyboard.
- 8:07And we're going to go connect the color
- 8:10node to the base color of the principal
- 8:12BSDF.
- 8:13And then we can select our created new
- 8:16texture
- 8:17under this drop-down menu.
- 8:19All right. Now, since the texture is
- 8:22black, we have no anything to see on the
- 8:25the material.
- 8:27Then I'm going to go into the edit mode
- 8:29and select the the model.
- 8:33And then U to unwrap
- 8:35and a smart UV project.
- 8:37And there we have island margin um we
- 8:39can type in something like 0.02
- 8:42and then hit okay.
- 8:44So, you can see that the new UV map
- 8:46right here.
- 8:48Then you can go into the object mode and
- 8:51then I'm going to turn on my high poly
- 8:53one.
- 8:54Right? Because we want to get our
- 8:56material data from the high poly to the
- 8:59low poly one.
- 9:00Right. Uh one thing you have to keep in
- 9:02mind that um our low poly and high poly
- 9:04models should be at the same spot. You
- 9:06can check out the transform information
- 9:09um on the right hand corner. You can get
- 9:11it hitting the N key on the keyboard and
- 9:14you have to make sure everything is um
- 9:16as this. If everything is um as this,
- 9:19you can select the high poly one first
- 9:21and then low poly one. You should um
- 9:24keep the low poly one as the activated
- 9:26object. And then you have to select the
- 9:28UV map of the low poly one
- 9:31and then the new texture of the
- 9:33material.
- 9:34The image texture you have to select the
- 9:36image texture of the low poly one.
- 9:38Have to make sure the high poly one uh
- 9:39is selected and also the low poly one
- 9:41selected and the low poly one is the
- 9:43activated one and then you remap be
- 9:45selected. And then we're going to go
- 9:46into the render properties and we have
- 9:48to select the render engine to cycles
- 9:51and then we're going to go jump into the
- 9:53bake option, right? Under the bake
- 9:55option, you can see something called a
- 9:57selected to active. I have to check it.
- 10:02And then you have to go into the bake
- 10:04type. Under that, you have to select the
- 10:06diffuse because we are going to bake out
- 10:09all of the color data.
- 10:11And under the influence, I have to
- 10:12deselect the direct and indirect because
- 10:15those are the light
- 10:16data actually. So, you don't want to
- 10:19bake out the light data. We only want
- 10:22the color data, right?
- 10:24And also, I'm going to reduce the margin
- 10:27size. It is not really needed, but I'm
- 10:30going to type in something 10 or
- 10:32something. It's not a big deal. So, you
- 10:34can type in 16. You can keep the 16.
- 10:36Anyways, if everything is fine, like I
- 10:39have to double check everything is
- 10:40selected and then hit the bake under the
- 10:42bake.
- 10:43Right? After that, you can see a texture
- 10:45baking
- 10:47at the bottom of the blender.
- 10:49And
- 10:50so, the baking is done. Right? You can
- 10:53see some weird texturing like the faces
- 10:57and everything. If I go into the bake,
- 10:59so if I see the model, you can see
- 11:01something is off, right? So, what's the
- 11:04problem here?
- 11:05So, the problem, if you go into the
- 11:07render properties again, you can see
- 11:09something under the selected to active
- 11:11option and there's a extrusion option,
- 11:14right? The extrusion is something as I
- 11:17have to type in something like 0.05.
- 11:19What does it all mean? It's simply that
- 11:21the high poly one is trying to cast all
- 11:23this color data towards the low poly
- 11:25one, but the problem is the high poly
- 11:27and the low poly one, the models are
- 11:29exactly at the same spot and exactly in
- 11:32the same size. So, I have to get a
- 11:34little bit of margin to the high poly
- 11:36one. Since we have added like 0.05 m,
- 11:39that casting happens a little bit above
- 11:43or little bit outside of the low poly
- 11:44one. And if I bake it again,
- 11:48Okay, finally, we can see uh our texture
- 11:51is fixed. Now, if you turn off the high
- 11:54poly one, this is the low poly one
- 11:55actually. This is the new texture we
- 11:57have created from our high poly one. Uh
- 11:59right now, you cannot see any weird uh
- 12:02texture um other than the the something
- 12:04some artifacts that came along the um
- 12:07mesh actually. So, everything is fine as
- 12:10the high poly one. So, you can if I turn
- 12:12on the wireframe mode, you can see quad
- 12:14base clean mesh.
- 12:16Um and also uh the texture is really
- 12:19nice.
- 12:20Um yeah. So, that's it, guys.
- 12:23Um
- 12:24I also tried some uh of the animation um
- 12:27using this exact uh model. You can check
- 12:30it out right here. So, I think um that
- 12:33is the end of the video. Um
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