How I Used Blender to Fix My AI Model — Transcript
Full transcript
- 0:00OKI is doing a whole bunch of stuff and
- 0:02making lots of things
- 0:07possible. It is generating photos and
- 0:09videos on just about any topic and
- 0:11analyzes massive amounts of
- 0:13data. But hey, can it really handle 3D
- 0:17modeling? Well, I went with triple.ai
- 0:20mainly because its latest update has
- 0:21really improved accuracy. I tested a few
- 0:24models with it, including this Yoda, and
- 0:26even tried adding materials in Substance
- 0:28Painter using a quick auto. Honestly,
- 0:30the results were surprisingly good. Just
- 0:32look at the detail on this boot. It's so
- 0:34well captured. Even the hollow section
- 0:35was correctly interpreted just from a
- 0:37single image. Now, I gave it this
- 0:39stylized building to see how well it
- 0:41could handle proportions. I've got to
- 0:43say, I was impressed. The results were
- 0:45solid, and the level of detail really
- 0:47stood out again. But what really blew me
- 0:48away was this helmet. Just check out how
- 0:50clean those hard edges turned out. All
- 0:52this helmet needs is a proper topology
- 0:54and it's good to go as a high quality
- 0:56model. And finally, this Leonardo
- 0:58character that totally tempt me to go
- 0:59all in and rebuild the model.
- 1:01Considering it was generated from just
- 1:02one photo, I'd say it gets a solid
- 1:04passing grade. I recommend not checking
- 1:06apologize option and just go with FBX
- 1:08format when you download it. I brought
- 1:11the model into Blender and it reminded
- 1:14me of this scene. Got to rewatch it
- 1:16sometime. It was clear right away that
- 1:18there were some major differences
- 1:19between the AI model and my reference
- 1:21and I had to fix all of those. So, back
- 1:23to our question, I'd say no. AI can give
- 1:26you a decent blockout that speeds up the
- 1:27modeling process and also gives you
- 1:29start. But when it comes to precision,
- 1:31topology, and texturing, you still got a
- 1:33long way to
- 1:34go. So, first thing first, I hit the
- 1:37base of the figure using box height and
- 1:39lasso
- 1:41height. Then went into edit mode to
- 1:43unhide and separate those parts. I also
- 1:45spreaded swords. So now I had three
- 1:48clean chunks to work with body, swords,
- 1:52and base. I still holes to clean up the
- 1:55gaps in the base so I wouldn't run into
- 1:56issues later on. For flattening the top
- 1:58of the base, I used line project and got
- 2:00rid of those extra edge loops with a
- 2:02simple three mesh. Did the same thing to
- 2:04the bottom part and scaled it a bit. For
- 2:05character's body, I started by fixing
- 2:07some of the rough blackout issues and
- 2:09only used the grab brush with topology
- 2:11enabled. So the edits only affected the
- 2:13area I clicked on and also softened
- 2:15sharp edges and cleaned up anything that
- 2:16didn't quite match the
- 2:18reference. Then controll R again to do a
- 2:21quick remesh and make it a bit cleaner
- 2:23and adjust the proportions to match the
- 2:25reference more closely. There's no need
- 2:26for dense topology at this stage. So
- 2:29after refining and smoothing out the
- 2:30mesh, I started using clay strips to
- 2:33roughly lay down some main details. And
- 2:35yeah, this back and forth process just
- 2:37kept going.
- 2:39[Music]
- 2:47fingers. First I masked them out,
- 2:48inverted the mask and I used grab to
- 2:51pull them
- 2:52out. And after another remsh, I use
- 2:54inflate brush to thicken them up as they
- 2:56were looking very skinny shell. I had
- 2:59previously flattened the shell. So I
- 3:01masked out, inverted the mask and pulled
- 3:03out the unmask parts to match the
- 3:04reference better. I used relax option
- 3:06from mesh filter just a little to smooth
- 3:08things up and did another quick remsh
- 3:10eye mask. As you can see, I cleaned it
- 3:13up quite a bit. If you want the edges of
- 3:15your mask to be sharper, just press A
- 3:17and select sharpen mask a few times.
- 3:19Now, by using mask extract option, you
- 3:22can actually turn that painted mask into
- 3:24a whole new mush. Blender does this
- 3:26using a solidify modifier. So I just
- 3:28renamed the new object, gave it a little
- 3:30smooth action to clean up the edges and
- 3:32then applied the
- 3:34modifier sculpting. Then I moved on to
- 3:37smaller details. Most of it was done
- 3:39with just clay strips and smooth. No
- 3:41fancy brushes or anything
- 3:46wild. So here I turned on Dtopose so I'd
- 3:49have enough density in the sculpted
- 3:51areas to make clean cuts using crease
- 3:54sharp brush. This way, I didn't need to
- 3:56remish the entire model with insanely
- 3:58high density. This is something you'll
- 3:59get the hang of knowing when and where
- 4:01you actually need
- 4:02[Music]
- 4:07it. If you want to draw a really clean
- 4:09line, just enable stabiliz stroke and
- 4:12tweak the settings a bit. Now, it was
- 4:14time to bring out the muscles and break
- 4:15up the overly smooth surface of the
- 4:17body. And draw brush worked great for
- 4:19that. I also used dry sharp where I
- 4:21needed more consistent defined lines.
- 4:24[Music]
- 4:29Then came the usual routine again.
- 4:31Masking, clean up, and extracting the
- 4:40mask. Okay. Next, I went back to the
- 4:42fingers, which still look kind of
- 4:43mannequin like. hairstyle used inflate
- 4:47then pose them a bit using pose brush
- 4:49and scrape multiplane brush came in
- 4:51handy for flattening some of the subtle
- 4:53surfaces. Just a few tweaks with grab
- 4:55help to find finger joints and that was
- 4:57pretty much it. Nothing fancy here.
- 5:00Finally, I masked both hands from the
- 5:02rest. Hit them with inflate again
- 5:03because honestly they still didn't feel
- 5:05like proper Ninja Turtle hands. As for
- 5:07the gloves, well, you already know how
- 5:09those were made.
- 5:12Back to the body, I added more defined
- 5:14details using draw and draw sharp. And
- 5:16just to highlight again, when I needed
- 5:17those super sharp cuts, I use crease
- 5:19sharp. Way more intense than draw
- 5:22[Music]
- 5:38sharp. Hey, hey, hey.
- 5:54[Music]
- 6:09And for the glove straps, I roughly
- 6:11black them in using clay strips. Got to
- 6:13admit, I didn't spend a ton of time
- 6:15here. I used crease sharp for the lines
- 6:17between them and then pinch to tighten
- 6:19them up.
- 6:23[Music]
- 6:32I carved out the eye mask using lasso
- 6:34trim tool. Pay attention to the settings
- 6:36I used and I softened the edges a bit
- 6:38too so they wouldn't be overly hard.
- 6:40Then I tried sculpting over the eye mask
- 6:42to bring it closer to the
- 6:53reference. Behind the head, I added a
- 6:55simple cylinder to make the knot of the
- 6:57eye mask.
- 7:03Now for tails, a busier curve was added,
- 7:05scaled along Y-axis and flattened out.
- 7:08And averse is just adjusted to match the
- 7:10reference and extruded to gear more
- 7:11curve and shape for the rest of the eye
- 7:13mask. Next, a plane was added, scaled
- 7:15and its scale applied. After making a
- 7:17few tweaks to it, the inside was deleted
- 7:19to keep only the outer edges which were
- 7:21then converted into a curve. Then back
- 7:23to the curve, this was selected and
- 7:25assigned a bevel modifier under the data
- 7:27tab with that same plane used as the
- 7:28bevel object. Now any vertx on the curve
- 7:30can be rotated using CtrlT. And to scale
- 7:33each vertex individually, use Alt S.
- 7:35Also scaling the reference curve affects
- 7:37the entire object size. Next, it become
- 7:39clear the two ends of the bands were
- 7:40enjoined. So everything needed to be
- 7:42selected and merged by distance. For the
- 7:44second tail, a copy was made from the
- 7:46previous one and tweaked to match the
- 7:47reference more closely. Then I added two
- 7:49subdivision levels. You better know in
- 7:51sculpt mode, Blender applies multi-res
- 7:53instead of subdivision surface. So after
- 7:55applying the modifier and doing a quick
- 7:57remesh things were intentionally roughed
- 7:59up a
- 8:00[Music]
- 8:05bit. The same method was repeated for
- 8:07the build using a circle wrapped around
- 8:09the character's waist. I built it
- 8:11exactly the same way with the previous
- 8:13technique. No extra stuff
- 8:15added. All right, time for
- 8:18[Music]
- 8:19swords. I thought it would be cool to
- 8:22use a curve again. Started by shaping
- 8:24the base form, then applied the
- 8:27bevel. This time I used an ellipse for
- 8:30the sword's bevel profile and made the
- 8:32section a bit
- 8:34[Music]
- 8:40smaller. And a different profile was
- 8:43created for the handle, too.
- 8:48Since the sword was still a curve, it
- 8:50had to be converted to a mesh to get
- 8:52access to edit mode and make further
- 8:53changes.
- 9:01[Music]
- 9:12These final pieces were modeled pretty
- 9:14simply. Honestly, not even sure what
- 9:16they're supposed to
- 9:23do. In the end, I joined everything,
- 9:26remshed it, smoothed it, and used
- 9:28inflate brush to shrink the spaces
- 9:30between them.
- 9:32Now handle. The last part of the sword
- 9:34handle modeling was done with knife tool
- 9:37where I drew two lines on the handle
- 9:38here. Press C to activate cut through to
- 9:41apply the cuts to both side of the
- 9:43handle. After that, I deleted the mirror
- 9:45half with Ctrl X and separated the edges
- 9:47I created. Then I moved it closer to the
- 9:49origin and made some changes aiming to
- 9:52simulate the knots of the handle.
- 9:57[Music]
- 10:02Next, I added an empty object to mirror
- 10:05the knot using array modifier. First, I
- 10:07uncheck the relative offset box and link
- 10:10the empty to array modifier. Then, I
- 10:13changed the X-axis to minus one to
- 10:15mirror the
- 10:18knots. Now, I did the exact same thing
- 10:21for Z-axis as well, so the knot closed
- 10:25properly.
- 10:27After that, I applied all modifiers and
- 10:29symmetriized the
- 10:31model. Be careful with the axis
- 10:33alignment. Now, I needed to apply the
- 10:35curve modifier to the sword handle,
- 10:37which I previously
- 10:40copied. So, adding another array
- 10:42modifier and swapping modifiers
- 10:44positions, the knots would align
- 10:46precisely on the handle.
- 10:49I even inflated the nuts a little to
- 10:52make them less thin and deactivated the
- 10:54Y-axis to prevent any changes in that
- 10:57direction. So, I rotated the sword and
- 10:59placed it in
- 11:01position. Finalize. For the base, I
- 11:04didn't do anything fancy. Just whipped
- 11:06it up real quick using some custom
- 11:08brushes and a bit of help from Grab
- 11:11[Music]
- 11:14Brush. I decided to add some cuts and
- 11:17wounds on the body. I reactivated
- 11:19Dintopo, used crease sharp to create the
- 11:21wounds and pinch the ends to make them
- 11:27smaller. And finally, I added the small
- 11:30details for the fingers too. For this
- 11:33project, I decided not to unwrap and use
- 11:35vertx colors instead, meaning painting
- 11:37directly on the vertices with no
- 11:39textures
- 11:41involved. Colorize. You probably know
- 11:44that this method requires a lot of
- 11:46vertices and high density. So using the
- 11:48color filter, a base color was applied
- 11:51to each part with darker shades filling
- 11:53the valleys to enhance the sense of
- 11:57depth. Lighter colors were used on the
- 11:59edges and centers to highlight the
- 12:01picss. Holding shift help blend the
- 12:03colors a bit to create some nice shading
- 12:07effects. And the same approach was used
- 12:10for the eye mask.
- 12:14[Music]
- 12:27Okay, the sword needed more attention
- 12:29because it had more details like dirt
- 12:32and a wide range of
- 12:34colors. For dirt, the musave texture in
- 12:37Blender was used, mixing dark and light
- 12:39tones. You'll need to play around with
- 12:41texture sizes to make sure the details
- 12:43get painted
- 12:46[Music]
- 12:52[Music]
- 13:05properly. The base was quickly given a
- 13:08general color. Then using the mask menu,
- 13:10mask by cavity was applied to select all
- 13:12the cavities, followed by a green shade
- 13:14close to the reference. After that, mask
- 13:16by cavity was applied again, but with
- 13:18the custom curve option to tweak the
- 13:20mask. Then a lighter green was used on
- 13:22the edges, but a little smoothing was
- 13:24done with the color
- 13:26filter. For the body, the same method
- 13:29was applied with darker green shades
- 13:30near gray added, and manual dirt was
- 13:32applied to certain areas with varying
- 13:35intensities and colors.
- 13:46[Music]
- 13:48Heat. Heat.
- 13:57[Music]
- 14:08[Music]
- 14:18as for the eyes, they were kept closed
- 14:20because it seemed to suit the
- 14:22character's seated pose better. The rest
- 14:25of the model didn't have anything
- 14:26special, just applying dark and light
- 14:28colors to the appropriate areas. I
- 14:30didn't separate the yellow parts of the
- 14:32model and its shell for painting. I
- 14:34could have done that, but since I
- 14:35painted the borders carefully, there
- 14:37wasn't really a need of split them. And
- 14:39finally, for the shell, I used the same
- 14:41method as the gloves, starting with a
- 14:43dark base color and then highlighting
- 14:45the raised areas with lighter shades.
- 14:49[Music]
- 14:57So, here it is. The result of a few days
- 15:00of sculpting and painting, even though
- 15:02you only saw about 15 minutes of it.
- 15:05Now, it's your turn. This is a model and
- 15:07this is mine. So, based on the
- 15:09reference, did I get close enough? Let
- 15:11me know in the comments. And don't
- 15:13forget to like and subscribe.
- 15:20[Music]
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