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How I Used Blender to Fix My AI Model — Transcript

by Alixyz · 2,130 words · 340 segments · language en · Watch on YouTube

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  1. 0:00OKI is doing a whole bunch of stuff and
  2. 0:02making lots of things
  3. 0:07possible. It is generating photos and
  4. 0:09videos on just about any topic and
  5. 0:11analyzes massive amounts of
  6. 0:13data. But hey, can it really handle 3D
  7. 0:17modeling? Well, I went with triple.ai
  8. 0:20mainly because its latest update has
  9. 0:21really improved accuracy. I tested a few
  10. 0:24models with it, including this Yoda, and
  11. 0:26even tried adding materials in Substance
  12. 0:28Painter using a quick auto. Honestly,
  13. 0:30the results were surprisingly good. Just
  14. 0:32look at the detail on this boot. It's so
  15. 0:34well captured. Even the hollow section
  16. 0:35was correctly interpreted just from a
  17. 0:37single image. Now, I gave it this
  18. 0:39stylized building to see how well it
  19. 0:41could handle proportions. I've got to
  20. 0:43say, I was impressed. The results were
  21. 0:45solid, and the level of detail really
  22. 0:47stood out again. But what really blew me
  23. 0:48away was this helmet. Just check out how
  24. 0:50clean those hard edges turned out. All
  25. 0:52this helmet needs is a proper topology
  26. 0:54and it's good to go as a high quality
  27. 0:56model. And finally, this Leonardo
  28. 0:58character that totally tempt me to go
  29. 0:59all in and rebuild the model.
  30. 1:01Considering it was generated from just
  31. 1:02one photo, I'd say it gets a solid
  32. 1:04passing grade. I recommend not checking
  33. 1:06apologize option and just go with FBX
  34. 1:08format when you download it. I brought
  35. 1:11the model into Blender and it reminded
  36. 1:14me of this scene. Got to rewatch it
  37. 1:16sometime. It was clear right away that
  38. 1:18there were some major differences
  39. 1:19between the AI model and my reference
  40. 1:21and I had to fix all of those. So, back
  41. 1:23to our question, I'd say no. AI can give
  42. 1:26you a decent blockout that speeds up the
  43. 1:27modeling process and also gives you
  44. 1:29start. But when it comes to precision,
  45. 1:31topology, and texturing, you still got a
  46. 1:33long way to
  47. 1:34go. So, first thing first, I hit the
  48. 1:37base of the figure using box height and
  49. 1:39lasso
  50. 1:41height. Then went into edit mode to
  51. 1:43unhide and separate those parts. I also
  52. 1:45spreaded swords. So now I had three
  53. 1:48clean chunks to work with body, swords,
  54. 1:52and base. I still holes to clean up the
  55. 1:55gaps in the base so I wouldn't run into
  56. 1:56issues later on. For flattening the top
  57. 1:58of the base, I used line project and got
  58. 2:00rid of those extra edge loops with a
  59. 2:02simple three mesh. Did the same thing to
  60. 2:04the bottom part and scaled it a bit. For
  61. 2:05character's body, I started by fixing
  62. 2:07some of the rough blackout issues and
  63. 2:09only used the grab brush with topology
  64. 2:11enabled. So the edits only affected the
  65. 2:13area I clicked on and also softened
  66. 2:15sharp edges and cleaned up anything that
  67. 2:16didn't quite match the
  68. 2:18reference. Then controll R again to do a
  69. 2:21quick remesh and make it a bit cleaner
  70. 2:23and adjust the proportions to match the
  71. 2:25reference more closely. There's no need
  72. 2:26for dense topology at this stage. So
  73. 2:29after refining and smoothing out the
  74. 2:30mesh, I started using clay strips to
  75. 2:33roughly lay down some main details. And
  76. 2:35yeah, this back and forth process just
  77. 2:37kept going.
  78. 2:39[Music]
  79. 2:47fingers. First I masked them out,
  80. 2:48inverted the mask and I used grab to
  81. 2:51pull them
  82. 2:52out. And after another remsh, I use
  83. 2:54inflate brush to thicken them up as they
  84. 2:56were looking very skinny shell. I had
  85. 2:59previously flattened the shell. So I
  86. 3:01masked out, inverted the mask and pulled
  87. 3:03out the unmask parts to match the
  88. 3:04reference better. I used relax option
  89. 3:06from mesh filter just a little to smooth
  90. 3:08things up and did another quick remsh
  91. 3:10eye mask. As you can see, I cleaned it
  92. 3:13up quite a bit. If you want the edges of
  93. 3:15your mask to be sharper, just press A
  94. 3:17and select sharpen mask a few times.
  95. 3:19Now, by using mask extract option, you
  96. 3:22can actually turn that painted mask into
  97. 3:24a whole new mush. Blender does this
  98. 3:26using a solidify modifier. So I just
  99. 3:28renamed the new object, gave it a little
  100. 3:30smooth action to clean up the edges and
  101. 3:32then applied the
  102. 3:34modifier sculpting. Then I moved on to
  103. 3:37smaller details. Most of it was done
  104. 3:39with just clay strips and smooth. No
  105. 3:41fancy brushes or anything
  106. 3:46wild. So here I turned on Dtopose so I'd
  107. 3:49have enough density in the sculpted
  108. 3:51areas to make clean cuts using crease
  109. 3:54sharp brush. This way, I didn't need to
  110. 3:56remish the entire model with insanely
  111. 3:58high density. This is something you'll
  112. 3:59get the hang of knowing when and where
  113. 4:01you actually need
  114. 4:02[Music]
  115. 4:07it. If you want to draw a really clean
  116. 4:09line, just enable stabiliz stroke and
  117. 4:12tweak the settings a bit. Now, it was
  118. 4:14time to bring out the muscles and break
  119. 4:15up the overly smooth surface of the
  120. 4:17body. And draw brush worked great for
  121. 4:19that. I also used dry sharp where I
  122. 4:21needed more consistent defined lines.
  123. 4:24[Music]
  124. 4:29Then came the usual routine again.
  125. 4:31Masking, clean up, and extracting the
  126. 4:40mask. Okay. Next, I went back to the
  127. 4:42fingers, which still look kind of
  128. 4:43mannequin like. hairstyle used inflate
  129. 4:47then pose them a bit using pose brush
  130. 4:49and scrape multiplane brush came in
  131. 4:51handy for flattening some of the subtle
  132. 4:53surfaces. Just a few tweaks with grab
  133. 4:55help to find finger joints and that was
  134. 4:57pretty much it. Nothing fancy here.
  135. 5:00Finally, I masked both hands from the
  136. 5:02rest. Hit them with inflate again
  137. 5:03because honestly they still didn't feel
  138. 5:05like proper Ninja Turtle hands. As for
  139. 5:07the gloves, well, you already know how
  140. 5:09those were made.
  141. 5:12Back to the body, I added more defined
  142. 5:14details using draw and draw sharp. And
  143. 5:16just to highlight again, when I needed
  144. 5:17those super sharp cuts, I use crease
  145. 5:19sharp. Way more intense than draw
  146. 5:22[Music]
  147. 5:38sharp. Hey, hey, hey.
  148. 5:54[Music]
  149. 6:09And for the glove straps, I roughly
  150. 6:11black them in using clay strips. Got to
  151. 6:13admit, I didn't spend a ton of time
  152. 6:15here. I used crease sharp for the lines
  153. 6:17between them and then pinch to tighten
  154. 6:19them up.
  155. 6:23[Music]
  156. 6:32I carved out the eye mask using lasso
  157. 6:34trim tool. Pay attention to the settings
  158. 6:36I used and I softened the edges a bit
  159. 6:38too so they wouldn't be overly hard.
  160. 6:40Then I tried sculpting over the eye mask
  161. 6:42to bring it closer to the
  162. 6:53reference. Behind the head, I added a
  163. 6:55simple cylinder to make the knot of the
  164. 6:57eye mask.
  165. 7:03Now for tails, a busier curve was added,
  166. 7:05scaled along Y-axis and flattened out.
  167. 7:08And averse is just adjusted to match the
  168. 7:10reference and extruded to gear more
  169. 7:11curve and shape for the rest of the eye
  170. 7:13mask. Next, a plane was added, scaled
  171. 7:15and its scale applied. After making a
  172. 7:17few tweaks to it, the inside was deleted
  173. 7:19to keep only the outer edges which were
  174. 7:21then converted into a curve. Then back
  175. 7:23to the curve, this was selected and
  176. 7:25assigned a bevel modifier under the data
  177. 7:27tab with that same plane used as the
  178. 7:28bevel object. Now any vertx on the curve
  179. 7:30can be rotated using CtrlT. And to scale
  180. 7:33each vertex individually, use Alt S.
  181. 7:35Also scaling the reference curve affects
  182. 7:37the entire object size. Next, it become
  183. 7:39clear the two ends of the bands were
  184. 7:40enjoined. So everything needed to be
  185. 7:42selected and merged by distance. For the
  186. 7:44second tail, a copy was made from the
  187. 7:46previous one and tweaked to match the
  188. 7:47reference more closely. Then I added two
  189. 7:49subdivision levels. You better know in
  190. 7:51sculpt mode, Blender applies multi-res
  191. 7:53instead of subdivision surface. So after
  192. 7:55applying the modifier and doing a quick
  193. 7:57remesh things were intentionally roughed
  194. 7:59up a
  195. 8:00[Music]
  196. 8:05bit. The same method was repeated for
  197. 8:07the build using a circle wrapped around
  198. 8:09the character's waist. I built it
  199. 8:11exactly the same way with the previous
  200. 8:13technique. No extra stuff
  201. 8:15added. All right, time for
  202. 8:18[Music]
  203. 8:19swords. I thought it would be cool to
  204. 8:22use a curve again. Started by shaping
  205. 8:24the base form, then applied the
  206. 8:27bevel. This time I used an ellipse for
  207. 8:30the sword's bevel profile and made the
  208. 8:32section a bit
  209. 8:34[Music]
  210. 8:40smaller. And a different profile was
  211. 8:43created for the handle, too.
  212. 8:48Since the sword was still a curve, it
  213. 8:50had to be converted to a mesh to get
  214. 8:52access to edit mode and make further
  215. 8:53changes.
  216. 9:01[Music]
  217. 9:12These final pieces were modeled pretty
  218. 9:14simply. Honestly, not even sure what
  219. 9:16they're supposed to
  220. 9:23do. In the end, I joined everything,
  221. 9:26remshed it, smoothed it, and used
  222. 9:28inflate brush to shrink the spaces
  223. 9:30between them.
  224. 9:32Now handle. The last part of the sword
  225. 9:34handle modeling was done with knife tool
  226. 9:37where I drew two lines on the handle
  227. 9:38here. Press C to activate cut through to
  228. 9:41apply the cuts to both side of the
  229. 9:43handle. After that, I deleted the mirror
  230. 9:45half with Ctrl X and separated the edges
  231. 9:47I created. Then I moved it closer to the
  232. 9:49origin and made some changes aiming to
  233. 9:52simulate the knots of the handle.
  234. 9:57[Music]
  235. 10:02Next, I added an empty object to mirror
  236. 10:05the knot using array modifier. First, I
  237. 10:07uncheck the relative offset box and link
  238. 10:10the empty to array modifier. Then, I
  239. 10:13changed the X-axis to minus one to
  240. 10:15mirror the
  241. 10:18knots. Now, I did the exact same thing
  242. 10:21for Z-axis as well, so the knot closed
  243. 10:25properly.
  244. 10:27After that, I applied all modifiers and
  245. 10:29symmetriized the
  246. 10:31model. Be careful with the axis
  247. 10:33alignment. Now, I needed to apply the
  248. 10:35curve modifier to the sword handle,
  249. 10:37which I previously
  250. 10:40copied. So, adding another array
  251. 10:42modifier and swapping modifiers
  252. 10:44positions, the knots would align
  253. 10:46precisely on the handle.
  254. 10:49I even inflated the nuts a little to
  255. 10:52make them less thin and deactivated the
  256. 10:54Y-axis to prevent any changes in that
  257. 10:57direction. So, I rotated the sword and
  258. 10:59placed it in
  259. 11:01position. Finalize. For the base, I
  260. 11:04didn't do anything fancy. Just whipped
  261. 11:06it up real quick using some custom
  262. 11:08brushes and a bit of help from Grab
  263. 11:11[Music]
  264. 11:14Brush. I decided to add some cuts and
  265. 11:17wounds on the body. I reactivated
  266. 11:19Dintopo, used crease sharp to create the
  267. 11:21wounds and pinch the ends to make them
  268. 11:27smaller. And finally, I added the small
  269. 11:30details for the fingers too. For this
  270. 11:33project, I decided not to unwrap and use
  271. 11:35vertx colors instead, meaning painting
  272. 11:37directly on the vertices with no
  273. 11:39textures
  274. 11:41involved. Colorize. You probably know
  275. 11:44that this method requires a lot of
  276. 11:46vertices and high density. So using the
  277. 11:48color filter, a base color was applied
  278. 11:51to each part with darker shades filling
  279. 11:53the valleys to enhance the sense of
  280. 11:57depth. Lighter colors were used on the
  281. 11:59edges and centers to highlight the
  282. 12:01picss. Holding shift help blend the
  283. 12:03colors a bit to create some nice shading
  284. 12:07effects. And the same approach was used
  285. 12:10for the eye mask.
  286. 12:14[Music]
  287. 12:27Okay, the sword needed more attention
  288. 12:29because it had more details like dirt
  289. 12:32and a wide range of
  290. 12:34colors. For dirt, the musave texture in
  291. 12:37Blender was used, mixing dark and light
  292. 12:39tones. You'll need to play around with
  293. 12:41texture sizes to make sure the details
  294. 12:43get painted
  295. 12:46[Music]
  296. 12:52[Music]
  297. 13:05properly. The base was quickly given a
  298. 13:08general color. Then using the mask menu,
  299. 13:10mask by cavity was applied to select all
  300. 13:12the cavities, followed by a green shade
  301. 13:14close to the reference. After that, mask
  302. 13:16by cavity was applied again, but with
  303. 13:18the custom curve option to tweak the
  304. 13:20mask. Then a lighter green was used on
  305. 13:22the edges, but a little smoothing was
  306. 13:24done with the color
  307. 13:26filter. For the body, the same method
  308. 13:29was applied with darker green shades
  309. 13:30near gray added, and manual dirt was
  310. 13:32applied to certain areas with varying
  311. 13:35intensities and colors.
  312. 13:46[Music]
  313. 13:48Heat. Heat.
  314. 13:57[Music]
  315. 14:08[Music]
  316. 14:18as for the eyes, they were kept closed
  317. 14:20because it seemed to suit the
  318. 14:22character's seated pose better. The rest
  319. 14:25of the model didn't have anything
  320. 14:26special, just applying dark and light
  321. 14:28colors to the appropriate areas. I
  322. 14:30didn't separate the yellow parts of the
  323. 14:32model and its shell for painting. I
  324. 14:34could have done that, but since I
  325. 14:35painted the borders carefully, there
  326. 14:37wasn't really a need of split them. And
  327. 14:39finally, for the shell, I used the same
  328. 14:41method as the gloves, starting with a
  329. 14:43dark base color and then highlighting
  330. 14:45the raised areas with lighter shades.
  331. 14:49[Music]
  332. 14:57So, here it is. The result of a few days
  333. 15:00of sculpting and painting, even though
  334. 15:02you only saw about 15 minutes of it.
  335. 15:05Now, it's your turn. This is a model and
  336. 15:07this is mine. So, based on the
  337. 15:09reference, did I get close enough? Let
  338. 15:11me know in the comments. And don't
  339. 15:13forget to like and subscribe.
  340. 15:20[Music]

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