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I Built a Modular Character with AI (Full Workflow) — Transcript

by Stefan 3D AI · 4,940 words · 1,402 segments · language en · Watch on YouTube

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  1. 0:00AI can generate 3D
  2. 0:01characters, solid and static.
  3. 0:04But can it actually
  4. 0:05create modular character systems
  5. 0:07like different outfits, weapons,
  6. 0:10accessories and all interchangeable?
  7. 0:13Sounds interesting, right?
  8. 0:15In this video, I
  9. 0:16gonna show you my
  10. 0:17exact workflow, how I
  11. 0:19take one concept image
  12. 0:21and turn it into
  13. 0:22full modular character system,
  14. 0:24step by step.
  15. 0:25I also gonna show
  16. 0:27you a new tool
  17. 0:28that makes this process
  18. 0:29insanely faster.
  19. 0:31It takes one image
  20. 0:32and breaks it into
  21. 0:33parts automatically.
  22. 0:35Then we gonna generate
  23. 0:35variations and turn them
  24. 0:37all into 3D with
  25. 0:39best 3D AI available
  26. 0:40right now.
  27. 0:41And of course, we
  28. 0:42gonna bring it to
  29. 0:43Unreal Engine and how
  30. 0:44to interchange outfits, weapons,
  31. 0:47accessories in real time.
  32. 0:49This is probably one
  33. 0:50of the fastest and
  34. 0:51most practical workflow that
  35. 0:53you can use right
  36. 0:54now.
  37. 0:55Steph here, let's start.
  38. 0:56As always, it all
  39. 0:57starts with the idea.
  40. 0:59Luckily for me, I
  41. 1:00already brainstormed some idea
  42. 1:02with ChatGPT and I
  43. 1:03got something like this.
  44. 1:05So, first of all,
  45. 1:06I'm absolutely enchanted by
  46. 1:08Japanese culture and there
  47. 1:09is a kitsune, you
  48. 1:10might know, this white
  49. 1:12fox with plenty of
  50. 1:13tails.
  51. 1:14We gonna take this
  52. 1:15concept and we gonna
  53. 1:16create some variations of
  54. 1:18top outfit, bottom outfit,
  55. 1:20gonna create two bag
  56. 1:21accessories and two weapons.
  57. 1:23Sounds cool?
  58. 1:24Let's get started.
  59. 1:25One thing I did
  60. 1:26before start is that
  61. 1:27I made cleaner version
  62. 1:28of character sheet and
  63. 1:30I do have a
  64. 1:30dedicated video about it.
  65. 1:32The link will be
  66. 1:32somewhere here.
  67. 1:33When we do have
  68. 1:34it, we gonna jump
  69. 1:35into next stage.
  70. 1:36And today, I gonna
  71. 1:37present you one really,
  72. 1:39really cool finding.
  73. 1:40The name is AssetHub
  74. 1:42and these guys created
  75. 1:43a really usable tool
  76. 1:45or I should say,
  77. 1:46workflow, putting all the
  78. 1:48best tools in one
  79. 1:50place.
  80. 1:50Let me show you
  81. 1:51how it works.
  82. 1:52So, let's go to
  83. 1:53workflows, create new workflow.
  84. 1:55Let's call it Hero
  85. 1:56Assets, simple, create.
  86. 1:57And now, it suggests
  87. 1:59to upload the assets.
  88. 2:00And that's exactly what
  89. 2:01we gonna need to
  90. 2:01do.
  91. 2:02We gonna upload the
  92. 2:03image that we prepared.
  93. 2:04Here we go.
  94. 2:05Whenever we upload the
  95. 2:06image, image better to
  96. 2:07be in A or
  97. 2:08T post.
  98. 2:09It works better that
  99. 2:10way.
  100. 2:10And when the image
  101. 2:11is uploaded, let's press
  102. 2:13start 3D production.
  103. 2:14And it will start
  104. 2:15processing.
  105. 2:16So, you see, it
  106. 2:17already is starting to
  107. 2:18detect post.
  108. 2:19And this tool works
  109. 2:20best with A or
  110. 2:21T post characters.
  111. 2:23Okay, we gonna give
  112. 2:24it some time.
  113. 2:25And here, you can
  114. 2:26also choose the allowed
  115. 2:28models.
  116. 2:28This will be basically
  117. 2:29needed for the later
  118. 2:30stage.
  119. 2:31We gonna leave only
  120. 2:323.3.1, but
  121. 2:33maybe we gonna use
  122. 2:343.3.1 actually.
  123. 2:36You can change it
  124. 2:36later.
  125. 2:37Okay, so we can
  126. 2:38see A post detected
  127. 2:39and it actually started
  128. 2:40to do analysis.
  129. 2:41Analysis basically means it
  130. 2:44actually extracted some parts
  131. 2:45that you can see
  132. 2:46here.
  133. 2:47And I'm pretty happy
  134. 2:47with that.
  135. 2:48We gonna press confirm
  136. 2:49and start.
  137. 2:50And voila, instead of
  138. 2:52doing all of that
  139. 2:53manually, prompting through not
  140. 2:55a banana, as I
  141. 2:56was usually doing, we
  142. 2:58creating this at one
  143. 2:59click of a button.
  144. 3:00How cool is that?
  145. 3:02I don't know.
  146. 3:03This is absolutely must
  147. 3:04have feature everywhere.
  148. 3:06And these guys are
  149. 3:07first to introduce it.
  150. 3:08So, after a while,
  151. 3:09we do have all
  152. 3:10parts.
  153. 3:10And they are amazing.
  154. 3:12Not all of them,
  155. 3:13but that's easy to
  156. 3:14address.
  157. 3:14So, let's say I'm
  158. 3:15not happy with the
  159. 3:16head.
  160. 3:16I gonna press reject.
  161. 3:18And here, I gonna
  162. 3:19drop the prompts that
  163. 3:20will contain ears.
  164. 3:22Or you can simply
  165. 3:22also say like, fox
  166. 3:24head with ears.
  167. 3:25And that will also
  168. 3:26work.
  169. 3:26And then press regenerate.
  170. 3:28Other than that, I'm
  171. 3:28pretty happy with the
  172. 3:29result.
  173. 3:30We can go accept
  174. 3:31them.
  175. 3:31Everything cool.
  176. 3:33Okay.
  177. 3:34Also, while we're waiting
  178. 3:35for a head, let
  179. 3:36me show you something
  180. 3:36cool what you can
  181. 3:37do more here.
  182. 3:38You can actually take
  183. 3:39any image, drag this
  184. 3:41line, and add a
  185. 3:42node like multi-view
  186. 3:43generation and create a
  187. 3:45multi-view for a
  188. 3:46specific asset.
  189. 3:47There is option to
  190. 3:48select two or four
  191. 3:49multi-view.
  192. 3:49We're gonna go with
  193. 3:50two for now.
  194. 3:51And here, you can
  195. 3:52see the results for
  196. 3:53a build.
  197. 3:54How cool is that?
  198. 3:55Just one node and
  199. 3:56you create multi-view
  200. 3:57images.
  201. 3:58You are not happy
  202. 3:58with it.
  203. 3:59You just recreate it.
  204. 4:00All in one place.
  205. 4:01Forget about prompting.
  206. 4:02Moreover, you can use
  207. 4:04split images, which will
  208. 4:05basically split already created
  209. 4:08part into some sub
  210. 4:09parts like that.
  211. 4:11That might be very,
  212. 4:12very useful if you
  213. 4:13want to create some
  214. 4:14specific element and be
  215. 4:15flexible how you control
  216. 4:16it.
  217. 4:17Also very useful.
  218. 4:18Now, you can see
  219. 4:19that from my image,
  220. 4:21the katana wasn't generated.
  221. 4:22So you can rerun
  222. 4:24this process, but you
  223. 4:25can also do that
  224. 4:26easier.
  225. 4:26We can go and
  226. 4:27create node called generate
  227. 4:29image, which is basically
  228. 4:30nano banana.
  229. 4:31So you don't need
  230. 4:32to go nano banana
  231. 4:33from here, which is
  232. 4:34for me already a
  233. 4:35lot of time saved.
  234. 4:36And I'm gonna drop
  235. 4:37the prompt I created
  236. 4:38with GPT to extract
  237. 4:39the katana alone.
  238. 4:41And here in batch
  239. 4:41size, I'll just set
  240. 4:43it to a few
  241. 4:43more images and let's
  242. 4:45run it.
  243. 4:46And here we go.
  244. 4:47One of the image
  245. 4:48is exactly what I
  246. 4:49need.
  247. 4:49One image actually failed,
  248. 4:50but that happens all
  249. 4:52the time.
  250. 4:52Let's take this image
  251. 4:54for the katana.
  252. 4:55When we have parts
  253. 4:56extracted, it's time to
  254. 4:57start creating 3D models.
  255. 4:59What we're gonna do
  256. 5:00is that we're gonna
  257. 5:01select with shift all
  258. 5:03the parts that we're
  259. 5:04happy with.
  260. 5:04I'm gonna choose outfit
  261. 5:05accessories first.
  262. 5:07Then we're gonna need
  263. 5:08to press this button,
  264. 5:09this cube, which will
  265. 5:10basically create 3D generation
  266. 5:12nodes from all of
  267. 5:14them in a batch.
  268. 5:15For all these parts,
  269. 5:16I'm gonna choose 3
  270. 5:17.1 just to preserve
  271. 5:19more details on geometry.
  272. 5:20And on asset hub,
  273. 5:21it will not create
  274. 5:22like millions of polygon.
  275. 5:24It will suggest optimal
  276. 5:25amounts.
  277. 5:26Let's press generate.
  278. 5:27And here we go.
  279. 5:28It automatically created all
  280. 5:29the nodes and I
  281. 5:30can run them all
  282. 5:31at once.
  283. 5:32That's amazing time save.
  284. 5:33In reality, you don't
  285. 5:35need to create two
  286. 5:36shoes, two bracers.
  287. 5:38This is only for
  288. 5:39demonstration.
  289. 5:40But we'll be able
  290. 5:41to choose the best
  291. 5:41one and use it
  292. 5:42later.
  293. 5:43All right.
  294. 5:44And we're gonna do
  295. 5:45the same exactly for
  296. 5:46the head and for
  297. 5:48the body.
  298. 5:49But here we're gonna
  299. 5:49choose a triple P1
  300. 5:51because shape of the
  301. 5:52head and body is
  302. 5:53simpler and I want
  303. 5:54it to be a
  304. 5:55low poly right away.
  305. 5:56And let's review the
  306. 5:57results.
  307. 5:58Here we have all
  308. 5:58the models generated and
  309. 6:00the body with the
  310. 6:01head.
  311. 6:01And I think the
  312. 6:02result is amazing.
  313. 6:03The head is awesome
  314. 6:04and it's already low
  315. 6:06poly.
  316. 6:06Cool.
  317. 6:07You can preview the
  318. 6:08mesh here.
  319. 6:09Just an amazing job.
  320. 6:10There is some problem
  321. 6:11with normal map, but
  322. 6:12I think we can
  323. 6:13address that easily.
  324. 6:14Okay, here we can
  325. 6:15preview the pants and
  326. 6:16you can see it's
  327. 6:17not million of polygons.
  328. 6:18It's like around 100K
  329. 6:20and we'll be able
  330. 6:21to reduce that later.
  331. 6:22Or maybe I'll just
  332. 6:23recreate it with P1
  333. 6:24and see which version
  334. 6:25I like more.
  335. 6:26If you don't know
  336. 6:27guys, triple is right
  337. 6:28now definitely the best
  338. 6:29model.
  339. 6:30It is really cool
  340. 6:30that asset hub already
  341. 6:31integrates them.
  342. 6:32By the way, there
  343. 6:33is a full video
  344. 6:34review on my channel
  345. 6:35about triple.
  346. 6:36Take a look if
  347. 6:36you missed it.
  348. 6:37It's insane how good
  349. 6:38it is.
  350. 6:39And it all already
  351. 6:40available in asset hub
  352. 6:41as well.
  353. 6:42So just like that,
  354. 6:42we created all the
  355. 6:43base assets and they
  356. 6:44look quite well.
  357. 6:45We don't need to
  358. 6:46jump to another tools.
  359. 6:47And the next step,
  360. 6:48of course, we're going
  361. 6:48to need to create
  362. 6:49some variations as I
  363. 6:51promised.
  364. 6:52So how are we
  365. 6:52going to do that?
  366. 6:53Like there's multiple ways
  367. 6:54to do that.
  368. 6:55I could have basically
  369. 6:55used nano banana, but
  370. 6:57I will do that
  371. 6:57right here.
  372. 6:58Can I go generate
  373. 6:59image?
  374. 7:00And here we're going
  375. 7:01to drop a prompt
  376. 7:02that will create a
  377. 7:03variation.
  378. 7:04Of course, the prompt
  379. 7:05was created with JGPT
  380. 7:06guys.
  381. 7:07No magic, no hard
  382. 7:08skills.
  383. 7:09Just explain what you
  384. 7:10want, the variation, how
  385. 7:11it should look.
  386. 7:12And let's create a
  387. 7:12lot of variations and
  388. 7:14choose like the best.
  389. 7:15Okay, let's run it.
  390. 7:16And here we go.
  391. 7:17Pretty nice options.
  392. 7:18And I'm going to
  393. 7:19choose this one.
  394. 7:20Okay, so and from
  395. 7:21this one, we're going
  396. 7:22to extract the top
  397. 7:24and shorts, right?
  398. 7:26We can actually try
  399. 7:27to do that with
  400. 7:28this split image.
  401. 7:29And we can also
  402. 7:30try to generate multi
  403. 7:31-view image.
  404. 7:32Also, I'm going to
  405. 7:32need another weapon.
  406. 7:34So we're going to
  407. 7:35add another node image
  408. 7:37generation.
  409. 7:37And here I created
  410. 7:38a prompt that will
  411. 7:40create a sickle stylize
  412. 7:42it that fits my
  413. 7:43character.
  414. 7:43So here you can
  415. 7:44see the prompt preview.
  416. 7:45Pretty much what GPT
  417. 7:46gave me.
  418. 7:47Let's increase the batch
  419. 7:48size and let's do
  420. 7:49that.
  421. 7:50So here are the
  422. 7:51results.
  423. 7:52Okay, we do have
  424. 7:53some cool examples.
  425. 7:54I think I'm going
  426. 7:56to choose this one.
  427. 7:57Okay, we're going to
  428. 7:58take it and we
  429. 7:59can create 3D model
  430. 8:00of it right away.
  431. 8:01We select node image
  432. 8:02to mesh.
  433. 8:02And of course, we're
  434. 8:03going to choose triple
  435. 8:043.1 or triple
  436. 8:05P1, up to you.
  437. 8:08And here we can
  438. 8:08see the model.
  439. 8:09We can preview that.
  440. 8:10And the result is
  441. 8:11amazing.
  442. 8:12Result is amazing.
  443. 8:13But there's quite a
  444. 8:14lot of polygons because
  445. 8:15it's set to polycount
  446. 8:17adapter.
  447. 8:18So we can easily
  448. 8:19fix that.
  449. 8:20How do we address
  450. 8:20it?
  451. 8:20We press here and
  452. 8:22we choose the polycount.
  453. 8:23Let's say for this
  454. 8:24object, I think 8K
  455. 8:25will be enough.
  456. 8:27So we're going to
  457. 8:27recreate in 8K.
  458. 8:29And after it's done,
  459. 8:30we can take a
  460. 8:31look again.
  461. 8:32And yeah, that's exactly
  462. 8:33what we need.
  463. 8:348K for this asset
  464. 8:35is okay.
  465. 8:36The similar way you
  466. 8:37can process all the
  467. 8:38assets as well.
  468. 8:39Okay, let's go back
  469. 8:40to where we did
  470. 8:42a split image of
  471. 8:43our character.
  472. 8:44And here's one very
  473. 8:45interesting image that we
  474. 8:46want.
  475. 8:47I already used it
  476. 8:48and split image into
  477. 8:50three parts.
  478. 8:51And I got exactly
  479. 8:52what I need.
  480. 8:52I got the top
  481. 8:54and the shorts.
  482. 8:55That will be my
  483. 8:56variations of top and
  484. 8:57bottom.
  485. 8:57And we're going to
  486. 8:58create 3D models as
  487. 9:00well.
  488. 9:00Lastly, I need a
  489. 9:01variation for a back
  490. 9:02accessory instead of a
  491. 9:03hat.
  492. 9:04So we're going to
  493. 9:05take a multi-view
  494. 9:06image that we just
  495. 9:07created.
  496. 9:07Form that second variation.
  497. 9:09We're going to go
  498. 9:10and use generate image
  499. 9:13node.
  500. 9:13The prompt says generate
  501. 9:14only a stylized travel
  502. 9:16backpack as a standalone
  503. 9:183D asset.
  504. 9:19That will fit my
  505. 9:20character, blah, blah, blah.
  506. 9:21Instead of a hat.
  507. 9:22Always ask GPT to
  508. 9:24help you with the
  509. 9:24prompting.
  510. 9:25It's really good in
  511. 9:26that.
  512. 9:26And just like that,
  513. 9:27we do have the
  514. 9:28backpacks.
  515. 9:29Okay, here are the
  516. 9:30results.
  517. 9:30And I really like
  518. 9:32this one.
  519. 9:32So we're going to
  520. 9:33go and create 3D
  521. 9:35model from it.
  522. 9:36Image to mesh, choose
  523. 9:37the right model.
  524. 9:38We can try P1
  525. 9:39in this case and
  526. 9:41just run the node.
  527. 9:41All right, so it's
  528. 9:43time to review results.
  529. 9:45Here we go.
  530. 9:46And just like that,
  531. 9:47we created all needed
  532. 9:49parts guys in one
  533. 9:51place.
  534. 9:51Look, how cool is
  535. 9:52that?
  536. 9:53Like we can see
  537. 9:54all the process.
  538. 9:55We can go back.
  539. 9:55We can iterate.
  540. 9:56Everything is connected and
  541. 9:58logical.
  542. 9:58I think it's quite
  543. 9:59an amazing tool.
  544. 10:00And if you guys
  545. 10:01want to try this
  546. 10:01amazing tool, the link
  547. 10:03and all the details
  548. 10:04is of course in
  549. 10:05the description.
  550. 10:06When that's done, it's
  551. 10:07time to download all
  552. 10:08the assets and bring
  553. 10:09them to Blender.
  554. 10:10Okay, so now it's
  555. 10:12time to cook in
  556. 10:13Blender.
  557. 10:13So first thing first,
  558. 10:14we're going to assemble
  559. 10:15body.
  560. 10:16That will be our
  561. 10:17base.
  562. 10:17So let's drop head,
  563. 10:19body and bracers to
  564. 10:21the Blender.
  565. 10:22So I just gonna
  566. 10:22drag and drop them.
  567. 10:24And here we are.
  568. 10:25Of course, it makes
  569. 10:25sense to name them
  570. 10:26properly to not be
  571. 10:28confused.
  572. 10:28And let's actually start
  573. 10:30positioning them.
  574. 10:31So if you watch
  575. 10:32my previous video, you
  576. 10:33already know that there
  577. 10:34are a few things
  578. 10:35that you always need
  579. 10:36to do is to
  580. 10:37merge vertices by distance.
  581. 10:39Especially if you exported
  582. 10:41it as GLP.
  583. 10:42So basically select all
  584. 10:43mesh, go edit modes,
  585. 10:45press M on the
  586. 10:46keyboard and choose by
  587. 10:47distance.
  588. 10:48Another thing might be
  589. 10:49is to fix the
  590. 10:50shading.
  591. 10:51So you can see
  592. 10:51it's sort of like
  593. 10:52flat shaded.
  594. 10:53We're going to go
  595. 10:53add modifier called normals,
  596. 10:55weighted normal.
  597. 10:57And that we're going
  598. 10:57to fix it.
  599. 10:58And we're going to
  600. 10:59choose copy to select.
  601. 11:00Basically to add the
  602. 11:01same modifier for all
  603. 11:03of the objects.
  604. 11:04Now we can apply
  605. 11:05modifier by control A.
  606. 11:07And let's do some
  607. 11:08positioning.
  608. 11:08So I do use
  609. 11:10some hotkeys, but you
  610. 11:11can do the same
  611. 11:12thing exactly with the
  612. 11:13transforms here.
  613. 11:14I of course have
  614. 11:15a video explaining the
  615. 11:17bare minimum that you
  616. 11:18need to know about
  617. 11:18controls in Blender to
  618. 11:19be able to do
  619. 11:20exact same thing in
  620. 11:22no time.
  621. 11:23Okay, when the objects
  622. 11:24are positioned, we might
  623. 11:25need to use sculpt
  624. 11:28modes.
  625. 11:29And there is like
  626. 11:29an amazing elastic grab
  627. 11:31brush, which is absolutely
  628. 11:33amazing.
  629. 11:34You just grab some
  630. 11:34parts and extend helps
  631. 11:36to align objects.
  632. 11:37We're going to use
  633. 11:38it pretty much all
  634. 11:39the time today.
  635. 11:40And you can see
  636. 11:41like the things getting
  637. 11:42better and better.
  638. 11:43I also spot some
  639. 11:44issue with roughness map.
  640. 11:46So I'm going to
  641. 11:47disable roughness map and
  642. 11:49set it to be
  643. 11:50more rough called mate.
  644. 11:53Okay.
  645. 11:53Then of course, we're
  646. 11:55going to go select
  647. 11:56all objects, press control
  648. 11:58A and select rotation
  649. 11:59and scale, or even
  650. 12:01all transforms.
  651. 12:02We will basically say
  652. 12:03that this current position
  653. 12:04is the new original
  654. 12:06position.
  655. 12:07Now we can add
  656. 12:08mirror modifier, choose Y
  657. 12:09axis and mirror object
  658. 12:11as a body.
  659. 12:12And here we go.
  660. 12:13We already have mirrored
  661. 12:14our bracer.
  662. 12:15So pretty much we
  663. 12:17are happy.
  664. 12:18I'm going to go
  665. 12:19remove some polygons that
  666. 12:21are intersecting on the
  667. 12:23head.
  668. 12:23I'm going to select
  669. 12:24them with the hotkeys
  670. 12:24or you can select
  671. 12:25them otherwise.
  672. 12:26Boom, removed.
  673. 12:28And just so we
  674. 12:29don't have some hidden
  675. 12:29stuff.
  676. 12:30And again, in sculpt
  677. 12:32modes using the same
  678. 12:33elastic grab, just adjust
  679. 12:35the shape a little
  680. 12:36bit.
  681. 12:36When that's done, let's
  682. 12:37join all objects by
  683. 12:39selecting them and pressing
  684. 12:40control J.
  685. 12:41And that will be
  686. 12:42our new object called
  687. 12:44body.
  688. 12:44Let's also position it
  689. 12:46at above the ground.
  690. 12:47And now first step
  691. 12:48here is done.
  692. 12:49And guys, before we
  693. 12:49continue, I really want
  694. 12:51you to ask to
  695. 12:51like and subscribe to
  696. 12:53my channel because more
  697. 12:54than 80% of
  698. 12:55viewers are watching without
  699. 12:57subscription.
  700. 12:57Please press that button.
  701. 12:59So more people can
  702. 13:00watch this amazing tutorials
  703. 13:01and I have more
  704. 13:02motivation.
  705. 13:03Now it's time to
  706. 13:04add all the assets
  707. 13:05to the scene and
  708. 13:06start aligning them.
  709. 13:07So this will be
  710. 13:09pretty much exactly the
  711. 13:10same process.
  712. 13:11So always remember a
  713. 13:12few things that you
  714. 13:13need to do.
  715. 13:14Usually you're going to
  716. 13:14need to fix shading.
  717. 13:16Like you can do
  718. 13:17that with shade out
  719. 13:18the smooth or weighted
  720. 13:19normals and stuff like
  721. 13:21that.
  722. 13:21When that fix it,
  723. 13:22if you import as
  724. 13:23GLB, don't forget to
  725. 13:24go and merge vertices.
  726. 13:26You go and edit
  727. 13:27mode, merge vertices, merge
  728. 13:29by distance, usually with
  729. 13:30default settings.
  730. 13:31And lastly, when you
  731. 13:32position the object correctly,
  732. 13:34press control A on
  733. 13:36the object and apply
  734. 13:38rotation and scale at
  735. 13:39least, or maybe apply
  736. 13:41all the rotations.
  737. 13:42And also, if you
  738. 13:42want to work with
  739. 13:44mirror modifier or you
  740. 13:45want correct export to
  741. 13:48any other software, you
  742. 13:50might need to set
  743. 13:51the origin to 3D
  744. 13:52cursor, which basically located
  745. 13:54in the word origin.
  746. 13:55And it will make
  747. 13:56sure that all objects
  748. 13:57are showed the same
  749. 13:58way in Unreal Engine,
  750. 14:00or we're going to
  751. 14:00use accurate for rigging.
  752. 14:01Make sure you follow
  753. 14:02all the simple steps.
  754. 14:03And of course, there's
  755. 14:04more videos on my
  756. 14:05channel, explaining this in
  757. 14:06more details.
  758. 14:07So as you can
  759. 14:08see, I'm just using
  760. 14:09sculpting to adjust the
  761. 14:11shape.
  762. 14:12There is a brush
  763. 14:12called elastic wrap, one
  764. 14:14of my favorite.
  765. 14:15You just basically drag
  766. 14:16it as you do
  767. 14:17it in real life
  768. 14:18and fix the alignment.
  769. 14:20How cool is that?
  770. 14:21There's also like clay
  771. 14:22brush that you can
  772. 14:23like add or remove
  773. 14:24a little bit volume.
  774. 14:26Always with most of
  775. 14:27the brushes, you can
  776. 14:28press control and while
  777. 14:30holding control, it will
  778. 14:31be inversed.
  779. 14:32You cannot inverse elastic
  780. 14:33wrap.
  781. 14:34It basically moves mesh
  782. 14:35where you move it.
  783. 14:36And so just like
  784. 14:37that, I basically adjusted
  785. 14:39every part that we
  786. 14:40created.
  787. 14:41Luckily for me, most
  788. 14:42of them was fitting
  789. 14:43almost perfect.
  790. 14:44So I didn't need
  791. 14:45to spend too much
  792. 14:46time.
  793. 14:47A bit troubles with
  794. 14:48shorts, but that all
  795. 14:49also manageable.
  796. 14:50Let's also position weapons
  797. 14:52in right place.
  798. 14:53And of course, we're
  799. 14:54going to need to
  800. 14:54position the variations of
  801. 14:56top and bottom outfits
  802. 14:59as well as back
  803. 15:00accessories, such as hat,
  804. 15:02backpack, and also later
  805. 15:04we're going to need
  806. 15:04tail of course.
  807. 15:05This whole step all
  808. 15:07together took me around
  809. 15:0820 minutes of real
  810. 15:10time.
  811. 15:10The next step will
  812. 15:11be is to optimize
  813. 15:13our mesh a little
  814. 15:14bit.
  815. 15:14So what I want
  816. 15:15to show you is
  817. 15:16that in game, usually
  818. 15:17if there is a
  819. 15:19parts that are covered
  820. 15:20and never seen, like
  821. 15:21let's say we do
  822. 15:23have shorts and long
  823. 15:24pants and there will
  824. 15:25be a part of
  825. 15:25legs that will never
  826. 15:26be shown.
  827. 15:27So we can actually
  828. 15:28remove it.
  829. 15:29So in my case,
  830. 15:30I will remove this
  831. 15:31parts under the pants
  832. 15:33and we can technically
  833. 15:34remove this parts under
  834. 15:36the scarf because it
  835. 15:37will always be covered.
  836. 15:39It's not only optimization
  837. 15:40issue, it's also that
  838. 15:42you'll have less problems
  839. 15:44with rigging.
  840. 15:45Imagine like the knee
  841. 15:46will never go through
  842. 15:47the pants because there
  843. 15:49is no knee physically
  844. 15:50there, but it will
  845. 15:51look the same.
  846. 15:52However, if you intend
  847. 15:53to show him without
  848. 15:54shorts or pants, it
  849. 15:56is of course making
  850. 15:57sense to keep it.
  851. 15:58So the logic here
  852. 15:59is simple.
  853. 16:00I'll just remove the
  854. 16:01polygons that are covered.
  855. 16:03So here's the results.
  856. 16:05You can of course
  857. 16:05cut it more nicely,
  858. 16:07but we're not going
  859. 16:08to spend more time
  860. 16:09on this.
  861. 16:09This is just an
  862. 16:10example.
  863. 16:11All right, now it's
  864. 16:12time to actually do
  865. 16:13a rigging.
  866. 16:14So many people think
  867. 16:15that you can rig
  868. 16:16one object at once,
  869. 16:17but you're actually not.
  870. 16:18You can rig as
  871. 16:19much as object as
  872. 16:20you want or the
  873. 16:21limit of the software.
  874. 16:22So in my case,
  875. 16:23we're gonna export all
  876. 16:24objects that needs to
  877. 16:25be rigged except rigid
  878. 16:27objects.
  879. 16:27What is the rigid
  880. 16:28object?
  881. 16:29This is a katana,
  882. 16:30a seat, a hat.
  883. 16:31Why?
  884. 16:31Because katana are not
  885. 16:32moving according to the
  886. 16:34leg.
  887. 16:34Is a rigid object
  888. 16:35that is usually stick
  889. 16:37to one point, to
  890. 16:38the belt, for example.
  891. 16:40Same as hat.
  892. 16:40We can keep backpack
  893. 16:42because backpack is not
  894. 16:43rigid.
  895. 16:44Okay, let's select all
  896. 16:45the parts and we're
  897. 16:46gonna export it as
  898. 16:47FBX.
  899. 16:48Here in export setting,
  900. 16:50choose selected objects only.
  901. 16:52And in armature, don't
  902. 16:53forget to uncheck add
  903. 16:55leave bones just in
  904. 16:56case for later.
  905. 16:57Now we're gonna go
  906. 16:58to AcroRig, which is
  907. 16:59a free software, but
  908. 17:00some of the advanced
  909. 17:01asset packs, like animation
  910. 17:03packs are paid here.
  911. 17:04So I think that's
  912. 17:05a fair model.
  913. 17:06You are not forced
  914. 17:07to buy them.
  915. 17:07You'll have a basic
  916. 17:09animation pack available after
  917. 17:11you rig the character.
  918. 17:12And you can map
  919. 17:13another animation for the
  920. 17:14skeleton in Unreal Engine,
  921. 17:15for example.
  922. 17:16So the process here
  923. 17:17is simple.
  924. 17:19This software will guide
  925. 17:20you through all the
  926. 17:21steps.
  927. 17:21Put the character in
  928. 17:22the right pose, set
  929. 17:24the points where they
  930. 17:25should be.
  931. 17:26There are more than
  932. 17:27in Mixamo.
  933. 17:28So it's like more
  934. 17:29accurate.
  935. 17:29You set the points
  936. 17:30for the body.
  937. 17:31Then you do same
  938. 17:32thing for the hands
  939. 17:33and rig it.
  940. 17:34When it's rigged, you
  941. 17:35can calibrate it.
  942. 17:36This is quite important
  943. 17:37step.
  944. 17:37Sometimes you need to
  945. 17:39adjust bones so the
  946. 17:41movement look natural, especially
  947. 17:43it is valid for
  948. 17:44characters that might have
  949. 17:46fat belly or non
  950. 17:47-standard proportions.
  951. 17:48So here you can
  952. 17:49choose the pose and
  953. 17:50adjust the bone movement
  954. 17:52a little bit until
  955. 17:53it look natural.
  956. 17:54So this is exactly
  957. 17:55what I did.
  958. 17:55And we have nicer
  959. 17:57look.
  960. 17:57When that's done, there
  961. 17:58is one cool thing
  962. 17:59here that will save
  963. 18:00us time.
  964. 18:01That we can actually
  965. 18:02export it as Unreal
  966. 18:03Engine skeleton.
  967. 18:04That's exactly what we
  968. 18:06want.
  969. 18:06Let's export it as
  970. 18:07FBX.
  971. 18:08Then continue in Blender.
  972. 18:09Okay, now we do
  973. 18:10have an armature.
  974. 18:12And this is the
  975. 18:13time to add last
  976. 18:14pieces like tail and
  977. 18:16rigid accessories.
  978. 18:17So behind the scene,
  979. 18:18I also generate a
  980. 18:19tail because I forgot
  981. 18:19to make it.
  982. 18:20And here's how the
  983. 18:21process look.
  984. 18:22We'll basically need to
  985. 18:24add this tail to
  986. 18:25the armature.
  987. 18:26And here I show
  988. 18:27you some advanced technique.
  989. 18:29I'll add bones to
  990. 18:30this tail and then
  991. 18:31attach these bones to
  992. 18:33a base armature.
  993. 18:34Those will not be
  994. 18:35animated but we're gonna
  995. 18:36animate them in Unreal
  996. 18:38Engine with physics.
  997. 18:40So we're gonna not
  998. 18:41focus on this part
  999. 18:42in this tutorial.
  1000. 18:43This is an extra.
  1001. 18:45You might not have
  1002. 18:46a character with tail
  1003. 18:47but let me know
  1004. 18:48if you want more
  1005. 18:49details on that.
  1006. 18:50For now, it's gonna
  1007. 18:50be time-lapse.
  1008. 18:51So we save time
  1009. 18:52for another stuff to
  1010. 18:53not make this video
  1011. 18:55too long.
  1012. 18:55So the final result
  1013. 18:56of this step is
  1014. 18:57that tail connected and
  1015. 18:59each tail has its
  1016. 19:00own bones.
  1017. 19:01They are not animated
  1018. 19:02yet.
  1019. 19:02They're static.
  1020. 19:03They just connected to
  1021. 19:04one bone of main
  1022. 19:06skeleton.
  1023. 19:07That's exactly what we
  1024. 19:08need to set the
  1025. 19:09physics.
  1026. 19:09But one thing that
  1027. 19:10you need to know
  1028. 19:11is how to add
  1029. 19:12a static objects like
  1030. 19:14rigid one.
  1031. 19:14So here's the simplest
  1032. 19:16way to do that.
  1033. 19:17First of all, make
  1034. 19:18sure all transforms are
  1035. 19:19applied with control A,
  1036. 19:21rotation, scale, transform A,
  1037. 19:23all transformation, all of
  1038. 19:24that.
  1039. 19:24Now with shift, I
  1040. 19:25selected all objects and
  1041. 19:27then I selected the
  1042. 19:28armature.
  1043. 19:28We're gonna press control
  1044. 19:30P and choose with
  1045. 19:31empty groups.
  1046. 19:33That will basically parent
  1047. 19:34all these objects to
  1048. 19:35armature but with no
  1049. 19:37weights assigned.
  1050. 19:38That's cool because now
  1051. 19:40we can go to
  1052. 19:40data tab and here
  1053. 19:42in vertex groups, we're
  1054. 19:44gonna need to find
  1055. 19:45pelvis.
  1056. 19:45That's the center bone
  1057. 19:46that's usually represent the
  1058. 19:49base of a character.
  1059. 19:49See that katana is
  1060. 19:51now selected and then
  1061. 19:52I can go to
  1062. 19:53weight paint.
  1063. 19:54Here, we're gonna choose
  1064. 19:54gradient paints and we'll
  1065. 19:56just need to make
  1066. 19:56sure this katana will
  1067. 19:58be now red.
  1068. 19:59So what's happening right
  1069. 20:00now, I selected pelvis
  1070. 20:02bone and I assigning
  1071. 20:04like 100% weight
  1072. 20:05to that bone of
  1073. 20:06the katana, which means
  1074. 20:08that katana will 100
  1075. 20:09% follow the pelvis
  1076. 20:11movement.
  1077. 20:12So you can see
  1078. 20:12if I press on
  1079. 20:13any other bone and
  1080. 20:14it will be blue,
  1081. 20:15which means zero.
  1082. 20:16Same exact thing we're
  1083. 20:17gonna need to do
  1084. 20:18for sit.
  1085. 20:19Okay, make it red.
  1086. 20:21But for the head,
  1087. 20:22we're gonna need to
  1088. 20:22choose another bone.
  1089. 20:24First of all, let's
  1090. 20:24align it a little
  1091. 20:25bit better.
  1092. 20:26Make sure all transformations
  1093. 20:27are applied and here
  1094. 20:29we're gonna choose neck
  1095. 20:3101 bone.
  1096. 20:32Apply the weights with
  1097. 20:33gradient painting and now
  1098. 20:35if we go to
  1099. 20:36the pose mode and
  1100. 20:37try to move this
  1101. 20:38neck one, you can
  1102. 20:39see how it works,
  1103. 20:40right?
  1104. 20:40So like whenever neck
  1105. 20:41is moving, on head
  1106. 20:43is following neck exactly
  1107. 20:44and same will happen
  1108. 20:45with four pelvis.
  1109. 20:46If we move the
  1110. 20:47character moves, weapons follows.
  1111. 20:50Now we're finally ready
  1112. 20:51to move to Unreal
  1113. 20:52Engine.
  1114. 20:53What I'm gonna do
  1115. 20:54now is I'll assign
  1116. 20:55proper names to all
  1117. 20:56objects to be able
  1118. 20:57to manage them in
  1119. 20:58Unreal Engine, of course.
  1120. 21:00Then I'm gonna export
  1121. 21:01them one by one
  1122. 21:02by logical parts.
  1123. 21:03So if you're gonna
  1124. 21:04use selected objects, make
  1125. 21:06sure the armature and
  1126. 21:07the object on it
  1127. 21:08is selected.
  1128. 21:09So object is expert
  1129. 21:10with armature.
  1130. 21:11So we're gonna export
  1131. 21:12main body, backpack, we're
  1132. 21:14gonna export hats.
  1133. 21:15We're gonna export top
  1134. 21:16outfits alone, weapons and
  1135. 21:19so forth.
  1136. 21:20Pretty much the same
  1137. 21:21logic.
  1138. 21:21Technically you can also
  1139. 21:22export them all together
  1140. 21:24but it will be
  1141. 21:25a little bit more
  1142. 21:25difficult to manage in
  1143. 21:26Unreal Engine.
  1144. 21:27So here's the final
  1145. 21:28list of objects we
  1146. 21:29have.
  1147. 21:30Main body to top
  1148. 21:31outfits to bottom outfits
  1149. 21:33to weapons and to
  1150. 21:35back accessory.
  1151. 21:36And it means it's
  1152. 21:37finally time to open
  1153. 21:38Unreal Engine and create
  1154. 21:40a third person template.
  1155. 21:42Let's do that.
  1156. 21:43Okay, so here we're
  1157. 21:44gonna do some Unreal
  1158. 21:45Engine match.
  1159. 21:46We're gonna not go
  1160. 21:47into every detail, but
  1161. 21:49of course, guys, if
  1162. 21:50you want me to
  1163. 21:51go deep into this,
  1164. 21:52let me know in
  1165. 21:53the comments and maybe
  1166. 21:54consider a video how
  1167. 21:55I do that.
  1168. 21:56The whole thing here
  1169. 21:57will be to import
  1170. 21:59the body first and
  1171. 22:00we're gonna replace default
  1172. 22:01third character to our
  1173. 22:02character.
  1174. 22:03How it's done, we
  1175. 22:04basically import main body
  1176. 22:05first.
  1177. 22:06Then we're gonna also
  1178. 22:07assign some shaders and
  1179. 22:09stuff.
  1180. 22:09I use here the
  1181. 22:10same toon shader that
  1182. 22:11I used in my
  1183. 22:12video where I created
  1184. 22:13the whole scene.
  1185. 22:14You're gonna definitely want
  1186. 22:15to take a look
  1187. 22:16on that one.
  1188. 22:16That's a toon shader
  1189. 22:17script that you drop
  1190. 22:18it here and it
  1191. 22:19allow you to create
  1192. 22:20toon material, quite easy.
  1193. 22:22Okay, so here we
  1194. 22:23can preview this.
  1195. 22:24And the first thing
  1196. 22:25we're gonna need to
  1197. 22:26retarget animation and skeleton.
  1198. 22:28So we're gonna go
  1199. 22:29find ABP many, retarget
  1200. 22:31animations, choose our main
  1201. 22:33body and basically try
  1202. 22:35to retarget everything.
  1203. 22:36Since we exported skeleton
  1204. 22:37from acrylic, we should
  1205. 22:39have everything all fine
  1206. 22:41and we're gonna need
  1207. 22:42to export all the
  1208. 22:43animations.
  1209. 22:44We'll just need to
  1210. 22:44set prefix as Fox,
  1211. 22:47I think.
  1212. 22:47All right, and we
  1213. 22:48do have all animations.
  1214. 22:50So now we go
  1215. 22:51to characters, Fox.
  1216. 22:52We see all the
  1217. 22:53animations export, which is
  1218. 22:54cool.
  1219. 22:55And we might see
  1220. 22:55like one animations is
  1221. 22:57broken and I figured
  1222. 22:58out that you can
  1223. 22:59fix it.
  1224. 22:59If you go here,
  1225. 23:01you can go here,
  1226. 23:02you can go to
  1227. 23:02compression error threshold, set
  1228. 23:04it to zero and
  1229. 23:05then set it to
  1230. 23:05one again and it
  1231. 23:06sort of fixes.
  1232. 23:07Later we go to
  1233. 23:08find the BP third
  1234. 23:10person, which is this
  1235. 23:12one.
  1236. 23:12You can create a
  1237. 23:13child blueprint or we
  1238. 23:14can replace it right
  1239. 23:15here.
  1240. 23:16So here in skeletal
  1241. 23:17mesh assets, we're just
  1242. 23:18gonna select our skeletal
  1243. 23:20assets.
  1244. 23:20And for animation class,
  1245. 23:22we're gonna select Fox
  1246. 23:24ABP many, which we
  1247. 23:25just got from retargeting.
  1248. 23:27And here's the result
  1249. 23:28so far already.
  1250. 23:29So we already have
  1251. 23:30something moving.
  1252. 23:31That's the long story
  1253. 23:31short.
  1254. 23:32After that, we need
  1255. 23:33to start adding the
  1256. 23:34rest of the accessories.
  1257. 23:35So we're gonna just
  1258. 23:36import them, create them,
  1259. 23:38make sure we have
  1260. 23:38the right shader, then
  1261. 23:40add all the objects
  1262. 23:42on same blueprints, basically
  1263. 23:44parenting them to main
  1264. 23:46mesh.
  1265. 23:46And to make sure
  1266. 23:47the animation works together,
  1267. 23:49we're gonna go to
  1268. 23:50main mesh, the blueprints
  1269. 23:51and find set leader
  1270. 23:54pose, drag and drop
  1271. 23:55this Katana here and
  1272. 23:56set it to a
  1273. 23:57target.
  1274. 23:58So basically it will
  1275. 23:59all take the animation
  1276. 24:01from main body.
  1277. 24:02The same way I
  1278. 24:03will add all the
  1279. 24:03assets and connect them
  1280. 24:05in the blueprints, right?
  1281. 24:06Just like that.
  1282. 24:07And if you did
  1283. 24:07everything right, we can
  1284. 24:08actually preview the results
  1285. 24:11and go play around.
  1286. 24:12How cool is that?
  1287. 24:13And of course the
  1288. 24:14tail is not working.
  1289. 24:16That's okay.
  1290. 24:16I will add the
  1291. 24:18physics to them.
  1292. 24:18This is a little
  1293. 24:19bit advanced, but it's
  1294. 24:20easy to learn.
  1295. 24:21We'll basically go to
  1296. 24:21the skeleton, find those
  1297. 24:23bones and add a
  1298. 24:25physics to them.
  1299. 24:25You're gonna enjoy the
  1300. 24:26time-lapse and I'm
  1301. 24:28gonna do a sip
  1302. 24:28of water.
  1303. 24:39So it took me
  1304. 24:39a while to figure
  1305. 24:40out and set the
  1306. 24:42best configuration, but here
  1307. 24:43we go.
  1308. 24:44Here's the results.
  1309. 24:45I think it looks
  1310. 24:46really cool, guys.
  1311. 24:47Guys, I think I
  1312. 24:48deserve like for it.
  1313. 24:50Please hit that button
  1314. 24:51and also subscribe to
  1315. 24:52this channel to not
  1316. 24:53miss out the very
  1317. 24:54cool content that I'm
  1318. 24:55doing for you guys.
  1319. 24:57And now how do
  1320. 24:57we interchange the assets?
  1321. 24:59So the logic here
  1322. 25:00will be very simple.
  1323. 25:02We're just gonna drop
  1324. 25:03some assets across this
  1325. 25:05scene and then we're
  1326. 25:06gonna create some sort
  1327. 25:07of podiums for them.
  1328. 25:08My logic is simple.
  1329. 25:10Since all the assets
  1330. 25:11are already on the
  1331. 25:12character, I'm gonna make
  1332. 25:14some of them invisible.
  1333. 25:16There is a visibility
  1334. 25:17flag on that blueprint.
  1335. 25:19And when we're gonna
  1336. 25:20collision to a podium
  1337. 25:21or cylinder that is
  1338. 25:23near to some asset,
  1339. 25:25one asset will be
  1340. 25:26set invisible and other
  1341. 25:28asset will be visible.
  1342. 25:29So this simple logic,
  1343. 25:31here's how I did
  1344. 25:31that.
  1345. 25:32On the character, there's
  1346. 25:33a blueprint that makes
  1347. 25:35one asset of the
  1348. 25:36same group invisible if
  1349. 25:38one become visible or
  1350. 25:40change the invisibility.
  1351. 25:41So let's say we
  1352. 25:42have shorts.
  1353. 25:43Maybe there is definitely
  1354. 25:45a better way to
  1355. 25:45do that, but this
  1356. 25:46is the only thing
  1357. 25:47came in my mind
  1358. 25:48while recording this video.
  1359. 25:49And there will also
  1360. 25:50be a simple blueprint
  1361. 25:51that will detect the
  1362. 25:52collision with the character.
  1363. 25:53And then we're gonna
  1364. 25:54change the parts.
  1365. 25:55So that was actually
  1366. 25:57a lot of things
  1367. 25:58to do.
  1368. 25:59From the concept, we
  1369. 26:00extracted a lot of
  1370. 26:01parts, created models for
  1371. 26:03them, created variations all
  1372. 26:05in one place.
  1373. 26:06Then we brought that
  1374. 26:06in Blender, simply align
  1375. 26:08objects to the body.
  1376. 26:10Then we rigged that
  1377. 26:10in Acro Rig.
  1378. 26:12Well, rigid objects, we
  1379. 26:13assigned it right in
  1380. 26:14Blender since they need
  1381. 26:15to be attached to
  1382. 26:16one bone only.
  1383. 26:17Then we set it
  1384. 26:18in Unreal Engine, applied
  1385. 26:19Toon Shader, retarget animations
  1386. 26:22for our character and
  1387. 26:23replace a default character
  1388. 26:24with our character in
  1389. 26:26the base blueprint.
  1390. 26:27And now we did
  1391. 26:27simple logic on collision
  1392. 26:29with some objects.
  1393. 26:30We're gonna change them.
  1394. 26:31We're gonna show, hide
  1395. 26:32them on the character.
  1396. 26:34Let's review the results.
  1397. 26:48Hope you enjoyed the
  1398. 26:49video.
  1399. 26:50More content coming soon.
  1400. 26:51Like and subscribe and
  1401. 26:52see you in the
  1402. 26:53next one.

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