Make Your First 3D Character With AI - Complete Guide (2026) — Transcript
Full transcript
- 0:06This amazing character was
- 0:08created within just two
- 0:10days with my new
- 0:12AI workflow
- 0:13And today it's time
- 0:14to break it down
- 0:16into details
- 0:17You guys asked for
- 0:18it, so in this
- 0:19video we're gonna cover
- 0:20all details such as
- 0:22how I separate image
- 0:23and the right parts
- 0:24How I do generation
- 0:26great topology low -poly
- 0:28texturing baking all that
- 0:30stuff including materials and
- 0:32rigging
- 0:32I gonna share new
- 0:33tips on how to
- 0:34achieve more realistic look
- 0:36that I never shared
- 0:37before to stick around
- 0:39till the end
- 0:40And of course we're
- 0:40gonna enjoy it in
- 0:41Unreal Engine in all
- 0:43its beauty
- 0:43This video absolutely require
- 0:45your support guys by
- 0:47hitting that like button
- 0:48and let's get started
- 0:52And today I prepared
- 0:53an amazing reference I
- 0:55was brainstorming for a
- 0:57while already
- 0:57I will actually I
- 0:58was keeping it for
- 0:59a special occasion which
- 1:00is today apparently we
- 1:02do have Queen of
- 1:03Hearts
- 1:04But in very unique
- 1:05style and there's a
- 1:06lot of details I
- 1:07want to show you
- 1:08how to do with
- 1:08you have quite cool
- 1:10hair
- 1:10We have details in
- 1:12the here that we're
- 1:12gonna put I think
- 1:13like we're gonna use
- 1:14this spikes here
- 1:16We have an amazing
- 1:17armor the clothing and
- 1:19everything is very logically
- 1:21assembled here of course
- 1:23I was creating this
- 1:23reference and we have
- 1:24an amazing weapon
- 1:26And today I'll show
- 1:26you one new approach
- 1:28to materials how to
- 1:30make this nice look
- 1:31for a metal for
- 1:32example
- 1:33Will AI of course,
- 1:35but in a smart
- 1:35way now. What is
- 1:36the first thing we
- 1:37need to do when
- 1:38we do have our
- 1:39character ready to be
- 1:41created?
- 1:42We're gonna need to
- 1:42put it into the
- 1:44default post in 3D
- 1:45default post is a
- 1:47post or T post
- 1:48choice might depend on
- 1:50engine animation system that
- 1:52you're gonna use and
- 1:53the character itself
- 1:54I prefer to go
- 1:55with the apos small
- 1:56convenience also
- 1:57I use Acrylic and
- 1:59works better with apos
- 2:00and overall I find
- 2:02it more convenient to
- 2:03work
- 2:03And of course, we're
- 2:04gonna need to separate
- 2:05the weapon and you
- 2:06might ask what is
- 2:07the prompts?
- 2:08I'm using well guys
- 2:09the thing is I
- 2:10do not do any
- 2:11prompting
- 2:12I basically go to
- 2:13charge epit and say
- 2:14I need the prompts
- 2:15to extract my character
- 2:17in a pose on
- 2:19a white background
- 2:21That's it. Please do
- 2:22the prompts and just
- 2:23like that
- 2:24Do you have two
- 2:24prompts that I can
- 2:25use anywhere basically my
- 2:27preference goes into nano
- 2:28banana pro or two
- 2:30and
- 2:31GPT image group. They
- 2:32are extremely good and
- 2:34there's plenty of way
- 2:35how you can get
- 2:35access it even for
- 2:37free
- 2:37And guys in this
- 2:38video I gonna use
- 2:39bunch of tools that
- 2:40are best in my
- 2:41opinion
- 2:41But all this is
- 2:42also possible using only
- 2:44free tools link will
- 2:46be here
- 2:46So you can get
- 2:47idea about a tools
- 2:48and repeat the same
- 2:49workflow now when it's
- 2:51clear how I do
- 2:52the prompting
- 2:52We're gonna need to
- 2:53separate parts and here's
- 2:55the bunch of parts
- 2:56I do have now
- 2:57here
- 2:57It's very important to
- 2:59understand the logic how
- 3:00you're gonna assemble your
- 3:01character
- 3:02How you're gonna process
- 3:03it both materials and
- 3:04stuff you're gonna use
- 3:05and this one is
- 3:06very important
- 3:07And if you watch
- 3:08my videos you might
- 3:09get the logic like
- 3:10for example
- 3:10I for sure gonna
- 3:11extract here in the
- 3:13heads but here's some
- 3:15heads and pretty much
- 3:16all the accessories
- 3:17That are in here.
- 3:20I can regenerate in
- 3:21low -poly right away
- 3:23because generating in low
- 3:24-poly will sell out
- 3:25of time
- 3:26dealing with some mess
- 3:27that can be done
- 3:29with Merjard hair strands
- 3:31while I really appreciate
- 3:32Tripopi1 doing logical measures
- 3:35such as this you
- 3:36can see all the
- 3:37strands are pretty much
- 3:39separated and that is
- 3:40exactly what we need
- 3:42Same goes for the
- 3:43heads. I think P1
- 3:44does really good job
- 3:45with these loops and
- 3:46stuff
- 3:47There's not much details
- 3:48on the head and
- 3:49it will be way
- 3:50more convenient to work
- 3:51with such mesh further
- 3:52We're gonna just cut
- 3:53some faces here and
- 3:55place our eyes and
- 3:56it pretty much looks
- 3:57perfect for me
- 3:58However for all the
- 4:00air more I gonna
- 4:00do that high -poly
- 4:02first
- 4:02Why because I want
- 4:04to bake and preserve
- 4:05these details later?
- 4:06We're creating game -ready
- 4:08character, so it will
- 4:09be eventually quite optimized
- 4:11But those details are
- 4:13very important in nice
- 4:14so to simplify my
- 4:15thinking here is if
- 4:17I have quite a
- 4:18lot of details on
- 4:19some objects. I rather
- 4:20start with high -poly
- 4:22do some sculpting fix
- 4:23that until perfection
- 4:24Then do low -poly
- 4:26on top and leave
- 4:27the room for baking
- 4:28for some very simple
- 4:29objects almost no details
- 4:31Again shape is simple
- 4:32object in a way
- 4:33that like just a
- 4:34clean surface here is
- 4:36a unique case
- 4:36An accessory like this
- 4:37just a small thing
- 4:38that doesn't really make
- 4:40sense to do high
- 4:41-poly
- 4:42Well, pants and grease
- 4:43100 % gonna need
- 4:45to be high -poly
- 4:46because there's like some
- 4:47small folds
- 4:48There's small details and
- 4:49I really want to
- 4:50preserve that details
- 4:51We're gonna do the
- 4:53low -poly version not
- 4:54only in texture but
- 4:55in normal math here
- 4:56You can see all
- 4:57of my final parts
- 4:58some I added the
- 5:00multi -view again
- 5:01If there's something that
- 5:02you want to specify
- 5:03you can add a
- 5:04multi -view like I
- 5:06did it for this
- 5:06part for the body
- 5:07for the pants
- 5:09Some simple parts like
- 5:10grease, gloves, I did
- 5:11one image that should
- 5:13be enough for here
- 5:13I also did a
- 5:14multi -view and I
- 5:15decided I did the
- 5:16neck armor separately because
- 5:17that's more convenient
- 5:18And also one important
- 5:20logical decision which you
- 5:22see will be a
- 5:23reflected later in how
- 5:24I split materials is
- 5:25how I separated legs
- 5:27for example
- 5:27The metal part alone
- 5:29and the clothing part
- 5:31alone that simply make
- 5:32it easier to work
- 5:33with and we have
- 5:34all models
- 5:35Generated now notes at
- 5:37this stage. I don't
- 5:38really need a texture
- 5:39So I generated all
- 5:40the models without the
- 5:42texture save some tokens
- 5:43And we are ready
- 5:44to take it all
- 5:45to blender so at
- 5:47this stage we do
- 5:48have a bunch of
- 5:49high -poly models
- 5:50Which I did with
- 5:51easy model in triple
- 5:52you can set it
- 5:53like to one two
- 5:54million of polygons that
- 5:56doesn't really matter
- 5:56We're gonna still only
- 5:57use it and sculpting
- 5:59mode and then do
- 6:00the retapology and small
- 6:01accessories here and head
- 6:04I did with smart
- 6:05mesh when using smart
- 6:06mesh. It's very very
- 6:08important to set right
- 6:10amount of polygons for
- 6:11head for example
- 6:12I use 5 ,000
- 6:13and get this result.
- 6:15It will be not
- 6:15the same result with
- 6:1620 ,000 which is
- 6:18max possible and for
- 6:20small pieces like this
- 6:21We can actually go
- 6:23for 500 and that
- 6:24will be enough
- 6:25So take a look
- 6:26do not skip that
- 6:27setting. It's very very
- 6:28important setting when you
- 6:29use smart mesh to
- 6:30get the right result
- 6:32Now let's export it
- 6:34as a BX and
- 6:35take it all to
- 6:37blender and this way
- 6:38They are gonna export
- 6:38mostly in a BX
- 6:40just because it costs
- 6:41less issues in at
- 6:43later stages
- 6:44A BX is easy
- 6:45to transfer textures separately.
- 6:48You're gonna see that
- 6:49later when we bring
- 6:50all parts to blender
- 6:51It's time to do
- 6:52assembly and here's how
- 6:54I do that first
- 6:55of all
- 6:55I gonna add the
- 6:57image reference from which
- 6:58we actually generated all
- 7:00the parts to align
- 7:01on
- 7:01So that's a very
- 7:02easy in blender. We're
- 7:03gonna just right click
- 7:05anywhere and add image
- 7:07and choose reference
- 7:08Then gonna select the
- 7:10image that we need
- 7:11and here we go
- 7:12like
- 7:12It will be just
- 7:14on the background while
- 7:15we're working the good
- 7:17thing about this image
- 7:18reference
- 7:18That is always visible
- 7:20even if we are
- 7:21working and not shaded
- 7:22mode
- 7:22We're gonna place characters
- 7:23of fits or exactly
- 7:25on that red line
- 7:27which is zero like
- 7:28the ground basically now
- 7:30about this state
- 7:31The goal here is
- 7:32to assemble the character
- 7:34to fit the reference
- 7:36basically
- 7:36High -poly or low
- 7:38-poly it doesn't matter
- 7:39at this stage because
- 7:40we still need to
- 7:41fit them all together
- 7:42and it's very important
- 7:43to know
- 7:44That we don't really
- 7:45need to join all
- 7:46the objects which still
- 7:47can keep most of
- 7:49them separated following the
- 7:50logic
- 7:51And you can see
- 7:52most of the buttons
- 7:52that I'm pressing and
- 7:53there is not a
- 7:54big magic first of
- 7:55all
- 7:55Very useful mode is
- 7:57X -ray mode that
- 7:58allowed to precisely fit
- 7:59it according to the
- 8:00reference
- 8:01Next of course is
- 8:02simple control as moving,
- 8:03rotating and scaling
- 8:05You can use it
- 8:05with the controls here
- 8:06or you can use
- 8:07the hotkeys G for
- 8:09moving around according to
- 8:10the camera S for
- 8:11scale
- 8:12R for rotation so
- 8:14the first part seems
- 8:15easy now the of
- 8:16course will be some
- 8:17parts overlapping and in
- 8:19that case the other
- 8:20thing that we're gonna
- 8:21need to do at
- 8:21this stage is to
- 8:22cut
- 8:23Overlapping parts and make
- 8:25sure they are seamless
- 8:26transition between parts
- 8:27Like in my case
- 8:28happened with belly so
- 8:30there was belly from
- 8:31the top part and
- 8:33also with the pants
- 8:34So what we're gonna
- 8:35need to do is
- 8:36to go to the
- 8:37sculpting mode mainly there
- 8:39are few things you
- 8:40need to know
- 8:41There are brushes that
- 8:42do modify the mesh
- 8:44and also there's like
- 8:45utility brushes such as
- 8:47mask and mask do
- 8:49not modify mesh by
- 8:50itself
- 8:50But work as a
- 8:51selection tool and help
- 8:53you with two main
- 8:54purposes
- 8:54Select or deselect area
- 8:56that you do not
- 8:57want to edit or
- 8:58do some operation at
- 8:59once to whole mask
- 9:01it area such as
- 9:02deleting one big part
- 9:04So in this case
- 9:05I use mask brush
- 9:06again, it's very simple
- 9:08just select the mask
- 9:09brush select whole belly
- 9:11area like the body
- 9:13basically and when it's
- 9:14selected
- 9:15We're gonna go mask
- 9:16mask slice and feel
- 9:17host one of the
- 9:19most useful thing
- 9:20There's also mask slice
- 9:22that will produce slice
- 9:23and leave the hole,
- 9:25but we always want
- 9:26to keep it kept
- 9:27We do not want
- 9:28it to become hollow
- 9:30because that will cause
- 9:31some problems when we
- 9:33process the model
- 9:33But very important after
- 9:35you do that operation
- 9:36with mask don't forget
- 9:37to go to mask
- 9:38and clear the mask
- 9:40Otherwise you will not
- 9:41be able to edit
- 9:42that area that is
- 9:44still masked after the
- 9:45cuts
- 9:45And then we can
- 9:46just smooth that cut
- 9:48how do I do
- 9:49the as which to
- 9:50brush not a mask
- 9:51brush just the brush
- 9:52and choose the smooth
- 9:54or simply press shift
- 9:55It doesn't matter which
- 9:57brush you are currently
- 9:58using if you press
- 9:59shift it will change
- 10:00it to smooth while
- 10:02you're holding that shift
- 10:03Because it's most popular
- 10:04brush and most useful
- 10:06one also one small
- 10:07tip that is for
- 10:08most of the brushes
- 10:09including mask brush while
- 10:11Holding control will inverse
- 10:13the action so don't
- 10:14be worried if you
- 10:15paint something wrong just
- 10:17hold the control and
- 10:18paint that again
- 10:19That will remove the
- 10:20mask or do the
- 10:21opposite action for any
- 10:22brush such as clay
- 10:23brush or any other
- 10:24brushes my favorite brush
- 10:26of all times is
- 10:27of course
- 10:28Elastic wrap here is
- 10:29this guy which allow
- 10:31you to work with
- 10:32this geometry like with
- 10:33clay
- 10:33It works very simple
- 10:35you just grab some
- 10:36part and move around
- 10:38to a line stuff
- 10:39Here's how easy for
- 10:40me was to fix
- 10:41the pants around the
- 10:43belly and 50 %
- 10:44of the time I'm
- 10:45gonna use that brush
- 10:46Another important thing to
- 10:47keep in mind is
- 10:49symmetrical objects
- 10:50That's not only the
- 10:51right approach, but also
- 10:53a huge time saver
- 10:54for example gloves
- 10:56I'm not going to
- 10:57do the duplicate of
- 10:58this object or I
- 10:59don't need a second
- 11:00go
- 11:00I just gonna go
- 11:01and mirror this object
- 11:03it's very simple to
- 11:04do you just need
- 11:05to go to object
- 11:06mode while it's positioned
- 11:07it right
- 11:08And in object mode
- 11:09we need to make
- 11:10sure that the origin
- 11:11of this object is
- 11:13in this center of
- 11:14the world coordinates
- 11:15And that you apply
- 11:17all transformation you can
- 11:18press control a in
- 11:20select rotation and scale
- 11:21and then in modifier
- 11:22just add the mirror
- 11:24modifier
- 11:24And we're gonna choose
- 11:25x axis that's it
- 11:27so for now we
- 11:28can keep it active
- 11:29on the final stage
- 11:30We're gonna simply apply
- 11:31that modifier which will
- 11:33make it a real
- 11:34object
- 11:34But for now we're
- 11:35gonna keep it because
- 11:36it's still relevant for
- 11:37with typology for texturing
- 11:39We're gonna read typology
- 11:40once and just mirror
- 11:41that and same thing
- 11:43for texture right only
- 11:45once and just skip
- 11:46it like that
- 11:47I do have dedicated
- 11:48video on youtube about
- 11:49sculpting if you want
- 11:50to dig more into
- 11:51details or this basic
- 11:53tools are not enough
- 11:54Or if you're really
- 11:55serious about learning this
- 11:57treaty AI work -love
- 11:58I invite you to
- 11:59join my course made
- 12:00specifically for the beginners
- 12:02I gonna guide you
- 12:03from very beginning to
- 12:05final character that you're
- 12:06gonna run in a
- 12:07religion or unity
- 12:09I gonna explain in
- 12:10details how to use
- 12:11best AI tools they
- 12:13pros and cons give
- 12:14you a solid foundation
- 12:15about treaty in general
- 12:17So you're gonna be
- 12:18able to create any
- 12:19treaty character in less
- 12:20than a week and
- 12:21only for my dear
- 12:22viewers
- 12:22I gonna give away
- 12:24five courses the only
- 12:26thing you need to
- 12:26do is drop the
- 12:27comment explaining why you
- 12:29should get the course
- 12:30What you about a
- 12:31crate what is your
- 12:32story?
- 12:32I always read all
- 12:33the comments all links
- 12:35in the description let's
- 12:36continue one last thing
- 12:37about sculpting that I
- 12:38want to add is
- 12:39that you need to
- 12:40Understand that you work
- 12:41which bunch of polygons
- 12:43and all this brushes
- 12:44work with that mess
- 12:46of polygons and sometimes
- 12:48It might be not
- 12:49enough polygons or you
- 12:50can generate low poly
- 12:52and try to do
- 12:53the sculpting
- 12:54To some brushes to
- 12:56work better like a
- 12:57smooth brush you might
- 12:59want to recalculate the
- 13:01density of the polygons
- 13:02And here is one
- 13:03example I'm making the
- 13:05plate and at some
- 13:06point smoothing was not
- 13:07really working because there
- 13:09was not much polygons
- 13:10or
- 13:11After some join or
- 13:13cut operation and you
- 13:15might want to go
- 13:16to remesh and just
- 13:17recalculate the polygons on
- 13:19this specific object
- 13:20Well respecting the shape
- 13:23Notes it's very important
- 13:24that you do this
- 13:25operation on non hollow
- 13:27object otherwise it will
- 13:29break it so
- 13:30Recalculated it and now
- 13:31everything works way better
- 13:33No, that sculpting works
- 13:34pretty nice with low
- 13:35poly as well brush
- 13:37like elastic wrap is
- 13:38absolutely cool to use
- 13:39with low poly as
- 13:40well
- 13:40But if you're gonna
- 13:41try other brushes such
- 13:42as clay or even
- 13:43smoothing
- 13:44It might ruin the
- 13:45geometry because those brushes
- 13:47affects vertices and design
- 13:49to work with high
- 13:50poly meshes
- 13:51In my course a
- 13:52cover both approaches what
- 13:53tools to use with
- 13:55low poly with high
- 13:56poly etc
- 13:57So depending on the
- 13:58complexity of your character
- 13:59and how much attention
- 14:00you pay to details
- 14:02This might take a
- 14:03while for me in
- 14:04this stage took me
- 14:05almost one hour and
- 14:07that's fine
- 14:08Now I have incredible
- 14:09high poly model for
- 14:11my air more the
- 14:12body glues grooves and
- 14:14that's
- 14:14So when high poly
- 14:15model is ready we're
- 14:17gonna need to do
- 14:18low poly and here
- 14:19we need to decide
- 14:19on which parts
- 14:20We actually gonna do
- 14:22the low poly and
- 14:22which way so as
- 14:24you know small accessories
- 14:25are already low poly
- 14:27here and head also
- 14:28low poly
- 14:29So which left us
- 14:30only with armor and
- 14:31the weapon now for
- 14:32some parts
- 14:33I actually gonna do
- 14:34that manually with retopoflo
- 14:37Adam just to show
- 14:38you that sometimes simple
- 14:40shapes is
- 14:41Equally fast to do
- 14:42manually someone like water
- 14:44measure. I am big
- 14:45fan of retopoflo
- 14:47I just enjoy that
- 14:48process a bit but
- 14:49for majority of parts
- 14:50we're gonna use airy
- 14:52topology and triple or
- 14:54In union and don't
- 14:55forget about parts that
- 14:57are mirrored such as
- 14:58grease and glues now
- 15:00We're gonna export this
- 15:01objects one by one
- 15:03into fbx and take
- 15:04it to triple and
- 15:06juniors
- 15:06In triple process looks
- 15:08simple. We're gonna click
- 15:09upload treaty model then
- 15:11when the model is
- 15:12loaded
- 15:13We're gonna rotate it
- 15:1390 degree and that's
- 15:15it. We can now
- 15:16take it to reach
- 15:17a polish and here
- 15:18with smart low poly
- 15:20We're gonna choose the
- 15:20right amount now choosing
- 15:22right amounts again here
- 15:24is very important
- 15:25If you're gonna just
- 15:26set the max amount
- 15:27or the lowest amount
- 15:28let's not like do
- 15:29it right chop
- 15:30You're gonna find the
- 15:31right balance set amount
- 15:33for this specific object
- 15:34So I gave it
- 15:35a try a few
- 15:35times and I figure
- 15:36out that 1 .5
- 15:37thousand works the best
- 15:39However, you can see
- 15:40that real result is
- 15:41almost 2 ,000 does
- 15:42because there's also inside
- 15:44Algorithm that decide whether
- 15:45it can logically fit
- 15:47that budget or not
- 15:48and this result is
- 15:49pretty decent and some
- 15:50small
- 15:50In perfection I can't
- 15:51dress easily in blender
- 15:53now. There's one annoying
- 15:54thing working with triple
- 15:55It's a polygid changes
- 15:57the rotation and original
- 15:59position of the object.
- 16:00So when you take
- 16:01it back to blender
- 16:02You're gonna have to
- 16:04position it again figure
- 16:06out the right scale
- 16:07and
- 16:07I know that can
- 16:09be a little bit
- 16:09annoying. I'm also annoyed
- 16:11by that, but there
- 16:12is no really
- 16:12Solution how to fix
- 16:13that the good thing
- 16:14is that shape is
- 16:15actually following accurately. Another
- 16:17way is to go
- 16:18to
- 16:18Hunyantry this studio and
- 16:20here we can go
- 16:21to
- 16:22Ritopology and upload our
- 16:24own model and also
- 16:25do the Ritopology basically
- 16:27with version 1 .5
- 16:29And I pretty much
- 16:30always use low poly
- 16:31here because medium and
- 16:33high can add like
- 16:34extreme amount of polygons
- 16:35somewhere
- 16:35Gonna choose quartz and
- 16:37hit generate and here's
- 16:38the result despite choosing
- 16:40low for face count
- 16:42Still quite a lot,
- 16:43but again here in
- 16:45Hunyantry it is quite
- 16:47random. So here's another
- 16:49generation which is
- 16:50Way better than it
- 16:52was the first book
- 16:53and don't load that
- 16:54and the good thing
- 16:55about working with Hunyant
- 16:56Is that when you
- 16:57gonna export LBX and
- 17:00drop it back to
- 17:01blender. It will be
- 17:02exactly in the same
- 17:03position where you
- 17:05Ex -pretty it so
- 17:06big respect for that.
- 17:08I mean it saves
- 17:10quite a lot of
- 17:10time. It's actually like
- 17:11some people
- 17:12Asked me about this
- 17:13in the comments, so
- 17:14right now you know
- 17:15about it overall when
- 17:16I do AR it's
- 17:17a
- 17:17Poology I recommend to
- 17:19combine best tools and
- 17:21choose the best result
- 17:22and you can always
- 17:23know which tool is
- 17:24the best right now
- 17:24from
- 17:25Top 3de ii arena.
- 17:27It is still cheaper
- 17:28and of course the
- 17:29Hunyant and that's why
- 17:30I basically combine them
- 17:31together
- 17:32And I know that
- 17:32Chippa soon gonna do
- 17:34big update to low
- 17:35poly hopefully those small
- 17:37issues also will be
- 17:38addressed
- 17:38And we get even
- 17:39better results now let's
- 17:41grab all the best
- 17:42generation whether that's from
- 17:43triple
- 17:44Hunyant and take it
- 17:45all to blender to
- 17:46start processing now here.
- 17:48We're gonna need that
- 17:49retopoflove that
- 17:50I was referring to
- 17:51already a few times
- 17:52and it's actually free
- 17:53to get and I
- 17:54really really like it
- 17:55You can grab it
- 17:56on github go to
- 17:57releases and just basically
- 17:59take the last version
- 18:00that supports blender five
- 18:01So this process might
- 18:03be the longest if
- 18:04you can do that
- 18:05first time but I
- 18:06recommend you to do
- 18:07it once to get
- 18:08the idea
- 18:08What is the definition
- 18:09of nice mesh which
- 18:11trust me still will
- 18:13be valuable skill in
- 18:14next few years at
- 18:15least?
- 18:16Working with AI is
- 18:17accepting that it can
- 18:18make mistake but final
- 18:20judgment is or not
- 18:21So we can I
- 18:21need to know whether
- 18:22that's mistake or no
- 18:23we're gonna take glow
- 18:24that i generated and
- 18:26Hunyant and I gonna
- 18:27go over the mesh
- 18:28So the idea of
- 18:29the mesh that it
- 18:30nicely followed the shape
- 18:32forming like nice quartz
- 18:34lines loops etc
- 18:36If you have no
- 18:37idea have a good
- 18:38topology looks like i
- 18:39can recommend to just
- 18:40google some images of
- 18:42some specific parts like
- 18:44Glows and then you
- 18:45get the idea how
- 18:46the glows look like
- 18:47and I also gonna
- 18:48share the length file
- 18:49of this
- 18:50Character with in final
- 18:52stage so you can
- 18:53examine how it looks
- 18:54like and try to
- 18:55follow
- 18:55So the first thing
- 18:56I did with my
- 18:57glow is that I
- 18:59removed completely some parts
- 19:01that are messy and
- 19:02I don't like like
- 19:03here
- 19:04You can see there
- 19:04was some holes some
- 19:06stretches where some mod
- 19:07of polygons that definitely
- 19:08should not be right
- 19:09there
- 19:10It should be just
- 19:11nice squares covering all
- 19:13that area and all
- 19:14that depth can be
- 19:15just big it
- 19:16Also, I really hate
- 19:17how Hunyant does finger
- 19:19chipper doesn't really really
- 19:21better
- 19:21But I want to
- 19:22show you that this
- 19:23one can be quick
- 19:24led dress with red
- 19:25to pothlow now let's
- 19:26hide all the objects
- 19:27and leave only
- 19:28Glow high poly and
- 19:30our low polyglow and
- 19:32here in retopoflo while
- 19:33low polyglow is selected
- 19:35Let's hit edit active
- 19:36okay and here we
- 19:38go so what we
- 19:39see the light geometry
- 19:40is our low poly
- 19:42and that solid black
- 19:43is
- 19:43The high poly and
- 19:45our goal is to
- 19:46make some nice wireframe
- 19:48that follows the original
- 19:50shape
- 19:50That's basically whole deal
- 19:51we need that to
- 19:52nicely drop around the
- 19:55high poly that will
- 19:56allow us to do
- 19:57the baking
- 19:58Transfring all that details
- 20:00and basically do the
- 20:01main thing look like
- 20:02the high poly while
- 20:03being low poly
- 20:04And here they are
- 20:05very simple tools like
- 20:06polypen this one is
- 20:08very simple we can
- 20:09click on any edge
- 20:11or vertex and then
- 20:13with holding control just
- 20:15Create new polygots just
- 20:17like that hold one
- 20:19edge or vertex and
- 20:20create new polygons and
- 20:21this polypen is so
- 20:23powerful that
- 20:23You can actually create
- 20:25whole retopology only with
- 20:27this one, but that
- 20:28will be a little
- 20:28bit slow
- 20:29But I remember myself
- 20:30when I first did
- 20:31retopology
- 20:32I was only using
- 20:33that tool and was
- 20:34able to create whole
- 20:35characters, but I was
- 20:36spending like this to
- 20:38do that
- 20:38Here for example, we
- 20:39do have strokes tool
- 20:41which allow us to
- 20:42select some edge and
- 20:44if we're gonna
- 20:45Continue some loops we
- 20:47can actually repeat the
- 20:49same amounts of divisions
- 20:51like this so we
- 20:52select some edges
- 20:53Well, they are selected
- 20:55we start driving another
- 20:57like this and just
- 20:58like that we covering
- 20:59this all region
- 21:00And it looks way
- 21:01better than it was
- 21:02before we can switch
- 21:03to polypen and cover
- 21:05this area some other
- 21:07tool
- 21:07This girl's works extremely
- 21:08well with eaginated measures
- 21:10like loops when you're
- 21:12in low poly often
- 21:13have this blank areas
- 21:15where
- 21:16It's definitely lacks of
- 21:17some polygons, that's where
- 21:18you can just add
- 21:19a loop holding control
- 21:21Just add one more
- 21:22division if it's necessary
- 21:23to repeat the curvature
- 21:25of the object for
- 21:26example or for animation
- 21:27later, etc
- 21:28Now one more thing
- 21:29I'm gonna show you
- 21:30how to do this
- 21:31fingers. I'm gonna choose
- 21:33contour and just draw
- 21:34the line across the
- 21:35finger
- 21:36Now here you can
- 21:36see there is O
- 21:38and 6013 I can
- 21:40control with holding shift
- 21:42and wheel that is
- 21:43basically a
- 21:44Mounds of divisions and
- 21:46I guess you can
- 21:47guess that if I
- 21:48do the drawing on
- 21:50top it'll basically create
- 21:51another loop adding all
- 21:54of that boom
- 21:54It is important that
- 21:55it works from the
- 21:56camera angle so do
- 21:58the camera angle and
- 21:59by the way if
- 21:59it's difficult to navigate
- 22:01and blend
- 22:01All of that controls
- 22:03I explain all the
- 22:04basics how to work
- 22:05with blender and controls
- 22:06and stuff in my
- 22:07free YouTube videos link
- 22:09will be somewhere here
- 22:10Now here's bad advice
- 22:11from me. It's bad
- 22:12because many professionals will
- 22:13not gonna like it
- 22:14They amount of time
- 22:15you want to spend
- 22:16on the rich
- 22:17Biology completely depends on
- 22:19the purpose of this
- 22:20model same as true
- 22:21for amount of details
- 22:22I have experience with
- 22:24this tool and I
- 22:24wanted to make it
- 22:25a very good realistic
- 22:27character
- 22:28So I added more
- 22:29details work it to
- 22:31all fingers and make
- 22:32them
- 22:33Absolutely nice also ready
- 22:35for baking, but if
- 22:36you're creating isometric games
- 22:37where you will never
- 22:39get close to the
- 22:40Practice and close to
- 22:42his hands you definitely
- 22:43don't need to spend
- 22:44that much time and
- 22:45give it less
- 22:46Polygons and you will
- 22:47process it way way
- 22:48faster for top of
- 22:49low part is done
- 22:50now we can
- 22:51Exit better of a
- 22:52flow save the results
- 22:53and I recommend usually
- 22:54to check the face
- 22:56or
- 22:56Inpatient face or inpatient
- 22:57is where the normal
- 22:59face then we can
- 23:00add out a smooth
- 23:02with 180 to see
- 23:03how will it end
- 23:04it up and
- 23:05Maybe do some additional
- 23:06checks out her words
- 23:08in my course. I
- 23:08also cover blender native
- 23:10tool set to work
- 23:11with low
- 23:12Poly to process all
- 23:13that edges and stuff
- 23:14that's also one of
- 23:15the way to do
- 23:16that and works
- 23:17Except really great to
- 23:19gather with right up
- 23:20a flow and here's
- 23:20one more example just
- 23:22to show you that
- 23:23I can also do
- 23:23manual rate apology and
- 23:25sir to all haters
- 23:27Well, I was doing
- 23:27that for decade more
- 23:29and sometimes it can
- 23:30be same time as
- 23:31using AI
- 23:32I gonna do the
- 23:33mask is very simple
- 23:34objected. Let's say I
- 23:35want to make it
- 23:36exceptionally out to my
- 23:37go to
- 23:38Ritopoflo and press plus
- 23:39active because we're gonna
- 23:41need to create
- 23:42Additional mesh and here
- 23:44we're gonna start with
- 23:45Polypen just click control
- 23:47and start drawing the
- 23:49polygons first we're gonna
- 23:50do the alter contour
- 23:51Then a little bit
- 23:52in the inner contour
- 23:53to follow the shape
- 23:55then let's draw some
- 23:56details like this middle
- 23:58part
- 23:59I'm gonna just repeat
- 24:00it like this and
- 24:01again you can see
- 24:01I'm pressing vertexes on
- 24:03the edges of geometry
- 24:04That make perfect sense
- 24:06because I want geometry
- 24:07to cover that edges
- 24:09so a later can
- 24:11repeat and when I
- 24:12have all the
- 24:13basics done I can
- 24:15speed up significantly with
- 24:17strokes for example then
- 24:18move some vertexes again
- 24:20to the edges to
- 24:21follow the shape better
- 24:22Repeat this in process
- 24:23for another part of
- 24:25the object and we
- 24:26are almost done now.
- 24:27I just need to
- 24:28do
- 24:28Declosing so what I
- 24:30gonna do again I
- 24:31gonna extrude just one
- 24:33polygon like one
- 24:35Row from top and
- 24:38from bottom then kind
- 24:39of connected on sides
- 24:40and just select all
- 24:42of this with control
- 24:43shift and use the
- 24:45patching
- 24:45I don't need extra
- 24:46details inside of the
- 24:48mask
- 24:49I mean you can
- 24:50add it with the
- 24:51loops but I don't
- 24:53really think it's needed
- 24:54and I could say
- 24:54I'm done
- 24:55I just want to
- 24:56take care about this
- 24:57one little button so
- 24:58it's baked well into
- 25:00the normal texture again
- 25:01Like the only goal
- 25:03here is that to
- 25:04make sure that it
- 25:05is covered like geometry
- 25:07covers that
- 25:08Let's do the same
- 25:08thing add the mirror
- 25:10modifier ends just align
- 25:12this middle and just
- 25:14move them a little
- 25:15bit
- 25:15So they bridge the
- 25:16gap all this hack
- 25:18by the way a
- 25:18sort of scale it
- 25:19by x so it
- 25:20formed this straight line
- 25:22Which I actually did
- 25:23and here we go
- 25:23a little bit more
- 25:24down five minutes
- 25:25We have the mask
- 25:26while listening to music
- 25:28or watching something in
- 25:29a background
- 25:29I repeat it all
- 25:31of this process for
- 25:32the rest of the
- 25:33models and here you
- 25:34can see all the
- 25:35results
- 25:36File will be shared
- 25:37for examination in the
- 25:38description totaling we have
- 25:4060 ,000 triangles
- 25:41Which I think is
- 25:42very decent again. I'm
- 25:44creating really cool character
- 25:45for Unreal engine. That's
- 25:47like main person
- 25:48I think that's more
- 25:49done enough now the
- 25:51next stage before we
- 25:52can give it some
- 25:54colors this to UVN
- 25:55wrap
- 25:56Basically imagine yourself as
- 25:58a tailor and we
- 25:59need to cut it
- 26:00into one flat paper
- 26:02to paint it
- 26:03That basically what you
- 26:04need us and we
- 26:06do have a i
- 26:07option here so far
- 26:09only with
- 26:10Who knew an in
- 26:103DS studio let's do
- 26:12the most complex case
- 26:13with here
- 26:14You go to UVN
- 26:15wrapping you select the
- 26:17model that you expert
- 26:18at fbx and do
- 26:20the stuff sometimes it
- 26:21gives
- 26:22Absolutely shitter is out
- 26:23like this one and
- 26:25sometimes it can do
- 26:26the good job like
- 26:27this one for example
- 26:28Which we gonna take
- 26:30most like but it
- 26:31still have some issues
- 26:33that I gonna show
- 26:34you how you can
- 26:34process or alternatively
- 26:36We can just do
- 26:38UVN wrapping manually to
- 26:39get the max possible
- 26:40results for me UVN
- 26:42wrapping is probably the
- 26:43easiest part and I
- 26:45really enjoyed that because
- 26:46that's just like cutting
- 26:47mesh into layouts
- 26:49So here's our hair
- 26:50model with it and
- 26:51who knew I'm in
- 26:52the first thing we
- 26:52want to do is
- 26:53go to edge and
- 26:54clear sharp because for
- 26:57some reason
- 26:57It adds this sharp
- 26:59that's highlighted like blue
- 27:01also in UVMap
- 27:03Minion we're gonna find
- 27:04this one and set
- 27:06angles as yes that
- 27:08will help us to
- 27:09understand where there this
- 27:10UV actually is suitable
- 27:11for
- 27:12Texturing so the color
- 27:13here basically reflects the
- 27:15stretching if there will
- 27:17be something red or
- 27:19closer to that
- 27:20Shades that will mean
- 27:21that is extremely stretch
- 27:22and most likely one
- 27:24pixel will cover like
- 27:25some very close area
- 27:26Which will cause the
- 27:27blurry distorted texture which
- 27:30we don't want however
- 27:31there are some pieces
- 27:32like this
- 27:33That we also don't
- 27:34want like very very
- 27:35small islands etc. So
- 27:37here's one cool approach
- 27:38how you can process
- 27:39AI UV on UV
- 27:41Enable this setting that
- 27:43will synchronize UV and
- 27:45the mesh which will
- 27:46allow you to select
- 27:47something like this and
- 27:49you can go to
- 27:493d view click
- 27:50Dot on the numpot
- 27:52and you will be
- 27:53able to see where
- 27:54exactly this piece belong
- 27:57so we can see
- 27:58that this piece belong
- 27:59to this small strap
- 28:00here
- 28:01And you can see
- 28:02that there's plenty of
- 28:03seams this red lines
- 28:05are seams that are
- 28:06used to unbrop it
- 28:08now on
- 28:08Simple objects you might
- 28:10not have this problems
- 28:11at all, but I
- 28:12just want to show
- 28:12you most difficult case
- 28:14How you can address
- 28:15it and what you
- 28:16actually gonna need to
- 28:17do so we're gonna
- 28:18try to fix this
- 28:19strand
- 28:19I'm gonna select one
- 28:20edge and click control
- 28:22L and then click
- 28:23normal that will select
- 28:25all mesh that is
- 28:26connected by normals
- 28:28And now I gonna
- 28:28just clean all the
- 28:31seams how do that
- 28:32right click find that
- 28:34clear seams
- 28:35Well, and you can
- 28:36see there is no
- 28:37red lines instead we're
- 28:40gonna select one long
- 28:41line on one edge
- 28:43That will sort of
- 28:45like split it in
- 28:46half like on the
- 28:47repets by the length
- 28:49and so I basically
- 28:51added steam myself
- 28:52That is by the
- 28:53way what is UV
- 28:54about adding seams now.
- 28:56Let's select this object
- 28:57and unbrop angle based
- 28:59boom nice straight line
- 29:01now
- 29:02Let's enable everything back
- 29:04with all h before
- 29:06I hit it with
- 29:07shift h and I
- 29:09gonna use UV Packer
- 29:10Which is also a
- 29:11free add -on for
- 29:12blender you can use
- 29:13that with blender native
- 29:15tools, but they don't
- 29:16work that well
- 29:17Basically just to pack
- 29:18and make sure they
- 29:19are not overlapping each
- 29:21other and same thing
- 29:22you can do for
- 29:23other parts
- 29:25In some cases you
- 29:26just want to remove
- 29:27some seams and re
- 29:29-unwrap them like this
- 29:30for example same issues
- 29:32here
- 29:32Again, we can do
- 29:33the same operation for
- 29:34the rest of the
- 29:35objects they do have
- 29:36very simple shapes and
- 29:38I tend to make
- 29:39this
- 29:40Myself especially since we
- 29:42have symmetric objects which
- 29:44I split before in
- 29:46the middle and enable
- 29:48it
- 29:48The mirror might fire
- 29:49you can see that
- 29:50why to save time
- 29:52on texturing stage and
- 29:53that is also very
- 29:54good approach for a
- 29:55game development since all
- 29:57this
- 29:57Half will use one
- 29:58big texture that sort
- 30:00of like increased the
- 30:01overall resolution of texture
- 30:03usage
- 30:03So let's place seems
- 30:05like if we are
- 30:06a tailor the idea
- 30:07is
- 30:08Basically the same as
- 30:09real clothing you put
- 30:11seams exactly where it's
- 30:13less visible right?
- 30:15I have seams here
- 30:17here here well to
- 30:19be honest like it's
- 30:20exactly the same for
- 30:21garment at least for
- 30:23some appendixes such as
- 30:24spikes
- 30:25But some something that
- 30:26goes really really off
- 30:27you can actually separate
- 30:29them and cut them
- 30:30alone
- 30:30Just make sure that
- 30:31you add enough seams
- 30:33that this specific part
- 30:35can be flattened on
- 30:37unwrapped
- 30:38Into something flat right
- 30:39like you're working with
- 30:40paper just like that
- 30:42set all seams when
- 30:43that's ready
- 30:44We can select all
- 30:45objects simply press A
- 30:47in edit modes and
- 30:49right click unwrap angle
- 30:51based boom
- 30:52We have every port
- 30:54nicely placed everything's good
- 30:56We can addition and
- 30:58check stretching if you
- 30:59can see anything closer
- 31:00to red shades
- 31:01Maybe you need to
- 31:02add some additional cuts
- 31:04in my case. I'm
- 31:05pretty happy
- 31:05We can do that
- 31:06for all the rest
- 31:07of the parts and
- 31:2930 minutes later. I
- 31:30have all objects on
- 31:32wrapped now. Here's one
- 31:33more important thing
- 31:34If we want to
- 31:35get really good quality
- 31:37of our model it
- 31:38is how we organize
- 31:39materials
- 31:40amount of texture etc.
- 31:42So here what you
- 31:42see is how I
- 31:43organized different materials each
- 31:45color is different materials
- 31:47and I guess you
- 31:48can read the logic
- 31:49here
- 31:50One material face one
- 31:52material all accessories in
- 31:54one material body armor
- 31:55and weapon now
- 31:57Why I'm telling about
- 31:58this now? It's because
- 31:59it is related to
- 32:00UV of course like
- 32:02with armor for example
- 32:03My last step was
- 32:05to select all the
- 32:06armor pieces that meant
- 32:08to be one material
- 32:09and
- 32:10Unwrap them all together
- 32:12You can do that
- 32:12by selecting them all
- 32:14at once go to
- 32:15UV and do the
- 32:16angle based and then
- 32:17just pack them all
- 32:18together
- 32:19Now the all can
- 32:20use one texture one
- 32:21material with same settings
- 32:23and that's also easier
- 32:24to manage
- 32:25Rather than having 20
- 32:26different materials and always
- 32:28be confused and which
- 32:29UV ready it means
- 32:31that we can do
- 32:32the baking mainly
- 32:34We do needs normal
- 32:35map normal map contains
- 32:37all this geometry details
- 32:38and stuff
- 32:39So right now if
- 32:40you take a look
- 32:40on your low poly
- 32:41model it definitely lacks
- 32:43a lot of details
- 32:44now
- 32:45Do we fix that
- 32:46we're gonna bake normal
- 32:47map and I also
- 32:48gonna show you how
- 32:49to bake and be
- 32:50in the
- 32:50Cluesian map which can
- 32:52be used in engine
- 32:53like unity or iron
- 32:54or engine for different
- 32:55purposes to add
- 32:56Additional depths etc or
- 32:58we can even merge
- 33:00it with color map.
- 33:01How do we do
- 33:01that?
- 33:02So here are the
- 33:02steps to take we're
- 33:04gonna go into the
- 33:05shader of our low
- 33:06poly model and you
- 33:08can create a
- 33:09Simple simple shader just
- 33:10pressing the new here
- 33:12and we need to
- 33:13create a texture
- 33:14Let's call it cloud
- 33:15normal for normal map
- 33:17by the way it
- 33:18is connected to a
- 33:20normal map additional
- 33:21No in blender that's
- 33:22how a blender works.
- 33:23So we're gonna need
- 33:24to create that note
- 33:25as well now make
- 33:26sure that this node
- 33:27is
- 33:28Selected then we're gonna
- 33:29go to render a
- 33:31tap here and choose
- 33:33cycles engine all the
- 33:35bakings in blender
- 33:36Only work in cycles
- 33:37and then scroll to
- 33:39the tab called bake
- 33:41that's where we're gonna
- 33:42spend next half an
- 33:44hour
- 33:44Here we have different
- 33:45bake types and let's
- 33:47start with normal map
- 33:48but then we can
- 33:48activate selected to active
- 33:50and I'm gonna set
- 33:51Extrusion let's start with
- 33:530 .01 the extrusion
- 33:55of the cage is
- 33:57that additional coverage on
- 33:58top of low
- 33:59Poly that will take
- 34:00into account all geometry
- 34:02between the original surface
- 34:04and extruded surface
- 34:05Like high poly and
- 34:06low poly and so
- 34:07basically baking just transferred
- 34:08that information into the
- 34:10map now
- 34:10Click on high poly
- 34:11then click which shift
- 34:13on low poly model
- 34:14and make sure they
- 34:16again the nodes with
- 34:17the new texture that
- 34:18we created
- 34:19Selected and hit the
- 34:20bake button that will
- 34:22be that
- 34:23Interaction into the selected
- 34:25node texture on this
- 34:27shader menu and here
- 34:28you can see it's
- 34:29something bigs
- 34:30And we can actually
- 34:31preview that let's create
- 34:32here the texture preview
- 34:34and we can see
- 34:35that so we can
- 34:36review if there are
- 34:37some artifacts in
- 34:38artifacts usually look like
- 34:40green yellow stuff or
- 34:43like some bolts a
- 34:45green that basically says
- 34:46that some area wasn't
- 34:47Covered by geometry etc
- 34:50and that is when
- 34:51we're gonna need to
- 34:52go and play a
- 34:53little bit with the
- 34:55cage extrusion
- 34:56Valdeer so to address
- 34:57the issues we can
- 34:58play with settings like
- 34:59let's try to enable
- 35:00cage and play a
- 35:02little bit with the
- 35:03values
- 35:03I tried lower Valdeer
- 35:05which gave me more
- 35:06artifacts so I know
- 35:07now that I need
- 35:08to go into the
- 35:09opposite direction
- 35:10And I ended out
- 35:11with 0 0 6
- 35:12which gave me the
- 35:13best result and here's
- 35:15how it looked like
- 35:16you can see that
- 35:17all these details
- 35:17Basically transferred to our
- 35:19low poly now you
- 35:20remember that some objects
- 35:21actually share one material
- 35:23and you may ask
- 35:24like
- 35:24But how do I
- 35:25bake it into one
- 35:27map because that's basically
- 35:28the same map well
- 35:29that's not a problem
- 35:30We're gonna use the
- 35:31same exact image and
- 35:32same material just disable
- 35:34this clear image in
- 35:36output all the baking
- 35:37What it gonna do
- 35:38is that it will
- 35:40keep what we already
- 35:41baked and again like
- 35:42the UV is not
- 35:43overlapping
- 35:44That's what you need
- 35:46to take care of
- 35:46in the previous stage
- 35:47that what I explained
- 35:48right just select those
- 35:49objects that share one
- 35:51material in
- 35:51Edit modes and then
- 35:52wrap it together so
- 35:54they are not overlapping
- 35:55and just like that
- 35:56I also bake it
- 35:56pants and here we
- 35:57can review this here
- 35:58in blender
- 35:59Again the delighting settings
- 36:01to see like how
- 36:03actually light will interact
- 36:04it and the normal
- 36:05map again
- 36:06It emitates geometry so
- 36:07it interacts with the
- 36:09lights which is absolutely
- 36:10cool now what you
- 36:11see is low poly
- 36:12model that looks like
- 36:14high poly and
- 36:15Let's repeat the process
- 36:16for other parts
- 36:17Sometimes you might face
- 36:18a relation when everything
- 36:20is perfect but some
- 36:22small parts just not
- 36:23working out like that
- 36:24might be very deep
- 36:25stuff
- 36:26Or maybe you did
- 36:27the UV wrong and
- 36:28to not rework everything
- 36:30etc
- 36:31You can simply go
- 36:33to texture paint in
- 36:34let's say use smear
- 36:36brush
- 36:36Here's the cheat code
- 36:37for me
- 36:38You can use it
- 36:39no
- 36:40Exusion here etc another
- 36:42interesting map that is
- 36:44they get pretty much
- 36:45the same way is
- 36:47embeen the occlusion
- 36:48So we're creating a
- 36:49map and here instead
- 36:50of normal we're gonna
- 36:51choose ambient occlusion also
- 36:53we select
- 36:54High poly low poly
- 36:55but for ambient occlusion
- 36:57you need to make
- 36:58sure that it takes
- 36:59into account surrounding objects
- 37:01Because it's like for
- 37:03this inner shadow so
- 37:04if you don't want
- 37:05this to happen you
- 37:06got a needs to
- 37:08Is a late or
- 37:09other objects in render
- 37:10mode
- 37:11I gonna do that
- 37:12behind the scene here
- 37:13is the final results
- 37:14in it looks just
- 37:16amazing more details how
- 37:17to do baking in
- 37:19blender or
- 37:19Marmace it also an
- 37:21amazing tool for baking
- 37:22is in my another
- 37:23youtube video or of
- 37:25course you can find
- 37:26it in my treaty
- 37:27AI course
- 37:27Now I already feel
- 37:29how cool it will
- 37:30end up what we're
- 37:31gonna do next is
- 37:32of course texture and
- 37:33there are a few
- 37:34ways how we can
- 37:35do that
- 37:35One of the easiest
- 37:36way and sometimes it
- 37:37works extremely well is
- 37:39to texture it with
- 37:40AI completely as one
- 37:42Objects which are gonna
- 37:43do for here in
- 37:44triple of course
- 37:45So you upload your
- 37:46treaty model go to
- 37:47texture tab upload the
- 37:49reference and here you
- 37:51go
- 37:51The result is amazing
- 37:53but there's often some
- 37:54small things that you
- 37:56definitely want to tackle
- 37:57and for that
- 37:58I have another amazing
- 37:58tool called modif which
- 38:01is by the way
- 38:01still free but you
- 38:02can not create private
- 38:03projects
- 38:04Now let's bring it
- 38:05all to motive but
- 38:07don't forget about any
- 38:08modifiers that you were
- 38:10using like you can't
- 38:12keep them like mirror
- 38:14modifier
- 38:14You can keep them
- 38:15on this stage but
- 38:16if you have any
- 38:17of them when exporting
- 38:18GLB I recommend GLB
- 38:20to use it
- 38:21Modif go to mesh
- 38:22and enable apply modif
- 38:23forest setting that will
- 38:24bake all modifiers and
- 38:26mesh and you will
- 38:27see exactly the same
- 38:28thing in
- 38:28Modif otherwise it will
- 38:30look broken so here's
- 38:31our character here in
- 38:32motive and let's do
- 38:34the texturing
- 38:35So how do we
- 38:36do that first of
- 38:37all we can drop
- 38:38all the reference images
- 38:40here by pressing plus
- 38:42and I gonna drop
- 38:43all the same images
- 38:44stats we were using
- 38:46to create it now
- 38:47go to texture tab
- 38:49and here we're gonna
- 38:50work
- 38:50Object by object the
- 38:52process here look extremely
- 38:54simple we select our
- 38:57reference and select
- 38:58a view of our
- 39:00model well obviously we
- 39:01need the reference that
- 39:02matching the current object
- 39:04and then
- 39:04we can generate something
- 39:06and paste it on
- 39:08a free model what
- 39:09of the way is
- 39:09like to put them
- 39:11as layers
- 39:11in another way is
- 39:13to patch my workflow
- 39:14here looks like this
- 39:16I go view by
- 39:17view and patch it
- 39:19create some additional image
- 39:21references until I have
- 39:22like the 90 %
- 39:24done the good thing
- 39:25about
- 39:26Modif is that you
- 39:27can do additional references
- 39:28right here let's say
- 39:30to complete the back
- 39:31site I
- 39:31gonna need to create
- 39:32a variation so which
- 39:34is gonna go click
- 39:35create variation and say
- 39:36like back
- 39:37I'd view generates and
- 39:39here we go like
- 39:39if you're not happy
- 39:40to generate it once
- 39:42again or specify
- 39:42some details added as
- 39:44another reference and use
- 39:45it for another view
- 39:46generated put it on
- 39:47the back
- 39:48and here we go
- 39:49now of course there
- 39:50will be some problems
- 39:51and seams and details
- 39:53or you can generate
- 39:54that entry pull and
- 39:56bring it here and
- 39:57how do I dress
- 39:57it here's the patching
- 39:59tool first you
- 40:00need to select that
- 40:01area that you don't
- 40:02like select the right
- 40:05reference for it and
- 40:07it will
- 40:07generate the fix but
- 40:08now instead of putting
- 40:09everything at once we
- 40:10can only work with
- 40:12that area that
- 40:13we're not happy with
- 40:14like just boom and
- 40:15just with brush just
- 40:16address this area that's
- 40:18whole thing
- 40:19one by one acid
- 40:20by acid we're gonna
- 40:21do exactly the same
- 40:24thing there are few
- 40:25more tools presented
- 40:26here in modif set
- 40:27shirts masking and maybe
- 40:29some like filling holes
- 40:31etc but again main
- 40:33tools are
- 40:34layers and patching they
- 40:35together are more than
- 40:36enough to get a
- 40:37complete nice results also
- 40:39there
- 40:40are some important settings
- 40:40that affect whether this
- 40:42will be affected by
- 40:43light or a bit
- 40:44of but
- 40:45to explain all of
- 40:46that and show you
- 40:47complete process one all
- 40:49of the parts I
- 40:50created another video
- 40:51take a look this
- 40:52video is already along
- 40:53and I still have
- 40:54to show you some
- 40:55cool thing I never
- 40:55showed before so here
- 40:57in modif let's finish
- 40:58everything except eyes yeah
- 41:01there is no eyes
- 41:02and we
- 41:02don't need them because
- 41:03eyes are better made
- 41:05from spheres well that's
- 41:21all done expert everything
- 41:22as a VX or
- 41:24we can export color
- 41:25textures alone now one
- 41:27thing is that it
- 41:28will export it per
- 41:30objects
- 41:30and since I haven't
- 41:32joined the objects before
- 41:34imported into the modif
- 41:35I get four maps
- 41:37and
- 41:37them supposed to be
- 41:38one map so you
- 41:39can do that in
- 41:40different ways one way
- 41:41you can use paint
- 41:42nets
- 41:43and add them all
- 41:45as layers or you
- 41:46can use Photoshop if
- 41:47someone still use Photoshop
- 41:48and just
- 41:49combine them like this
- 41:51so basically add any
- 41:52black layer just to
- 41:53see what's happening and
- 41:55save
- 41:55them as one image
- 41:56alternatively you can give
- 41:58all these four images
- 41:59to your cloud code
- 42:00and ask
- 42:00to do the same
- 42:01it will do that
- 42:02with no problems now
- 42:04we have one texture
- 42:05that we can bring
- 42:06to
- 42:06blender in connect and
- 42:08here we go it's
- 42:09start to look so
- 42:10much better I connected
- 42:11to all of the
- 42:12objects and something is
- 42:14off and what's off
- 42:16is the material because
- 42:17what we did in
- 42:18modif we
- 42:19only created the color
- 42:20map together with the
- 42:22normal map of course
- 42:23and we'll look cool
- 42:25so you can
- 42:26see that normal map
- 42:27is also worked that's
- 42:28why armor look a
- 42:29little bit better but
- 42:30the materials
- 42:31they're impotent so you
- 42:33can actually do that
- 42:33with triple and add
- 42:35the PBR just upload
- 42:37your object
- 42:37to triple to upload
- 42:39since we already have
- 42:40the texture we're going
- 42:41to need to go
- 42:41to PBR here is
- 42:42our
- 42:42object we can see
- 42:43there's no PBR and
- 42:45just generate the PBR
- 42:46and here we go
- 42:47it's definitely a look
- 42:48better than it was
- 42:50bought it's not perfect
- 42:52I definitely want metal
- 42:53to be shinier so
- 42:55keep it as an
- 42:55option in mind for
- 42:56some object it can
- 42:57work pretty well what
- 42:59I want to show
- 42:59you and the reason
- 43:00why I
- 43:01separate armor in one
- 43:03object for example is
- 43:04that you can create
- 43:06nice material maps with
- 43:08a model like
- 43:10patina you can find
- 43:11it in full AI
- 43:12just name it patina
- 43:13it is very cheap
- 43:15there is texture material
- 43:16image to material option
- 43:18and we check it
- 43:19if you figure out
- 43:19some brushed metal patterns
- 43:22and let's
- 43:22generate and see how
- 43:23it looks I'm going
- 43:24to generate two k
- 43:25texture for max resolution
- 43:27there are some
- 43:28settings I don't need
- 43:29hate and normal so
- 43:31we just need roughness
- 43:32and metalness because we
- 43:33already
- 43:33have normal map but
- 43:35again you can additionally
- 43:36use that if you
- 43:37know how to emerge
- 43:39all of them I
- 43:39can do that in
- 43:40a simple way and
- 43:41here we have the
- 43:42patterns this one I
- 43:44didn't like and this
- 43:45one I actually
- 43:46liked so we're going
- 43:47to take this one
- 43:48yeah this is exactly
- 43:49how I wanted to
- 43:50look now what we're
- 43:50going to need to
- 43:51do is go to
- 43:52the material and here
- 43:53let's drop these two
- 43:54maps metallic and roughness
- 43:57and let's connect them
- 43:58very important to make
- 44:00sure that this new
- 44:01maps since there are
- 44:02like
- 44:03property maps set it
- 44:04to non -color and
- 44:05here's how it looks
- 44:06like well it it
- 44:08hundred percent look
- 44:09way better and it
- 44:10was well usually you
- 44:12want to control the
- 44:13scale of this pattern
- 44:14so you can see
- 44:15like it's too big
- 44:16right that's very easy
- 44:17to do we're going
- 44:18to need two things
- 44:19well well to note
- 44:21basically click on the
- 44:22texture and control t
- 44:24that will create this
- 44:25two amazing notes that
- 44:27will
- 44:27allow us to control
- 44:28scale and we're going
- 44:30to also connect it
- 44:31to the roughness so
- 44:33now we have control
- 44:35over scale and you
- 44:38can select them all
- 44:38together and control this
- 44:39pattern also UV doesn't
- 44:41work
- 44:41really great for a
- 44:43tile texture so we
- 44:44can change it to
- 44:45generate it and how
- 44:46about that right oh
- 44:49amazing I think it's
- 44:51way nicer and again
- 44:52since this is like
- 44:53one shared material you
- 44:55can see that
- 44:56it applied to all
- 44:57other objects look amazing
- 45:00now the question is
- 45:01how do we expert
- 45:02all this
- 45:03construction to unrelention well
- 45:04if you try to
- 45:05just expert it like
- 45:06this it's not going
- 45:07to work
- 45:07we're going to need
- 45:08one map similar to
- 45:11color map using the
- 45:12UV of course and
- 45:13for that we can
- 45:14also do
- 45:15baking we're going to
- 45:16need to bake roughness
- 45:17and metallic maps so
- 45:19I'm going to create
- 45:19new map
- 45:20make sure it's selected
- 45:21also select the material
- 45:23outputs go to bake
- 45:25and here just choose
- 45:26the
- 45:27roughness of course we
- 45:28disable selected texture because
- 45:30it's all happened within
- 45:31one object can
- 45:33choose clear image and
- 45:34just press bake and
- 45:36we can see it's
- 45:37something baked but only
- 45:39for a close now
- 45:40here's the thing to
- 45:41do the baking at
- 45:42this stage we're going
- 45:44to first select all
- 45:45the objects and
- 45:46we're also going to
- 45:47need to make sure
- 45:48that all modifiers such
- 45:49as mirror are applied
- 45:51to angle it
- 45:52you can keep and
- 45:53we can actually join
- 45:54all the objects so
- 45:56yeah since this share
- 45:57one material why not
- 45:58let's
- 45:59and boom and you
- 46:00can see this artifact
- 46:01some object is black
- 46:03after joining let me
- 46:04show you how to
- 46:05fix
- 46:05that's very simple it
- 46:06means that most likely
- 46:08the UV there has
- 46:09different name yeah so
- 46:11we're going to
- 46:11name it as the
- 46:12UV in every other
- 46:14object now if we
- 46:15join it everything works
- 46:17fine and we can
- 46:18rename
- 46:19this objects to metal
- 46:20now we can repeat
- 46:21the baking and all
- 46:22objects are now in
- 46:23one map we can
- 46:24save
- 46:25that texture and we
- 46:27can connect it set
- 46:28it to non -color
- 46:29and connect it instead
- 46:30of that generated and
- 46:32we can see the
- 46:33result is basically the
- 46:34same we're going to
- 46:35repeat that process for
- 46:36metallic map
- 46:37and now it's ready
- 46:38to be exported and
- 46:39unrelangen and you're going
- 46:40to see the same
- 46:41results this
- 46:42approach can be used
- 46:43for many things but
- 46:44it's not the only
- 46:45one I also have
- 46:46another free video
- 46:47on my channel specifically
- 46:48about materials explaining how
- 46:51you can tackle one
- 46:52object that consists
- 46:54of different materials some
- 46:56rough parts some shiny
- 46:57parts all of that
- 46:59also possible to tackle
- 47:00in
- 47:01blender or any other
- 47:02software professionals appreciate a
- 47:04lot of substance painters
- 47:06software you can
- 47:07take a look on
- 47:08another video about pro
- 47:09workflow there are explaining
- 47:11some professional tools involved
- 47:12to make it even
- 47:13better but substance painter
- 47:15can take a while
- 47:16to learn well it
- 47:17gives you a lot
- 47:18of
- 47:22color texture and sometimes
- 47:23for simple objects it's
- 47:25more than enough to
- 47:25just tackle some settings
- 47:27in the PBR shader
- 47:29to get the result
- 47:31that you want I'm
- 47:31going to complete that
- 47:32part behind the scene
- 47:34so take a look
- 47:34on that video for
- 47:36more information or join
- 47:37my course but now
- 47:39I'm going to teach
- 47:39you
- 47:40one more cool way
- 47:41how to get realistic
- 47:42eyes and eyelashes so
- 47:45normally I was showing
- 47:46you that
- 47:47we can just create
- 47:48a sphere, smooth it
- 47:50and apply the color
- 47:51texture you can see
- 47:52that in my previous
- 47:53videos but professional approach
- 47:55is to use double
- 47:56sphere to make it
- 47:58more like real eye
- 47:59so for that one
- 48:00we're going to go
- 48:00and download metaheim and
- 48:02conform to polish is
- 48:03absolutely free we just
- 48:05need this
- 48:05heads we're going to
- 48:07take the eye from
- 48:09it so we're going
- 48:10to delete everything except
- 48:11the eye so
- 48:17it also unwrapped nicely
- 48:19and that's exactly what
- 48:20we need so here's
- 48:22the tricks first of
- 48:23all we're
- 48:23going to need to
- 48:23generate texture a realistic
- 48:25texture of the eye
- 48:27I think something like
- 48:29that should
- 48:30not be that much
- 48:31red okay we're going
- 48:33to bring it here
- 48:34and we're also going
- 48:35to duplicate the eye
- 48:37one eye will be
- 48:40sort of transparent and
- 48:42extremely glossy right so
- 48:44here's how I said
- 48:45the material
- 48:45and see blended okay
- 48:48I'm going to set
- 48:49it in blender but
- 48:50again depending on the
- 48:51game engine you might
- 48:52need to do some
- 48:53additional settings in game
- 48:54engine anyway the idea
- 48:55is that is almost
- 48:57transparent and glossy
- 48:59now for the main
- 49:00eyeball we're going to
- 49:02go to it's in
- 49:03here I'm going to
- 49:05move this part a
- 49:06little bit
- 49:06inside in proportional editing
- 49:08to achieve some shape
- 49:10like this and now
- 49:11we can drop our
- 49:11texture
- 49:12here and connect it
- 49:13boom okay it's a
- 49:14little bit off so
- 49:15in UV I can
- 49:17move it a little
- 49:18bit to follow
- 49:18more nicely with my
- 49:20eye okay that's it
- 49:22and yeah let's set
- 49:23the material I should
- 49:24be also glossy material
- 49:26boom like that that
- 49:27little bit transparency and
- 49:29yeah the base color
- 49:30I forgot to set
- 49:31the
- 49:31base color to white
- 49:32so there is no
- 49:33additional setting okay here
- 49:35we go so this
- 49:36additional transparent
- 49:37sphere adds nice glare
- 49:39to give it more
- 49:40realistic look how cool
- 49:42is that and that
- 49:43was extremely simple
- 49:44if you still didn't
- 49:45press that like button
- 49:46it's about a time
- 49:47and now how do
- 49:48we do eyelashes it's
- 49:50very
- 49:50simple with shift let's
- 49:52click somewhere on the
- 49:54eye and that will
- 49:55be our starting point
- 49:56to draw the eyelashes
- 49:58then we're going to
- 49:59create mesh and single
- 50:00vert that's a single
- 50:02lonely vertix then we
- 50:04go to edit
- 50:05modes and we're going
- 50:07to enable this mode
- 50:08that will basically attach
- 50:10every vertex to the
- 50:12polygons that we create
- 50:14and we're going to
- 50:14press E to extrude
- 50:16that lonely vertix into
- 50:18a line
- 50:19of lonely vertices basically
- 50:22forming a eyelash line
- 50:24right so we just
- 50:26created like a line
- 50:27we can
- 50:28disable the shading to
- 50:30see like more prominently
- 50:31when that's done we
- 50:33can actually disable magnets
- 50:34now it actually follows
- 50:35select all of them
- 50:37and extrude once again
- 50:38that's pretty much it
- 50:40we already have basic
- 50:42shape now just adjust
- 50:44the shape you can
- 50:45add some additional loops
- 50:47to achieve
- 50:48some curvature so here's
- 50:49how I do that
- 50:50and let's go generate
- 50:51some mask texture with
- 50:53Gemini that's
- 50:54so simple right now
- 50:55again like you can
- 50:56even screenshot and bring
- 50:58it to not a
- 50:59banana say like I
- 51:00need
- 51:00a mask texture mask
- 51:02texture because again it
- 51:03will be used as
- 51:04an alpha right that's
- 51:05basically
- 51:06an opacity so white
- 51:07color says what's not
- 51:09transparent and black what
- 51:11is transparent you're going
- 51:12to need to adjust
- 51:14UV of course like
- 51:15that so just move
- 51:16it a little bit
- 51:17around scale it and
- 51:18just
- 51:18a while later we
- 51:20have eyelashes done the
- 51:22same way you can
- 51:22do the bottom eyelash
- 51:24very very simple
- 51:25hold together that takes
- 51:26like 10 minutes or
- 51:28more and then of
- 51:29course just mirror it
- 51:31to another
- 51:31eye since your face
- 51:32should be symmetrical how
- 51:34cool is that I
- 51:36mean I think it
- 51:37looks just fantastic
- 51:38so here's our beautiful
- 51:40girl with all the
- 51:41materials and last part
- 51:43before we bring our
- 51:44character
- 51:44to our religion is
- 51:46to do the rigging
- 51:47we're going to do
- 51:47that to accurate so
- 51:49let's select the
- 51:50character exported to acrylic
- 51:52and import it here
- 51:53so long story short
- 51:55what's going on in
- 51:56accurate it's
- 51:57very simple process because
- 51:58you'll be guided all
- 51:59the time first choose
- 52:01the middle line find
- 52:02then
- 52:03the ringing do not
- 52:04worry that your materials
- 52:06doesn't look same here
- 52:08in acrylic basically you
- 52:09can
- 52:09ignore materials at all
- 52:10it's just a preview
- 52:12here and we will
- 52:13reset it when we
- 52:14get back the rigged
- 52:15another step is to
- 52:17place the markers and
- 52:18this one is quite
- 52:20important so take a
- 52:22look very carefully
- 52:23on the tips here
- 52:25on the right and
- 52:26try to position them
- 52:27nicely sometimes if you
- 52:29will get
- 52:29bad results go back
- 52:30at this stage and
- 52:31try to move this
- 52:33points around after a
- 52:34while you'll get the
- 52:35idea
- 52:36how does it works
- 52:37and what is the
- 52:38best position for some
- 52:40markers you do that
- 52:41for the body
- 52:42and then you do
- 52:43that for each hand
- 52:44when you go to
- 52:45the hand by the
- 52:46way it will ask
- 52:47you how many
- 52:48fingers do you have
- 52:49so you can get
- 52:50the idea that even
- 52:51if you have a
- 52:52character with less than
- 52:53five
- 52:53fingers that's totally fine
- 52:55you can also rig
- 52:55it here not an
- 52:57issue and then you
- 52:58of course set the
- 52:59markers for fingers as
- 53:01well let's do that
- 53:02and press calibrate and
- 53:04calibration basically is the
- 53:06rigging itself so here
- 53:09we go I really
- 53:10like this stage because
- 53:11it's like your character
- 53:13suddenly is
- 53:14a life like look
- 53:15I'm a life I
- 53:18can see myself woo
- 53:19she'll look a little
- 53:20bit creepy with this
- 53:22white ice okay you
- 53:23can see the walking
- 53:24sometimes for some characters
- 53:26you might want to
- 53:27do the
- 53:28pose offset I'm super
- 53:29lucky I have everything
- 53:30nearly perfect except some
- 53:32weights which we can
- 53:33dress in blender what's
- 53:35there is dedicated video
- 53:36about rigging of course
- 53:38on my channel so
- 53:39let's go
- 53:40and explore the it's
- 53:42to unrelanger I correct
- 53:43by the way is
- 53:44absolutely free but the
- 53:46catch here is
- 53:46that if you want
- 53:47to use their animations
- 53:49they do have like
- 53:50huge library of different
- 53:52animations for
- 53:53various of purposes you're
- 53:55gonna need to bite
- 53:55them I don't really
- 53:56need that because we're
- 53:57gonna
- 54:02here okay and so
- 54:05we're gonna fight armature
- 54:06and we're gonna need
- 54:07to reassign the materials
- 54:10so we'll
- 54:10let just go through
- 54:11each material and set
- 54:13the right one without
- 54:14this one and now
- 54:16we can go to
- 54:16the pose modes
- 54:17and smooth the bones
- 54:19around and see that
- 54:20it works and it
- 54:21works indeed but usually
- 54:23in some places
- 54:23like armpits we can
- 54:25see that when we
- 54:26move the arm the
- 54:27part of the body
- 54:28moves where when it
- 54:29should
- 54:30and this is all
- 54:31about the weight correction
- 54:33one of the easiest
- 54:33way to do that
- 54:34is that's we're gonna
- 54:36select the armature then
- 54:38we're gonna select the
- 54:39object and go to
- 54:40weight paint do that
- 54:41in exactly
- 54:42this order that will
- 54:44allow you to shift
- 54:46control on any bone
- 54:48and see what area
- 54:49is affected by that
- 54:51bone now here we
- 54:53do have a brush
- 54:54and brush basically set
- 54:56the color the color
- 54:57reflects how much
- 54:59this particular bone affect
- 55:00pig's particular area of
- 55:02the mesh so blue
- 55:04means zero meaning that
- 55:05it
- 55:05will not take control
- 55:07over it but we
- 55:08still see that I
- 55:09remove some weight but
- 55:10there's still some
- 55:11moment this because like
- 55:12of another bone so
- 55:13we're gonna need to
- 55:14fix this one a
- 55:16little bit more right
- 55:17just like that you
- 55:18can make the moment
- 55:19nicer for here it's
- 55:21a little bit different
- 55:21case we just need
- 55:23to
- 55:23set all here to
- 55:26be following the heads
- 55:27how do we do
- 55:28that let's select the
- 55:29here then let's select
- 55:31that armature go to
- 55:33weight paint now here
- 55:34shifts control and we
- 55:36need to select the
- 55:37head bone
- 55:38exactly basis let's find
- 55:40that head bone oh
- 55:41this one is this
- 55:42small which is head
- 55:44then we're gonna go
- 55:45set weight to one
- 55:46and in weights set
- 55:48weights what I just
- 55:49did I set 100
- 55:50% weights on head
- 55:51bone for
- 55:52here which I also
- 55:53gonna do to the
- 55:54accessories yep behind the
- 55:56scene I also put
- 55:57the accessors into the
- 55:58here that's was very
- 55:59easy and now if
- 56:00we move around the
- 56:02heads we can see
- 56:03that's everything
- 56:04worse as expected later
- 56:05on you can actually
- 56:06add additional bones in
- 56:08animated which I think
- 56:10I
- 56:10gonna do later in
- 56:11any religion and congratulations
- 56:13to myself this character
- 56:15is done altogether it
- 56:17took a little bit
- 56:18more than two days
- 56:19but I'm extremely happy
- 56:21and just a few
- 56:22years ago I couldn't
- 56:23imagine I will be
- 56:25able to do such
- 56:26a cool character in
- 56:28such short terms in
- 56:30fact it ended up
- 56:30so nice
- 56:31that I decided to
- 56:32do some additional cool
- 56:33setup in underlanger which
- 56:35you're gonna see now
- 56:36so
- 56:37first of all of
- 56:37course adding some physics
- 56:39to here some additional
- 56:41setup in Unreal Engine
- 56:43setup
- 56:43small scene and do
- 56:45this cool camera renders
- 56:47so you can have
- 56:48that amazing intro video
- 56:50which you
- 56:50saw in the beginning
- 56:51by the way Unreal
- 56:52Engine 5 .8 is
- 56:53absolute gold I already
- 56:55made a few videos
- 56:56about new meta humans
- 56:57about new markerless motion
- 57:00capture mcp all that
- 57:02great stuff it's all
- 57:04on my channel
- 57:04it's absolutely amazing it
- 57:06allows you to move
- 57:07really fast and all
- 57:08of that is basically
- 57:09free and
- 57:10guys please don't forget
- 57:11to like subscribe and
- 57:13leave the comments making
- 57:14this long video takes
- 57:15a lot
- 57:15of effort but I
- 57:16really believe you're gonna
- 57:17learn a lot from
- 57:18it so that was
- 57:19stuff as usual see
- 57:21you
- 57:21in the next one
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