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Make Your First 3D Character With AI - Complete Guide (2026) — Transcript

by Stefan 3D AI · 10,062 words · 2,717 segments · language en · Watch on YouTube

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  1. 0:06This amazing character was
  2. 0:08created within just two
  3. 0:10days with my new
  4. 0:12AI workflow
  5. 0:13And today it's time
  6. 0:14to break it down
  7. 0:16into details
  8. 0:17You guys asked for
  9. 0:18it, so in this
  10. 0:19video we're gonna cover
  11. 0:20all details such as
  12. 0:22how I separate image
  13. 0:23and the right parts
  14. 0:24How I do generation
  15. 0:26great topology low -poly
  16. 0:28texturing baking all that
  17. 0:30stuff including materials and
  18. 0:32rigging
  19. 0:32I gonna share new
  20. 0:33tips on how to
  21. 0:34achieve more realistic look
  22. 0:36that I never shared
  23. 0:37before to stick around
  24. 0:39till the end
  25. 0:40And of course we're
  26. 0:40gonna enjoy it in
  27. 0:41Unreal Engine in all
  28. 0:43its beauty
  29. 0:43This video absolutely require
  30. 0:45your support guys by
  31. 0:47hitting that like button
  32. 0:48and let's get started
  33. 0:52And today I prepared
  34. 0:53an amazing reference I
  35. 0:55was brainstorming for a
  36. 0:57while already
  37. 0:57I will actually I
  38. 0:58was keeping it for
  39. 0:59a special occasion which
  40. 1:00is today apparently we
  41. 1:02do have Queen of
  42. 1:03Hearts
  43. 1:04But in very unique
  44. 1:05style and there's a
  45. 1:06lot of details I
  46. 1:07want to show you
  47. 1:08how to do with
  48. 1:08you have quite cool
  49. 1:10hair
  50. 1:10We have details in
  51. 1:12the here that we're
  52. 1:12gonna put I think
  53. 1:13like we're gonna use
  54. 1:14this spikes here
  55. 1:16We have an amazing
  56. 1:17armor the clothing and
  57. 1:19everything is very logically
  58. 1:21assembled here of course
  59. 1:23I was creating this
  60. 1:23reference and we have
  61. 1:24an amazing weapon
  62. 1:26And today I'll show
  63. 1:26you one new approach
  64. 1:28to materials how to
  65. 1:30make this nice look
  66. 1:31for a metal for
  67. 1:32example
  68. 1:33Will AI of course,
  69. 1:35but in a smart
  70. 1:35way now. What is
  71. 1:36the first thing we
  72. 1:37need to do when
  73. 1:38we do have our
  74. 1:39character ready to be
  75. 1:41created?
  76. 1:42We're gonna need to
  77. 1:42put it into the
  78. 1:44default post in 3D
  79. 1:45default post is a
  80. 1:47post or T post
  81. 1:48choice might depend on
  82. 1:50engine animation system that
  83. 1:52you're gonna use and
  84. 1:53the character itself
  85. 1:54I prefer to go
  86. 1:55with the apos small
  87. 1:56convenience also
  88. 1:57I use Acrylic and
  89. 1:59works better with apos
  90. 2:00and overall I find
  91. 2:02it more convenient to
  92. 2:03work
  93. 2:03And of course, we're
  94. 2:04gonna need to separate
  95. 2:05the weapon and you
  96. 2:06might ask what is
  97. 2:07the prompts?
  98. 2:08I'm using well guys
  99. 2:09the thing is I
  100. 2:10do not do any
  101. 2:11prompting
  102. 2:12I basically go to
  103. 2:13charge epit and say
  104. 2:14I need the prompts
  105. 2:15to extract my character
  106. 2:17in a pose on
  107. 2:19a white background
  108. 2:21That's it. Please do
  109. 2:22the prompts and just
  110. 2:23like that
  111. 2:24Do you have two
  112. 2:24prompts that I can
  113. 2:25use anywhere basically my
  114. 2:27preference goes into nano
  115. 2:28banana pro or two
  116. 2:30and
  117. 2:31GPT image group. They
  118. 2:32are extremely good and
  119. 2:34there's plenty of way
  120. 2:35how you can get
  121. 2:35access it even for
  122. 2:37free
  123. 2:37And guys in this
  124. 2:38video I gonna use
  125. 2:39bunch of tools that
  126. 2:40are best in my
  127. 2:41opinion
  128. 2:41But all this is
  129. 2:42also possible using only
  130. 2:44free tools link will
  131. 2:46be here
  132. 2:46So you can get
  133. 2:47idea about a tools
  134. 2:48and repeat the same
  135. 2:49workflow now when it's
  136. 2:51clear how I do
  137. 2:52the prompting
  138. 2:52We're gonna need to
  139. 2:53separate parts and here's
  140. 2:55the bunch of parts
  141. 2:56I do have now
  142. 2:57here
  143. 2:57It's very important to
  144. 2:59understand the logic how
  145. 3:00you're gonna assemble your
  146. 3:01character
  147. 3:02How you're gonna process
  148. 3:03it both materials and
  149. 3:04stuff you're gonna use
  150. 3:05and this one is
  151. 3:06very important
  152. 3:07And if you watch
  153. 3:08my videos you might
  154. 3:09get the logic like
  155. 3:10for example
  156. 3:10I for sure gonna
  157. 3:11extract here in the
  158. 3:13heads but here's some
  159. 3:15heads and pretty much
  160. 3:16all the accessories
  161. 3:17That are in here.
  162. 3:20I can regenerate in
  163. 3:21low -poly right away
  164. 3:23because generating in low
  165. 3:24-poly will sell out
  166. 3:25of time
  167. 3:26dealing with some mess
  168. 3:27that can be done
  169. 3:29with Merjard hair strands
  170. 3:31while I really appreciate
  171. 3:32Tripopi1 doing logical measures
  172. 3:35such as this you
  173. 3:36can see all the
  174. 3:37strands are pretty much
  175. 3:39separated and that is
  176. 3:40exactly what we need
  177. 3:42Same goes for the
  178. 3:43heads. I think P1
  179. 3:44does really good job
  180. 3:45with these loops and
  181. 3:46stuff
  182. 3:47There's not much details
  183. 3:48on the head and
  184. 3:49it will be way
  185. 3:50more convenient to work
  186. 3:51with such mesh further
  187. 3:52We're gonna just cut
  188. 3:53some faces here and
  189. 3:55place our eyes and
  190. 3:56it pretty much looks
  191. 3:57perfect for me
  192. 3:58However for all the
  193. 4:00air more I gonna
  194. 4:00do that high -poly
  195. 4:02first
  196. 4:02Why because I want
  197. 4:04to bake and preserve
  198. 4:05these details later?
  199. 4:06We're creating game -ready
  200. 4:08character, so it will
  201. 4:09be eventually quite optimized
  202. 4:11But those details are
  203. 4:13very important in nice
  204. 4:14so to simplify my
  205. 4:15thinking here is if
  206. 4:17I have quite a
  207. 4:18lot of details on
  208. 4:19some objects. I rather
  209. 4:20start with high -poly
  210. 4:22do some sculpting fix
  211. 4:23that until perfection
  212. 4:24Then do low -poly
  213. 4:26on top and leave
  214. 4:27the room for baking
  215. 4:28for some very simple
  216. 4:29objects almost no details
  217. 4:31Again shape is simple
  218. 4:32object in a way
  219. 4:33that like just a
  220. 4:34clean surface here is
  221. 4:36a unique case
  222. 4:36An accessory like this
  223. 4:37just a small thing
  224. 4:38that doesn't really make
  225. 4:40sense to do high
  226. 4:41-poly
  227. 4:42Well, pants and grease
  228. 4:43100 % gonna need
  229. 4:45to be high -poly
  230. 4:46because there's like some
  231. 4:47small folds
  232. 4:48There's small details and
  233. 4:49I really want to
  234. 4:50preserve that details
  235. 4:51We're gonna do the
  236. 4:53low -poly version not
  237. 4:54only in texture but
  238. 4:55in normal math here
  239. 4:56You can see all
  240. 4:57of my final parts
  241. 4:58some I added the
  242. 5:00multi -view again
  243. 5:01If there's something that
  244. 5:02you want to specify
  245. 5:03you can add a
  246. 5:04multi -view like I
  247. 5:06did it for this
  248. 5:06part for the body
  249. 5:07for the pants
  250. 5:09Some simple parts like
  251. 5:10grease, gloves, I did
  252. 5:11one image that should
  253. 5:13be enough for here
  254. 5:13I also did a
  255. 5:14multi -view and I
  256. 5:15decided I did the
  257. 5:16neck armor separately because
  258. 5:17that's more convenient
  259. 5:18And also one important
  260. 5:20logical decision which you
  261. 5:22see will be a
  262. 5:23reflected later in how
  263. 5:24I split materials is
  264. 5:25how I separated legs
  265. 5:27for example
  266. 5:27The metal part alone
  267. 5:29and the clothing part
  268. 5:31alone that simply make
  269. 5:32it easier to work
  270. 5:33with and we have
  271. 5:34all models
  272. 5:35Generated now notes at
  273. 5:37this stage. I don't
  274. 5:38really need a texture
  275. 5:39So I generated all
  276. 5:40the models without the
  277. 5:42texture save some tokens
  278. 5:43And we are ready
  279. 5:44to take it all
  280. 5:45to blender so at
  281. 5:47this stage we do
  282. 5:48have a bunch of
  283. 5:49high -poly models
  284. 5:50Which I did with
  285. 5:51easy model in triple
  286. 5:52you can set it
  287. 5:53like to one two
  288. 5:54million of polygons that
  289. 5:56doesn't really matter
  290. 5:56We're gonna still only
  291. 5:57use it and sculpting
  292. 5:59mode and then do
  293. 6:00the retapology and small
  294. 6:01accessories here and head
  295. 6:04I did with smart
  296. 6:05mesh when using smart
  297. 6:06mesh. It's very very
  298. 6:08important to set right
  299. 6:10amount of polygons for
  300. 6:11head for example
  301. 6:12I use 5 ,000
  302. 6:13and get this result.
  303. 6:15It will be not
  304. 6:15the same result with
  305. 6:1620 ,000 which is
  306. 6:18max possible and for
  307. 6:20small pieces like this
  308. 6:21We can actually go
  309. 6:23for 500 and that
  310. 6:24will be enough
  311. 6:25So take a look
  312. 6:26do not skip that
  313. 6:27setting. It's very very
  314. 6:28important setting when you
  315. 6:29use smart mesh to
  316. 6:30get the right result
  317. 6:32Now let's export it
  318. 6:34as a BX and
  319. 6:35take it all to
  320. 6:37blender and this way
  321. 6:38They are gonna export
  322. 6:38mostly in a BX
  323. 6:40just because it costs
  324. 6:41less issues in at
  325. 6:43later stages
  326. 6:44A BX is easy
  327. 6:45to transfer textures separately.
  328. 6:48You're gonna see that
  329. 6:49later when we bring
  330. 6:50all parts to blender
  331. 6:51It's time to do
  332. 6:52assembly and here's how
  333. 6:54I do that first
  334. 6:55of all
  335. 6:55I gonna add the
  336. 6:57image reference from which
  337. 6:58we actually generated all
  338. 7:00the parts to align
  339. 7:01on
  340. 7:01So that's a very
  341. 7:02easy in blender. We're
  342. 7:03gonna just right click
  343. 7:05anywhere and add image
  344. 7:07and choose reference
  345. 7:08Then gonna select the
  346. 7:10image that we need
  347. 7:11and here we go
  348. 7:12like
  349. 7:12It will be just
  350. 7:14on the background while
  351. 7:15we're working the good
  352. 7:17thing about this image
  353. 7:18reference
  354. 7:18That is always visible
  355. 7:20even if we are
  356. 7:21working and not shaded
  357. 7:22mode
  358. 7:22We're gonna place characters
  359. 7:23of fits or exactly
  360. 7:25on that red line
  361. 7:27which is zero like
  362. 7:28the ground basically now
  363. 7:30about this state
  364. 7:31The goal here is
  365. 7:32to assemble the character
  366. 7:34to fit the reference
  367. 7:36basically
  368. 7:36High -poly or low
  369. 7:38-poly it doesn't matter
  370. 7:39at this stage because
  371. 7:40we still need to
  372. 7:41fit them all together
  373. 7:42and it's very important
  374. 7:43to know
  375. 7:44That we don't really
  376. 7:45need to join all
  377. 7:46the objects which still
  378. 7:47can keep most of
  379. 7:49them separated following the
  380. 7:50logic
  381. 7:51And you can see
  382. 7:52most of the buttons
  383. 7:52that I'm pressing and
  384. 7:53there is not a
  385. 7:54big magic first of
  386. 7:55all
  387. 7:55Very useful mode is
  388. 7:57X -ray mode that
  389. 7:58allowed to precisely fit
  390. 7:59it according to the
  391. 8:00reference
  392. 8:01Next of course is
  393. 8:02simple control as moving,
  394. 8:03rotating and scaling
  395. 8:05You can use it
  396. 8:05with the controls here
  397. 8:06or you can use
  398. 8:07the hotkeys G for
  399. 8:09moving around according to
  400. 8:10the camera S for
  401. 8:11scale
  402. 8:12R for rotation so
  403. 8:14the first part seems
  404. 8:15easy now the of
  405. 8:16course will be some
  406. 8:17parts overlapping and in
  407. 8:19that case the other
  408. 8:20thing that we're gonna
  409. 8:21need to do at
  410. 8:21this stage is to
  411. 8:22cut
  412. 8:23Overlapping parts and make
  413. 8:25sure they are seamless
  414. 8:26transition between parts
  415. 8:27Like in my case
  416. 8:28happened with belly so
  417. 8:30there was belly from
  418. 8:31the top part and
  419. 8:33also with the pants
  420. 8:34So what we're gonna
  421. 8:35need to do is
  422. 8:36to go to the
  423. 8:37sculpting mode mainly there
  424. 8:39are few things you
  425. 8:40need to know
  426. 8:41There are brushes that
  427. 8:42do modify the mesh
  428. 8:44and also there's like
  429. 8:45utility brushes such as
  430. 8:47mask and mask do
  431. 8:49not modify mesh by
  432. 8:50itself
  433. 8:50But work as a
  434. 8:51selection tool and help
  435. 8:53you with two main
  436. 8:54purposes
  437. 8:54Select or deselect area
  438. 8:56that you do not
  439. 8:57want to edit or
  440. 8:58do some operation at
  441. 8:59once to whole mask
  442. 9:01it area such as
  443. 9:02deleting one big part
  444. 9:04So in this case
  445. 9:05I use mask brush
  446. 9:06again, it's very simple
  447. 9:08just select the mask
  448. 9:09brush select whole belly
  449. 9:11area like the body
  450. 9:13basically and when it's
  451. 9:14selected
  452. 9:15We're gonna go mask
  453. 9:16mask slice and feel
  454. 9:17host one of the
  455. 9:19most useful thing
  456. 9:20There's also mask slice
  457. 9:22that will produce slice
  458. 9:23and leave the hole,
  459. 9:25but we always want
  460. 9:26to keep it kept
  461. 9:27We do not want
  462. 9:28it to become hollow
  463. 9:30because that will cause
  464. 9:31some problems when we
  465. 9:33process the model
  466. 9:33But very important after
  467. 9:35you do that operation
  468. 9:36with mask don't forget
  469. 9:37to go to mask
  470. 9:38and clear the mask
  471. 9:40Otherwise you will not
  472. 9:41be able to edit
  473. 9:42that area that is
  474. 9:44still masked after the
  475. 9:45cuts
  476. 9:45And then we can
  477. 9:46just smooth that cut
  478. 9:48how do I do
  479. 9:49the as which to
  480. 9:50brush not a mask
  481. 9:51brush just the brush
  482. 9:52and choose the smooth
  483. 9:54or simply press shift
  484. 9:55It doesn't matter which
  485. 9:57brush you are currently
  486. 9:58using if you press
  487. 9:59shift it will change
  488. 10:00it to smooth while
  489. 10:02you're holding that shift
  490. 10:03Because it's most popular
  491. 10:04brush and most useful
  492. 10:06one also one small
  493. 10:07tip that is for
  494. 10:08most of the brushes
  495. 10:09including mask brush while
  496. 10:11Holding control will inverse
  497. 10:13the action so don't
  498. 10:14be worried if you
  499. 10:15paint something wrong just
  500. 10:17hold the control and
  501. 10:18paint that again
  502. 10:19That will remove the
  503. 10:20mask or do the
  504. 10:21opposite action for any
  505. 10:22brush such as clay
  506. 10:23brush or any other
  507. 10:24brushes my favorite brush
  508. 10:26of all times is
  509. 10:27of course
  510. 10:28Elastic wrap here is
  511. 10:29this guy which allow
  512. 10:31you to work with
  513. 10:32this geometry like with
  514. 10:33clay
  515. 10:33It works very simple
  516. 10:35you just grab some
  517. 10:36part and move around
  518. 10:38to a line stuff
  519. 10:39Here's how easy for
  520. 10:40me was to fix
  521. 10:41the pants around the
  522. 10:43belly and 50 %
  523. 10:44of the time I'm
  524. 10:45gonna use that brush
  525. 10:46Another important thing to
  526. 10:47keep in mind is
  527. 10:49symmetrical objects
  528. 10:50That's not only the
  529. 10:51right approach, but also
  530. 10:53a huge time saver
  531. 10:54for example gloves
  532. 10:56I'm not going to
  533. 10:57do the duplicate of
  534. 10:58this object or I
  535. 10:59don't need a second
  536. 11:00go
  537. 11:00I just gonna go
  538. 11:01and mirror this object
  539. 11:03it's very simple to
  540. 11:04do you just need
  541. 11:05to go to object
  542. 11:06mode while it's positioned
  543. 11:07it right
  544. 11:08And in object mode
  545. 11:09we need to make
  546. 11:10sure that the origin
  547. 11:11of this object is
  548. 11:13in this center of
  549. 11:14the world coordinates
  550. 11:15And that you apply
  551. 11:17all transformation you can
  552. 11:18press control a in
  553. 11:20select rotation and scale
  554. 11:21and then in modifier
  555. 11:22just add the mirror
  556. 11:24modifier
  557. 11:24And we're gonna choose
  558. 11:25x axis that's it
  559. 11:27so for now we
  560. 11:28can keep it active
  561. 11:29on the final stage
  562. 11:30We're gonna simply apply
  563. 11:31that modifier which will
  564. 11:33make it a real
  565. 11:34object
  566. 11:34But for now we're
  567. 11:35gonna keep it because
  568. 11:36it's still relevant for
  569. 11:37with typology for texturing
  570. 11:39We're gonna read typology
  571. 11:40once and just mirror
  572. 11:41that and same thing
  573. 11:43for texture right only
  574. 11:45once and just skip
  575. 11:46it like that
  576. 11:47I do have dedicated
  577. 11:48video on youtube about
  578. 11:49sculpting if you want
  579. 11:50to dig more into
  580. 11:51details or this basic
  581. 11:53tools are not enough
  582. 11:54Or if you're really
  583. 11:55serious about learning this
  584. 11:57treaty AI work -love
  585. 11:58I invite you to
  586. 11:59join my course made
  587. 12:00specifically for the beginners
  588. 12:02I gonna guide you
  589. 12:03from very beginning to
  590. 12:05final character that you're
  591. 12:06gonna run in a
  592. 12:07religion or unity
  593. 12:09I gonna explain in
  594. 12:10details how to use
  595. 12:11best AI tools they
  596. 12:13pros and cons give
  597. 12:14you a solid foundation
  598. 12:15about treaty in general
  599. 12:17So you're gonna be
  600. 12:18able to create any
  601. 12:19treaty character in less
  602. 12:20than a week and
  603. 12:21only for my dear
  604. 12:22viewers
  605. 12:22I gonna give away
  606. 12:24five courses the only
  607. 12:26thing you need to
  608. 12:26do is drop the
  609. 12:27comment explaining why you
  610. 12:29should get the course
  611. 12:30What you about a
  612. 12:31crate what is your
  613. 12:32story?
  614. 12:32I always read all
  615. 12:33the comments all links
  616. 12:35in the description let's
  617. 12:36continue one last thing
  618. 12:37about sculpting that I
  619. 12:38want to add is
  620. 12:39that you need to
  621. 12:40Understand that you work
  622. 12:41which bunch of polygons
  623. 12:43and all this brushes
  624. 12:44work with that mess
  625. 12:46of polygons and sometimes
  626. 12:48It might be not
  627. 12:49enough polygons or you
  628. 12:50can generate low poly
  629. 12:52and try to do
  630. 12:53the sculpting
  631. 12:54To some brushes to
  632. 12:56work better like a
  633. 12:57smooth brush you might
  634. 12:59want to recalculate the
  635. 13:01density of the polygons
  636. 13:02And here is one
  637. 13:03example I'm making the
  638. 13:05plate and at some
  639. 13:06point smoothing was not
  640. 13:07really working because there
  641. 13:09was not much polygons
  642. 13:10or
  643. 13:11After some join or
  644. 13:13cut operation and you
  645. 13:15might want to go
  646. 13:16to remesh and just
  647. 13:17recalculate the polygons on
  648. 13:19this specific object
  649. 13:20Well respecting the shape
  650. 13:23Notes it's very important
  651. 13:24that you do this
  652. 13:25operation on non hollow
  653. 13:27object otherwise it will
  654. 13:29break it so
  655. 13:30Recalculated it and now
  656. 13:31everything works way better
  657. 13:33No, that sculpting works
  658. 13:34pretty nice with low
  659. 13:35poly as well brush
  660. 13:37like elastic wrap is
  661. 13:38absolutely cool to use
  662. 13:39with low poly as
  663. 13:40well
  664. 13:40But if you're gonna
  665. 13:41try other brushes such
  666. 13:42as clay or even
  667. 13:43smoothing
  668. 13:44It might ruin the
  669. 13:45geometry because those brushes
  670. 13:47affects vertices and design
  671. 13:49to work with high
  672. 13:50poly meshes
  673. 13:51In my course a
  674. 13:52cover both approaches what
  675. 13:53tools to use with
  676. 13:55low poly with high
  677. 13:56poly etc
  678. 13:57So depending on the
  679. 13:58complexity of your character
  680. 13:59and how much attention
  681. 14:00you pay to details
  682. 14:02This might take a
  683. 14:03while for me in
  684. 14:04this stage took me
  685. 14:05almost one hour and
  686. 14:07that's fine
  687. 14:08Now I have incredible
  688. 14:09high poly model for
  689. 14:11my air more the
  690. 14:12body glues grooves and
  691. 14:14that's
  692. 14:14So when high poly
  693. 14:15model is ready we're
  694. 14:17gonna need to do
  695. 14:18low poly and here
  696. 14:19we need to decide
  697. 14:19on which parts
  698. 14:20We actually gonna do
  699. 14:22the low poly and
  700. 14:22which way so as
  701. 14:24you know small accessories
  702. 14:25are already low poly
  703. 14:27here and head also
  704. 14:28low poly
  705. 14:29So which left us
  706. 14:30only with armor and
  707. 14:31the weapon now for
  708. 14:32some parts
  709. 14:33I actually gonna do
  710. 14:34that manually with retopoflo
  711. 14:37Adam just to show
  712. 14:38you that sometimes simple
  713. 14:40shapes is
  714. 14:41Equally fast to do
  715. 14:42manually someone like water
  716. 14:44measure. I am big
  717. 14:45fan of retopoflo
  718. 14:47I just enjoy that
  719. 14:48process a bit but
  720. 14:49for majority of parts
  721. 14:50we're gonna use airy
  722. 14:52topology and triple or
  723. 14:54In union and don't
  724. 14:55forget about parts that
  725. 14:57are mirrored such as
  726. 14:58grease and glues now
  727. 15:00We're gonna export this
  728. 15:01objects one by one
  729. 15:03into fbx and take
  730. 15:04it to triple and
  731. 15:06juniors
  732. 15:06In triple process looks
  733. 15:08simple. We're gonna click
  734. 15:09upload treaty model then
  735. 15:11when the model is
  736. 15:12loaded
  737. 15:13We're gonna rotate it
  738. 15:1390 degree and that's
  739. 15:15it. We can now
  740. 15:16take it to reach
  741. 15:17a polish and here
  742. 15:18with smart low poly
  743. 15:20We're gonna choose the
  744. 15:20right amount now choosing
  745. 15:22right amounts again here
  746. 15:24is very important
  747. 15:25If you're gonna just
  748. 15:26set the max amount
  749. 15:27or the lowest amount
  750. 15:28let's not like do
  751. 15:29it right chop
  752. 15:30You're gonna find the
  753. 15:31right balance set amount
  754. 15:33for this specific object
  755. 15:34So I gave it
  756. 15:35a try a few
  757. 15:35times and I figure
  758. 15:36out that 1 .5
  759. 15:37thousand works the best
  760. 15:39However, you can see
  761. 15:40that real result is
  762. 15:41almost 2 ,000 does
  763. 15:42because there's also inside
  764. 15:44Algorithm that decide whether
  765. 15:45it can logically fit
  766. 15:47that budget or not
  767. 15:48and this result is
  768. 15:49pretty decent and some
  769. 15:50small
  770. 15:50In perfection I can't
  771. 15:51dress easily in blender
  772. 15:53now. There's one annoying
  773. 15:54thing working with triple
  774. 15:55It's a polygid changes
  775. 15:57the rotation and original
  776. 15:59position of the object.
  777. 16:00So when you take
  778. 16:01it back to blender
  779. 16:02You're gonna have to
  780. 16:04position it again figure
  781. 16:06out the right scale
  782. 16:07and
  783. 16:07I know that can
  784. 16:09be a little bit
  785. 16:09annoying. I'm also annoyed
  786. 16:11by that, but there
  787. 16:12is no really
  788. 16:12Solution how to fix
  789. 16:13that the good thing
  790. 16:14is that shape is
  791. 16:15actually following accurately. Another
  792. 16:17way is to go
  793. 16:18to
  794. 16:18Hunyantry this studio and
  795. 16:20here we can go
  796. 16:21to
  797. 16:22Ritopology and upload our
  798. 16:24own model and also
  799. 16:25do the Ritopology basically
  800. 16:27with version 1 .5
  801. 16:29And I pretty much
  802. 16:30always use low poly
  803. 16:31here because medium and
  804. 16:33high can add like
  805. 16:34extreme amount of polygons
  806. 16:35somewhere
  807. 16:35Gonna choose quartz and
  808. 16:37hit generate and here's
  809. 16:38the result despite choosing
  810. 16:40low for face count
  811. 16:42Still quite a lot,
  812. 16:43but again here in
  813. 16:45Hunyantry it is quite
  814. 16:47random. So here's another
  815. 16:49generation which is
  816. 16:50Way better than it
  817. 16:52was the first book
  818. 16:53and don't load that
  819. 16:54and the good thing
  820. 16:55about working with Hunyant
  821. 16:56Is that when you
  822. 16:57gonna export LBX and
  823. 17:00drop it back to
  824. 17:01blender. It will be
  825. 17:02exactly in the same
  826. 17:03position where you
  827. 17:05Ex -pretty it so
  828. 17:06big respect for that.
  829. 17:08I mean it saves
  830. 17:10quite a lot of
  831. 17:10time. It's actually like
  832. 17:11some people
  833. 17:12Asked me about this
  834. 17:13in the comments, so
  835. 17:14right now you know
  836. 17:15about it overall when
  837. 17:16I do AR it's
  838. 17:17a
  839. 17:17Poology I recommend to
  840. 17:19combine best tools and
  841. 17:21choose the best result
  842. 17:22and you can always
  843. 17:23know which tool is
  844. 17:24the best right now
  845. 17:24from
  846. 17:25Top 3de ii arena.
  847. 17:27It is still cheaper
  848. 17:28and of course the
  849. 17:29Hunyant and that's why
  850. 17:30I basically combine them
  851. 17:31together
  852. 17:32And I know that
  853. 17:32Chippa soon gonna do
  854. 17:34big update to low
  855. 17:35poly hopefully those small
  856. 17:37issues also will be
  857. 17:38addressed
  858. 17:38And we get even
  859. 17:39better results now let's
  860. 17:41grab all the best
  861. 17:42generation whether that's from
  862. 17:43triple
  863. 17:44Hunyant and take it
  864. 17:45all to blender to
  865. 17:46start processing now here.
  866. 17:48We're gonna need that
  867. 17:49retopoflove that
  868. 17:50I was referring to
  869. 17:51already a few times
  870. 17:52and it's actually free
  871. 17:53to get and I
  872. 17:54really really like it
  873. 17:55You can grab it
  874. 17:56on github go to
  875. 17:57releases and just basically
  876. 17:59take the last version
  877. 18:00that supports blender five
  878. 18:01So this process might
  879. 18:03be the longest if
  880. 18:04you can do that
  881. 18:05first time but I
  882. 18:06recommend you to do
  883. 18:07it once to get
  884. 18:08the idea
  885. 18:08What is the definition
  886. 18:09of nice mesh which
  887. 18:11trust me still will
  888. 18:13be valuable skill in
  889. 18:14next few years at
  890. 18:15least?
  891. 18:16Working with AI is
  892. 18:17accepting that it can
  893. 18:18make mistake but final
  894. 18:20judgment is or not
  895. 18:21So we can I
  896. 18:21need to know whether
  897. 18:22that's mistake or no
  898. 18:23we're gonna take glow
  899. 18:24that i generated and
  900. 18:26Hunyant and I gonna
  901. 18:27go over the mesh
  902. 18:28So the idea of
  903. 18:29the mesh that it
  904. 18:30nicely followed the shape
  905. 18:32forming like nice quartz
  906. 18:34lines loops etc
  907. 18:36If you have no
  908. 18:37idea have a good
  909. 18:38topology looks like i
  910. 18:39can recommend to just
  911. 18:40google some images of
  912. 18:42some specific parts like
  913. 18:44Glows and then you
  914. 18:45get the idea how
  915. 18:46the glows look like
  916. 18:47and I also gonna
  917. 18:48share the length file
  918. 18:49of this
  919. 18:50Character with in final
  920. 18:52stage so you can
  921. 18:53examine how it looks
  922. 18:54like and try to
  923. 18:55follow
  924. 18:55So the first thing
  925. 18:56I did with my
  926. 18:57glow is that I
  927. 18:59removed completely some parts
  928. 19:01that are messy and
  929. 19:02I don't like like
  930. 19:03here
  931. 19:04You can see there
  932. 19:04was some holes some
  933. 19:06stretches where some mod
  934. 19:07of polygons that definitely
  935. 19:08should not be right
  936. 19:09there
  937. 19:10It should be just
  938. 19:11nice squares covering all
  939. 19:13that area and all
  940. 19:14that depth can be
  941. 19:15just big it
  942. 19:16Also, I really hate
  943. 19:17how Hunyant does finger
  944. 19:19chipper doesn't really really
  945. 19:21better
  946. 19:21But I want to
  947. 19:22show you that this
  948. 19:23one can be quick
  949. 19:24led dress with red
  950. 19:25to pothlow now let's
  951. 19:26hide all the objects
  952. 19:27and leave only
  953. 19:28Glow high poly and
  954. 19:30our low polyglow and
  955. 19:32here in retopoflo while
  956. 19:33low polyglow is selected
  957. 19:35Let's hit edit active
  958. 19:36okay and here we
  959. 19:38go so what we
  960. 19:39see the light geometry
  961. 19:40is our low poly
  962. 19:42and that solid black
  963. 19:43is
  964. 19:43The high poly and
  965. 19:45our goal is to
  966. 19:46make some nice wireframe
  967. 19:48that follows the original
  968. 19:50shape
  969. 19:50That's basically whole deal
  970. 19:51we need that to
  971. 19:52nicely drop around the
  972. 19:55high poly that will
  973. 19:56allow us to do
  974. 19:57the baking
  975. 19:58Transfring all that details
  976. 20:00and basically do the
  977. 20:01main thing look like
  978. 20:02the high poly while
  979. 20:03being low poly
  980. 20:04And here they are
  981. 20:05very simple tools like
  982. 20:06polypen this one is
  983. 20:08very simple we can
  984. 20:09click on any edge
  985. 20:11or vertex and then
  986. 20:13with holding control just
  987. 20:15Create new polygots just
  988. 20:17like that hold one
  989. 20:19edge or vertex and
  990. 20:20create new polygons and
  991. 20:21this polypen is so
  992. 20:23powerful that
  993. 20:23You can actually create
  994. 20:25whole retopology only with
  995. 20:27this one, but that
  996. 20:28will be a little
  997. 20:28bit slow
  998. 20:29But I remember myself
  999. 20:30when I first did
  1000. 20:31retopology
  1001. 20:32I was only using
  1002. 20:33that tool and was
  1003. 20:34able to create whole
  1004. 20:35characters, but I was
  1005. 20:36spending like this to
  1006. 20:38do that
  1007. 20:38Here for example, we
  1008. 20:39do have strokes tool
  1009. 20:41which allow us to
  1010. 20:42select some edge and
  1011. 20:44if we're gonna
  1012. 20:45Continue some loops we
  1013. 20:47can actually repeat the
  1014. 20:49same amounts of divisions
  1015. 20:51like this so we
  1016. 20:52select some edges
  1017. 20:53Well, they are selected
  1018. 20:55we start driving another
  1019. 20:57like this and just
  1020. 20:58like that we covering
  1021. 20:59this all region
  1022. 21:00And it looks way
  1023. 21:01better than it was
  1024. 21:02before we can switch
  1025. 21:03to polypen and cover
  1026. 21:05this area some other
  1027. 21:07tool
  1028. 21:07This girl's works extremely
  1029. 21:08well with eaginated measures
  1030. 21:10like loops when you're
  1031. 21:12in low poly often
  1032. 21:13have this blank areas
  1033. 21:15where
  1034. 21:16It's definitely lacks of
  1035. 21:17some polygons, that's where
  1036. 21:18you can just add
  1037. 21:19a loop holding control
  1038. 21:21Just add one more
  1039. 21:22division if it's necessary
  1040. 21:23to repeat the curvature
  1041. 21:25of the object for
  1042. 21:26example or for animation
  1043. 21:27later, etc
  1044. 21:28Now one more thing
  1045. 21:29I'm gonna show you
  1046. 21:30how to do this
  1047. 21:31fingers. I'm gonna choose
  1048. 21:33contour and just draw
  1049. 21:34the line across the
  1050. 21:35finger
  1051. 21:36Now here you can
  1052. 21:36see there is O
  1053. 21:38and 6013 I can
  1054. 21:40control with holding shift
  1055. 21:42and wheel that is
  1056. 21:43basically a
  1057. 21:44Mounds of divisions and
  1058. 21:46I guess you can
  1059. 21:47guess that if I
  1060. 21:48do the drawing on
  1061. 21:50top it'll basically create
  1062. 21:51another loop adding all
  1063. 21:54of that boom
  1064. 21:54It is important that
  1065. 21:55it works from the
  1066. 21:56camera angle so do
  1067. 21:58the camera angle and
  1068. 21:59by the way if
  1069. 21:59it's difficult to navigate
  1070. 22:01and blend
  1071. 22:01All of that controls
  1072. 22:03I explain all the
  1073. 22:04basics how to work
  1074. 22:05with blender and controls
  1075. 22:06and stuff in my
  1076. 22:07free YouTube videos link
  1077. 22:09will be somewhere here
  1078. 22:10Now here's bad advice
  1079. 22:11from me. It's bad
  1080. 22:12because many professionals will
  1081. 22:13not gonna like it
  1082. 22:14They amount of time
  1083. 22:15you want to spend
  1084. 22:16on the rich
  1085. 22:17Biology completely depends on
  1086. 22:19the purpose of this
  1087. 22:20model same as true
  1088. 22:21for amount of details
  1089. 22:22I have experience with
  1090. 22:24this tool and I
  1091. 22:24wanted to make it
  1092. 22:25a very good realistic
  1093. 22:27character
  1094. 22:28So I added more
  1095. 22:29details work it to
  1096. 22:31all fingers and make
  1097. 22:32them
  1098. 22:33Absolutely nice also ready
  1099. 22:35for baking, but if
  1100. 22:36you're creating isometric games
  1101. 22:37where you will never
  1102. 22:39get close to the
  1103. 22:40Practice and close to
  1104. 22:42his hands you definitely
  1105. 22:43don't need to spend
  1106. 22:44that much time and
  1107. 22:45give it less
  1108. 22:46Polygons and you will
  1109. 22:47process it way way
  1110. 22:48faster for top of
  1111. 22:49low part is done
  1112. 22:50now we can
  1113. 22:51Exit better of a
  1114. 22:52flow save the results
  1115. 22:53and I recommend usually
  1116. 22:54to check the face
  1117. 22:56or
  1118. 22:56Inpatient face or inpatient
  1119. 22:57is where the normal
  1120. 22:59face then we can
  1121. 23:00add out a smooth
  1122. 23:02with 180 to see
  1123. 23:03how will it end
  1124. 23:04it up and
  1125. 23:05Maybe do some additional
  1126. 23:06checks out her words
  1127. 23:08in my course. I
  1128. 23:08also cover blender native
  1129. 23:10tool set to work
  1130. 23:11with low
  1131. 23:12Poly to process all
  1132. 23:13that edges and stuff
  1133. 23:14that's also one of
  1134. 23:15the way to do
  1135. 23:16that and works
  1136. 23:17Except really great to
  1137. 23:19gather with right up
  1138. 23:20a flow and here's
  1139. 23:20one more example just
  1140. 23:22to show you that
  1141. 23:23I can also do
  1142. 23:23manual rate apology and
  1143. 23:25sir to all haters
  1144. 23:27Well, I was doing
  1145. 23:27that for decade more
  1146. 23:29and sometimes it can
  1147. 23:30be same time as
  1148. 23:31using AI
  1149. 23:32I gonna do the
  1150. 23:33mask is very simple
  1151. 23:34objected. Let's say I
  1152. 23:35want to make it
  1153. 23:36exceptionally out to my
  1154. 23:37go to
  1155. 23:38Ritopoflo and press plus
  1156. 23:39active because we're gonna
  1157. 23:41need to create
  1158. 23:42Additional mesh and here
  1159. 23:44we're gonna start with
  1160. 23:45Polypen just click control
  1161. 23:47and start drawing the
  1162. 23:49polygons first we're gonna
  1163. 23:50do the alter contour
  1164. 23:51Then a little bit
  1165. 23:52in the inner contour
  1166. 23:53to follow the shape
  1167. 23:55then let's draw some
  1168. 23:56details like this middle
  1169. 23:58part
  1170. 23:59I'm gonna just repeat
  1171. 24:00it like this and
  1172. 24:01again you can see
  1173. 24:01I'm pressing vertexes on
  1174. 24:03the edges of geometry
  1175. 24:04That make perfect sense
  1176. 24:06because I want geometry
  1177. 24:07to cover that edges
  1178. 24:09so a later can
  1179. 24:11repeat and when I
  1180. 24:12have all the
  1181. 24:13basics done I can
  1182. 24:15speed up significantly with
  1183. 24:17strokes for example then
  1184. 24:18move some vertexes again
  1185. 24:20to the edges to
  1186. 24:21follow the shape better
  1187. 24:22Repeat this in process
  1188. 24:23for another part of
  1189. 24:25the object and we
  1190. 24:26are almost done now.
  1191. 24:27I just need to
  1192. 24:28do
  1193. 24:28Declosing so what I
  1194. 24:30gonna do again I
  1195. 24:31gonna extrude just one
  1196. 24:33polygon like one
  1197. 24:35Row from top and
  1198. 24:38from bottom then kind
  1199. 24:39of connected on sides
  1200. 24:40and just select all
  1201. 24:42of this with control
  1202. 24:43shift and use the
  1203. 24:45patching
  1204. 24:45I don't need extra
  1205. 24:46details inside of the
  1206. 24:48mask
  1207. 24:49I mean you can
  1208. 24:50add it with the
  1209. 24:51loops but I don't
  1210. 24:53really think it's needed
  1211. 24:54and I could say
  1212. 24:54I'm done
  1213. 24:55I just want to
  1214. 24:56take care about this
  1215. 24:57one little button so
  1216. 24:58it's baked well into
  1217. 25:00the normal texture again
  1218. 25:01Like the only goal
  1219. 25:03here is that to
  1220. 25:04make sure that it
  1221. 25:05is covered like geometry
  1222. 25:07covers that
  1223. 25:08Let's do the same
  1224. 25:08thing add the mirror
  1225. 25:10modifier ends just align
  1226. 25:12this middle and just
  1227. 25:14move them a little
  1228. 25:15bit
  1229. 25:15So they bridge the
  1230. 25:16gap all this hack
  1231. 25:18by the way a
  1232. 25:18sort of scale it
  1233. 25:19by x so it
  1234. 25:20formed this straight line
  1235. 25:22Which I actually did
  1236. 25:23and here we go
  1237. 25:23a little bit more
  1238. 25:24down five minutes
  1239. 25:25We have the mask
  1240. 25:26while listening to music
  1241. 25:28or watching something in
  1242. 25:29a background
  1243. 25:29I repeat it all
  1244. 25:31of this process for
  1245. 25:32the rest of the
  1246. 25:33models and here you
  1247. 25:34can see all the
  1248. 25:35results
  1249. 25:36File will be shared
  1250. 25:37for examination in the
  1251. 25:38description totaling we have
  1252. 25:4060 ,000 triangles
  1253. 25:41Which I think is
  1254. 25:42very decent again. I'm
  1255. 25:44creating really cool character
  1256. 25:45for Unreal engine. That's
  1257. 25:47like main person
  1258. 25:48I think that's more
  1259. 25:49done enough now the
  1260. 25:51next stage before we
  1261. 25:52can give it some
  1262. 25:54colors this to UVN
  1263. 25:55wrap
  1264. 25:56Basically imagine yourself as
  1265. 25:58a tailor and we
  1266. 25:59need to cut it
  1267. 26:00into one flat paper
  1268. 26:02to paint it
  1269. 26:03That basically what you
  1270. 26:04need us and we
  1271. 26:06do have a i
  1272. 26:07option here so far
  1273. 26:09only with
  1274. 26:10Who knew an in
  1275. 26:103DS studio let's do
  1276. 26:12the most complex case
  1277. 26:13with here
  1278. 26:14You go to UVN
  1279. 26:15wrapping you select the
  1280. 26:17model that you expert
  1281. 26:18at fbx and do
  1282. 26:20the stuff sometimes it
  1283. 26:21gives
  1284. 26:22Absolutely shitter is out
  1285. 26:23like this one and
  1286. 26:25sometimes it can do
  1287. 26:26the good job like
  1288. 26:27this one for example
  1289. 26:28Which we gonna take
  1290. 26:30most like but it
  1291. 26:31still have some issues
  1292. 26:33that I gonna show
  1293. 26:34you how you can
  1294. 26:34process or alternatively
  1295. 26:36We can just do
  1296. 26:38UVN wrapping manually to
  1297. 26:39get the max possible
  1298. 26:40results for me UVN
  1299. 26:42wrapping is probably the
  1300. 26:43easiest part and I
  1301. 26:45really enjoyed that because
  1302. 26:46that's just like cutting
  1303. 26:47mesh into layouts
  1304. 26:49So here's our hair
  1305. 26:50model with it and
  1306. 26:51who knew I'm in
  1307. 26:52the first thing we
  1308. 26:52want to do is
  1309. 26:53go to edge and
  1310. 26:54clear sharp because for
  1311. 26:57some reason
  1312. 26:57It adds this sharp
  1313. 26:59that's highlighted like blue
  1314. 27:01also in UVMap
  1315. 27:03Minion we're gonna find
  1316. 27:04this one and set
  1317. 27:06angles as yes that
  1318. 27:08will help us to
  1319. 27:09understand where there this
  1320. 27:10UV actually is suitable
  1321. 27:11for
  1322. 27:12Texturing so the color
  1323. 27:13here basically reflects the
  1324. 27:15stretching if there will
  1325. 27:17be something red or
  1326. 27:19closer to that
  1327. 27:20Shades that will mean
  1328. 27:21that is extremely stretch
  1329. 27:22and most likely one
  1330. 27:24pixel will cover like
  1331. 27:25some very close area
  1332. 27:26Which will cause the
  1333. 27:27blurry distorted texture which
  1334. 27:30we don't want however
  1335. 27:31there are some pieces
  1336. 27:32like this
  1337. 27:33That we also don't
  1338. 27:34want like very very
  1339. 27:35small islands etc. So
  1340. 27:37here's one cool approach
  1341. 27:38how you can process
  1342. 27:39AI UV on UV
  1343. 27:41Enable this setting that
  1344. 27:43will synchronize UV and
  1345. 27:45the mesh which will
  1346. 27:46allow you to select
  1347. 27:47something like this and
  1348. 27:49you can go to
  1349. 27:493d view click
  1350. 27:50Dot on the numpot
  1351. 27:52and you will be
  1352. 27:53able to see where
  1353. 27:54exactly this piece belong
  1354. 27:57so we can see
  1355. 27:58that this piece belong
  1356. 27:59to this small strap
  1357. 28:00here
  1358. 28:01And you can see
  1359. 28:02that there's plenty of
  1360. 28:03seams this red lines
  1361. 28:05are seams that are
  1362. 28:06used to unbrop it
  1363. 28:08now on
  1364. 28:08Simple objects you might
  1365. 28:10not have this problems
  1366. 28:11at all, but I
  1367. 28:12just want to show
  1368. 28:12you most difficult case
  1369. 28:14How you can address
  1370. 28:15it and what you
  1371. 28:16actually gonna need to
  1372. 28:17do so we're gonna
  1373. 28:18try to fix this
  1374. 28:19strand
  1375. 28:19I'm gonna select one
  1376. 28:20edge and click control
  1377. 28:22L and then click
  1378. 28:23normal that will select
  1379. 28:25all mesh that is
  1380. 28:26connected by normals
  1381. 28:28And now I gonna
  1382. 28:28just clean all the
  1383. 28:31seams how do that
  1384. 28:32right click find that
  1385. 28:34clear seams
  1386. 28:35Well, and you can
  1387. 28:36see there is no
  1388. 28:37red lines instead we're
  1389. 28:40gonna select one long
  1390. 28:41line on one edge
  1391. 28:43That will sort of
  1392. 28:45like split it in
  1393. 28:46half like on the
  1394. 28:47repets by the length
  1395. 28:49and so I basically
  1396. 28:51added steam myself
  1397. 28:52That is by the
  1398. 28:53way what is UV
  1399. 28:54about adding seams now.
  1400. 28:56Let's select this object
  1401. 28:57and unbrop angle based
  1402. 28:59boom nice straight line
  1403. 29:01now
  1404. 29:02Let's enable everything back
  1405. 29:04with all h before
  1406. 29:06I hit it with
  1407. 29:07shift h and I
  1408. 29:09gonna use UV Packer
  1409. 29:10Which is also a
  1410. 29:11free add -on for
  1411. 29:12blender you can use
  1412. 29:13that with blender native
  1413. 29:15tools, but they don't
  1414. 29:16work that well
  1415. 29:17Basically just to pack
  1416. 29:18and make sure they
  1417. 29:19are not overlapping each
  1418. 29:21other and same thing
  1419. 29:22you can do for
  1420. 29:23other parts
  1421. 29:25In some cases you
  1422. 29:26just want to remove
  1423. 29:27some seams and re
  1424. 29:29-unwrap them like this
  1425. 29:30for example same issues
  1426. 29:32here
  1427. 29:32Again, we can do
  1428. 29:33the same operation for
  1429. 29:34the rest of the
  1430. 29:35objects they do have
  1431. 29:36very simple shapes and
  1432. 29:38I tend to make
  1433. 29:39this
  1434. 29:40Myself especially since we
  1435. 29:42have symmetric objects which
  1436. 29:44I split before in
  1437. 29:46the middle and enable
  1438. 29:48it
  1439. 29:48The mirror might fire
  1440. 29:49you can see that
  1441. 29:50why to save time
  1442. 29:52on texturing stage and
  1443. 29:53that is also very
  1444. 29:54good approach for a
  1445. 29:55game development since all
  1446. 29:57this
  1447. 29:57Half will use one
  1448. 29:58big texture that sort
  1449. 30:00of like increased the
  1450. 30:01overall resolution of texture
  1451. 30:03usage
  1452. 30:03So let's place seems
  1453. 30:05like if we are
  1454. 30:06a tailor the idea
  1455. 30:07is
  1456. 30:08Basically the same as
  1457. 30:09real clothing you put
  1458. 30:11seams exactly where it's
  1459. 30:13less visible right?
  1460. 30:15I have seams here
  1461. 30:17here here well to
  1462. 30:19be honest like it's
  1463. 30:20exactly the same for
  1464. 30:21garment at least for
  1465. 30:23some appendixes such as
  1466. 30:24spikes
  1467. 30:25But some something that
  1468. 30:26goes really really off
  1469. 30:27you can actually separate
  1470. 30:29them and cut them
  1471. 30:30alone
  1472. 30:30Just make sure that
  1473. 30:31you add enough seams
  1474. 30:33that this specific part
  1475. 30:35can be flattened on
  1476. 30:37unwrapped
  1477. 30:38Into something flat right
  1478. 30:39like you're working with
  1479. 30:40paper just like that
  1480. 30:42set all seams when
  1481. 30:43that's ready
  1482. 30:44We can select all
  1483. 30:45objects simply press A
  1484. 30:47in edit modes and
  1485. 30:49right click unwrap angle
  1486. 30:51based boom
  1487. 30:52We have every port
  1488. 30:54nicely placed everything's good
  1489. 30:56We can addition and
  1490. 30:58check stretching if you
  1491. 30:59can see anything closer
  1492. 31:00to red shades
  1493. 31:01Maybe you need to
  1494. 31:02add some additional cuts
  1495. 31:04in my case. I'm
  1496. 31:05pretty happy
  1497. 31:05We can do that
  1498. 31:06for all the rest
  1499. 31:07of the parts and
  1500. 31:2930 minutes later. I
  1501. 31:30have all objects on
  1502. 31:32wrapped now. Here's one
  1503. 31:33more important thing
  1504. 31:34If we want to
  1505. 31:35get really good quality
  1506. 31:37of our model it
  1507. 31:38is how we organize
  1508. 31:39materials
  1509. 31:40amount of texture etc.
  1510. 31:42So here what you
  1511. 31:42see is how I
  1512. 31:43organized different materials each
  1513. 31:45color is different materials
  1514. 31:47and I guess you
  1515. 31:48can read the logic
  1516. 31:49here
  1517. 31:50One material face one
  1518. 31:52material all accessories in
  1519. 31:54one material body armor
  1520. 31:55and weapon now
  1521. 31:57Why I'm telling about
  1522. 31:58this now? It's because
  1523. 31:59it is related to
  1524. 32:00UV of course like
  1525. 32:02with armor for example
  1526. 32:03My last step was
  1527. 32:05to select all the
  1528. 32:06armor pieces that meant
  1529. 32:08to be one material
  1530. 32:09and
  1531. 32:10Unwrap them all together
  1532. 32:12You can do that
  1533. 32:12by selecting them all
  1534. 32:14at once go to
  1535. 32:15UV and do the
  1536. 32:16angle based and then
  1537. 32:17just pack them all
  1538. 32:18together
  1539. 32:19Now the all can
  1540. 32:20use one texture one
  1541. 32:21material with same settings
  1542. 32:23and that's also easier
  1543. 32:24to manage
  1544. 32:25Rather than having 20
  1545. 32:26different materials and always
  1546. 32:28be confused and which
  1547. 32:29UV ready it means
  1548. 32:31that we can do
  1549. 32:32the baking mainly
  1550. 32:34We do needs normal
  1551. 32:35map normal map contains
  1552. 32:37all this geometry details
  1553. 32:38and stuff
  1554. 32:39So right now if
  1555. 32:40you take a look
  1556. 32:40on your low poly
  1557. 32:41model it definitely lacks
  1558. 32:43a lot of details
  1559. 32:44now
  1560. 32:45Do we fix that
  1561. 32:46we're gonna bake normal
  1562. 32:47map and I also
  1563. 32:48gonna show you how
  1564. 32:49to bake and be
  1565. 32:50in the
  1566. 32:50Cluesian map which can
  1567. 32:52be used in engine
  1568. 32:53like unity or iron
  1569. 32:54or engine for different
  1570. 32:55purposes to add
  1571. 32:56Additional depths etc or
  1572. 32:58we can even merge
  1573. 33:00it with color map.
  1574. 33:01How do we do
  1575. 33:01that?
  1576. 33:02So here are the
  1577. 33:02steps to take we're
  1578. 33:04gonna go into the
  1579. 33:05shader of our low
  1580. 33:06poly model and you
  1581. 33:08can create a
  1582. 33:09Simple simple shader just
  1583. 33:10pressing the new here
  1584. 33:12and we need to
  1585. 33:13create a texture
  1586. 33:14Let's call it cloud
  1587. 33:15normal for normal map
  1588. 33:17by the way it
  1589. 33:18is connected to a
  1590. 33:20normal map additional
  1591. 33:21No in blender that's
  1592. 33:22how a blender works.
  1593. 33:23So we're gonna need
  1594. 33:24to create that note
  1595. 33:25as well now make
  1596. 33:26sure that this node
  1597. 33:27is
  1598. 33:28Selected then we're gonna
  1599. 33:29go to render a
  1600. 33:31tap here and choose
  1601. 33:33cycles engine all the
  1602. 33:35bakings in blender
  1603. 33:36Only work in cycles
  1604. 33:37and then scroll to
  1605. 33:39the tab called bake
  1606. 33:41that's where we're gonna
  1607. 33:42spend next half an
  1608. 33:44hour
  1609. 33:44Here we have different
  1610. 33:45bake types and let's
  1611. 33:47start with normal map
  1612. 33:48but then we can
  1613. 33:48activate selected to active
  1614. 33:50and I'm gonna set
  1615. 33:51Extrusion let's start with
  1616. 33:530 .01 the extrusion
  1617. 33:55of the cage is
  1618. 33:57that additional coverage on
  1619. 33:58top of low
  1620. 33:59Poly that will take
  1621. 34:00into account all geometry
  1622. 34:02between the original surface
  1623. 34:04and extruded surface
  1624. 34:05Like high poly and
  1625. 34:06low poly and so
  1626. 34:07basically baking just transferred
  1627. 34:08that information into the
  1628. 34:10map now
  1629. 34:10Click on high poly
  1630. 34:11then click which shift
  1631. 34:13on low poly model
  1632. 34:14and make sure they
  1633. 34:16again the nodes with
  1634. 34:17the new texture that
  1635. 34:18we created
  1636. 34:19Selected and hit the
  1637. 34:20bake button that will
  1638. 34:22be that
  1639. 34:23Interaction into the selected
  1640. 34:25node texture on this
  1641. 34:27shader menu and here
  1642. 34:28you can see it's
  1643. 34:29something bigs
  1644. 34:30And we can actually
  1645. 34:31preview that let's create
  1646. 34:32here the texture preview
  1647. 34:34and we can see
  1648. 34:35that so we can
  1649. 34:36review if there are
  1650. 34:37some artifacts in
  1651. 34:38artifacts usually look like
  1652. 34:40green yellow stuff or
  1653. 34:43like some bolts a
  1654. 34:45green that basically says
  1655. 34:46that some area wasn't
  1656. 34:47Covered by geometry etc
  1657. 34:50and that is when
  1658. 34:51we're gonna need to
  1659. 34:52go and play a
  1660. 34:53little bit with the
  1661. 34:55cage extrusion
  1662. 34:56Valdeer so to address
  1663. 34:57the issues we can
  1664. 34:58play with settings like
  1665. 34:59let's try to enable
  1666. 35:00cage and play a
  1667. 35:02little bit with the
  1668. 35:03values
  1669. 35:03I tried lower Valdeer
  1670. 35:05which gave me more
  1671. 35:06artifacts so I know
  1672. 35:07now that I need
  1673. 35:08to go into the
  1674. 35:09opposite direction
  1675. 35:10And I ended out
  1676. 35:11with 0 0 6
  1677. 35:12which gave me the
  1678. 35:13best result and here's
  1679. 35:15how it looked like
  1680. 35:16you can see that
  1681. 35:17all these details
  1682. 35:17Basically transferred to our
  1683. 35:19low poly now you
  1684. 35:20remember that some objects
  1685. 35:21actually share one material
  1686. 35:23and you may ask
  1687. 35:24like
  1688. 35:24But how do I
  1689. 35:25bake it into one
  1690. 35:27map because that's basically
  1691. 35:28the same map well
  1692. 35:29that's not a problem
  1693. 35:30We're gonna use the
  1694. 35:31same exact image and
  1695. 35:32same material just disable
  1696. 35:34this clear image in
  1697. 35:36output all the baking
  1698. 35:37What it gonna do
  1699. 35:38is that it will
  1700. 35:40keep what we already
  1701. 35:41baked and again like
  1702. 35:42the UV is not
  1703. 35:43overlapping
  1704. 35:44That's what you need
  1705. 35:46to take care of
  1706. 35:46in the previous stage
  1707. 35:47that what I explained
  1708. 35:48right just select those
  1709. 35:49objects that share one
  1710. 35:51material in
  1711. 35:51Edit modes and then
  1712. 35:52wrap it together so
  1713. 35:54they are not overlapping
  1714. 35:55and just like that
  1715. 35:56I also bake it
  1716. 35:56pants and here we
  1717. 35:57can review this here
  1718. 35:58in blender
  1719. 35:59Again the delighting settings
  1720. 36:01to see like how
  1721. 36:03actually light will interact
  1722. 36:04it and the normal
  1723. 36:05map again
  1724. 36:06It emitates geometry so
  1725. 36:07it interacts with the
  1726. 36:09lights which is absolutely
  1727. 36:10cool now what you
  1728. 36:11see is low poly
  1729. 36:12model that looks like
  1730. 36:14high poly and
  1731. 36:15Let's repeat the process
  1732. 36:16for other parts
  1733. 36:17Sometimes you might face
  1734. 36:18a relation when everything
  1735. 36:20is perfect but some
  1736. 36:22small parts just not
  1737. 36:23working out like that
  1738. 36:24might be very deep
  1739. 36:25stuff
  1740. 36:26Or maybe you did
  1741. 36:27the UV wrong and
  1742. 36:28to not rework everything
  1743. 36:30etc
  1744. 36:31You can simply go
  1745. 36:33to texture paint in
  1746. 36:34let's say use smear
  1747. 36:36brush
  1748. 36:36Here's the cheat code
  1749. 36:37for me
  1750. 36:38You can use it
  1751. 36:39no
  1752. 36:40Exusion here etc another
  1753. 36:42interesting map that is
  1754. 36:44they get pretty much
  1755. 36:45the same way is
  1756. 36:47embeen the occlusion
  1757. 36:48So we're creating a
  1758. 36:49map and here instead
  1759. 36:50of normal we're gonna
  1760. 36:51choose ambient occlusion also
  1761. 36:53we select
  1762. 36:54High poly low poly
  1763. 36:55but for ambient occlusion
  1764. 36:57you need to make
  1765. 36:58sure that it takes
  1766. 36:59into account surrounding objects
  1767. 37:01Because it's like for
  1768. 37:03this inner shadow so
  1769. 37:04if you don't want
  1770. 37:05this to happen you
  1771. 37:06got a needs to
  1772. 37:08Is a late or
  1773. 37:09other objects in render
  1774. 37:10mode
  1775. 37:11I gonna do that
  1776. 37:12behind the scene here
  1777. 37:13is the final results
  1778. 37:14in it looks just
  1779. 37:16amazing more details how
  1780. 37:17to do baking in
  1781. 37:19blender or
  1782. 37:19Marmace it also an
  1783. 37:21amazing tool for baking
  1784. 37:22is in my another
  1785. 37:23youtube video or of
  1786. 37:25course you can find
  1787. 37:26it in my treaty
  1788. 37:27AI course
  1789. 37:27Now I already feel
  1790. 37:29how cool it will
  1791. 37:30end up what we're
  1792. 37:31gonna do next is
  1793. 37:32of course texture and
  1794. 37:33there are a few
  1795. 37:34ways how we can
  1796. 37:35do that
  1797. 37:35One of the easiest
  1798. 37:36way and sometimes it
  1799. 37:37works extremely well is
  1800. 37:39to texture it with
  1801. 37:40AI completely as one
  1802. 37:42Objects which are gonna
  1803. 37:43do for here in
  1804. 37:44triple of course
  1805. 37:45So you upload your
  1806. 37:46treaty model go to
  1807. 37:47texture tab upload the
  1808. 37:49reference and here you
  1809. 37:51go
  1810. 37:51The result is amazing
  1811. 37:53but there's often some
  1812. 37:54small things that you
  1813. 37:56definitely want to tackle
  1814. 37:57and for that
  1815. 37:58I have another amazing
  1816. 37:58tool called modif which
  1817. 38:01is by the way
  1818. 38:01still free but you
  1819. 38:02can not create private
  1820. 38:03projects
  1821. 38:04Now let's bring it
  1822. 38:05all to motive but
  1823. 38:07don't forget about any
  1824. 38:08modifiers that you were
  1825. 38:10using like you can't
  1826. 38:12keep them like mirror
  1827. 38:14modifier
  1828. 38:14You can keep them
  1829. 38:15on this stage but
  1830. 38:16if you have any
  1831. 38:17of them when exporting
  1832. 38:18GLB I recommend GLB
  1833. 38:20to use it
  1834. 38:21Modif go to mesh
  1835. 38:22and enable apply modif
  1836. 38:23forest setting that will
  1837. 38:24bake all modifiers and
  1838. 38:26mesh and you will
  1839. 38:27see exactly the same
  1840. 38:28thing in
  1841. 38:28Modif otherwise it will
  1842. 38:30look broken so here's
  1843. 38:31our character here in
  1844. 38:32motive and let's do
  1845. 38:34the texturing
  1846. 38:35So how do we
  1847. 38:36do that first of
  1848. 38:37all we can drop
  1849. 38:38all the reference images
  1850. 38:40here by pressing plus
  1851. 38:42and I gonna drop
  1852. 38:43all the same images
  1853. 38:44stats we were using
  1854. 38:46to create it now
  1855. 38:47go to texture tab
  1856. 38:49and here we're gonna
  1857. 38:50work
  1858. 38:50Object by object the
  1859. 38:52process here look extremely
  1860. 38:54simple we select our
  1861. 38:57reference and select
  1862. 38:58a view of our
  1863. 39:00model well obviously we
  1864. 39:01need the reference that
  1865. 39:02matching the current object
  1866. 39:04and then
  1867. 39:04we can generate something
  1868. 39:06and paste it on
  1869. 39:08a free model what
  1870. 39:09of the way is
  1871. 39:09like to put them
  1872. 39:11as layers
  1873. 39:11in another way is
  1874. 39:13to patch my workflow
  1875. 39:14here looks like this
  1876. 39:16I go view by
  1877. 39:17view and patch it
  1878. 39:19create some additional image
  1879. 39:21references until I have
  1880. 39:22like the 90 %
  1881. 39:24done the good thing
  1882. 39:25about
  1883. 39:26Modif is that you
  1884. 39:27can do additional references
  1885. 39:28right here let's say
  1886. 39:30to complete the back
  1887. 39:31site I
  1888. 39:31gonna need to create
  1889. 39:32a variation so which
  1890. 39:34is gonna go click
  1891. 39:35create variation and say
  1892. 39:36like back
  1893. 39:37I'd view generates and
  1894. 39:39here we go like
  1895. 39:39if you're not happy
  1896. 39:40to generate it once
  1897. 39:42again or specify
  1898. 39:42some details added as
  1899. 39:44another reference and use
  1900. 39:45it for another view
  1901. 39:46generated put it on
  1902. 39:47the back
  1903. 39:48and here we go
  1904. 39:49now of course there
  1905. 39:50will be some problems
  1906. 39:51and seams and details
  1907. 39:53or you can generate
  1908. 39:54that entry pull and
  1909. 39:56bring it here and
  1910. 39:57how do I dress
  1911. 39:57it here's the patching
  1912. 39:59tool first you
  1913. 40:00need to select that
  1914. 40:01area that you don't
  1915. 40:02like select the right
  1916. 40:05reference for it and
  1917. 40:07it will
  1918. 40:07generate the fix but
  1919. 40:08now instead of putting
  1920. 40:09everything at once we
  1921. 40:10can only work with
  1922. 40:12that area that
  1923. 40:13we're not happy with
  1924. 40:14like just boom and
  1925. 40:15just with brush just
  1926. 40:16address this area that's
  1927. 40:18whole thing
  1928. 40:19one by one acid
  1929. 40:20by acid we're gonna
  1930. 40:21do exactly the same
  1931. 40:24thing there are few
  1932. 40:25more tools presented
  1933. 40:26here in modif set
  1934. 40:27shirts masking and maybe
  1935. 40:29some like filling holes
  1936. 40:31etc but again main
  1937. 40:33tools are
  1938. 40:34layers and patching they
  1939. 40:35together are more than
  1940. 40:36enough to get a
  1941. 40:37complete nice results also
  1942. 40:39there
  1943. 40:40are some important settings
  1944. 40:40that affect whether this
  1945. 40:42will be affected by
  1946. 40:43light or a bit
  1947. 40:44of but
  1948. 40:45to explain all of
  1949. 40:46that and show you
  1950. 40:47complete process one all
  1951. 40:49of the parts I
  1952. 40:50created another video
  1953. 40:51take a look this
  1954. 40:52video is already along
  1955. 40:53and I still have
  1956. 40:54to show you some
  1957. 40:55cool thing I never
  1958. 40:55showed before so here
  1959. 40:57in modif let's finish
  1960. 40:58everything except eyes yeah
  1961. 41:01there is no eyes
  1962. 41:02and we
  1963. 41:02don't need them because
  1964. 41:03eyes are better made
  1965. 41:05from spheres well that's
  1966. 41:21all done expert everything
  1967. 41:22as a VX or
  1968. 41:24we can export color
  1969. 41:25textures alone now one
  1970. 41:27thing is that it
  1971. 41:28will export it per
  1972. 41:30objects
  1973. 41:30and since I haven't
  1974. 41:32joined the objects before
  1975. 41:34imported into the modif
  1976. 41:35I get four maps
  1977. 41:37and
  1978. 41:37them supposed to be
  1979. 41:38one map so you
  1980. 41:39can do that in
  1981. 41:40different ways one way
  1982. 41:41you can use paint
  1983. 41:42nets
  1984. 41:43and add them all
  1985. 41:45as layers or you
  1986. 41:46can use Photoshop if
  1987. 41:47someone still use Photoshop
  1988. 41:48and just
  1989. 41:49combine them like this
  1990. 41:51so basically add any
  1991. 41:52black layer just to
  1992. 41:53see what's happening and
  1993. 41:55save
  1994. 41:55them as one image
  1995. 41:56alternatively you can give
  1996. 41:58all these four images
  1997. 41:59to your cloud code
  1998. 42:00and ask
  1999. 42:00to do the same
  2000. 42:01it will do that
  2001. 42:02with no problems now
  2002. 42:04we have one texture
  2003. 42:05that we can bring
  2004. 42:06to
  2005. 42:06blender in connect and
  2006. 42:08here we go it's
  2007. 42:09start to look so
  2008. 42:10much better I connected
  2009. 42:11to all of the
  2010. 42:12objects and something is
  2011. 42:14off and what's off
  2012. 42:16is the material because
  2013. 42:17what we did in
  2014. 42:18modif we
  2015. 42:19only created the color
  2016. 42:20map together with the
  2017. 42:22normal map of course
  2018. 42:23and we'll look cool
  2019. 42:25so you can
  2020. 42:26see that normal map
  2021. 42:27is also worked that's
  2022. 42:28why armor look a
  2023. 42:29little bit better but
  2024. 42:30the materials
  2025. 42:31they're impotent so you
  2026. 42:33can actually do that
  2027. 42:33with triple and add
  2028. 42:35the PBR just upload
  2029. 42:37your object
  2030. 42:37to triple to upload
  2031. 42:39since we already have
  2032. 42:40the texture we're going
  2033. 42:41to need to go
  2034. 42:41to PBR here is
  2035. 42:42our
  2036. 42:42object we can see
  2037. 42:43there's no PBR and
  2038. 42:45just generate the PBR
  2039. 42:46and here we go
  2040. 42:47it's definitely a look
  2041. 42:48better than it was
  2042. 42:50bought it's not perfect
  2043. 42:52I definitely want metal
  2044. 42:53to be shinier so
  2045. 42:55keep it as an
  2046. 42:55option in mind for
  2047. 42:56some object it can
  2048. 42:57work pretty well what
  2049. 42:59I want to show
  2050. 42:59you and the reason
  2051. 43:00why I
  2052. 43:01separate armor in one
  2053. 43:03object for example is
  2054. 43:04that you can create
  2055. 43:06nice material maps with
  2056. 43:08a model like
  2057. 43:10patina you can find
  2058. 43:11it in full AI
  2059. 43:12just name it patina
  2060. 43:13it is very cheap
  2061. 43:15there is texture material
  2062. 43:16image to material option
  2063. 43:18and we check it
  2064. 43:19if you figure out
  2065. 43:19some brushed metal patterns
  2066. 43:22and let's
  2067. 43:22generate and see how
  2068. 43:23it looks I'm going
  2069. 43:24to generate two k
  2070. 43:25texture for max resolution
  2071. 43:27there are some
  2072. 43:28settings I don't need
  2073. 43:29hate and normal so
  2074. 43:31we just need roughness
  2075. 43:32and metalness because we
  2076. 43:33already
  2077. 43:33have normal map but
  2078. 43:35again you can additionally
  2079. 43:36use that if you
  2080. 43:37know how to emerge
  2081. 43:39all of them I
  2082. 43:39can do that in
  2083. 43:40a simple way and
  2084. 43:41here we have the
  2085. 43:42patterns this one I
  2086. 43:44didn't like and this
  2087. 43:45one I actually
  2088. 43:46liked so we're going
  2089. 43:47to take this one
  2090. 43:48yeah this is exactly
  2091. 43:49how I wanted to
  2092. 43:50look now what we're
  2093. 43:50going to need to
  2094. 43:51do is go to
  2095. 43:52the material and here
  2096. 43:53let's drop these two
  2097. 43:54maps metallic and roughness
  2098. 43:57and let's connect them
  2099. 43:58very important to make
  2100. 44:00sure that this new
  2101. 44:01maps since there are
  2102. 44:02like
  2103. 44:03property maps set it
  2104. 44:04to non -color and
  2105. 44:05here's how it looks
  2106. 44:06like well it it
  2107. 44:08hundred percent look
  2108. 44:09way better and it
  2109. 44:10was well usually you
  2110. 44:12want to control the
  2111. 44:13scale of this pattern
  2112. 44:14so you can see
  2113. 44:15like it's too big
  2114. 44:16right that's very easy
  2115. 44:17to do we're going
  2116. 44:18to need two things
  2117. 44:19well well to note
  2118. 44:21basically click on the
  2119. 44:22texture and control t
  2120. 44:24that will create this
  2121. 44:25two amazing notes that
  2122. 44:27will
  2123. 44:27allow us to control
  2124. 44:28scale and we're going
  2125. 44:30to also connect it
  2126. 44:31to the roughness so
  2127. 44:33now we have control
  2128. 44:35over scale and you
  2129. 44:38can select them all
  2130. 44:38together and control this
  2131. 44:39pattern also UV doesn't
  2132. 44:41work
  2133. 44:41really great for a
  2134. 44:43tile texture so we
  2135. 44:44can change it to
  2136. 44:45generate it and how
  2137. 44:46about that right oh
  2138. 44:49amazing I think it's
  2139. 44:51way nicer and again
  2140. 44:52since this is like
  2141. 44:53one shared material you
  2142. 44:55can see that
  2143. 44:56it applied to all
  2144. 44:57other objects look amazing
  2145. 45:00now the question is
  2146. 45:01how do we expert
  2147. 45:02all this
  2148. 45:03construction to unrelention well
  2149. 45:04if you try to
  2150. 45:05just expert it like
  2151. 45:06this it's not going
  2152. 45:07to work
  2153. 45:07we're going to need
  2154. 45:08one map similar to
  2155. 45:11color map using the
  2156. 45:12UV of course and
  2157. 45:13for that we can
  2158. 45:14also do
  2159. 45:15baking we're going to
  2160. 45:16need to bake roughness
  2161. 45:17and metallic maps so
  2162. 45:19I'm going to create
  2163. 45:19new map
  2164. 45:20make sure it's selected
  2165. 45:21also select the material
  2166. 45:23outputs go to bake
  2167. 45:25and here just choose
  2168. 45:26the
  2169. 45:27roughness of course we
  2170. 45:28disable selected texture because
  2171. 45:30it's all happened within
  2172. 45:31one object can
  2173. 45:33choose clear image and
  2174. 45:34just press bake and
  2175. 45:36we can see it's
  2176. 45:37something baked but only
  2177. 45:39for a close now
  2178. 45:40here's the thing to
  2179. 45:41do the baking at
  2180. 45:42this stage we're going
  2181. 45:44to first select all
  2182. 45:45the objects and
  2183. 45:46we're also going to
  2184. 45:47need to make sure
  2185. 45:48that all modifiers such
  2186. 45:49as mirror are applied
  2187. 45:51to angle it
  2188. 45:52you can keep and
  2189. 45:53we can actually join
  2190. 45:54all the objects so
  2191. 45:56yeah since this share
  2192. 45:57one material why not
  2193. 45:58let's
  2194. 45:59and boom and you
  2195. 46:00can see this artifact
  2196. 46:01some object is black
  2197. 46:03after joining let me
  2198. 46:04show you how to
  2199. 46:05fix
  2200. 46:05that's very simple it
  2201. 46:06means that most likely
  2202. 46:08the UV there has
  2203. 46:09different name yeah so
  2204. 46:11we're going to
  2205. 46:11name it as the
  2206. 46:12UV in every other
  2207. 46:14object now if we
  2208. 46:15join it everything works
  2209. 46:17fine and we can
  2210. 46:18rename
  2211. 46:19this objects to metal
  2212. 46:20now we can repeat
  2213. 46:21the baking and all
  2214. 46:22objects are now in
  2215. 46:23one map we can
  2216. 46:24save
  2217. 46:25that texture and we
  2218. 46:27can connect it set
  2219. 46:28it to non -color
  2220. 46:29and connect it instead
  2221. 46:30of that generated and
  2222. 46:32we can see the
  2223. 46:33result is basically the
  2224. 46:34same we're going to
  2225. 46:35repeat that process for
  2226. 46:36metallic map
  2227. 46:37and now it's ready
  2228. 46:38to be exported and
  2229. 46:39unrelangen and you're going
  2230. 46:40to see the same
  2231. 46:41results this
  2232. 46:42approach can be used
  2233. 46:43for many things but
  2234. 46:44it's not the only
  2235. 46:45one I also have
  2236. 46:46another free video
  2237. 46:47on my channel specifically
  2238. 46:48about materials explaining how
  2239. 46:51you can tackle one
  2240. 46:52object that consists
  2241. 46:54of different materials some
  2242. 46:56rough parts some shiny
  2243. 46:57parts all of that
  2244. 46:59also possible to tackle
  2245. 47:00in
  2246. 47:01blender or any other
  2247. 47:02software professionals appreciate a
  2248. 47:04lot of substance painters
  2249. 47:06software you can
  2250. 47:07take a look on
  2251. 47:08another video about pro
  2252. 47:09workflow there are explaining
  2253. 47:11some professional tools involved
  2254. 47:12to make it even
  2255. 47:13better but substance painter
  2256. 47:15can take a while
  2257. 47:16to learn well it
  2258. 47:17gives you a lot
  2259. 47:18of
  2260. 47:22color texture and sometimes
  2261. 47:23for simple objects it's
  2262. 47:25more than enough to
  2263. 47:25just tackle some settings
  2264. 47:27in the PBR shader
  2265. 47:29to get the result
  2266. 47:31that you want I'm
  2267. 47:31going to complete that
  2268. 47:32part behind the scene
  2269. 47:34so take a look
  2270. 47:34on that video for
  2271. 47:36more information or join
  2272. 47:37my course but now
  2273. 47:39I'm going to teach
  2274. 47:39you
  2275. 47:40one more cool way
  2276. 47:41how to get realistic
  2277. 47:42eyes and eyelashes so
  2278. 47:45normally I was showing
  2279. 47:46you that
  2280. 47:47we can just create
  2281. 47:48a sphere, smooth it
  2282. 47:50and apply the color
  2283. 47:51texture you can see
  2284. 47:52that in my previous
  2285. 47:53videos but professional approach
  2286. 47:55is to use double
  2287. 47:56sphere to make it
  2288. 47:58more like real eye
  2289. 47:59so for that one
  2290. 48:00we're going to go
  2291. 48:00and download metaheim and
  2292. 48:02conform to polish is
  2293. 48:03absolutely free we just
  2294. 48:05need this
  2295. 48:05heads we're going to
  2296. 48:07take the eye from
  2297. 48:09it so we're going
  2298. 48:10to delete everything except
  2299. 48:11the eye so
  2300. 48:17it also unwrapped nicely
  2301. 48:19and that's exactly what
  2302. 48:20we need so here's
  2303. 48:22the tricks first of
  2304. 48:23all we're
  2305. 48:23going to need to
  2306. 48:23generate texture a realistic
  2307. 48:25texture of the eye
  2308. 48:27I think something like
  2309. 48:29that should
  2310. 48:30not be that much
  2311. 48:31red okay we're going
  2312. 48:33to bring it here
  2313. 48:34and we're also going
  2314. 48:35to duplicate the eye
  2315. 48:37one eye will be
  2316. 48:40sort of transparent and
  2317. 48:42extremely glossy right so
  2318. 48:44here's how I said
  2319. 48:45the material
  2320. 48:45and see blended okay
  2321. 48:48I'm going to set
  2322. 48:49it in blender but
  2323. 48:50again depending on the
  2324. 48:51game engine you might
  2325. 48:52need to do some
  2326. 48:53additional settings in game
  2327. 48:54engine anyway the idea
  2328. 48:55is that is almost
  2329. 48:57transparent and glossy
  2330. 48:59now for the main
  2331. 49:00eyeball we're going to
  2332. 49:02go to it's in
  2333. 49:03here I'm going to
  2334. 49:05move this part a
  2335. 49:06little bit
  2336. 49:06inside in proportional editing
  2337. 49:08to achieve some shape
  2338. 49:10like this and now
  2339. 49:11we can drop our
  2340. 49:11texture
  2341. 49:12here and connect it
  2342. 49:13boom okay it's a
  2343. 49:14little bit off so
  2344. 49:15in UV I can
  2345. 49:17move it a little
  2346. 49:18bit to follow
  2347. 49:18more nicely with my
  2348. 49:20eye okay that's it
  2349. 49:22and yeah let's set
  2350. 49:23the material I should
  2351. 49:24be also glossy material
  2352. 49:26boom like that that
  2353. 49:27little bit transparency and
  2354. 49:29yeah the base color
  2355. 49:30I forgot to set
  2356. 49:31the
  2357. 49:31base color to white
  2358. 49:32so there is no
  2359. 49:33additional setting okay here
  2360. 49:35we go so this
  2361. 49:36additional transparent
  2362. 49:37sphere adds nice glare
  2363. 49:39to give it more
  2364. 49:40realistic look how cool
  2365. 49:42is that and that
  2366. 49:43was extremely simple
  2367. 49:44if you still didn't
  2368. 49:45press that like button
  2369. 49:46it's about a time
  2370. 49:47and now how do
  2371. 49:48we do eyelashes it's
  2372. 49:50very
  2373. 49:50simple with shift let's
  2374. 49:52click somewhere on the
  2375. 49:54eye and that will
  2376. 49:55be our starting point
  2377. 49:56to draw the eyelashes
  2378. 49:58then we're going to
  2379. 49:59create mesh and single
  2380. 50:00vert that's a single
  2381. 50:02lonely vertix then we
  2382. 50:04go to edit
  2383. 50:05modes and we're going
  2384. 50:07to enable this mode
  2385. 50:08that will basically attach
  2386. 50:10every vertex to the
  2387. 50:12polygons that we create
  2388. 50:14and we're going to
  2389. 50:14press E to extrude
  2390. 50:16that lonely vertix into
  2391. 50:18a line
  2392. 50:19of lonely vertices basically
  2393. 50:22forming a eyelash line
  2394. 50:24right so we just
  2395. 50:26created like a line
  2396. 50:27we can
  2397. 50:28disable the shading to
  2398. 50:30see like more prominently
  2399. 50:31when that's done we
  2400. 50:33can actually disable magnets
  2401. 50:34now it actually follows
  2402. 50:35select all of them
  2403. 50:37and extrude once again
  2404. 50:38that's pretty much it
  2405. 50:40we already have basic
  2406. 50:42shape now just adjust
  2407. 50:44the shape you can
  2408. 50:45add some additional loops
  2409. 50:47to achieve
  2410. 50:48some curvature so here's
  2411. 50:49how I do that
  2412. 50:50and let's go generate
  2413. 50:51some mask texture with
  2414. 50:53Gemini that's
  2415. 50:54so simple right now
  2416. 50:55again like you can
  2417. 50:56even screenshot and bring
  2418. 50:58it to not a
  2419. 50:59banana say like I
  2420. 51:00need
  2421. 51:00a mask texture mask
  2422. 51:02texture because again it
  2423. 51:03will be used as
  2424. 51:04an alpha right that's
  2425. 51:05basically
  2426. 51:06an opacity so white
  2427. 51:07color says what's not
  2428. 51:09transparent and black what
  2429. 51:11is transparent you're going
  2430. 51:12to need to adjust
  2431. 51:14UV of course like
  2432. 51:15that so just move
  2433. 51:16it a little bit
  2434. 51:17around scale it and
  2435. 51:18just
  2436. 51:18a while later we
  2437. 51:20have eyelashes done the
  2438. 51:22same way you can
  2439. 51:22do the bottom eyelash
  2440. 51:24very very simple
  2441. 51:25hold together that takes
  2442. 51:26like 10 minutes or
  2443. 51:28more and then of
  2444. 51:29course just mirror it
  2445. 51:31to another
  2446. 51:31eye since your face
  2447. 51:32should be symmetrical how
  2448. 51:34cool is that I
  2449. 51:36mean I think it
  2450. 51:37looks just fantastic
  2451. 51:38so here's our beautiful
  2452. 51:40girl with all the
  2453. 51:41materials and last part
  2454. 51:43before we bring our
  2455. 51:44character
  2456. 51:44to our religion is
  2457. 51:46to do the rigging
  2458. 51:47we're going to do
  2459. 51:47that to accurate so
  2460. 51:49let's select the
  2461. 51:50character exported to acrylic
  2462. 51:52and import it here
  2463. 51:53so long story short
  2464. 51:55what's going on in
  2465. 51:56accurate it's
  2466. 51:57very simple process because
  2467. 51:58you'll be guided all
  2468. 51:59the time first choose
  2469. 52:01the middle line find
  2470. 52:02then
  2471. 52:03the ringing do not
  2472. 52:04worry that your materials
  2473. 52:06doesn't look same here
  2474. 52:08in acrylic basically you
  2475. 52:09can
  2476. 52:09ignore materials at all
  2477. 52:10it's just a preview
  2478. 52:12here and we will
  2479. 52:13reset it when we
  2480. 52:14get back the rigged
  2481. 52:15another step is to
  2482. 52:17place the markers and
  2483. 52:18this one is quite
  2484. 52:20important so take a
  2485. 52:22look very carefully
  2486. 52:23on the tips here
  2487. 52:25on the right and
  2488. 52:26try to position them
  2489. 52:27nicely sometimes if you
  2490. 52:29will get
  2491. 52:29bad results go back
  2492. 52:30at this stage and
  2493. 52:31try to move this
  2494. 52:33points around after a
  2495. 52:34while you'll get the
  2496. 52:35idea
  2497. 52:36how does it works
  2498. 52:37and what is the
  2499. 52:38best position for some
  2500. 52:40markers you do that
  2501. 52:41for the body
  2502. 52:42and then you do
  2503. 52:43that for each hand
  2504. 52:44when you go to
  2505. 52:45the hand by the
  2506. 52:46way it will ask
  2507. 52:47you how many
  2508. 52:48fingers do you have
  2509. 52:49so you can get
  2510. 52:50the idea that even
  2511. 52:51if you have a
  2512. 52:52character with less than
  2513. 52:53five
  2514. 52:53fingers that's totally fine
  2515. 52:55you can also rig
  2516. 52:55it here not an
  2517. 52:57issue and then you
  2518. 52:58of course set the
  2519. 52:59markers for fingers as
  2520. 53:01well let's do that
  2521. 53:02and press calibrate and
  2522. 53:04calibration basically is the
  2523. 53:06rigging itself so here
  2524. 53:09we go I really
  2525. 53:10like this stage because
  2526. 53:11it's like your character
  2527. 53:13suddenly is
  2528. 53:14a life like look
  2529. 53:15I'm a life I
  2530. 53:18can see myself woo
  2531. 53:19she'll look a little
  2532. 53:20bit creepy with this
  2533. 53:22white ice okay you
  2534. 53:23can see the walking
  2535. 53:24sometimes for some characters
  2536. 53:26you might want to
  2537. 53:27do the
  2538. 53:28pose offset I'm super
  2539. 53:29lucky I have everything
  2540. 53:30nearly perfect except some
  2541. 53:32weights which we can
  2542. 53:33dress in blender what's
  2543. 53:35there is dedicated video
  2544. 53:36about rigging of course
  2545. 53:38on my channel so
  2546. 53:39let's go
  2547. 53:40and explore the it's
  2548. 53:42to unrelanger I correct
  2549. 53:43by the way is
  2550. 53:44absolutely free but the
  2551. 53:46catch here is
  2552. 53:46that if you want
  2553. 53:47to use their animations
  2554. 53:49they do have like
  2555. 53:50huge library of different
  2556. 53:52animations for
  2557. 53:53various of purposes you're
  2558. 53:55gonna need to bite
  2559. 53:55them I don't really
  2560. 53:56need that because we're
  2561. 53:57gonna
  2562. 54:02here okay and so
  2563. 54:05we're gonna fight armature
  2564. 54:06and we're gonna need
  2565. 54:07to reassign the materials
  2566. 54:10so we'll
  2567. 54:10let just go through
  2568. 54:11each material and set
  2569. 54:13the right one without
  2570. 54:14this one and now
  2571. 54:16we can go to
  2572. 54:16the pose modes
  2573. 54:17and smooth the bones
  2574. 54:19around and see that
  2575. 54:20it works and it
  2576. 54:21works indeed but usually
  2577. 54:23in some places
  2578. 54:23like armpits we can
  2579. 54:25see that when we
  2580. 54:26move the arm the
  2581. 54:27part of the body
  2582. 54:28moves where when it
  2583. 54:29should
  2584. 54:30and this is all
  2585. 54:31about the weight correction
  2586. 54:33one of the easiest
  2587. 54:33way to do that
  2588. 54:34is that's we're gonna
  2589. 54:36select the armature then
  2590. 54:38we're gonna select the
  2591. 54:39object and go to
  2592. 54:40weight paint do that
  2593. 54:41in exactly
  2594. 54:42this order that will
  2595. 54:44allow you to shift
  2596. 54:46control on any bone
  2597. 54:48and see what area
  2598. 54:49is affected by that
  2599. 54:51bone now here we
  2600. 54:53do have a brush
  2601. 54:54and brush basically set
  2602. 54:56the color the color
  2603. 54:57reflects how much
  2604. 54:59this particular bone affect
  2605. 55:00pig's particular area of
  2606. 55:02the mesh so blue
  2607. 55:04means zero meaning that
  2608. 55:05it
  2609. 55:05will not take control
  2610. 55:07over it but we
  2611. 55:08still see that I
  2612. 55:09remove some weight but
  2613. 55:10there's still some
  2614. 55:11moment this because like
  2615. 55:12of another bone so
  2616. 55:13we're gonna need to
  2617. 55:14fix this one a
  2618. 55:16little bit more right
  2619. 55:17just like that you
  2620. 55:18can make the moment
  2621. 55:19nicer for here it's
  2622. 55:21a little bit different
  2623. 55:21case we just need
  2624. 55:23to
  2625. 55:23set all here to
  2626. 55:26be following the heads
  2627. 55:27how do we do
  2628. 55:28that let's select the
  2629. 55:29here then let's select
  2630. 55:31that armature go to
  2631. 55:33weight paint now here
  2632. 55:34shifts control and we
  2633. 55:36need to select the
  2634. 55:37head bone
  2635. 55:38exactly basis let's find
  2636. 55:40that head bone oh
  2637. 55:41this one is this
  2638. 55:42small which is head
  2639. 55:44then we're gonna go
  2640. 55:45set weight to one
  2641. 55:46and in weights set
  2642. 55:48weights what I just
  2643. 55:49did I set 100
  2644. 55:50% weights on head
  2645. 55:51bone for
  2646. 55:52here which I also
  2647. 55:53gonna do to the
  2648. 55:54accessories yep behind the
  2649. 55:56scene I also put
  2650. 55:57the accessors into the
  2651. 55:58here that's was very
  2652. 55:59easy and now if
  2653. 56:00we move around the
  2654. 56:02heads we can see
  2655. 56:03that's everything
  2656. 56:04worse as expected later
  2657. 56:05on you can actually
  2658. 56:06add additional bones in
  2659. 56:08animated which I think
  2660. 56:10I
  2661. 56:10gonna do later in
  2662. 56:11any religion and congratulations
  2663. 56:13to myself this character
  2664. 56:15is done altogether it
  2665. 56:17took a little bit
  2666. 56:18more than two days
  2667. 56:19but I'm extremely happy
  2668. 56:21and just a few
  2669. 56:22years ago I couldn't
  2670. 56:23imagine I will be
  2671. 56:25able to do such
  2672. 56:26a cool character in
  2673. 56:28such short terms in
  2674. 56:30fact it ended up
  2675. 56:30so nice
  2676. 56:31that I decided to
  2677. 56:32do some additional cool
  2678. 56:33setup in underlanger which
  2679. 56:35you're gonna see now
  2680. 56:36so
  2681. 56:37first of all of
  2682. 56:37course adding some physics
  2683. 56:39to here some additional
  2684. 56:41setup in Unreal Engine
  2685. 56:43setup
  2686. 56:43small scene and do
  2687. 56:45this cool camera renders
  2688. 56:47so you can have
  2689. 56:48that amazing intro video
  2690. 56:50which you
  2691. 56:50saw in the beginning
  2692. 56:51by the way Unreal
  2693. 56:52Engine 5 .8 is
  2694. 56:53absolute gold I already
  2695. 56:55made a few videos
  2696. 56:56about new meta humans
  2697. 56:57about new markerless motion
  2698. 57:00capture mcp all that
  2699. 57:02great stuff it's all
  2700. 57:04on my channel
  2701. 57:04it's absolutely amazing it
  2702. 57:06allows you to move
  2703. 57:07really fast and all
  2704. 57:08of that is basically
  2705. 57:09free and
  2706. 57:10guys please don't forget
  2707. 57:11to like subscribe and
  2708. 57:13leave the comments making
  2709. 57:14this long video takes
  2710. 57:15a lot
  2711. 57:15of effort but I
  2712. 57:16really believe you're gonna
  2713. 57:17learn a lot from
  2714. 57:18it so that was
  2715. 57:19stuff as usual see
  2716. 57:21you
  2717. 57:21in the next one

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