Ultimate Free AI Workflow for Anime 3D Character — Transcript
Full transcript
- 0:00Can you believe this
- 0:01anime character was created
- 0:02in less than an
- 0:03hour?
- 0:04Yes, that's possible and
- 0:06all tools are absolutely
- 0:07free.
- 0:08In this video, I
- 0:09gonna show you what
- 0:10reference images I use,
- 0:12how I create 3D
- 0:13models from them, how
- 0:14I combine parts and
- 0:15fix small issues, texture
- 0:17it in best free
- 0:18AI tool, quickly rig
- 0:20that in Mixamo, and
- 0:21then apply toon shader
- 0:23in Blender and in
- 0:24game engine like Unity.
- 0:26Alright guys, this is
- 0:27time for a video
- 0:28that many of you
- 0:29asked.
- 0:30And we gonna create
- 0:32Zelda, but we gonna
- 0:33create her in anime
- 0:34style.
- 0:35So, first step, as
- 0:36usual, we gonna need
- 0:38right reference.
- 0:39And here's what I
- 0:39prepared already.
- 0:40So, my initial character
- 0:42should look like this.
- 0:43And if you missed
- 0:44out, I already have
- 0:45a video to explain
- 0:47how I do this,
- 0:48like with full explanation,
- 0:50check this video.
- 0:51So, in this case,
- 0:52I have character with
- 0:53long hairs, and it
- 0:54make absolute sense to
- 0:55separate head, so we
- 0:57can control hairs separately.
- 0:59So, I have head
- 1:00in three views, and
- 1:01I do have body
- 1:02in three views.
- 1:04I have hands separately,
- 1:05because usually, fingers might
- 1:07be tricky to do
- 1:08at once with the
- 1:09body.
- 1:10So, I recommend to
- 1:11make them separate and
- 1:12combine later.
- 1:13Hopefully, at some point,
- 1:14it will be good
- 1:15enough and we don't
- 1:16need to do that.
- 1:17And of course, I
- 1:17need bow.
- 1:18Optionally, you can also
- 1:19create arrows if you
- 1:20want to use it
- 1:21within game.
- 1:21And the best option
- 1:23to create 3D is,
- 1:24of course, Oonion.
- 1:25We gonna use it,
- 1:26a Chinese version of
- 1:27website.
- 1:28We gonna use Oonion
- 1:293.1. We gonna
- 1:30go with multi images.
- 1:32Here we gonna need
- 1:33to drop them in
- 1:34the relevant places.
- 1:36No magic here, just
- 1:37add the images.
- 1:38Make sure the poly
- 1:39count is selected.
- 1:40We don't need it
- 1:41extremely high poly.
- 1:42500K is enough for
- 1:44this case.
- 1:44And I also show
- 1:45you how to do
- 1:46optimization, not inside Blender.
- 1:49And let's hit generate.
- 1:50I did exactly the
- 1:51same for another objects.
- 1:53And let's review the
- 1:54results.
- 1:54So, here is the
- 1:55body and I like
- 1:57it.
- 1:57I mean, the reference
- 1:59has sort of anime
- 2:00textures.
- 2:01And you can see
- 2:02it actually created really
- 2:04decent texture.
- 2:05You can see it
- 2:06here.
- 2:06As expected, the hands
- 2:08are a little bit
- 2:09problematic.
- 2:09You see, the fingers
- 2:10are merged sort of.
- 2:11That's not okay.
- 2:12It will be difficult
- 2:13to rig.
- 2:14But we have a
- 2:15solution for it.
- 2:15So, of course, I
- 2:16created hands separately as
- 2:18well.
- 2:18Okay, and here is
- 2:19the hand.
- 2:19Well, way better.
- 2:21I mean, all fingers
- 2:22spread exactly as we
- 2:24need it.
- 2:25And a little bit
- 2:25sort of toon shader.
- 2:27And we're gonna go
- 2:27with head.
- 2:28And here is the
- 2:29result.
- 2:29And the result is
- 2:30beautiful.
- 2:31I mean, some problem
- 2:32with the neck.
- 2:33But we're gonna address
- 2:34that in sculpting.
- 2:35And the bow as
- 2:36well.
- 2:36Looks good.
- 2:37Okay, so now let's
- 2:39download all the models.
- 2:40And drag and drop
- 2:41them in Blender.
- 2:42And guys, I really
- 2:43want to remind you
- 2:44that there is top3d
- 2:45.ai. The website I
- 2:47created for you.
- 2:49Where you can find
- 2:49best 3D AI.
- 2:51And actually compare which
- 2:52one is the best.
- 2:53We recently updated website.
- 2:55Now there is like
- 2:56low poly on the
- 2:57arena.
- 2:57You can blind test
- 2:59them and vote.
- 3:00Check the leaderboard to
- 3:01find out who is
- 3:02the best for geometry,
- 3:04low poly and segmentation.
- 3:06Yeah, we also added
- 3:07segmentation.
- 3:08Since more and more
- 3:09models support it.
- 3:10You can review how
- 3:11they perform.
- 3:12You can check it
- 3:12in explode stage.
- 3:14This might be actually
- 3:15very useful for some
- 3:16cases.
- 3:17And of course it's
- 3:18absolutely free.
- 3:19I just ask you
- 3:20to hit that like
- 3:21and subscribe button.
- 3:22And that will motivate
- 3:23me to create more
- 3:24tutorials.
- 3:25And bring more knowledge
- 3:26to you.
- 3:27And here's what we
- 3:27have.
- 3:28We're gonna hide bow
- 3:29for now.
- 3:30We're gonna need to
- 3:30combine hands and body.
- 3:33And also position head
- 3:35and do fixes to
- 3:36the neck.
- 3:37Okay, so there is
- 3:38no magic.
- 3:38I just gonna position
- 3:39it.
- 3:40Now before we start
- 3:41connecting hand.
- 3:42Let me explain the
- 3:43logic how I gonna
- 3:44do that.
- 3:44And why I decided
- 3:45to make hand look
- 3:46like this.
- 3:47So in original hand,
- 3:48I'll cut it on
- 3:50this line.
- 3:50So I keep this
- 3:51part and it's easy
- 3:53to connect new hands.
- 3:54And for the new
- 3:55hand, I'll cut it
- 3:56here.
- 3:56And that will make
- 3:57it easy for me
- 3:58to connect it seamless.
- 3:59Okay, so let's continue
- 4:01positioning in the right
- 4:02place.
- 4:03Now when that's done,
- 4:04let's hide everything.
- 4:05And just focus on
- 4:06the body.
- 4:07In the body, as
- 4:08I said, I'll need
- 4:08to just disconnect this
- 4:10part.
- 4:10So there's few ways
- 4:11to do that.
- 4:12I really like the
- 4:13LASO mask.
- 4:14Also you can use
- 4:15a mask brush.
- 4:16And if you never
- 4:17tried sculpting, trust me,
- 4:18it is extremely simple.
- 4:20I do have a
- 4:20dedicated video about it.
- 4:22You only need to
- 4:23know few tools to
- 4:24be able to achieve
- 4:25up to 90%
- 4:26of what you need.
- 4:27You can do it.
- 4:28I gonna select it
- 4:29with the brush.
- 4:30I can actually disable
- 4:32texture for now to
- 4:33better see the masking.
- 4:34You can see the
- 4:35bubble on top.
- 4:36Switch between solid mode
- 4:37and textured mode.
- 4:38It's easier to see
- 4:39mask in solid mode.
- 4:40So here's what I
- 4:41do.
- 4:42I just selected mask
- 4:43brush.
- 4:44And I just painting
- 4:45the area that I
- 4:46need to remove.
- 4:47Note, when hold CTRL,
- 4:49you can inverse the
- 4:50action and deselect the
- 4:52masked area.
- 4:53All right, I did
- 4:54that for one hand.
- 4:55And I gonna do
- 4:55the same exact thing
- 4:57for another.
- 4:58When that's done, we're
- 4:59gonna go to mask
- 5:00menu and select mask
- 5:02slice and fill holes.
- 5:04What it's gonna do,
- 5:04it's gonna cut that
- 5:06part and cover the
- 5:07hole with the new
- 5:09mesh.
- 5:09Now we can actually
- 5:10unhide new head.
- 5:12And now we're gonna
- 5:13select hand, go to
- 5:14sculpt mode.
- 5:15And we're gonna need
- 5:16my favorite brush called
- 5:18elastic graph.
- 5:19It's basically like working
- 5:20with clay.
- 5:21You just drag and
- 5:22move some parts around.
- 5:24So here's what I
- 5:24do.
- 5:25I just move that
- 5:25part inside like this.
- 5:27Just to make sure
- 5:28we don't see these
- 5:30problems.
- 5:30And we keep that
- 5:31original stuff like this.
- 5:33All right, now when
- 5:34that's done, let's hide
- 5:35body.
- 5:36And how about we
- 5:37cut this unused part?
- 5:38So now we know
- 5:39that we extended hand
- 5:41as much as we
- 5:42need.
- 5:42Now I'm gonna select
- 5:43laser mask again.
- 5:45Also one of my
- 5:45favorite tool.
- 5:46Just select it like
- 5:47this.
- 5:48Make sure you selected
- 5:49it from the another
- 5:49side as well.
- 5:50We can combine it
- 5:51with mask brush like
- 5:53this.
- 5:54When that's done, gonna
- 5:55use the same tool.
- 5:56Go to the mask
- 5:57menu and select mask
- 5:59slice and fill holes
- 6:00again.
- 6:01All right, don't forget
- 6:02to clear mask.
- 6:03Otherwise, you'll not be
- 6:04able to change that
- 6:05mask area.
- 6:06It will not move
- 6:07until it mask.
- 6:08So yeah, just clear
- 6:09the mask.
- 6:10Gonna enable body again.
- 6:11And now we can
- 6:12go to the sculpt
- 6:13mode and finalize the
- 6:15geometry here.
- 6:16So I'm gonna just
- 6:17move it a little
- 6:17bit like this.
- 6:18Okay, and now it's
- 6:20time to actually mirror
- 6:22the hands.
- 6:22So how are we
- 6:23gonna do that?
- 6:24I'm gonna use mirror
- 6:25modifier.
- 6:25But before I use
- 6:26it, we're gonna go
- 6:27to object mode.
- 6:28And we're gonna see,
- 6:29you can see this
- 6:30small dot here is
- 6:31basically where the hand
- 6:33origin.
- 6:34And usually every modificator
- 6:36takes that into account.
- 6:37To mirror it along
- 6:38the body, we need
- 6:40to press on the
- 6:41hand, go to object
- 6:42set origin and set
- 6:44origin to 3D cursor.
- 6:46Usually 3D cursor is
- 6:47in 000 coordinates.
- 6:50Which means that if
- 6:51we go now and
- 6:52add the mirror modifier,
- 6:53nothing gonna happen.
- 6:54Because we also need
- 6:56to apply the rotation
- 6:57and scale.
- 6:58You can see them
- 6:59in the item menu.
- 7:01And you see like
- 7:02the rotation has some
- 7:03values and scale.
- 7:04We need to apply
- 7:06that to make sure
- 7:07that the current transformation
- 7:08is the final transformation.
- 7:10It's very simple.
- 7:11Just select the object
- 7:12and press control A
- 7:13on the keyboard and
- 7:14select rotation and scale.
- 7:16By the way, you
- 7:17can see all the
- 7:17buttons I'm click here.
- 7:19When that's done, you
- 7:20can see our mirror
- 7:21modifier working just fine.
- 7:23And then we have
- 7:23our hand mirrored on
- 7:25the left side.
- 7:26Okay, we can actually
- 7:27apply the modifier.
- 7:29And now we can
- 7:30go to the sculpt
- 7:30mode.
- 7:31And why not we
- 7:33adjust this part as
- 7:34well.
- 7:35I'm gonna also fix
- 7:36the thumb a little
- 7:37bit with the grab
- 7:39brush.
- 7:39Similar to elastic grab.
- 7:41And we are actually
- 7:43done.
- 7:44We do have hands
- 7:44and body pretty much
- 7:45ready.
- 7:46So now we're gonna
- 7:47go to the head.
- 7:48I'm gonna use the
- 7:49same brushes pretty much.
- 7:51But here I also
- 7:52gonna need a smooth
- 7:53brush to fix this
- 7:55artifact on the head.
- 7:56You can either select
- 7:57it in the menu
- 7:58or you can press
- 7:59shift on your keyboard.
- 8:01And while holding shift,
- 8:02any brush is converted
- 8:03to the smooth brush.
- 8:04So you can combine
- 8:05them with any other
- 8:06except masks.
- 8:07Okay, so using the
- 8:09smooth brush, I'll just
- 8:10fix it a little
- 8:10bit.
- 8:11You can always choose
- 8:12the size of a
- 8:13brush by pressing F
- 8:15and moving your mouse
- 8:16around.
- 8:17Or you can do
- 8:18that in the top
- 8:19menu.
- 8:19Also controlling the strength.
- 8:21We don't really care
- 8:22about textures right now
- 8:23because we're gonna address
- 8:24it on the next
- 8:25step.
- 8:25So just care about
- 8:26nice geometry.
- 8:27And maybe for you
- 8:28it will be easier
- 8:29to see problems in
- 8:30the solid mode like
- 8:31this.
- 8:32I'm gonna just make
- 8:32eyeballs a bit more
- 8:34round.
- 8:35Also, I'm gonna use
- 8:35grab brush and move
- 8:38the hair a little
- 8:39bit forward to not
- 8:40intersect the body.
- 8:42So I'm gonna do
- 8:42that like this.
- 8:43And now let's hide
- 8:44the body and do
- 8:46something with the neck.
- 8:47It's really funny.
- 8:48I don't really need
- 8:49much.
- 8:49I'm gonna go and
- 8:50select blob brush and
- 8:53just add some volume
- 8:55to it.
- 8:55Because it still will
- 8:56be hidden.
- 8:57So we don't really
- 8:58care about it.
- 8:59Okay, so this will
- 9:00be the final result.
- 9:01I think that's actually
- 9:03fine.
- 9:03What do you think?
- 9:04Okay, so now we're
- 9:05gonna need to export
- 9:06it and start texturing.
- 9:07Depending on the file
- 9:08size of your model,
- 9:09you might need to
- 9:10split it object by
- 9:11object.
- 9:12In my case, it
- 9:13was a bit too
- 9:13heavy, more than 100
- 9:15megabytes.
- 9:16So I decided to
- 9:17just import it one
- 9:18by one, export it
- 9:19as FBX with packet
- 9:21textures.
- 9:21Okay, and here we
- 9:23have all the objects
- 9:24in the motif.
- 9:25So motif is an
- 9:26amazing tool for texturing
- 9:28from the projection.
- 9:29And I don't know
- 9:30really the tool that
- 9:31can give you that
- 9:32much options.
- 9:33And everything I show
- 9:34in this video, you
- 9:35can do absolutely for
- 9:36free, unlimited.
- 9:38But before we're gonna
- 9:39texture in motif, you
- 9:40can optimize models.
- 9:42Since you notice that
- 9:43the models that we
- 9:44created are quite high
- 9:45poly.
- 9:46So what we're gonna
- 9:47do, we're gonna select
- 9:48each model.
- 9:49And here we're gonna
- 9:49press three dots, simplify.
- 9:51I'm gonna choose custom.
- 9:52And for bow, for
- 9:54example, I'm gonna go
- 9:55with 5K.
- 9:56And I'm gonna keep
- 9:57generate normal map, which
- 9:58will basically bake details
- 10:00from high poly model
- 10:01to my low poly.
- 10:02And this is amazing.
- 10:03It actually saves quite
- 10:04a lot of time.
- 10:05So we're gonna hide
- 10:06the original bow.
- 10:08We're gonna do the
- 10:09same exact thing for
- 10:10the head.
- 10:10For the head, I'm
- 10:11gonna go with 15K.
- 10:14I tried a few
- 10:15times and it seems
- 10:16like 15K gives the
- 10:17best result.
- 10:18Ideally, you're gonna need
- 10:19to target it as
- 10:20low as possible until
- 10:22you're happy with the
- 10:23details level.
- 10:24All right, and for
- 10:25the body, I'm gonna
- 10:26go with just 20K
- 10:27preset.
- 10:28Okay, and here's the
- 10:29result.
- 10:30Lastly, we need hands
- 10:31and I'm gonna go
- 10:31with 10K just because
- 10:33of fingers.
- 10:34We want to keep
- 10:35them detailed for the
- 10:36animation.
- 10:36All right, and when
- 10:38that's done, we're gonna
- 10:39select the body part
- 10:40we're gonna paint.
- 10:41And we're gonna go
- 10:41in texture tab here
- 10:43on the top.
- 10:44Now here, I'm gonna
- 10:44go to the single
- 10:45view.
- 10:46And I'm gonna drop
- 10:47and add all the
- 10:48references here.
- 10:49You're gonna do that
- 10:50with the plus button.
- 10:51The workflow is very
- 10:52simple.
- 10:53You select one image,
- 10:55select the view and
- 10:56press generate image.
- 10:57There's option to generate
- 10:58it completely and copy
- 11:00the layer or patch
- 11:02something.
- 11:02We're gonna start with
- 11:03complete your texture.
- 11:04So to make it
- 11:05work, make sure you
- 11:06disable the current layers
- 11:08like I have right
- 11:09now.
- 11:09And when that's done
- 11:10and the right reference
- 11:11is selected, we can
- 11:13actually press generate image.
- 11:15And here you can
- 11:15see I already created
- 11:16image.
- 11:17And here's the magic.
- 11:18We're gonna press add
- 11:20as layer and upscale
- 11:21or add as layer.
- 11:23And here we go.
- 11:24Look how cool is
- 11:25that.
- 11:25I just actually copied
- 11:26on the texture.
- 11:27It also can do
- 11:28upscaling and look how
- 11:30it will improve further.
- 11:32Boom, that's amazing.
- 11:34That's immediately gives like
- 11:35better quality than it
- 11:36was in Huion.
- 11:38And I just gonna
- 11:38copy this flow and
- 11:40do that again from
- 11:41another view.
- 11:42Press the same button
- 11:43and here we go.
- 11:44For the back view,
- 11:45I'm gonna select the
- 11:46back view reference here.
- 11:47Do which one I
- 11:48already added and do
- 11:49exactly the same.
- 11:50Press generate image.
- 11:52When image is generated,
- 11:53add as layer and
- 11:54upscale.
- 11:55When majority is textured,
- 11:57you may see this
- 11:57black lines or some
- 11:59other imperfection that we
- 12:00can address with the
- 12:01patching.
- 12:02So you're first selecting
- 12:03these tools and select
- 12:05the area that you
- 12:06don't like.
- 12:07So yes, I'm gonna
- 12:08paint this area with
- 12:09all these lines like
- 12:11this.
- 12:11And now when this
- 12:13mode is activated, make
- 12:14sure you created new
- 12:15layer by pressing this
- 12:17button.
- 12:17Because all patches need
- 12:19a layer.
- 12:20One new layer is
- 12:21enough.
- 12:22And now you can
- 12:22actually select the reference
- 12:24and generate image.
- 12:25But this time we're
- 12:26gonna use patch tool
- 12:27to actually paint on
- 12:29top of the area.
- 12:30Just like that, you
- 12:31go patch some stuff,
- 12:32generate image with right
- 12:34reference.
- 12:34When you're happy with
- 12:35the generated image, patch
- 12:37it with this tool.
- 12:38So I painted body
- 12:39and fixed the body.
- 12:40Then I did the
- 12:40same with hands and
- 12:41the bow.
- 12:42And lastly, I'm gonna
- 12:43need to fix eyes.
- 12:45Okay, so I got
- 12:46the image.
- 12:47And yeah, here's the
- 12:48workload basically.
- 12:50You set the view,
- 12:51generate image, patch the
- 12:52area that you want
- 12:53to fix.
- 12:54Okay, and lastly, I
- 12:55need to fix this
- 12:56eyelashes.
- 12:58The backside of the
- 12:59eyelashes.
- 13:00Wow, I mean, look,
- 13:01it gives like really
- 13:01nice shade.
- 13:03And yeah, I fix
- 13:04it some small lines
- 13:05there and there.
- 13:06And just like that,
- 13:07I'm pretty happy with
- 13:08the result.
- 13:08When all objects are
- 13:09textured, now it's time
- 13:11to export it and
- 13:11bring it to Blender.
- 13:12You can export it
- 13:13as GLB, but I'm
- 13:15gonna use FBX export
- 13:16because it's most stable,
- 13:18but it only available
- 13:19in pro tier.
- 13:21Or you can even
- 13:21just export texture image
- 13:23and replace it in
- 13:24the Blender if you
- 13:25know how to do
- 13:25that.
- 13:26Okay, so now it's
- 13:27time to bring all
- 13:28objects in Blender.
- 13:29Yeah, they're positioned in
- 13:30the same way they're
- 13:31positioned in Modif.
- 13:32So I'm gonna need
- 13:33to combine them all
- 13:34together back.
- 13:35Should not be a
- 13:36problem.
- 13:36Just gonna position them.
- 13:38And here we go.
- 13:39We are halfway done.
- 13:41Now the next step
- 13:43is rigging.
- 13:44To do that, I'm
- 13:45gonna select everything but
- 13:46bow.
- 13:47Go to export and
- 13:48choose OBJ.
- 13:49And make sure you
- 13:50have selection only and
- 13:51you don't really need
- 13:52material.
- 13:52Press export and let's
- 13:54go.
- 13:54Okay, we're gonna go
- 13:55to Mixamo.
- 13:56And here we're gonna
- 13:57go to upload character
- 13:58and drop your OBJ
- 14:00character here.
- 14:01When it's processed, you're
- 14:02gonna be asked to
- 14:03place the markers.
- 14:04There are tips that's
- 14:06quite easy to follow.
- 14:07Just drag and drop
- 14:08the points in where
- 14:10it suggests.
- 14:11We're gonna go with
- 14:12standard skeleton.
- 14:13We're gonna go with
- 14:14send next.
- 14:15Then here you're able
- 14:16to apply different animations
- 14:17and export them.
- 14:18I was searching the
- 14:19animation for bowman.
- 14:21And here I found
- 14:22standing idle 01.
- 14:24Okay, I think I'm
- 14:25gonna use it.
- 14:26And I will add
- 14:27the bow to the
- 14:28hand.
- 14:28We're gonna export it
- 14:29with pretty much default
- 14:30settings.
- 14:31Maybe I'll just add
- 14:3260 frames per second.
- 14:34Let's download it as
- 14:35FBX and drop back
- 14:36to Blender.
- 14:37Now you might need
- 14:38to set the right
- 14:39scale.
- 14:39It's usually 100 times
- 14:41smaller than it was
- 14:42before.
- 14:42So just set the
- 14:43scale to the armature
- 14:44and reapply the materials.
- 14:47So how do you
- 14:47do that?
- 14:47You go to material
- 14:48tab and assign the
- 14:49original materials from the
- 14:51objects that we had
- 14:52here.
- 14:52And now the one
- 14:53thing I want to
- 14:54show you is that
- 14:54how I will attach
- 14:56the bow to the
- 14:57hand so we can
- 14:58actually play the animation
- 14:59together with the bow.
- 15:01So first of all,
- 15:01we need to position
- 15:02it, right?
- 15:04A bit tricky.
- 15:05You can do that
- 15:06with the controller here.
- 15:08Okay.
- 15:08Okay, so I finally
- 15:09positioned it.
- 15:11Now I'm gonna press
- 15:12on the bow and
- 15:13with the shift, press
- 15:15on the armature.
- 15:16Right click on the
- 15:163D viewer, choose parent
- 15:18and select armature deform
- 15:20here.
- 15:20That will actually parent
- 15:22it, but will not
- 15:23assign any weights.
- 15:24Now we're gonna go
- 15:25to edit mode of
- 15:26the armature and we're
- 15:27gonna select this bone.
- 15:29You might see the
- 15:30bones a little bit
- 15:30different way, like triangles.
- 15:32That's basically the same
- 15:33bones.
- 15:34It's just my preset
- 15:35in Blender.
- 15:35We're gonna select this
- 15:36hand bone.
- 15:37Then we're gonna select
- 15:38bow, parents, and we're
- 15:40gonna select bone.
- 15:41And now you can
- 15:42see when we move
- 15:43the bone in the
- 15:44pose mode, the bow
- 15:45is actually moving together
- 15:46with it.
- 15:47Another thing that I
- 15:48don't like is that
- 15:49we have some problem
- 15:50with the face.
- 15:50This is because the
- 15:51head bone is not
- 15:53100% affecting the
- 15:54head itself, the face.
- 15:55That's easy to fix.
- 15:57I'm gonna select armature,
- 15:58with shift select the
- 15:59head, go to weights
- 16:00paints, with control shift,
- 16:02click on the bone
- 16:03that I need to
- 16:04fix.
- 16:04In this case, I
- 16:05need to first select
- 16:06neck bone and make
- 16:08sure that face has
- 16:10zero affection of the
- 16:11neck, right?
- 16:11So I basically painted
- 16:13blue.
- 16:13The weight is set
- 16:14here and you can
- 16:15also control the strength.
- 16:16Now we're gonna contour
- 16:17shift and click on
- 16:18the head bone, but
- 16:19do the opposite.
- 16:20Just make sure it
- 16:21is red.
- 16:21So this bone is
- 16:22controlling the head 100%,
- 16:24okay?
- 16:25And now it looks
- 16:26like it's way better.
- 16:27If you're struggling with
- 16:29the weights, I got
- 16:30you.
- 16:31This is probably the
- 16:32most annoying part.
- 16:33I do have a
- 16:33dedicated video about rigging
- 16:35where I explain the
- 16:36bar minimum tools that
- 16:38you need to fix
- 16:39your 3D character and
- 16:40bring them to the
- 16:41game.
- 16:41All right, and now
- 16:42let's talk about the
- 16:43fun part.
- 16:44How about we apply
- 16:45Tune Shader?
- 16:46So to do that,
- 16:47we're gonna need absolutely
- 16:48free add-on called
- 16:49VRM, which brings Tune
- 16:51Shader to the Blender.
- 16:52The link will be
- 16:53in the description.
- 16:54Just download it and
- 16:55install.
- 16:56This add-on, by
- 16:57the way, also allows
- 16:58exporting VRM characters that
- 17:00you later can use,
- 17:02for example, in VRChat,
- 17:03Vroid, any VTubing software
- 17:05with that Tune Shader.
- 17:07Here, by the way,
- 17:08you have this drag
- 17:08and drop into the
- 17:09Blender.
- 17:10So you can basically
- 17:10drag and drop it
- 17:11to the Blender and
- 17:12it will be installed.
- 17:13Okay, so here's how
- 17:14you install it.
- 17:15You just basically download
- 17:16it as a zip
- 17:17archive.
- 17:18Then when you go
- 17:18to the Blender, go
- 17:19edit, preferences, add-ons.
- 17:22Here, install from disk.
- 17:24Now we're just gonna
- 17:24need to select that
- 17:25file and wait a
- 17:27little bit.
- 17:27And you must be
- 17:28able to see something
- 17:29like this.
- 17:30VRM format checked.
- 17:31Got it.
- 17:32We're gonna save preferences.
- 17:33And now you can
- 17:34see it here in
- 17:35your tab.
- 17:35If you don't see
- 17:36that menu, press this
- 17:37arrow here and then
- 17:38open it and you'll
- 17:39see it.
- 17:40Let's continue.
- 17:41Now, when it's activated,
- 17:42you can go to
- 17:43the material tab of
- 17:45body, for example, and
- 17:46here you'll see VRM
- 17:48material and you can
- 17:49enable VRM M-Tune
- 17:51material.
- 17:52Let's enable it and
- 17:53wait.
- 17:54And here we have
- 17:55something like this.
- 17:56This is because we
- 17:57need to do some
- 17:58setup.
- 17:58This shader looks a
- 18:00little bit scary, but
- 18:01it's actually simple.
- 18:02Here in shader, we're
- 18:04gonna need to connect
- 18:05lit color texture to
- 18:06lit color texture color
- 18:07and shade color texture
- 18:08to shade color texture.
- 18:10And now it looks
- 18:11better.
- 18:12You can also control
- 18:14some settings.
- 18:14You can actually play
- 18:15around to set it
- 18:16as you want.
- 18:18There's many settings you
- 18:19can play around.
- 18:20Here's my preferred setup.
- 18:23Okay.
- 18:23And here we have
- 18:24some nice effects you
- 18:25can see.
- 18:26You can set shades
- 18:27and everything.
- 18:28You can even activate
- 18:30outline.
- 18:30So in my case,
- 18:32I'm gonna go and
- 18:33do the same thing
- 18:33for bow and the
- 18:35head.
- 18:36And here is the
- 18:37final results.
- 18:38Pretty cool, actually.
- 18:39Okay.
- 18:39But we are moving
- 18:40to the next step.
- 18:42How about we bring
- 18:43it to Unity?
- 18:44But this is basically
- 18:45only for Blender.
- 18:46This shader cannot be
- 18:48directly exported to Unity
- 18:49because we need to
- 18:50set it in game
- 18:51engine.
- 18:51And I'm gonna show
- 18:52it to you too.
- 18:53Now let's snap back
- 18:54when we were just
- 18:55minutes ago.
- 18:56Okay.
- 18:56So here's our rigged
- 18:58character.
- 18:58Now let's export it
- 19:00and drop to the
- 19:01Unity.
- 19:02But before I'm gonna
- 19:03go to external data
- 19:04and unpack resources and
- 19:06choose use files in
- 19:07current directory, which will
- 19:09create a texture folder
- 19:10in the same folder
- 19:11where this Blender file
- 19:12is located.
- 19:14That will basically give
- 19:15me access to textures.
- 19:16We're gonna need them
- 19:17to configure materials inside
- 19:19Unity.
- 19:19And I also exported
- 19:20the model as FBX.
- 19:22Okay.
- 19:22I'm gonna go to
- 19:23Unity Hub.
- 19:24I'm currently using version
- 19:256.3. And here
- 19:27you can create universal
- 19:293D preset.
- 19:30So we're gonna use
- 19:31it.
- 19:32I'm gonna call it
- 19:32like anime test.
- 19:34And let's create a
- 19:36project.
- 19:36So before we start,
- 19:38we're gonna need some
- 19:39package that supports TuneShader.
- 19:41We're gonna go package
- 19:42manager.
- 19:42Here in package manager,
- 19:43we're gonna select install
- 19:44package from git URL
- 19:46and type com.unity
- 19:49.TuneShader like that.
- 19:52And press install.
- 19:54Now let's go to
- 19:54our asset folder.
- 19:55And here we're gonna
- 19:57drag and drop all
- 19:58the textures first and
- 19:59also drag and drop
- 20:00the FBX that we
- 20:02exported.
- 20:02Now, first let's drag
- 20:04and drop the model
- 20:05to the scene and
- 20:06let's locate it maybe
- 20:07above the ground.
- 20:08And now here's how
- 20:09you do that.
- 20:09Let's create a material.
- 20:12Right click on any
- 20:13empty space in assets,
- 20:14create a material.
- 20:15Let's name it body
- 20:17first.
- 20:17Now here in shader,
- 20:18let's choose tune and
- 20:20also tune again.
- 20:22Okay.
- 20:22So this is pretty
- 20:23much our shader and
- 20:25let's wait it's compiling
- 20:27something.
- 20:28Now the shader looks
- 20:29like this.
- 20:30And what we're gonna
- 20:30need to do is
- 20:31basically drag and drop
- 20:32the maps.
- 20:33So first I'm gonna
- 20:34drag and drop this
- 20:35to the base map
- 20:36slot, just like that.
- 20:38And we can actually
- 20:38already drag and drop
- 20:40the material on the
- 20:41body.
- 20:42Give it some time.
- 20:43And it's not working
- 20:44because we need a
- 20:45few more settings.
- 20:46So you need to
- 20:47understand that it basically
- 20:48works as layers.
- 20:50And this one supports
- 20:51up to three layers
- 20:53also called as feather.
- 20:54That basically adds some
- 20:56layer of the color.
- 20:57So we're gonna check,
- 20:59apply the first shading
- 21:00feather.
- 21:01And here you can
- 21:01control when it stops
- 21:03and starts.
- 21:04You can even add
- 21:05like one more layer
- 21:06by activating apply to
- 21:08second shading feather.
- 21:09And then here is
- 21:10the setting like shading
- 21:12color step that control
- 21:13it.
- 21:14It's gonna add one
- 21:15more layer, but I
- 21:16don't really need it.
- 21:17I'm okay with just
- 21:18one shading feather.
- 21:19We can also add
- 21:20normal map.
- 21:21There's plenty of settings.
- 21:22I will also add
- 21:24rim light a little
- 21:25bit.
- 21:25And in the end,
- 21:27there's also of course
- 21:28the outline that is
- 21:29activated but you need
- 21:31to set the width.
- 21:33So let's add a
- 21:34little bit width and
- 21:35select the color to
- 21:36be completely black.
- 21:38So this is how
- 21:38you basically activate outline.
- 21:41If you need it
- 21:41more thicker, just select
- 21:43bigger width.
- 21:43I think like this
- 21:45should be very good.
- 21:46I'm gonna go to
- 21:47rim lights again and
- 21:49choose rim light feather
- 21:51off to make it
- 21:52more tunish like this.
- 21:54And I choose the
- 21:55color, maybe a little
- 21:56bit whiter.
- 21:58How about this?
- 21:59I think I like
- 22:00it.
- 22:01Okay, so now I'm
- 22:02gonna do exactly the
- 22:04same for whole the
- 22:05body.
- 22:06And this is the
- 22:07final result.
- 22:08How cool is that?
- 22:09We just created whole
- 22:10anime character.
- 22:12And this whole process
- 22:13took me just a
- 22:14little bit more than
- 22:15one hour.
- 22:16Of course, you can
- 22:16bring animations here and
- 22:18use it inside a
- 22:19game engine.
- 22:19Let me know in
- 22:20the comment if you
- 22:21want same tutorial but
- 22:22for Unreal Engine.
- 22:23The process is pretty
- 22:24much the same.
- 22:25You just need to
- 22:26find right shader and
- 22:27set the model there.
- 22:28Guys, I really hope
- 22:29you enjoyed the video.
- 22:30Like and subscribe and
- 22:31see in the next
- 22:32one.
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